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05 - The Haunted Waste

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80% found this document useful (30 votes)
11K views178 pages

05 - The Haunted Waste

Uploaded by

Desmond Wolf
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

A L BER ETOR

The Haunted Waste


T H E F IF T H EPISODE IN T H E CH RON ICL E OF T H E T H RON E OF T HOR NS
We are the rock,
the foundation upon which walls shall be built.
We are the thoughtful observer,
who shall watch, understand, and guide
but not construct, not manage, not lead.
You shall build, but also listen –
or the walls you raise around the flame of life
shall be a prison that smothers and darkens.
A L BER ETOR

The Haunted Waste


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

Construction & Cover


Project Lead Martin Grip
Mattias Johnsson Haake
Graphic design
Contributions by Johan Nohr
Erik Hylander
Mattias Lilja Layout
Mattias Johnsson Haake
Illustrations Christian Granath
Gustaf Ekelund
Aline Gladh Translation
Niklas Lundmark
maps
Tobias Tranell Proofreading
Johan Nohr Brandon Bowling
Kosta Kostulas

A very special thanks to:


Paul Baldowski, Rolf Boehm, Gavin Call, Claus Bo Christensen, Justin Crowther,
Benjamin Fabian, Viktor Falck, Mattiaz Fredriksson, Harry J J Gardner,
Phil Geraghty, Aline Gladh, Ulrika Haake, Andrew Hurley, Máté Jegenyés,
Christer Malmberg, John Marron, Andrzej Miszkurka, Edgardo A Montes Rosa,
Tamas Papp, Krister Persson, Jeff Scifert, Isak Ström, Christian Trondman,
Cato Vandrare, Sigita Varnienė, Matthew Wallace, Mikael Åkesson,
and our friends over at [Link] and /r/symbaroum

Version: ISBN: Copyright:


1.00 978-91-89143-34-0 Fria Ligan AB 2021

Symbaroum is a registered trademark of Fria Ligan AB.


Onwards
to the
Lost Land!
For once this preface is the first thing we write,
before the adventure and its locations, challenges, and
characters. It is not without trepidation that we now
turn our gazes south, to the once flourishing sister
realms of Alberetor and Lyastra, now devastated by
war and darkened by corruption. Sure, we have an
idea of what awaits in the ashen deserts, dead forests,
WA R & B L O O D
and raging opal storms. But we have not yet been
there, not really, so this will be a journey of discovery 1 Victory at Any Cost 10
for us as well – one that we are looking forward to Background .............................................................. 11
with excitement and dread in equal measure. Factions in the Adventure........................................15
You who are reading this should therefore view Other Factions..........................................................16
us as forerunners, an advance unit sent to scout the
darkened, corruption-oozing terrain. And the book 2 The Civil War 20
we are about to put together will hence be based on our The Course of the War............................................. 20
observations and analyses, which will inevitably be The State of the War ................................................ 24
subjective in nature. While following in our footsteps Adventure Set-Ups ...................................................25
you may well discover flaws in our report, caused
by a lack of perception, clarity, or understanding. 3 Adventure Introduction 27
Remember, then, that the region south of the Titans, This Has Happened.................................................. 29
like the one to the north, exists in as many parallel The Structure of the Adventure.............................. 29
dimensions as there are gaming groups in the world, The Player Characters..............................................32
and that you and your friends should always base
adventures on your own experiences and preferences. 4 Game Opening 35
At the end of the day, what awaits in the Lost Land, The Missing Queen...................................................35
and in the ravaged vassal state of the Dark Lord, is The Battle at the Hills of Belgaro............................. 36
something we will have to discover together. The Guardian’s Cliff................................................. 45

Enjoy! 5 Journey Across the Titans 51


Free League Publishing The Twilight Monastery...........................................51
Through the Mountains.......................................... 56
The Cliff of Korinda................................................. 59
Ps. Just got home. Have to rest, lick our wounds, tend Planning & Preparation ..........................................64
to our ravaged souls. Hopefully your journey will be
as successful as ours. Best of luck.

the South is Calling... 6


THE LOST LAND I N TO T H E S TO R M
6 Introduction 68 11 Lyastra 136
The Player Characters’ Journey...............................69 Overview ................................................................138
People and Places................................................... 140
7 Alberetor 71
Overview ................................................................. 72 12 Bright Haven Stronghold 144
People and Places..................................................... 74 Introduction ...........................................................145
Journeys in the Darkened South............................. 78 The Landscape....................................................... 146
Non-Player Characters...........................................149
8 Castle Brigo 87 Events .....................................................................150
Introduction ............................................................ 87
The Landscape.........................................................89 13 Showdown 153
Non-Player Characters............................................94 Introduction ........................................................... 153
Events ......................................................................99 The Landscape........................................................ 154
Non-Player Characters........................................... 157
9 The Darkness of the Convent 105 Events ..................................................................... 161
Introduction............................................................105
The Landscape........................................................107 14 Aftermath 164
Non-Player Characters............................................111 The Journey Home..................................................164
Events ..................................................................... 114 Developments.........................................................166
What Comes Next?.................................................. 167
10 Wonders of the Veiled Library 120
Introduction............................................................120
The Landscape........................................................ 122
Non-Player Characters........................................... 127
Events .....................................................................129
The South
is Calling
... for you and your friends!
Over the past decades, very few have paid much attention to
the lost homeland of the Ambrians. It occasionally pops up in
the nightmares of war veterans, the imaginations of the young,
and the more or less unbearable childhood memories of the
elderly. But for all intents and purposes, the Ambrian people
have put Alberetor behind them, and with good reason: their
once lush and prosperous homeland has been twisted into a
region of devastation and death that makes even the depths of
Rolfo’s rolling inn wagons
en route to the Cliff of

Davokar seem welcoming. Korinda for supplies.

Yes, it should be said here and now: although Loyalists and Reformists is in full swing, and you
there are still rare glimpses of light and rela- and your friends might be able to tip the scales to
tive safety south of the mountains, your time your benefit. But… sometimes the stakes are so
there will be marked by darkness, distress, high not even a full-scale war seems like the most
and constant danger. You will experience the pressing concern, even though it is something many
repercussions of The Great War on humankind people do not understand or refuse to acknowledge.
and the world, and be forced to endure both It is still there, in the depths of Davokar, the Throne
heartrending encounters and acute threats to of Thorns – naked but trembling with power; power
your lives. And if you ever come to understand many believe could decide the outcome of the war
why things are as they are, your view of the world and the future of the entire region; power that, in
and its inhabitants will change forever. the wrong hands, would drown the world in the
You may be wondering whether it would not be darkness of The Eternal Night. Could you really
better to stay home? The Ambrian civil war between let that happen?

6
This book is structured differently than the enough to continue their hunt into the corrupted
previous episodes of the Throne of Thorns. There is lands of the Dark Lords.
no player’s section; instead we head straight into the Following a description of Lyastra and its
background and factions of the adventure. The first defining features, the third section introduces
section also contains a chapter on the civil war, before two legendary adventure landscapes. First the
the adventure itself is introduced and begins with player characters must sneak into the massive
a battle scene set in Ambria. The section concludes fortress known among Ambrians as the Dark Lords’
with some guidelines for the journey south, as well Stronghold – the place where Queen Korinthia was
as a number of scenes set in the caravan camp called once imprisoned, deep within enemy territory. The
the Cliff of Korinda on the border of the Lost Land. journey then continues to Othelia’s Arboretum,
The second section begins with an introduction named after the priestess of Dakothnic who took
of Alberetor along with guidelines for traveling the thorn plant Rosáe from Symbaroum’s Throne
through the neighboring countries south of the of Thorns and thereby rendered it unusable.
Titans. After that we present three substantial The third section, and hence the book, ends with
adventure landscapes, each focusing on different a chapter that addresses the journey back to Ambria
types of challenges: Castle Brigo (diplomacy/social and looks ahead to the final episode of the adventure
challenges), the Convent School of Luminous Laws chronicle – a module where everything comes to a
(horror mystery), and the Cathedral of Sacred Fire head, where the future of the Davokar region will
(problem solving/combat). After visiting these be decided; a book which has been given a most
places, the player characters will hopefully know appropriate name: Davokar Awakens.

7
he ripples caused by the weepers’

t
tears, spreading across the surface, were
now only a hair’s breadth away from
flowing over the smoothly worn edge
of the well. The moment drew near, as
relentless as a tidal wave.
“There is room, isn’t there? For
interpretation, I mean.”
Prince Elori asked the question out loud, but as expected
there was no reply, not from his advisors, not from the four
figures that sat leaning over the surface. Deep inside he knew
that it did not matter anyway – regardless of whether Ainara’s
prophetic whispers were true, regardless of what they actually
meant, Davokar’s message was loud and clear: the darkness of
Symbaroum had nearly eaten through the Iron Pact’s fetters.
An echo from the time before the hibernation made him
blink: “Hope for the dream to come true, plan for the nightmare to
become reality.” He could not remember who said it, but probably
one of the two human rulers who recently sent their respective
followers to war against each other, Ynedar or Korinthia.
Plan for the nightmare…
He needed the humans, their capacity for action, their
collective strength. But in the nightmare mankind used their
advantages to strengthen the darkness even further, unwilling to
listen, unable to understand. The nightmare…
After a few more blinks it finally dawned on him, something
he should have realized long ago: he and his allies were already
living the nightmare.

8
SECTION 1:

WA R & BL O OD

9
Victory at
Any Cost
The kingdom of Ambria is barely two decades old, and yet
it finds itself on the verge of ruin. Its people, both leaders and
subjects, long for peace, rest, and safety. But the wars are never-
ending – a fact that has followed the Ambrians from Alberetor:
first came centuries of aggressive expansion and violent uprisings,
followed by the calamitous war against the Dark Lords; then the
annexation of Lindaros, the annihilation of the Jezites, numerous
battles against the woodland clans and later the Blood-Daughter.
And now, civil war. A bloody, unreasonable war that at best will
leave the people divided and hateful.

Before we continue, it must be said that the takes this potential variation into account, but it
contents of this book are nothing but suggestions is obviously impossible for us to cover (or even
and inspirational guidelines. The Haunted Waste imagine) all possible variants. For this reason,
is the fifth episode of the Chronicle of the Throne of we would formally like to hand over the power
Thorns, and by now the situation in the Davokar to decide what has actually happened in Davokar,
region may differ greatly from gaming group to Ambria, and beyond, to respective gaming groups
gaming group, depending on what alliances the – or more specifically, to you who are reading this:
player characters have formed and what differ- the Game Masters.
ent Game Masters have decided to emphasize, Those who have read the previous episodes of
alter, and develop. We have done our very best to the chronicle will recognize the introduction of this
design and present this adventure in a way that first section from what in previous books has always

10
VICTORY AT ANY COST 1

been the second – the Game Master’s Section. This characters: how experienced and powerful they The Battle at Oralak’s
chapter explains the background and historical should be, and what incentives might motivate them Winter Dunes colored
context of the adventure, describes the situation to make the journey to the Lost Land. the cotton fields red with
between and within the factions of the game world, Then, in the section’s third chapter, the adven- Loyalist blood.
and provides information and adventure set-ups ture begins. The exact details of the game opening
related to the current civil war. and the lead-up to the player characters’ journey
The contents of the second chapter may seem south will soon be revealed in full horror. But let
familiar as well – a summary of the whole adven- us first make one thing clear: the battle for control
ture, along with suggestions regarding the player over the Throne of Thorns’ power is far from over!

Background
Ambria may be a young nation, but one sprung can largely be found among objects excavated from
from layer upon layer of historical soil. Not only the remnants of the city state Lindaros.
do the Ambrians themselves have a long and rich A considerable number of these artifacts have
history, rooted in the devastated region they were over time ended up in the possession of the Royal
forced to abandon, but the country they now inhabit Sekretorium and, indirectly, the Queen. Master of
has a colorful past as well, which can be understood the Order Marbela (see the Core Rulebook, page 58)
thanks to writings, images, and remarkable objects has no formal right to refuse when Sekretorium
left behind by generations of previous inhabitants. agents come to claim items of particular interest.
The background to the events of The Haunted Waste Furthermore, a not insignificant amount of material

11
has gone missing, often lost on the way to another So it was that the Lindarians and what was
order chapter for analysis, and eventually picked left of the Order of Dakothnic remained in the
The History of up by servants of the crown. south when others who had fled the downfall of
the Region It is by analyzing this material that Korinthia the empire started to return to their native lands.
has gained knowledge of the historical links which For centuries they clung to their nomadic way of
A detailed account of she is now acting upon; links related to the history life – as the forest of Davokar expanded and the
the history of human- of Lindaros and the Order of Dakothnic. clans were established in the north; as the spider
kind and the Davokar king Angathal Taar declared war on humanity and
region can be found THE ORDER OF DAKOTHNIC the first High Chieftain was appointed; as the elven
in the book Symbar – As the elves and their allies fought their way closer prince Eneáno took it upon himself to establish
Mother of Darkness, and closer to Symbar, high priestess Othelia of the Iron Pact.
page 59–64. the Order of Dakothnic fled south with a dozen of
her most loyal followers, but not before they had THE LINDARIAN ERA
destroyed every last vine covering the emperor’s Life in the river valleys was good and continued
Throne of Thorns – vines of a plant called Rosáe, to improve as fewer and fewer abominations were
without which the throne’s power cannot be driven south by the Iron Pact and the growing
harnessed. They fled with the emperor’s blessing, forest. Eventually several Lindarian campsites
taking with them seeds and cuttings of Rosáe, seemed so safe and bountiful that permanent
hoping to reach the area south of Karvosti and the homes started to appear, next to rich fishing and
nomadic clan that lived there – a people that called hunting grounds, and soon farms that took advan-
themselves Lindarians. tage of the fertile soil along the rivers appeared
The Lindarians were one of few groups who beside them.
remained committed to the laws that were stipu- Progress was slow, but almost exactly five
lated shortly after humankind crossed the Ravens hundred years ago the construction of permanent
from the dead land in the east – laws dictated by the housing took off in a certain area, about the same
council in the lost city of Ambal Seba, led by its ruler time as the nomads received word that the Spider
Cidriana; laws that, like Dakothnic’s teachings, King had been defeated by their sister people in the
called for caution and awareness of how human forest. The place was ideal for a larger settlement,
actions affect the world around them. The nomads just downstream from the inlet of the river Noora
worshiped a god known as the Guardian, whose into the thunderous Doudram, with an easily
priests were called Nairs, and believing it was their defended hill surrounded by fertile lands. There
god’s will, the nairs proclaimed moderation in all were also ruins left behind by settlers who had
things except the defense of the Sacred Fire: the returned north, which could be rebuilt or harvested
life flame of mankind. for building materials.
Shortly after Othelia’s arrival, the Lindarians The interpretation of the Guardian’s will and
were forced to leave the ravaged and darkened land message changed as well – defending the Sacred
left behind by the Symbarians. Instead they settled Fire did not necessarily mean armed combat and
down in the river valleys by the northern slopes constantly moving around; it could also be secured
of the Titans. After a trial-period, the newcomers with thick walls and robust fortifications.
were accepted into the nairs’ order. Several of Roughly four hundred years before the
Othelia’s followers adjusted well and won the love Ambrians came running from their dying home-
and trust of the Lindarians, but the former high land, a council was held at the hilltop which is
priestess herself kept a low profile. She established today crowned by the palace of Yndaros. In
a smaller branch within the priesthood, called the attendance were the people’s twenty-one heads
Mothers of the Black Root, whose main purpose was of family, as well as the most senior nair of each
to nurture and nourish Rosáe, and keep the true family – representatives of an order that had come
nature of the plant secret – something that was to accept parts of what was once the customs and
easily achieved, as the right to personal secrets was rituals of Dakothnic’s priesthood: observation as
sacred in the eyes of the Guardian. After Othelia’s the path to knowledge, meditation as the path to
death the leadership of the Mothers of the Black insight, and conversation as the path to under-
Root, including the truth about Rosáe, passed to standing. It was decided that all Lindarians were to
her closest subordinate, a nair named Sanoval, gather on the beach of Doudram and together carry
who had to swear to do everything in her power out the sacred duty to raise walls and defenses to
to keep the flourishing artifact far away from the keep the people safe. Nair Sanator, the priesthood’s
darkened heart of the fallen Symbaroum. top interpreter of the divine, declined when the

12
VICTORY AT ANY COST 1
worldly leaders offered her the position of the settlement’s temple area they carved runes that,
future city’s chieftain: when activated, raised the ground into the sky, and
the temple with it. There it would remain for more
”We are the rock, the foundation upon which than two hundred years.
walls shall be built. We are the thoughtful
observer, who shall watch, understand, and FORGETTING
guide, but not construct, not manage, not lead. After fleeing Lindaros, the Guardian’s priesthood
You shall build, but also listen – or the walls you split into several groups, each establishing itself in a
raise around the flame of life shall be a prison different place south of the Titans – a joint decision,
that smothers and darkens.” based on personal contacts and preferences, with
the common goal of spreading their god’s teach-
The city that was given the name Lindaros would ings and gifts to different peoples. The Mothers of
instead be governed by a council of twenty-one the Black Root, the branch that held the legacy of
members, with three nairs present at every meeting Symbar in highest esteem and was responsible for
to provide knowledge and guidance. The order of Rosáe, sought out the twin temple in Bright Haven,
the Guardian raised their own temple in the east, dedicated to the god Eo, Lord of life and death, also
about a two-day march from the walls of Lindaros. praised as the protector of the living and the dead.
Having come to the clan-based society with
THE ESCAPE TO LYASTRA knowledge from a more cultivated and organized
Page 43 of Yndaros – The Darkest Star describes the Lindaros, it did not take long before the nairs won
direct source of Lindaros’ demise – the bleeder’s the trust of both the people and their rulers, and
disease caused by the alchemically manipulated eventually their love. After only a couple of decades
grain called King’s Corn. But the core reason that they had representatives in leading congregations
everything went so wrong can, as always, be found and great influence over the interpretation of Eo’s
in humankind’s longing for more, bigger, and better. teachings as well as the priesthood’s rites and
With time, the twenty-one chairs of the directives. As their inf luence and knowledge
Lindarian council grew fewer, to reduce the lengthy brought greater prosperity, the priests’ popularity
disputes, streamline the decision-making process, grew to such an extent that the rulers started to
and accelerate developments. The same thing hap- feel threatened. But instead of reacting with vio-
pened to the spiritual advisors: they went from lence and force, the worldly and spiritual leaders
being three, to two, to one, until they were excluded forged an alliance where the former were declared
altogether. Few protests were heard; the pace of representatives of Eo: rulers in the name of god.
progress quickened, the abundance grew, and no And so the religiously influenced nomenclature
one doubted that they were the Guardian’s chosen was adopted, with ruling titles such as Patriarch
people. Only the priesthood would question what (equivalent to Monarch), Apostles (similar to dukes)
was going on, and the more they questioned, the and Judges (similar to counts/barons).
more people turned their backs on them and their The century that followed was marked by
god. Eventually the nairs’ role was reduced to a dramatic changes. Largely thanks to the nairs’
purely ceremonial one – administering blessings, involvement, the already strong realm of Bright
preaching truths, and issuing warnings that no Haven grew into the greatest beacon of prosperity
one took seriously anymore. in the region, and as its importance grew, its reli-
What saved the priests from the bleeder’s disease gion spread far and wide. The name Lyastra arose
was that they would not plant the “refined” king’s when the realm started to expand geographically,
corn in their fields. They observed its ravages from a initially because a handful of neighboring city
distance and quickly decided to leave – fearful that states and clan communities allowed themselves
the darkness Lindaros had awoken would consume to be annexed in the hope of greater prosperity for
both the order and the artifact they were sworn leaders and subjects alike.
to protect. The artifact in question meant that In order to merge the different belief systems
traveling north was out of the question; instead without causing division, the Patriarch proclaimed
they went south, to put even more distance (not that all gods worshiped in different provinces (Eo
to mention a mountain range) between them and included) were in fact different interpretations of
the dark heart of Symbaroum. the same source, one that was given (on the nairs’
In order to hide their secrets without com- request) the name Dakothnic.
pletely destroying their legacy, they performed a Exactly when and why the order of Dakothnic
half-forgotten symbolism ceremony: around the started to forget its origins and the warnings Othelia

13
carried with her from the dying Symbaroum is and almost imperceptibly replaced with an unbri-
difficult to say; some would probably point to the dled pursuit of improved living conditions – a
order’s organization, where leading representatives pursuit that was essentially about making life
were also rulers in a worldly sense. more pleasant for everyone, but which ended in
But whatever the case, the nairs’ principles of pitch-black terror when Patriarch Kalthar and
moderation and consideration were relentlessly his apostles challenged life and death in search
of a shortcut to The Pure Magic.

NIGHTBANE’S NIGHTMARES
The Intelligence Reports In the late summer twenty-two years after the vic-
tory against the reign of terror that the Dark Lords’
The two reports that brought Korinthia closer to Rosáe are available as arrogance had created, Queen Korinthia saw her
handouts on page 171, but their content is also included here for reference. promised land threatened by an equally devastating
Apart from explaining the Queen’s actions, the may become known to calamity. The civil war broke out and grew ever
the player characters, depending on which prelude the Game Master bloodier as time went on. The Church splintered
decides to use (see page 36). after a coup orchestrated by Anabela Argona, the
person Korinthia herself had appointed as First
Report [Link] Mother. The Sovereign’s Oath captured Karvosti
Upon further consideration (and in addition to the reasoning on the term and forced her former ally to flee, an ally she had
“Nair” and the existence of the symbol we now know is associated with the betrayed so hideously that their relationship was
Symbarian deity Dakothnic), we deem it highly probably that the headquarters ruined forever.
of the Guardian’s priesthood was located somewhere outside Lindaros. Note With the approach of autumn, she stopped
that this is also suggested by the conclusions presented in Report [Link] and listening to her advisors – those who had always
[Link]–h, which cover the alienation of the priesthood and their disputes indulged her, who never voiced their objections,
with local authorities. who never did anything but obey her commands.
Based on our current understanding, we have good reason to assume that She clearly could not trust herself, but she had no
the main temple (or temples) was located two to three days’ march east from one else; if she could not find a way to salvage the
Lindaros. We believe that this calls for a more thorough investigation and situation it would mean years of agonizing civil
analysis of Stone Oak Castle on House Arobel’s estate – it was constructed war, most likely followed by a brutal annexation
much earlier, but there are clear indications that the castle was renovated once the Sovereign’s Oath grabbed what was left of
and used in Lindarian times. her sundered realm. It would also see Korinthia’s
legacy shattered as she went from hero queen
Report [Link] Nightbane to the blackest sheep in the regnal list
In reality it is too early to say anything about the text on the glass cylinders – Korinthia Nightspouse.
that (according to Ordo Magica’s records) were found in the chamber next For the past month, the Queen has only listened
to what is referred to as the Guardian’s Crypt. There is still much work to be to two voices who were never afraid to challenge her
done before all the pieces can be put together, and the text appears to contain reasoning. First and most important is Kalthar, the
symbols of more ancient origins. However, the enthusiasm over the fragments Dark Lord. Secondly, she has lately grown closer to
we have been able to decipher is so great that a preliminary report should be her half-sister, Esmerelda, Duchess of Kasandrien
in the Queen’s interest. – the only family she has left, now that most of her
Everything suggests that the cylinders recount important events in Lindarian relatives have taken up arms against her.
history, perhaps especially ones associated with the order of the Guardian. Thus
far we have merely conducted an initial analysis of one text fragment; there is A QUEEN ON THE HUNT
much uncertainty, but we can with reasonable confidence make out the words What Korinthia finally decided to do was met with
“imperial seat” (likely Symbar), “throne’s thorns” (possibly vines), and “Nairs’ strong objections from Kalthar and compassionate
ancestors/predecessors.” With a lesser degree of certainty, we can arrange the approval from Esmerelda. Perhaps the former is
words into a sentence, with the following approximate meaning: “the throne’s right; perhaps she is so fixed in her thinking that
thorns were brought to safety from the imperial seat by Nairs’ ancestors.” she cannot see any other way forward. But in
We should of course refrain from drawing any conclusions whatsoever from Korinthia’s mind, the Throne of Thorns remains
such insufficient material. But unless the analysis is completely invalidated the only way to save both Ambria and her own good
by future insights, we should soon be able to establish a clear link between the name. Now she knows that it really exists and that
order of the Guardian (the nairs) and the priesthood of Dakothnic. A complete it is linked to an immensely potent source of power.
analysis will be delivered before the next meeting. Furthermore, she knows where to start looking for
that which will allow her to control the power of
Symbar’s legendary seat.

14
VICTORY AT ANY COST 1
Ever since she stopped listening to her advisors,
all reports from the Royal Sekretorium have been
delivered directly to her. Anything of relevance to The Dark Lord’s Death
the kingdom at large is forwarded to her subordi-
nates, but she has also kept a great deal to herself, When writing The Haunted Waste, we assumed that Dark Lord Kalthar is
including many analysis reports regarding Symbar, alive and remains Korinthia’s voluntary prisoner. If this is inconsistent with
the Throne of Thorns, and the region’s ancient his- how the adventure The Darkest Star played out around your gaming table,
tory. As she and Esmerelda went through these he can be replaced by his longtime advisor, the philosopher Morhak, who
documents, Korinthia eventually found a possible was captured by the Sekretorium’s agents in the south or turned himself in
lead – one that might take her to the miraculous to Korinthia to pick up where his friend left off.
thorn plant Rosáe, and thus to the power of the
Throne of Thorns.

Factions in the Adventure


Although there are guest appearances from fortune in various assets (gold and gems in addition
representatives of other factions, The Haunted Waste to hard thaler), and what is more, the Queen has
is mainly focused on two: House Kohinoor and the many allies among those still living in Alberetor.
Sacred of the Old Blood. It is they who have clues However, Korinthia is neither willing nor able to
about the location of Rosáe and are competing to get call for military assistance from Ambria – on the
there first, with the possible addition of a faction or one hand, she is determined to manage on her own
individual who encourages the player characters and not weaken the Loyalists’ defensive capabili-
to seek out the Queen. ties; on the other hand, it does not take long before
Kalthar & Korinthia
those she has left in power start acting as if she has The relationship be-
HOUSE KOHINOOR disappeared for good. tween the queen and the
No matter what happened when you and your prisoner who was once
friends played Mother of Darkness (or whether you SACRED OF THE OLD BLOOD her captor is complicat-
play it at all), it should be clear that the Queen’s In the shadow of the war, the Sacred of the Old Blood ed to say the least – a
expedition, led by Sekretorium agent Ralgai Melion, is putting their plan to seize power into action. kind of love-hate
did not achieve its goals: it could not establish dom- But unlike Duke Ynedar and his allies they will situation based on
inance over Symbar, nor stop all the other groups not resort to armed conflict; no, the noble blood respect and contempt
from returning, and even if the Throne of Thorns cult still favors other methods: lies, manipulation, in equal measure has
was located, it is likely known that sitting on it extortion, and assassination. arisen. As for the search
would be fatal. In short: Korinthia Nightbane went The civil war could not have come at a better for Rosáe, Korinthia is
for broke and came up short. time. The cult has members and loyal followers in all convinced that the old
But it is not over yet! The queen of Ambria has corners of the realm, who thanks to the war can act Dark Lord has always
not abdicated, but has left it to her subordinates more or less freely while putting the blame on one of known where to find the
to defend Yndarien and other loyalist-dominated the warring parties. But initially they must restrain much-desired artifact,
duchies against the armies of Duke Ynedar. themselves, for if they proceed too quickly the other but also that he would
Meanwhile, she herself has left to seek the artifact factions within Ambria might begin to suspect that rather die than reveal
that can make the Throne of Thorns whole once they have a common enemy. So far, since the month it to her. Kalthar, on the
more: the plant called Rosáe. of Konelia, in year 22 after the Victory, roughly a other hand, has come
dozen rulers of counties and baronies have fallen with the Queen because
Resources away and ceded power to family members loyal to she would have dragged
At her side Korinthia has the Dark Lord Kalthar, the cult – some appear to have succumbed to disease; him along by the beard if
her half-sister Esmerelda (page 158), and the only others to have died in various accidents; a couple she had to, but also be-
dear friend she has always been able to count on have gone missing without a trace; still others have cause it gives him more
in times of need: Revina Kalfas (page 157), former been killed, either by “enemy assassins” or by a stray time to talk sense into
colonel of the Queen’s Rangers. Initially they arrow on the battlefield. her. You can read more
are also accompanied by Field Marshal Beremo The leaders of the cult, Duchess Esmerelda and about their history and
Herengol and twenty pansars (page 158), but this her father Sesario Karnak, have over the summer relationship in Yndaros
force is soon reduced considerably (see This Has become bolder in their actions. They are no longer – The Darkest Star, page
Happened, page 29). afraid to introduce followers to one another if that 42–43.
The expedition has nothing to worry about in would make them more effective as agents; they do
terms of resources. They carry with them a small not hesitate to infiltrate, kidnap, and blackmail in

15
order to slowly seize positions of power and valuable The Goroth
information. The reason for this does not only have Sesario and Esmerelda knew how dangerous such
to do with the civil war and its distracting effect. a mission would be: the risk that something would
Equally significant, if not more so, is the fact that go wrong, before leaving Ambria or in the hunt that
they are descending deeper and deeper into the followed, was considerable.
darkness of corruption. While not completely lost, The Esmerelda who joined Korinthia’s expe-
they are both balancing on the brink of being thor- dition and is later encountered by the player
oughly corrupted, and their thirst for power now characters is actually a Goroth (see the text box
overshadows everything else. to the right) – a perfect copy, created through a
Aside from seizing power in Ambria, their plan half-forgotten sorcery ritual, completely con-
has another key objective. A couple of weeks before trolled by the real Esmerelda from a ceremonial
the start of The Haunted Waste, they realized that circle in Agrella; a creature that carries in its
Abesina, the mother and wife they had fought so long flesh a crystal cylinder made of sand from the
to save from the degeneration of undeath, does not Yonderworld, to be used at a later stage as a focus
need saving after all. Being undead, and therefore for the ceremony Daemonic Tunnel (see the Game
completely immune to the effects of corruption, she Master’s Guide, page 116).
is in fact the perfect candidate to mount the Throne
of Thorns, just as it is, without the dampening and Resources
channeling sheath of Rosáe. So when the Queen told The Sacred of the Old Blood have vast financial
her half-sister Esmerelda that clues regarding the resources at their disposal, especially since many
missing artifact had been uncovered, it was clear cultists have attained positions of power and
that the cult had to act – to stop Korinthia from influence. They have also found a new ally in the
obtaining the power of the Throne of Thorns, and Daemon Prince Saarufag who is described in detail
to destroy Rosáe once and for all. on page 113. Though their collaboration has so far
been tentative and marked by suspicion on both
The Plan sides, the daemon has already proven his worth –
Upon realizing that the Queen and a small escort not least by creating the daemon troopers which
were setting out to find Rosáe, the leaders of the Esmerelda and Sesario hope will spearhead their
cult devised a plan in corruption-fueled eupho- future army (see page 160).
ria: to seize this opportunity to end Korinthia’s Regarding activities in Alberetor, the blood
life and then continue the search for Rosáe. The cult has long had both cultists and hired agents
operation would naturally be led by Esmerelda stationed there, to rob the Lost Land of any valu-
herself – partly because no other member of the ables, knowledge, and artifacts left behind. Much
cult could gain a place in the expedition, partly of the operation is run from the Cliff of Korinda
because she wanted to be the one to thrust the caravan camp, under the leadership of Erdald
blade into her sister. Mirelda, active in the trading house known as
In light of the failed assassination attempt on the Agrella Guild.
the Guardian’s temple isle (see This Has Happened, Erdald has a whole network of capable people
page 29), the cult leaders will revise their original reporting to him – individuals and groups who,
plan, although the goal remains the same. More voluntarily or otherwise, have remained south
about Esmerelda’s intentions and how they evolve of the Titans. None of them knows that they are
over the course of the adventure will be revealed working for a blood cult, but would probably not
when it is relevant to understanding her actions, care very much anyway – they are loyal to whoever
particularly during her encounter with the player is paying them, and their life situation leaves little
characters on page 49. room for scruples.

Other Factions
The summaries in this section are brief and mainly Besides addressing the current situation, goal,
relevant in a larger perspective. For example, the and resources of the respective factions, the descrip-
information might be useful if the Game Master tions offer some insight into how their leaders relate
wants to create an adventure set in the middle of to the Throne of Thorns, Rosáe, and Korinthia’s
the Ambrian civil war or someplace affected by expedition (provided that they know, or will learn,
the conflict between the Sovereign’s Oath and the about it). The latter might be relevant if the player
southern barbarian clans. characters have a close relationship with one or

16
V I C T O R Y AT... 1

Create Goroth, new ceremony


Tradition: Sorcery
Those who are not prepared to sacrifice life and
limb, and are not concerned about the darken-
ing of their soul, can create a flesh-and-blood
copy of themselves and through meditation
use it as their vessel in the world. The creation
process is conducted during a five-day cere-
mony and requires at least a dozen corpses of
recently deceased cultural beings.
Ceremonial focus: Nothing but the goroth
Half effect: If the ceremony is stopped pre-
maturely, the half-finished creature collapses
in a pile of flesh, bone, and bodily fluids that
quickly starts to decompose. New corpses
must be obtained and the ritual must be
repeated from the beginning.
Full effect: The ceremony master gains com-
plete control of the created creature; by putting
herself into a trance, the master can share
the creature’s experiences and control what
is says and does. Whenever the master is not
meditating the creature appears to be asleep; it
cannot be woken by any means, but the master
is always vaguely aware of what is happening
to or going on around it and can at any time
resume her trance and let the goroth wake up.
In terms of appearance and physical needs
the creature is normally a perfect physical copy
of the ceremony master, except that it com-
pletely lacks a spiritual shadow. It is possible
to modify the creature if so desired – changing
hair/eye color, removing unsightly scars/birth-
marks, and so on. Hiding such changes from
people who know the master well requires a
successful [Discreet←Vigilant] test, but may
be impossible if major adjustments have been
made (the Game Master decides).
Unique side effect: Create Goroth will never
give rise to more than one side effect in the
place where it is performed. Instead the cere-
mony master is at constant risk of corruption
as long as the goroth remains active. Once per
hour a Resolute test is made, which if failed
inflicts 1D4 temporary corruption on the mas-
ter. The corruption subsides if the meditation
is paused for more than an hour, but it might
of course force the master to stop meditating
Lavendra Gorinder and render the creature unconscious at an
succeeds her newly inconvenient time.
departed father Gorolai
as leader of the barony.

17
more factions, or if the Game Master wants to use a has to be the judging and controlling power that
specific faction as the characters’ quest giver. Alberetor became during the war against the Dark
The Blood Cult Lords, with a Church dedicated to the exalted Prios
and the War THE LOYALISTS as its close ally. But underneath this overarching
The motley group of people calling themselves objective are many different opinions on what
The leaders of the Loyalists have little in common except their deter- should replace the current order – a theocracy
regions that make mination to defend the current regime: they have serving Prios in the form of the Lifegiver (Sarvola);
up the Sacred of the all agreed to fight for the Queen and the Lawgiver. a return to the pantheon of the Young Gods with-
Old Blood’s growing But they have different reasons for doing so. Some out a strong central authority (Deseba); or if the
network have no choice fear that their privileges will be challenged if Duke Crown Duke himself gets to decide: a kingdom that
but to participate in the Ynedar ascends the throne; others hold the religious remains strong, but leaves more room for different
civil war, but are doing conviction that the world will plunge into The religious beliefs and ways of life, including the
everything they can to Eternal Night if the people were to abandon “the varied cultures of the clans. As the war drags on,
conserve troops and re- true Prios”; still others are eager to gain or regain the Reformists will of course be joined by nobles
sources without raising the Queen’s favor, and believe that she will emerge with less religious motives, such as Counts Alkantor
suspicion. Their troops victorious from the war. Argona and Arnon Melion – under the guise of sup-
“encounter problems” The latter category includes Korinthia’s uncle, porting the change of rulership they really hope
and cannot make it to Duke Alesaro Kohinoor. As soon as the war broke to see House Kohinoor dethroned and ultimately
the battlefield in time; out the Queen summoned her relative from his claim the crown for themselves.
their storage buildings residence in faraway Sevona. He now serves as Crown Duke Ynedar is the face of the Reformist
are “plundered by rob- her deputy and war coordinator, in addition to movement, but the faction is in all essential respects
bers” or “burnt down by commanding the Yndarian regiments – tasks for governed by the so-called Sun Council, initially
the enemy”; and so on. which his knowledge and experience make him made up of another five individuals: Father Sarvola,
more qualified than any other living Kohinoor. Deseba the Old, Ynedar’s sister Korthena, the
The indisputable fact that he wants the throne for barbarian witch Kathman of clan Vajvod, and the
himself is, in Korinthia’s view, a good thing. He exceptionally wealthy Count Arnon Melion who
will undoubtedly make every effort to vanquish has grown tired of Korinthia’s unwillingness to pay
the traitor; what happens next is a problem for interest on the immense loans she has taken out
another day, but the math seems relatively simple: from him. Their primary focus is to place Ynedar on
either Korinthia will have access to the Throne of the Ambrian throne, and not only by military means
The Church of Thorns and enough power to maintain her rule – while their armies are advancing on Templewall,
Dead Prios over Ambria, or everything will be lost anyway. their diplomats are doing everything they can to
The Loyalists’ main objective is to defend the convince counts, barons, and other powerful people
Assuming that you have duchies of Yndarien, Mervidun, and Kasandrien, as to join their cause, or at least withdraw their troops
followed our suggestion well as the recently invaded Prios’ Domain – those and put down their weapons.
(see Symbar – Moth- were Korinthia’s last orders to her deputy before As for Korinthia’s search for Rosáe, Reformist
er of Darkness, page she went off on her search. But over the course spies at the palace can quickly inform the Sun
156), no one will have of the adventure Alesaro will start to act on his Council that the Queen is missing, though they may
seen or heard from any own initiative, in response to major developments never find out why – they are completely focused on
followers of Dead Prios but also to strengthen his own position. For more the war and do not expect the “unusable Throne of
since before the turn of information, see The Civil War on page 20. Thorns” to have any impact on the country’s political
the year. The reason for Regarding Korinthia’s expedition, Alesaro and future. But if the Game Master wishes, the Sun
this is that they all went some of his closest advisors know the reason for her Council, the Crown Duke, or someone else could get
to Symbar for their final absence, but no specific details. Officially, they are their hands on the Sekretorium’s report (see page
battle and did in fact die all hoping that she will succeed and be the one to 14) and act as the player characters’ quest giver.
there. Then again, death harness the power of the Throne of Thorns, but if Their mission would then be to capture Korinthia
at the hand of Symbar’s the Game Master so desires her deputy may well and bring her back, and to either retrieve (Ynedar
darkness is not neces- hope for something very different … and Count Arnon) or destroy (the others) Rosáe.
sarily permanent; the The Duke of New Berendoria can be used as a
First Revenger and his quest giver, in which case the objective is to hunt THE SOVEREIGN’S OATH
punishers will take the down and kill the Queen and bring Rosáe to him. The Blo o d-D aug ht e r a nd t wo c h ie f t a i n s
stage once more, when Razameaman and Rábaiamon have had to put their
Davokar awakens... THE REFORMISTS plans for Symbar and the Throne of Thorns on hold
On the surface, the Reformists’ goal is easy to for now. They were preparing a grand campaign
understand: they believe that Ambria no longer to drive the Iron Pact from Symbar and make

18
VICTORY AT ANY COST 1
themselves the new masters of the ruined city, but THE WITCHES & THE IRON PACT
when the Ambrian civil war broke out they turned Yeleta and her Keepers, like the elves of the Iron
their focus to Karvosti. The battle against the High Pact, play a peripheral role in The Haunted Waste, Count Arnon’s Goal
Chieftain’s allies was bloody and brutal, but did not and for clear reasons.
last more than a few weeks, and their victory was The Huldra is trapped in the hollows of Karvosti New Beretor is incred-
complete when the Blood-Daughter personally cap- along with her assistants, surviving Keepers, and ibly rich in untapped
tured and decapitated the High Chieftain Tharaban a group of Wrathguards. The Sovereign’s Oath is natural resources, not
and let his head fall over the edge of the plateau. watching every exit with enough soldiers to make least in the form of
Shortly thereafter she was declared Empress in any attempt at escape a horrifically bloody affair. promising ore deposits
Exile of the resurrected Symbaroum. Besides, Yeleta does not want to leave her dear cliff in the mountains and
However, at the start of The Haunted Waste, the in the hands of the Blood-Daughter. Instead they the nearby marshes.
Sovereign’s leaders still have much work ahead are biding their time, waiting for the enemy to let The agreement be-
of them. The High Chieftain’s death did not in her guard down and leave an opportunity to strike tween Duke Ynedar and
any way convince the southern clans to lay down at her heart. Count Arnon Melion
their weapons; they may be divided and uncoordi- The Iron Pact has lost its leader, Prince Eneáno stipulates that the latter
nated, but it takes significant resources to defend (see Symbar – Mother of Darkness, page 222). His will take over the rule of
Karvosti and crack down on rebel strongholds. With successor is the winter elf Elori, formerly the elves’ the duchy once the war
the main army stationed in the south and their envoy in Yndaros and a close ally of Crown Duke is won – something that
remaining troops spread out quite thinly across Ynedar. He has recently woken from his third would turn the already
the northern regions, it is becoming more common hibernation and still has lots to learn about the wealthy count into a
for freedom-yearning Goeds and Yedes to cause capability and will of his subordinates. During superrich duke.
blood-soaked trouble in their old provinces. On top his early days in the Halls of a Thousand Tears he
of that, winter is steadily approaching. works diligently to unite all remaining members,
All this means that the Sovereign’s Oath is and even though a handful of independent war-
focusing on establishing their dominance over bands are still hunting down servants of Wratha
clan territories, and that their efforts to con- in Davokar, he has still done much better than
quer Symbar will have to wait. But then again, his predecessor.
if the Blood-Daughter were to gain knowledge of Unlike Eneáno he has also noticed and accepted
Korinthia’s expedition, she would probably want to that the wellspring that lent its name to the under-
take advantage of the opportunity. She could have ground complex is close to overflowing. And as
a representative seek out “agents of well-attested prophesied by Ainara, the first weeper:
competence” (meaning the player characters,
unless they have been branded enemies), or if ”When the spring of a thousand tears is filled to
the Game Master prefers, send a group of warriors its brim, when each tear that ripples its surface
to complicate the characters’ mission. pushes another over the edge, then the drums of
Her agents’ assignment will be to capture and war shall sound, against the raging darkness we
bring back or, failing that, kill Korinthia, and bring lulled, against the raging blackness we bound.”
Rosáe to her on Karvosti.
Elori is not oblivious to what is going on in the world
of humans – the civil wars in Ambria and Davokar
– and realizes that, if the weepers are correct, he
Yeleta’s Collaborators will need the humans on his side. But until that day
he and the Iron Pact must do whatever they can to
Exactly who is accompanying Yeleta in the slow down, maybe even stop, the dark development.
bowels of Karvosti may vary depending on His first priority is therefore to protect Symbar, the
what has happened around your particular Mother of Darkness, and prevent any human from
gaming table. We have assumed that both ever again coming into possession of the Throne of
Gadramon and Eferneya are there, along with Thorns and its infernal power. Nothing can ever
most of the keepers listed in Table 14 on page be allowed to awaken the darkest of the dark, that
88 of Karvosti – The Witch Hammer. Who the which rests beneath Symbar.
wrathguards are is less important, but if he is If the player characters are already allied with
still alive, First Guard Farvan will probably be the Witches or the Iron Pact and are able to contact
trapped there as well. their friends in the early stages of The Haunted
Waste, see The Nightmare of the Throne of Thorns
on page 33.

19
The Civil War
This chapter is meant to provide the Game Master with enough information
about the Ambrian civil war to portray it to the players and use it as a backdrop
for homebrew adventures, directly or indirectly. You are of course free (as usual)
to add, remove, and alter things as you see fit – what happens between the start of
the war and its abrupt end (see the month Verion under The Course of the War)
is of no great importance to the adventure chronicle at large.

We begin with a closer look at the course of events, concludes with a handful of adventure seeds that
from the invasion of Templewall to the cries for help can be developed into short scenarios to be played
coming from the border regions of Davokar. After before The Haunted Waste, or incorporated into the
that we will discuss what the situation is like at the player characters’ journey from the hills of Belgaro
beginning of The Haunted Waste, before the chapter to the northern stretches of the Titans.

The Course of the War


For reasons of brevity the following description 23 after the Victory. Menacingly but peacefully, a
focuses on the major events and turning points pressured Korinthia establishes a garrison in the
of the civil war, but you are of course welcome holy city of Templewall, fearing that it will soon be
to add both individual confrontations and major completely dominated by Reformist, and therefore
strategic maneuvers to the timeline. Perhaps the of Duke Ynedar’s, followers.
Loyalists take the opportunity to dethrone and This move provokes the Crown Duke and the
replace the rebellious Baron Mergai Dekanor, rest of the Sun Council to put their plans into
who is quick to declare his support for the Crown action. They first make sure that the other nobles
Duke? Perhaps other nobles (or even some clan in New Beretor are ready to back them up; the only
chieftain) sees the Duke’s absence as a chance to one who needs persuading is Count Arnon Melion,
seize crown lands in New Berendoria, around its who in return is promised a seat at the council
major cities Sevona and Berenda? and a position as the region’s duke once the war
The summary below is broken down by months. is won and Ynedar relocates into the royal palace
For exact dates, see the timeline on page 22. in the capital.
In great secrecy the Sun Council uses its newest
YNEDAR member’s considerable fortune to muster and equip
Suitably enough, the war breaks out in the month of an army, initially stationed in the hilly landscape
Ynedar, when but a dozen days have passed of year northeast of Ravenia.

20
T H E C I V I L WA R 2
Table 1: Months of the Ambrian Calender

Order Season Month Young God Alternative


#1 Summer Ynedar Earthmother High Summer Month
#2 Fall Olandan Hostess Harvest Month
#3 Fall Andonia Wildling Wither Month
#4 Fall Tomol Pathfinder Slaughter Month
#5 Winter Serliela Pathfinder Rain Month
#6 Winter Morangal Guardian Darkness Month
#7 Winter Ofelya Executioner Midwinter Month
#8 Spring Agani Executioner Indigent Month
#9 Spring Elisial Arch Builder Thaw Month
#10 Spring Verion Lifegiver Sowing Month
#11 Summer Konelia Lifegiver Blooming Month
#12 Summer Leandro Earthmother Luscious Month

OLANDAN turn their weapons against the Loyalists, having


Naturally the Queen’s spies learn about the enemy’s been promised double their pay by Count Arnon
military build-up, and during the latter part of Melion’s infiltrators. After fourteen hours the battle
Olandan Month a mighty army of soldiers from is over and the Reformists have won.
Mervidun and a platoon of Pansar cavalry begin The Loyalists suffer another setback when Duke
to establish a military camp near Furia, south of Gadramei of Seragon (the Queen’s cousin) shortly
the river Rava. after the battle declares his support for the Crown
A diplomatic delegation from Yndaros under a Duke. This happens under pressure from Ravenia
white flag is granted an audience with the Crown but also from the Duke’s own region, where more
Duke, to whom they deliver a decree signed by and more people have gone back to embracing the
Queen Korinthia. It says nothing about Father Young Gods and therefore have a profound hatred
Sarvola or anyone else in the Sun Council; she for “the Prios of War”.
only demands that their army disband effective
immediately and that Duke Ynedar makes the TOMOL
journey to the capital to pledge fealty to his aunt. The autumn month when The Haunted Waste (as a
Just before Olandan transitions into Andonia, suggestion) begins is marked by the same develop-
the Queen loses patience waiting for a reply. She ments: victories for the Crown Duke and setbacks
declares open war – not on any faction within the for the Loyalists.
Church, but on the traitors Ynedar (in first name Not only does the army that won the Battle of
only, due to his mother’s common background) the Winter Dunes march into Prios’ Domain to
and Arnon Melion. lay siege to Templewall; another army of soldiers
and sellswords from Seragon, commanded by the
ANDONIA Crown Duke’s field marshal Eliana Nidel, marches
Before declaring war Korinthia had sent an army into Narugor. After crushing all resistance in the
marching east across the rolling farmlands of Loyalist-dominated barony of Loramon they con-
Seragon, composed of soldiers from Yndarien inter- tinue to Gorinder, where they are welcomed as
spersed with ten sellsword companies. At the vast heroes by the new baroness – Lavendra Gorinder,
cotton plantations called Oralak’s Winter Dunes former palace manager in Yndaros, member of the
they stumble upon a small force of mercenaries, Sacred of the Old Blood, and of course responsible
sent directly from Melion. for her father Gorolai’s premature demise.
The first gory battle of the war is fought in the Meanwhile, Alesaro Kohinoor orders his Mervidun
beginning of Andonia and leaves the Winter Dunes army to cross the calm autumn waters of the river
crimson red. At first the outcome seems certain, but Rava and attack the center of the Reformist movement:
soon after the Loyalist army sounds the charge, nine Ravenia. It goes very badly indeed. The Crown Duke’s
of their sellsword companies break formation and spies know what they are doing, so while the bulk

21
of the Loyalist army is still trapped on the northern
The Course of the Civil War, Year 23 after the Victory riverbank or out on the water, they strike – with
heavy showers of projectiles, with devastating cavalry
Ynedar Day 21 Loyalist troops arrive in charges and barbarian divers from their friend in the
Day 12 Queen Korinthia establishes a Salamos to secure the ports. north, clan Vajvod.
garrison in Tempelwall
Day 20 The Crown Duke makes a deal Morangal SERLIELA
with Count Arnon Melion Day 3 Istaros sweeps across Ambria In late autumn, secret negotiations between the
Day 23 The Reformists start muster- Day 7 The Loyalists’ Mervidun army Crown Duke’s representative and Count Alkantor
ing their army near Ravenia crosses the frozen Rava and Argona allow the Reformists to strengthen their
conquers the town of Parfas grip on the Narugor region. Duke Junio Berakka
Olandan does not see the danger he is in, and the count’s
Day 17 The Queen’s Mervidun army Ofeliya assassins strike as the hero general is leading a
establishes a camp in Furia – Istaros reigns supreme well-drilled force from Kurun in the west towards
Day 23 The Queen’s letter of demands Gorinder in the east.
reaches the Crown Duke Agani The news of Count Junio’s death spreads fear
Day 29 The queen declares war on Day 5 The Hunger Wolf Winter among his troops. And when it is announced that
Ynedar and Count Arnon Day 19 Talks in Sunflower Village the soldiers have a new commander-in-chief in the
Day 28 The Sunflower Massacre form of Ynedar Kohinoor, and that he has appointed
Andonia Alkantor Argona as the region’s new duke, a third
Day 3 The queen’s invasion force Elisial of the army decides to desert and f lee south to
enters Seragon Day 3 Ynedar liberates Parfas Kasandrien. The Crown Duke orders his men to
Day 5 The battle at Oralak’s Day 6 Eliana Nidels’s army joins let them go.
Winter Dunes forces with the sellswords who Roaring celebrations are held in Ravenia, but
Day 11 Duke Gadramei of Seragon spent the winter in Kaldel; a the approaching winter brings news that puts a
declares support for Ynedar new siege of Templewall begins damper on their festive spirit. First, deserters and
Day 14 Locals rejoice as Loyalists other fugitives from Narugor join with regiments
Tomol from Yndarien liberate Kaldel from Yndarien and Kasandrien to break the siege
GM's call The Haunted Waste begins of Templewall and force the Crown Duke to retreat
Day 7 Ynedar's sellswords cross the Verion into Kaldel.
border into Prios’ Domain Day 1 Alesaro Kohinoor orders the Secondly, the Loyalists capture two important
Day 9 Eliana Nidel marches into mustering of two armies, one cities on the eastern bank of the river Eblis. Before
Narugor with her army in Kaldel, one in Salamos. the army led by Eliana Nidel and the recently ele-
Day 10 The barony of Loramon falls Day 5 The storming of Templewall vated Duke Alkantor can get there, troops from
Day 12 The Queen’s Mervidun army Day 9 Word is spreading that a Duke Alesaro’s New Berendoria come to reinforce
fails to cross the Rava primal blight beast is wreaking Kurun’s defenders, who are still loyal to the Queen.
Day 15 The siege of Templewall havoc in New Berendoria The same thing happens in the city Salamon, except
Day 21 Eliana Nidel is welcomed as Day 13 Both factions receive reports that the reinforcements are made up of soldiers
a savior in Gorinder where her that a horde of undead has from Kasandrien backed up by a sellsword unit
army establishes a base been seen near Heranor from the city state Koral in the far west. This way
Day 28 The Crown Duke’s represen- Day 16 Templewall falls and the Loyalists establish control over every major
tative begins secret negotia- Reformists take the city port on the river Eblis.
tions with Alkantor Argona Day 27 After new attacks along the
border of Davokar, Alesaro MORANGAL
Serliela Kohinoor and Ynedar, meet at While both sides are preparing moves to strengthen
Day 6 Duke Junio Berakka is killed; Sunflower Village. their positions before the cold and snow make all
looks like anaphylactic shock operations more difficult, Istaros strikes with full
Day 9 The Crown Duke declares Konelia force – a ruthless winter, worse than anything the
Narugor annexed and appoints Day 2 The Loyalist delegation leaves Ambrians have ever experienced, with lashing
Alkantor Argona as its duke. Sunflower Village blizzards and temperatures so low even the roaring
Day 13 Troops from New Berendoria Day 3 Ynedar accepts Alesaro rivers freeze over.
reinforce the town of Kurun Kohinoor’s demands; negotia The Loyalists use the latter to their advantage,
Day 18 Loyalist troops breaks the tions are resumed albeit with limited success. Alesaro Kohinoor
siege on Templewall; Ynedar's Day 5 Thepeacetreatyissigned;the orders the Mervidun army to make a circumventing
army retreats into Kaldel. civil war is over. maneuver across the frozen river, with the aim of

22
T H E C I V I L WA R 2

invading and waiting out the winter in the town of included, which leads their enemies to accuse them of Consumed by fear and
Parfas, which is little more than a large village. The employing murderous, unreliable witchcraft – unre- despair, Anabela Argona
maneuver succeeds, but at great cost in human life. liable because five of their own are among the dead. beholds the victims of
The truth is of course that the deed was commit- the Sunflower Massacre.
OFELIYA ted by agents serving the Sacred of the Old Blood,
Between brief moments of thaw, Ambria remains to pave the way for more cult members to climb the
in Istaros’ grip throughout Ofeliya Month. The war ladder within their respective houses.
comes to a halt and no significant troop movements
are possible. ELISIAL
As soon as the climate permits, the Crown Duke
AGANI sends a large force to strike at the winter-weakened
The final days of Ofeliya and the beginning of Agani Loyalist post in Parfas. The latter do not lose heart,
are mild, spurring the warring parties to prepare reassured by the knowledge that reinforcements
for new campaigns. However, in the fifth day of the from Mergile, Erast, and Kirte are on their way.
new month, Istaros returns with renewed strength. But these forces, who could have helped maintain a
In the five days that follow, many of the already Loyalist foothold in New Beretor, do not make it in
tormented civilians die in droves, during what will time. The battle of Parfas does not last long; Ynedar’s
later be called The Hunger Wolf Winter. troops quickly manage to breach the village’s feeble
By the end of Agani, partly as a response to palisade and after two brutal days the battle is won.
the cold and famine, a tentative attempt to find Most of the Loyalist soldiers are captured or killed,
a peaceful solution to the conflict is made. A del- in battle or drowning while trying to swim across
egation of Loyalist nobles under sapper colonel the fast-flowing and freezing cold Rava.
Elberdo Herengol meet with a similar group of At about the same time, Eliana Nidel sets course
Reformists, led by former First Mother Anabela for Templewall (liberating Kurun and Salamos is
Argona in Sunflower Village in southwestern Prios’ considered a lesser priority). She leaves a large mil-
Domain. The fruitless negotiations go on for nine itary force to defend Argona Village, the future seat
freezing nights before the disaster, later known as of Narugor, but thanks to new allies she musters
the Sunflower Massacre, takes place. a powerful force that can rendezvous with the
Within less than a quarter’s hourglass all sixteen mercenary army that has spent the winter in the
delegates start showing symptoms of acute Ink Soot, hills of Kaldel. Before the last snows melt, a second
and soon thirteen of them have literally coughed them- siege of Templewall begins.
selves to death around a blood-soaked negotiating With the mercenary army on the move and in
table. All survivors are Reformists, Anabela Argona search of a new stronghold in enemy territory,

23
the Loyalists set their aim on the capital of Kaldel swarming ghosts – corrupted monstrosities slaugh-
County, convinced that the local populace and tering everything in their path. Civilians flee in panic,
aristocracy are still loyal to the crown. And sure which draws the danger further south. The war is
The Blood enough: the small garrison left behind by the already put on hold, but by the end of the month both
Cult’s Counties Reformists is easily overpowered, largely thanks the Crown Duke and Alesaro Kohinoor are forced to
and Baronies to Loyalist sympathizers on the inside. the negotiating table, once again in Sunflower Village.

Listed below are VERION KONELIA


the counties and The ground is thawing, vegetation slowly sprouts The negotiations are tough. After a few days Alesaro
baronies that at the from the ground, and the snow beneath the foliage leaves Sunflower Village with the words: “You and
start of the adven- of Davokar has all but melted. But the situation in all your ungodly traitors might as well be consumed
ture are governed and around Templewall remains the same. It is by the darkness of the forest!” The crux of the matter
by cult members. only when Eliana Nidel hears news of the Loyalists’ is that the Queen’s deputy refuses to give up the
They may be more military buildup outside Salamos in the west and Salamos region, as a bridge between the duchies
or less loyal to Kaldel in the southeast that she orders the storming of Kasandrien and New Berendoria. After a day’s
the cult’s leaders, of the walls. The holy city is taken after eleven days thinking the Crown Duke is forced to give in, and
but whatever the of tireless, ruthless pushes. The casualties on both a rider is sent to call back the Loyalist delegation.
case, they are not sides number in the thousands. When a peace treaty is finally signed, the sol-
fully committed to But then something happens that changes every- diers and commanders of both parties have already
either side of the thing. Shortly after the Reformists take Templevall, started working together against the darkness of
civil war. both factions are shook by terrible news: one or Davokar. The treaty effectively splits Ambria into
possibly two different abominations are wreaking two realms: the southern Kohinoor consisting of
havoc in the barony of Mederen in New Berendoria; Mervidun, Yndarien, Kasandrien, New Berendoria,
Yndarien
at the same time a horde of several thousand undead and the former county of Salamos; and the northern
Harl
warriors has come swarming from the forested Korianland (named after King Ynedar’s father)
Karella
mountain area in the Tivra region, headed towards consisting of New Beretor, Seragon, Prios’ Domain,
more populated lands. The news forces Reformists and the rest of Narugor.
Kasandrien
and Loyalists alike to reassess their plans. The civil war is over, but the Ambrian people
Agrella
Before the end of the month, reports tell of another have stepped out of the frying pan and into The
Karnak
dozen incidents along the border of Davokar: single Eternal Night. How the story develops is described
Galeia
primal blight beasts, death princes, and furious arch in detail in the sixth and final episode of the Throne
trolls; hordes of undead, bestial abominations, and of Thorns, titled Davokar Awakens.
Narugor
Gorinder
Patio The State of the War
Our starting point is that The Haunted Waste Yndaros region: the Crown Duke’s armies have
Seragon
begins in the month of Tomol, when a long and crossed into Prios’ Domain and Narugor, where
Elvelin
warm autumn is slowly giving way to bitter they quickly conquered the barony of Loramon.
winds. The following paragraphs describe what And so the balance of power is about to shift in the
New Beretor
the balance of power looks like at that point, what Reformists’ favor, which means that the war could
Starak
happens among the general population, how the become a very long and bloody one!
Sun Church’s two major factions react, and what
Mervidun
Mergile
the situation is like for other factions in Ambria. THE AMBRIANS AND THE WAR
In the prelude to the war, most of the Ambrian
Erast
Kirte
BALANCE OF POWER population is highly critical of Queen Korinthia;
In late autumn the situation still looks bright for many are also convinced that the person behind
the Loyalists and their supporters. Sure, the Battle the porcelain mask is not really her, but an agent
New Berendoria
of Oralak’s Winter Dunes was a heavy blow, and it of the Dark Lords. But this is not to say that most
Berenda
came as a nasty surprise when the Duke of Seragon people would like to see a young, heretic noble on
declared his support for the rebels. But they still the throne. And when Korinthia summons her
outnumber the enemy and have some allies left uncle and welcomes him as a hero of The Great War,
in the two duchies Ynedar lays claim to – such as well, the pendulum swings the other way – people
Kaldel in Seragon and Starak in New Beretor. used to glare at you for praising the Queen, but
We suggest that the player characters’ adven- now you are seen as a traitor for criticizing her or
ture begins just as two pieces of news reach the expressing your support for the Crown Duke. In

24
T H E C I V I L WA R 2
fact, the Loyalists’ initial setbacks during Andonia development is not as pronounced among the general
Month only accelerate this development. population. So, the Queen and First Theurg make an Ordo Magica
But the above is mainly true in cities and more agreement where all followers of Prios as the Giver and the War
heavily populated, prosperous areas. People in rural of Laws must commit themselves to undermine
areas are overwhelmingly against the war; they Ynedar and praise her as Warrior Queen Nightbane. Officially, Ordo Magica
believe their lives will be the same no matter who Korinthia refuses to officially endorse one version of is neutral in the conflict
sits on the throne, which means that their sons and Prios over the other, which is why she instead returns between the Queen and
daughters would die in vain. Moreover, support for the favor by releasing the imprisoned Jeseebegai, the Crown Duke, and
the Young Gods is rising dramatically outside the former First Father – as a “champion of the Sun in the most of its members
major cities – a trend that is much more evident in spiritual war against the arch heretic Sarvola!” choose not to get
the north than in the south. Those who have made As for the Sun Church’s Reformists, Father Sarvola involved in the war.
this transition associate Queen Korinthia’s regime, has been appointed First Father, since First Mother But there are of course
quite rightly, with the exalted Prios, “the Prios of Anabela Argona shortly after her own elevation many individual wizards
War”, whose laws forced people to abandon their abdicated in his favor – all according to a carefully and scholars who ac-
once beloved gods. So it is no wonder that these devised and well-executed plan. Discussions, or tively take sides, aiding
people view the Crown Duke’s initial triumphs rather heated debates, are still underway between one faction or the other
with great hope and confidence, especially as he the First Father and his confidants. There are many with both advice and
has the new First Father Sarvola and the legendary questions that need answering, for example: direct action – which,
Deseba the Old by his side. according to current
In short: to say that everyone in the southern and ◆ Should the new Church be dedicated exclu- regulations, does not
western duchies are united in support of Korinthia, sively to Prios as the Lifegiver, or to the whole constitute grounds for
while everyone in the north is rooting for the Crown pantheon of the Young Gods? expulsion.
Duke, is a gross over-simplification. There are sev- ◆ In case of the latter, should one, several,
eral secret groups and factions in Yndaros who use or all barbarian deities be included in the
leaflets and graffiti to propagate the Crown Duke’s pantheon?
cause; there are northern nobles who stubbornly ◆ How should the Church relate to Davokar and
oppose the Reformists even though their subjects its inhabitants?
are siding with Sarvola; there are villages on both ◆ Should the Church primarily be for the
side who refuse to send their sons and daughters to nation’s leaders or their subjects?
fight for a regime they no longer support. And there
are even small areas, particularly in the south, where The answers are far from clear, but virtually all
the civil war is raging on a local level – Loyalist vil- followers of the Lifegiver agree on two points: the
lage against Reformist village, or between different heretical interpretation of Prios described in the
factions in the same area. book The Lightbringer must be consigned to the
backwaters of history, and Queen Korinthia Kohinoor
THE SUN CHURCH REACTS must be dethroned. Although she has long supported
The faction still preaching the Lawgiver’s word sees Deseba the Old’s reform efforts in both word and
the civil war as a chance at redemption. The very deed, she has proven herself incapable of publicly
day that Queen Korinthia signs her declaration of denouncing the Prios of War. That she also accepts
war, Father Peonio, First Theurg at the Cathedral the support of Father Peonio and releases Jeseebegai
of Martyrs in Yndaros, pronounces Prios’ blessing is viewed by the Sun Council as evidence that all she
upon Korinthia and her reign. He vividly describes has ever cared about is securing her own position of
the Crown Duke as “led astray by witches and elves, power. Sure, a civil war would cause suffering and
seduced by the wild evil of Davokar.” death, but both Sarvola and Deseba are confident
Even though many within the Sun Church already that the alternative would cause a lot more of it in
subscribe to the Reformist credo, where Prios is the long term. The heretics and the power-hungry
worshiped as the Lifegiver (not the Lawgiver), this Queen must be defeated, with faith and with steel!

Adventure Set-Ups
The Ambrian civil war could serve as a framework The Game Master and the players should discuss
for a wide range of adventures. Below are four sug- how much emphasis to put on this aspect of the
gestions on themes or objectives that may be used game world’s developments. Perhaps the war is
as a basis for homebrew scenarios, regardless of the merely a backdrop against which the player charac-
player characters’ relations with respective factions. ters can take on more pressing issues, connected to

25
The Haunted Waste? Or maybe you believe the violent Player characters who come prepared with horses
confrontation between the kingdom’s main factions and wagons will be able to seize part of what is stored
is too important to be left in the background. in the depot, but not all of it. In any case, they must
In the latter case there are different alternatives then figure out how to destroy the supplies without
to consider. One is of course the possibility to play attracting attention from enemy posts in the area.
a war-related one-shot or two before The Haunted Obviously, this is particularly important for char-
Waste begins; another is to let one or more incidents acters who intend to travel through enemy territory
surprise the player characters on their journey from on slow-moving wagons.
the Guardian’s temple isle to the southern border of
Ambria. You could also take a more radical approach: PROPAGANDA
creating a second group of player characters for a sep- The enemy is spreading lies about the player charac-
arate campaign, focused entirely on the civil war. Here ters’ faction, especially about its leader. For gaming
the guidelines for Troupe Play, starting on page 29 of groups who enjoy social challenges and/or sneaking
the Game Master’s Guide, might come in handy – perhaps maneuvers, the characters may well get involved in
combined with the same book’s rules for Pitched Battle the propaganda war.
(page 67) and Managing a Domain (page 76). It could be a matter of using threats, blackmail,
or bribes to persuade important enemy figures to
THE COURIER defect. Fabricating and disseminating evidence of
The player characters are sent to capture one of the the enemy leader’s rotten personality or behavior
enemy’s couriers, who is said to be hiding in a town could be another mission. A third alternative could
or village along with an armed escort. The mission involve more or less violent crackdowns on the enemy
is to retrieve a bundle of documents naming and faction’s propaganda machine – their best agents,
describing large parts of the enemy’s spy network, most resourceful spies, and so on.
and to capture the courier alive and bring him/her Another angle on this theme is to counter the
to some major outpost for questioning. enemy’s efforts. Perhaps some noble or commander
The courier and her entourage have lived in said needs to clear his or her name after a particularly
town under false identities for two weeks, awaiting effective smear campaign? Perhaps it turns out that
new orders. The characters must first identify the the person in question really is guilty, which forces
target, which can be done in different ways – infiltra- the player characters to make a moral decision:
tion using false identities of their own, interrogating should they destroy the evidence, simply forget what
and threatening people who might know something, they know, or even see to it that their quest giver is
or maybe sneaking into town and watching from the court-martialed?
shadows. The next step is to neutralize the entourage
without killing the courier, for example by arranging a BEHIND BESIEGED WALLS
nighttime kidnapping or through the use of sedatives. The player characters are trapped in a castle, village,
Many complications could arise. Perhaps the cou- or outpost, surrounded by enemies; it could be a
rier escapes and has to be pursued; perhaps the player siege aimed at conquering the position in question,
characters are discovered and ambushed; perhaps or a threat meant to force the surrender of some-
they learn that the courier has already left and that thing – perhaps a person, important information,
there are clues pointing to a nearby castle ruin? or supplies.
On the player characters’ side is a defensive force
THE DEPOT that is barely strong enough to withstand a storming
The position of a hidden enemy depot containing attempt, so facing the attackers on the battlefield is
provisions and medical equipment (herbal cures, not an option. Perhaps the characters can get past
bandages, etcetera) has been revealed during an inter- the enemy to bring reinforcements? Or maybe the
rogation. It is located deep within enemy territory, enemy can be weakened through alchemy or disin-
but the characters’ quest givers are very eager to get formation? Perhaps a negotiation takes place where
their hands on its contents or, failing that, destroy it. the characters speak on behalf of the besieged, and
The position is approximate, so the first step is the enemy commander demands a favor in exchange
to locate the depot based on some landmark (e.g. a for letting the inhabitants go unharmed?
road junction, village, army camp). The characters In an alternative scenario the player characters
must then find a way into the heavily guarded, could find themselves on the outside of a siege, with
underground storage building; if any of the guards some pressing need to get into the besieged post –
are allowed to escape, reinforcements from a nearby perhaps to extract an important individual or some
garrison will arrive within one hour. secret documents.

26
ADVENTURE INTRODUCTION 3

Adventure
Introduction
Many were certain that Crown Duke Ynedar’s rebellion was destined
to fail, that Queen Korinthia’s armed forces would make short work of the
traitor’s little army. But after the battle of Oralak’s Winter Dunes, even the
most stubborn pundits begin to worry that the civil war is serious – that
it could be long and bloody, and open wounds of division from which the
people of Alberetor might never recover. A people that stood united against
the threat of the Blood-Daughter’s hordes, that came together in the pursuit
of subjugating Davokar, that felt safe from outside threats, has now been
split into two camps that make every effort to forcibly subdue one another.
The dream of The Promised Land, until recently so vivid and alive, suddenly
seems like a fading illusion.

In the run-up to The Haunted Waste, most of spreads among those not called into service – the
Ambria’s people have started to realize that the children, the old, and the infirm. Amid all of this, a
“little insurrection” will escalate into a full-scale rumor is spreading and quickly reaches all corners
civil war. Forces large and small are mustered, of the realm: Queen Korinthia has gone missing!
equipped, and marched toward the army camps Some say she was kidnapped, others murdered,
emerging near central crossroads and settlements. while many believe she has abandoned her people,
Fear glows in the eyes of the conscripted youths, out of shame or to return to her true allies in the
despite their best efforts to hide it. Anxiety also land of the Dark Lords.

27
The Guardian’s Cliff It is perfectly possible to play The Haunted Waste face to face with Korinthia and her half-sister
descends through the as a standalone adventure, separate from the other will likely have a positive impact on the players
clouds, to the tones from parts of the Throne of Thorns – all it takes is that the and their characters’ experience as their paths
the Key to the Temple Isle. player characters care about the fate of the Queen or cross once again.
the mighty artifact Rosáe. However, you will proba- This chapter introduces the background and
bly have a more intense and memorable experience structure of the adventure, followed by a num-
if one or several player characters (or at least their ber of tips regarding the player characters – how
players) were there when the sinkhole opened in experienced they are assumed to be, which abilities
the middle of Thistle Hold, when Karvosti became will be of special importance, and how they could
the starting point in the hunt for the fortune hunter become involved in The Haunted Waste. Next comes
Elmendra, when fire rained over Yndaros, and when two chapters describing the first act of the adven-
the factions’ expeditions clashed in the legendary ture: one ending with the characters encountering
city of Symbar. Esmerelda and one dealing with their journey
The events that are most important for play- south, through the Titans, to the caravan camp
ing The Haunted Waste are probably the audience called the Cliff of Korinda.
with the Queen described in Karvosti – The Witch That is where the first act ends and the second
Hammer, and the meeting with Duchess Esmerelda begins, in which the player characters head out
in Yndaros – The Darkest Star: having already stood into the Lost Land.

28
ADVENTURE INTRODUCTION 3

This Has Happened


Eight days before the start of the adventure With Esmerelda (or rather her goroth) knocked
Korinthia left Yndaros with her armed escort, down and large parts of the horde destroyed, the
disguised as a Yndarian infantry platoon. They cultists started running away, but Korinthia
traveled along small country roads and across assumed they merely retreated to call in reinforce-
roadless lands, arriving a day or so later at Stone ments. She tried to force herself to kill Esmerelda,
Oak Castle, where they immediately demanded but could not do it. Instead she left her half-sister
access to Adept Girisel’s excavation. By combining to die in one of the temple ruins. After returning
the adept’s findings with information from the the temple cliff to its place in the sky, the Queen
Royal Sekretorium’s intelligence reports, they could headed south, determined not to trust anyone but
soon determine where the Guardian’s temple must Kalthar, Revina, and the eight Pansars who were
have stood and recreate the musical key required still alive and had proved their loyalty in battle
to lower the temple area from its place in the sky against the traitor.
(see The Excavation, page 42). Back in Agrella, servants and henchmen suf-
The temple ruins held information about what fered the consequences of Esmerelda’s disappoint-
had happened to the priests and, more importantly, ment during a day full of furious tantrums and
to Rosáe – not their exact resting place, but clear spontaneous acts of violence. But after spending
clues to follow in the continued search, down in ten hours passed-out from corruption-fueled rage,
Alberetor (see The Keys on page 50 for more infor- she finally dealt with the situation. She contacted
mation). But the joy and hope felt by Korinthia soon her father in Mervidun and instructed him to free
turned into bleak despair… and bring down the goroth from its sky cliff – she
With all clues gathered in one place, the suggests using the elixir Transformation Brew,
Sacred of the Old Blood struck. A group of cultists rather than trying to infiltrate the excavation at
who had waited among the hills sent a dragoul Stone Oak Castle. But Sesario’s tainted mind was
horde to attack, while Esmerelda snuck up on focused elsewhere – on blood spilt in the civil war,
Korinthia with a poisoned stiletto. But the traitors on schemes to elevate more cult members to barons
had underestimated their prey – Field Marshal and counts, and on his own dark studies.
Beremo Herengol and his Pansars fought the So, three days after the failed attempt (i.e. the
undead with great success; the Queen noticed the day before the adventure begins) Esmerelda sent
danger in time to react – as she turned her head, her most trusted agents traveling east from Agrella:
the knife hit her porcelain mask which cracked the siblings Dorota, Vilmina, and Fredek of the low-
and fell to the ground; she dodged a second strike born Ausel family. You can read more about them
and knocked her half-sister down with a punch and how they get drawn into the player characters’
to the temple. adventure under The Dark Guardians on page 57.

The Structure of the Adventure


Unlike the previous episode of the chronicle, through landscapes that are challenging to say the
Mother of Darkness, the adventure in this book least – first through an Ambria plagued by civil war,
follows a more linear structure, where the player across the Titans and their autumn-colored moun-
characters have clear paths to follow and good rea- tain passes, through the barren wastes of the Lost
sons not to waste time on long detours. The second Land, and finally deep into the Dark Lords’ realm,
act does have room to choose in what order certain the devastated Lyastra. Each of these journeys
places are visited, and the characters are of course comes with more or less detailed suggestions on
free to decide how to handle the challenges and how to turn them into memorable side-adventures.
non-player characters of the various adventure The Game Master can let chance decide what the
locations. But for the most part the adventure puts characters encounter on the way, or use the lists
external pressure on the player characters to do on pages 81–82 as inspiration for creating scenes
things in a certain order – namely what is presented and scenarios of their own.
in the text box Timeline on page 31. The summary of the adventure’s three sec-
What allows different gaming groups to still tions (or acts) presented below should be read
have very different experiences are the journeys with these conditions in mind. It focuses on the
between the main locations. In The Haunted Waste adventure’s main locations and major turning
the player characters will travel long distances points, which will most likely be of relevance to

29
all gaming groups who go searching for Queen the characters an idea of what awaits them in the
Korinthia, Rosáe, or both. Lost Land, after which the act ends at the Cliff of
Korinda caravan camp. There they become targets
ACT I: WAR & BLOOD of a deadly poisoning attempt; a flayed skin left
The adventure opens with the siege of, and attack behind by the assailant indicates that sorcerers
on, the ancient Stone Oak Castle in the barony of were involved. Around the same time, Esmerelda
Arobel – if the player characters are Loyalists the disappears under unclear circumstances – has she
castle is defended by Reformists believed to have been kidnapped, or was she involved in the attack
kidnapped Queen Korinthia; if the characters on the player characters?
are Reformists their allies’ goal is to capture the
Queen. Either way it turns out that Korinthia is ACT II: THE LOST LAND
no longer at the castle; she and her guards have The second act focuses on gathering pieces of
gone to the site of the floating temple isle which information that together can reveal the location
in the Lindarian days was managed by the Order of Rosáe, and therefore where Queen Korinthia
of the Guardian, into which the priesthood of has gone. The player characters are free to decide
Dakothnic was incorporated after their escape in which order they should visit the locations iden-
from Symbar. tified on the temple isle: Castle Brigo in the west,
As the player characters call the floating cliff in the shadow of the legendary Oracle’s Rock; the
down from the sky, they are met with carnage. Convent School of Luminous Laws near the capital
Fallen Pansars and massacred undead lie scattered city Kandoria; and the Cathedral of Sacred Fire, on
amidst the temple ruins; soon they also find Field the border to the Dark Lord’s realm.
Marshal Herengol dead next to the shattered In each of these places they will find traces of,
remains of the Queen’s famous porcelain mask. and information about, Korinthia and her destina-
In Beremo’s satchel is a map of Alberetor, with three tion, but finding those traces will be a challenge.
recently marked locations (see Act II). Not only are these adventure locations challenging
Exploring the temples will among other things in themselves; the Sacred of the Old Blood have
give the characters an idea of what really happened agents in place, searching for the same sources as
to Lindaros; more important still is the informa- the player characters and eager to eliminate all
tion that the Guardian’s priests emigrated south competition. The more the characters succeed, and
and brought “the artifact Othelia stole from Symbar” the more information they gather, the less painful
– Rosáe – to its new home (see Symbar – Mother of their adventure will be during the final act.
Darkness, page 215). Eventually they come across a No matter the order in which the characters visit
survivor, the Queen’s half-sister, Duchess Esmerelda, said places, they have no chance of catching up with
badly wounded and cowering in a root cellar. Korinthia, but eventually they will have enough
Esmerelda explains that Korinthia has been information to follow her all the way into Lyastra.
bewitched or even turned by the Dark Lord who for
decades has been her prisoner. Once this became ACT III: INTO THE STORM
clear, she and Field Marshal Beremo confronted The information gathered by the player characters
her sister who responded by summoning undead, indicates that Rosáe can be found somewhere near
striking her down, and leaving her to die. During Lyastra’s old capital, Bright Haven, in what is called
this confrontation Korinthia revealed her plan: Othelia’s Arboretum. But in order to learn the exact
she has given up on her ungrateful, rebellious location of the arboretum they must first visit the
people; she will find Rosáe, take the Throne of fortress where Korinthia was once imprisoned,
Thorns, and use its power to dominate the people which since the end of the war has been inhabited
into submission, both Ambrians and barbarians by Apostle Joab and his four Judges.
alike. The party that almost a week ago left for the The roughly fourteen-day-long journey from the
dead kingdoms of the south consisted of Korinthia, Alberian border becomes a fight against darkness,
the Dark Lord, Colonel Revina Kalfas, and a handful corruption, and ravenous abominations, one that
of loyal Pansars. might come to a head as they reach the fortress
The player characters are presented with a – unless careful planning and large doses of luck
number of good reasons to hunt down the Queen, allow them to avoid the ruin’s inhabitants. If they
and the Duchess is coming with them. After a stop survive, the characters will be able to identify the
at the abomination-infested Twilight Monastery, destination of their journey – an island in what was
the journey continues through the high passes of once Lake Farshine, now thoroughly corrupted
the Titans, with a number of encounters that give and full of blight. The characters will need a vessel

30
ADVENTURE INTRODUCTION 3

Table 2:
Timeline
The following is intended for gaming groups who are used to
having the actions of their characters steered by quest givers.
The timeline is only an estimate, but hopefully it can still be of
use to the Game Master.
As for quest givers, there is a large number of candidates
to choose from. For example, the section titled Other Factions
(page 16) mentions Alesaro Kohinoor, the Blood-Daughter,
and members of the Sun Council. The player characters may
also have other contacts within the Sun Church, Ordo Magica,
the Iron Pact, or some barbarian clan, who have an interest in
the Queen and/or Rosáe.
If an external quest giver is used, it is of course import-
13–16 35–40
ant that this person is in contact with the player characters
Journey to Castle Brigo, Journey to the Dark
throughout the expedition. The artifact called a Mind Stone
with random and/or Lords’ fortress, with
(see Thistle Hold – Wrath of the Warden, page 111) can be
selected events. random and/or selected
used as inspiration in this regard. Note that such a solution
events.
could give rise to interesting situations if the quest giver fails
to answer when the player characters are in urgent need of
advice, or makes contact when they are in the middle of a
17–21
The adventure land-
chaotic action scene.
scape Castle Brigo;
41–43
Note that the scene numbers below are a rough estimate Infiltrating the fortress
gathering clues.
and may vary depending on how in-depth the gaming group and creating diversions;
want the journeys to be. gathering clues, fol-
lowed by the journey to
22–23 Othelia’s Arboretum.
The journey to the
Convent School, with
1 5–8 random and/or selected
The player characters Journey to the Cliff of
events. 44–47
partake in the storming Korinda, via the Twilight Passing through the
of Stone Oak Castle, Monastery and other Opal Storm, negotiating
to free or capture the events taking place in with Queen Korinthia
Queen. the mountains. 24–28 and Duchess Esmerel-
Exploring the Convent
da, and collecting
School of Luminous
Rosáe.
Laws; gathering clues.
2 9–11
Investigating Ordo Arrival at the Cliff of
Magica’s excavation at Korinda, followed by
48
the castle, and speaks assassination attempt 29–30
Final battle!
to the adept Girisel. and Esmerelda’s Journey to the Cathe-
disappearance. dral of Sacred Fire, with
random and/or selected
events.
3–4 49+
Journey home, with or
Journey to and the 12
without the Queen, with
exploration of the Preparations for travels
31–34 or without Rosáe.
Guardian’s Temple Isle, in the Lost Land, in-
Exploring the Veiled
followed by conversa- cluding news about the
Library under the cathe-
tion with Esmerelda. Queen.
dral; gathering clues.

31
to reach the island, across the crashing waves or In the arboretum the characters also find Esmerelda
through the air. along with Apostle Joab, who has agreed to help
Game Master As they approach the island it turns out to be the Duchess find Rosáe in exchange for the Dark
Material surrounded by a raging opal storm, and a firm layer Lord. Esmerelda is also prepared to negotiate, but
of ice specked with black veins covers the water only to buy time while her cultists weave a dae-
At Free League's Sym- around it. The characters climb ashore at the edge of monic tunnel in order to summon reinforcements.
baroum page [www. the storm and press through its lashing, corrupting Depending on whether they are allowed to complete
freeleaguepublishing. gales, before they (more or less lacerated) finally the ceremony, and whether the player characters
com] you can find a reach its eye. Daylight reflects across a breathtaking can come to an agreement with Korinthia, the final
document titled GM Re- landscape of ice-glazed herbs, trees, and flowers. battle will be more or less challenging.
source – The Haunted At the center of the rocky island is a temple, it too No matter how things turn out for those
Waste, which contains with a layer of ice covering floor, walls, and ceiling. involved, one thing is certain: representatives of
all the maps, handouts Here Korinthia and her party are waiting, at least one of the factions will escape the island
and portraits relevant to unable to go back across the water on their own. with specimens of the thorn plant Rosáe.
the adventure.

The Player Characters


The Haunted Waste is written and balanced for ◆ The player characters (individually or
player characters who have made it through the collectively) have ample resources in the form
previous four episodes in the adventure chronicle, of silver thaler or items that can be sold or
and thus achieved a considerable capacity for com- used as payment.
bat as well as other forms of problem solving – they ◆ The player characters are known to most of
are nearing Hero level, as defined in the guidelines the game world’s factions, by name, appear-
for balanced combat resistance (see the Symbaroum ance, and ability – they have made friends as
Monster Codex, page 179). It must also be said that well as enemies.
we have tried to design the adventure in a way that
allows the player characters’ goals (as a group and If new player characters are created specifically
individuals) to vary, like their alliances with the for The Haunted Waste, we recommend that they be
game world’s various factions. provided with 200 Experience beyond the starting
The latter means that we do not assume the level, and encourage the players to use these to
characters to be on one side or the other of the become an effective combat unit. It would also be a
civil war, or to have a specific purpose for seeking good idea to give them backstories that make it easy
Korinthia and/or Rosáe. It is up to the players to to involve them in the adventure – so that they all
specify their own goals and motives, with support have strong reasons for wanting to pursue Queen
and guidance from the Game Master – a discussion Korinthia, whether it is to save or stop her.
that can be held as a group or one-on-one.
To facilitate such a conversation we present a FOR THE QUEEN
Witchsight few suggested incentives, to be used as inspiration This adventure is based on the premise that the player
and a starting point. But first, here are some bullet characters’ initial ambition is to either capture or
If none of the player points explaining what capabilities we had in mind rescue the Queen – the former if they are allied with
characters have the for the player characters during the design process, the Reformists, the latter if they as Loyalists believe
ability Witchsight when followed by a few words on playing The Haunted that Korinthia has been abducted against her will.
the game begins, maybe Waste with freshly created characters. Their motives for continuing the pursuit could
one of them can “devel- also vary after hearing Esmerelda’s description of
op it” on the road – for ◆ The player characters have earned approx- how her sister has been brainwashed by the Dark
instance as an effect of imately 300 Experience (beyond the starting Lord and that the two of them are seeking Rosáe;
encountering corrupted level) from previous adventures and spent they may wish to free Korinthia, release her from
nature or creatures, roughly 250 of these on abilities/boons that the spell and help her find Rosáe; they could also
and possibly at the cost make them more proficient in combat. want to do everything in their power to capture
of the burden Mystical ◆ Each player character has at least two abili- her and secure “the key to the Throne of Thorns” for
Mark (see page 57 in ties at master level, owns at least one artifact, someone else.
the Advanced Player’s and has weapons/armor with qualities.
Guide)? ◆ As a group the player characters have DREAM OF THE THRONE OF THORNS
the Loremaster ability at master level and Another possible opening is that the player char-
Witchsight at novice level. acters (or one of them) wants Rosáe for themselves,

32
ADVENTURE INTRODUCTION 3
either to personally take control of the Throne of and hands them over along with the mission: to find
Thorns or to gain the power to decide who will. After and destroy Rosáe before Korinthia can get to it. Not
the events of Mother of Darkness, they will probably even a civil war is more important than preventing
know that seeds and cuttings were brought south the power of the throne from awakening!
by members of the Order of Dakothnic, who sought
refuge with the Lindarians. PEACEMAKERS
It is perfectly possible for enterprising player Ambria is in a state of all-out civil war – people are
characters to obtain the same information as being killed, the rifts between different factions
Korinthia has access to, in the form of the two reports are growing into terrifying chasms, and soon
(see page 14) filed by the Royal Sekretorium after winter will bring the added threat of starvation
analyzing finds made beneath Old Kadizar – infor- and poverty.
mation that first points to Stone Oak Castle, where The player characters (or a quest giver, as
it is possible to learn the location of the Guardian’s described above) might think that the war could be
Temple Isle. Exactly how this happens is for the decided by other means than weapons. If Korinthia
Game Master to decide, but bribing Sekretorium can be captured and clapped in irons, her allies
employees or breaking into their offices in the Palace might feel more inclined to negotiate a peaceful
District (see Yndaros – The Darkest Star, page 137) are transition of power? Or perhaps the artifact Rosáe
two possible approaches. could be the deciding factor – maybe the group or
individual who possess the power of the Throne of
MOVING UP THE LADDER Thorns can force the warring factions to the nego-
Game Masters who prefer the player characters to tiating table? It will not be easy, but what would one
have clear quest givers will find many to choose from. not sacrifice in order to end the suffering brought
Representatives of Ordo Magica, the Sovereign’s about by the war?
Oath, or some faction within the Sun Church may
have come across the information detailed in the THE LOST LAND
Sekretorium reports and want to send reliable and It would hardly be a good enough reason to leave
capable agents to track down the Queen – either to the war-torn Ambria behind, but for some player
stop/rescue Korinthia or get their hands on Rosáe, characters the thought of going to Alberetor could
according to the two suggestions above. be a motive in itself. Perhaps someone still has rel-
It could even be a coalition of Loyalists or atives down there and hopes to persuade them to
Reformists who enlist the characters’ services, in leave the dying country? Perhaps someone wants
the hope that access to the Queen or Rosáe will be to visit a darkened childhood home or the abode
their way to victory. Or maybe the characters are of some famous figure from the time of the war
hired by one or several neutral individuals, hoping against the Dark Lords, to search for documents,
that the leverage they would gain could bring an artifacts, or valuables left behind when the former
end to the war? inhabitants fled north? It might even be the case
that learned characters are tempted to visit the Lost
THE NIGHTMARE OF THE Land for purely academic reasons – to learn more
THRONE OF THORNS about its history or geography, or about corruption’s
Player characters who sympathize with or are allied darkening effect on humans and nature.
to factions such as the Iron Pact and the Witches
will probably want to stop anyone from ever getting
their hands on the Throne of Thorns – just look what
happened the last time a human wielded its power! The Throne of Thorns – Campaign Overview
They could receive news (possibly through some
agent belonging to one of the previously mentioned You can download an eBook called The Throne of Thorns – Campaign Over-
factions) that Korinthia has gone looking for Rosáe, view free of charge at Free League Publishing’s Symbaroum page [www.
and that the queen “went missing” because she is [Link]]. There you can read more about the factions
leading an expedition to retrieve the artifact. and what happens to them during the years in which the Chronicle of the
The player characters could take the initiative Throne of Thorns takes place. It also includes more information about
themselves to seek out the reports from the Royal Wyrtha, Wielda and Wratha, the three forces which, according to the elves
Sekretorium (see The Dream of the Throne of and barbarians, describe the world’s most fundamental conflict – the one
Thorns above) and go after the Queen. Another between civilization and nature (see next page).
alternative is that an agent from the Iron Pact or the
Witches has already obtained copies of the reports

33
THUS SPOKE AROALETA

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

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

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

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


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

34
GAME OPENING 4

Game Opening
The warm and windy autumn is coming to an end, but the war is just beginning.
People in the capital and its surrounding regions stand by their Queen, but new rumors
of unrest in other parts of Yndarien are arising every day. Some also say that the
Crown Duke’s incredibly wealthy ally, Count Arnon Melion, is contributing resources
to insurrectionists in duchies that have sided with Korinthia, possibly even to rebel
groups in Yndaros. The war is near, there is widespread concern and fear is rising. That
the capital’s garrison has grown fivefold, and that four platoons have been assigned
to guard the boundary between the eastern districts (from the Monger’s Square to the
Dome) and the rest of the city, only seems to confirm that the danger is real.

However, for the past few days the main topic obtained reliable information regarding the
of conversation in the Yndaros region has been Queen’s whereabouts – namely that she is heading
the Queen’s disappearance. One rarely hears towards Stone Oak Castle, a couple of days’ march
any solid arguments for it being a lie, but there east from the capital.
is much disagreement on several other issues: Our suggestion is that the adventure starts there,
the reason for her absence, whether she is alive at the ancient castle in the hills of Belgaro, and that
or dead, and what her disappearance will mean the player characters are part of the siege force that
in the short and the long term. Naturally, there is preparing to storm (or otherwise get past) the
are many rumors that Korinthia has been sighted walls. However, this assumes that the characters
in various parts of the realm, or on her way out, have clearly sided with one of the warring factions
headed towards the forest in the north or the and that their incentives have to do with the hunt
Titans in the south. for Korinthia. Should they have other motives for
What most people do not know is that both the getting involved in the adventure, see the text box
Sun Council and the Loyalist war council have titled Alternative Beginning.

The Missing Queen


Before we take a look at the castle and the chal- If your particular gaming group should consist
lenges waiting there, this section will focus on how of characters who do not take either side in the
the situation may vary depending on whether the war, but have other reasons for seeking the Queen
player characters are allied with the Loyalists or or Rosáe, you are free to adopt whatever approach
the Reformists. seems best to you.

35
LOYALIST PLAYER CHARACTERS REFORMIST PLAYER CHARACTERS
The county of Arobel is governed by Count If the player characters are allied with the Crown
Alternate Beginning Hastorio who is officially allied with the Queen, Duke the situation in Arobel will be quite different
but for a long time has been playing both sides – then Hastorio has already been assassinated by
For player characters – he and his immediate family belong to a cult the Sacred of the Old Blood while his son Arangai, a
who on their own worshiping the Earthmother (see Adventure Pack member of the cult, has taken his place, appointed
initiative or on behalf 3, page 85) and are all hoping to see Korinthia by Duke Sesario. Formally, for the time being, the
of a quest giver have replaced by her nephew. The mistress of Stone young Duke is prepared to defend the Queen’s right
learned about the two Oak Castle is Hastorio’s sister Flavila, also a to the throne.
reports from the Royal follower of the Earthmother. In this case Korinthia was of course warmly
Sekretorium and are When Korinthia and her entourage arrived at welcomed on her arrival, five days prior to the start
searching for Rosáe, Stone Oak, Flavila quickly sent a pigeon to the of the adventure. One of the Sun Council’s spies
the Game Master Count, who passed on the information to the Sun did however manage to send a short message: “The
should plan at least one Council in Ravenia. At the same time the Queen’s Queen sighted at Stone Oak Castle, situation unclear.
(preferably two) scenes representative in the castle sent a pigeon to the Will report shortly.” The message was smuggled out
before it is time to palace with a short message: “The Queen sighted by a servant and reached Ravenia two days later,
handle the challenges at Stone Oak Castle, situation unclear. Will report delivered by rider and carrier pigeon. But when the
at Stone Oak Castle. shortly.” But a second message never came, as spy was about to send a more thorough report, by
There must of course the representative was put in chains by order pigeon directly from the castle, she was discovered,
be a scene where the of the Count. captured, and shortly thereafter, killed.
characters get to read, Korinthia left after only one day; Flavila At this point Korinthia and her entourage had
analyze, and discuss demanded that she stay at the castle, as her brother already moved on, with a direct order to Arangai
the reports in question, had instructed, but did not have enough soldiers to not to mentioned her visit or departure to anyone.
possibly alongside an follow through. When Count Hastorio arrived with In order to stall anyone following her, the new count
external quest giver. reinforcements from the county capital, the siblings was also told not to let anyone, friend or foe, through
But before that you may realized that they had given themselves away: the his gate until ten days had passed. Arangai obeyed
also need a scene about movement of troops, combined with the imprison- without question, especially as the Sacred of the
the characters getting ing of the Queen’s representative and their own Old Blood’s leader, Esmerelda, was standing next
their hands on the failure to report on the Queen’s visit was enough to to the Queen, nodding agreement.
secret reports. rouse the suspicion of Alesaro Kohinoor – an army On the other hand, the Sun Council imme-
of regular soldiers, sappers, and siege experts was diately reacted to the brief intelligence report
already marching from Yndaros. they had received. That very same day a small
This is the force which the player characters but strong division was dispatched from the
arrive with, or join. Exactly what their role is army camp in Ravenia, and before nightfall it had
must be allowed to vary depending on who they boarded ten or so ships. Thanks to the turbulent
are, but as experienced problem solvers they prob- autumn waters of the Doudram they reached
ably answer directly to the young commander Arobel in two days, after which they marched
Varonia Brigo (unless they themselves are in swiftly on Stone Oak Castle.
command). The objective is to free the Queen, The player characters could be on board the
arrest the Count and all the other treacherous ships, or join the host from Yndaros after having
members of House Arobel, and pave the way for been summoned there by the Sun Council, as its
the loyal Arangai Arobel (Hastorio’s son) who capable champions. They (or one of them) could also
has been appointed as the region’s new ruler (for be commanding the troops or serving as Colonel
more on him, see below). Belalia’s (former adjutant, see Adventure Pack 3,
That the defending forces keep repeating page 57) right hand. In any case, their objective is to
that Queen Korinthia is no longer at the castle storm the castle and hopefully capture Korinthia,
is viewed by Captain Varonia as an obvious lie. before marching north to join the main force repro-
Not that it matters: the castle must be stormed visioning in Kaldel, in preparation for its journey
either way! to Templewall.

The Battle at the Hills of Belgaro


This section provides a detailed description handle the challenge facing the player characters,
of Stone Oak Castle and its surrounding area. whether they seek to rescue or capture the Queen.
It includes a number of suggestions on how to Aside from storming the castle, there are other

36
GAME OPENING 4
ways for resourceful characters to accomplish The village boasts a well-kept inn called Belgaro’s
their objective – through diplomacy, guile, or Embrace, a poorly equipped general store, a smithy,
sneaking maneuvers. and a small marketplace where the locals gather to
trade with each other. Its central figures are the inn-
THE CASTLE’S HISTORY keeper couple Radval and Viola who, like everyone
The oldest parts of Stone Oak Castle were built else in the area, are members of the Earthmother’s
while Symbaroum was still in blighted bloom, cult. The latter explains why the village’s little sun
about the same time as the ruin in Old Kadizar and temple is crowned by a patina-mottled copper dome
the foundations of the fortress in Ravenia. Ordo and has vines climbing up its walls.
Magica’s scholars believe that the name Belgaro has A player character with Medicus or Alchemy
to do with its construction, but there are different who passes a Vigilant test will notice a strange
views as to whether it refers to the chieftain who plant growing in small patches along the road
resided there, an ancient ruler’s title, or an entire and on the slopes: a wild-growing grain plant that
clan or family. resembles barley, but with buttery-yellow and
However, judging by what little remains of unusually large kernels. A subsequent Vigilant
the original structure, its inhabitants appear to test with the Witchsight ability reveals that the
have met a brutal demise – probably crushed by kernels are surrounded by a deep black aura of
a superior enemy (most would say Symbaroum); corruption. See the text box below, and page 43 of
possibly consumed by a blazing inferno, if one is to Yndaros – The Darkest Star for more information on
believe the scholars who have studied the surface the crop called King’s Corn.
and cracks in the base of the wall.
Whatever the case, little more than the foun- MAP OF STONE OAK
dation must have remained when the Lindarians The following description of the castle and its
took over the place. The wall, moat, and castle various buildings focuses mainly on things that
that exist today were built between three and are relevant to the adventure, particularly ones
four hundred years ago, probably to be the heart that affect the player characters’ chances of getting
of an agricultural area that provided the city state past the wall.
with grain and root vegetables. A small chapel
dedicated to the Guardian also appears to have Moat
been raised in the courtyard, but all that remained The moat is roughly ten meters wide and five meters
when the Ambrians arrived were its underground deep, and its inner side consists of a two meter tall
levels. Why the Lindarians razed their own chapel rock wall where it is difficult to find a grip; climbing
is one of the questions Ordo Magica is most eager it with one’s bare hands requires the Acrobatics
to answer. ability or a successful [Quick –3] test.
House Arobel made the castle fit for residence Water from a nearby stream feeds into the moat.
roughly ten years ago, mainly to be used as a secret At the outlet to the west is a floodgate that can be
meeting place for worshipers of the Earthmother, adjusted to raise the moat’s water level when the
led by Count Hastorio’s sister Flavila, priestess and stream itself is low. The floodgate is overlooked by
mistress of the castle. The builders only had to the wall’s two towers in the southwest.
patch up the Lindarian structures, while the three
wooden buildings in the courtyard were created
from scratch. A new gatehouse with a drawbridge
was also constructed on the site.
King’s Corn and Alchemy
SURROUNDINGS
The castle is located in the western part of what If the Game Master so desires, King’s Corn can be used as an accelerator

is known as the Hills of Belgaro, by a stream that in the creation of Waybread. One loaf will then be enough to feed one

feeds its moat with water. The surrounding land- person for fourteen days, and increases the rate of natural healing to 2

scape is undulating but not very hilly – the hills Toughness per day.

nearest the castle are gently sloping and never But this comes at a cost: when eating the bread you must make a test

reach higher than the wall. The only exception against Strong or Resolute (the player decides) – on failure you suffers

is the one south of Stone Oak Village, which rises one point of temporary corruption which remains until you have lived

roughly twenty meters above the farmlands, but solely on corruption-free food for one week.

its highest point is more than five hundred meters


away from the gatehouse.

37
4
5
7

8
2

3
1

11

10

38
GAME OPENING 4
Wall the Lawgiver can be seen all over, with paintings,
The sturdy wall surrounding the courtyard is eight patterned tapestries, sun symbols, etcetera; if Flavila
meters high, in addition to the rock wall that rises is still mistress of the house there are barely any dec-
from the moat, and its towers measure another orations to speak of – except in the hidden basement’s
three meters. It is an impressive structure, most underground shrine to the Earthmother.
of it raised by the Guardian’s best and most pious If the player characters visit the castle at all,
stonemasons; if the rules for Damage on Buildings it will probably be for a meeting or negotiation in
from the Advanced Player’s Guide (page 106) are the audience chamber on the third floor, with a
employed, it has Toughness 360, Breakpoint 180, colonnade leading up to a low platform where a
and Fortification 25. throne-like armchair is standing. Whether it is
But the foundations from Belgaro’s time have the master or mistress of the castle who is sitting
weaknesses that a skilled combat engineer could there, or a victorious commander, is something for
exploit, provided that this person can get close the Game Master to decide.
enough to examine the struccture in detail – some-
thing that requires clever use of mystical powers Stable and Barn
such as Confusion, Unnoticeable, or Teleport, or elix- This wooden two-story building, containing both
irs like Spirit Friend, Smoke Bomb, or Transforming stables and spacious storage areas, was built shortly
Draught. Should this be followed by a successful after House Arobel moved in. Something that may
Vigilant test with Siege Expert, the Game Master come in handy are the ten large pots of heating
chooses two spots along the wall; in these particular oil located in the area: excellent to be used as a
places the wall has Toughness 50 and Breakpoint 25. diversion for anyone wishing to direct attention
away from, say, the sheds at the excavation (#8).
Gatehouse
To enter the courtyard the traditional way, an Servants’ Quarters
intruder must pass two gates – one in the smaller This two-story building is not only home to the
bridge house where the winch to the drawbridge is servants, but also the castle’s guard force, com-
also located, and a more massive one on the far side manded by Captain Undia. Undia is a member of
of the gate yard. The outer wall that connects to the the Earthmother’s cult, but will keep this secret
bridge house is five meters high, rather than eight. and stay on her post even if Arangai takes over.
If someone manages to reach the lower wall, it
takes a full turn and a successful Quick test with Weapons and Tool Shed
the Acrobatics ability, or two tests against [Quick In here are racks for spears, swords, shields, and
–3], to get over the top of the wall. On failure the projectiles, along with tools and workbenches for
climber plunges into the moat. the castle’s craftsmen. The only thing of interest
Any intruders on the surface between the two for the adventure is the secret escape route that
gates are shot at by castle guards in the gatehouse begins in the building’s cellar.
and on the wall (see page 40): 1d4–1 crossbow bolts Hidden under a sturdy wooden hatch is a shaft
per person each turn. with a diameter of about 1.3 meters and with
Getting to the top of the inner wall requires carved-out steps for easier climbing. The shaft
the Acrobatics ability and a successful Quick test; is 10 meters deep and followed by a roughly cut
climbers who lack that ability must use rope and tunnel through the mountain, not more than a
a grappling hook or siege ladders. meter wide and only 1.5 meters high. After 80
steps towards the southwest the pathway turns
N
Castle into a steep upward slope, before leading out some
0 50 m
The tall and narrow main building is 20×30 meters twenty steps later into a natural cave whose narrow
at its base and is 25 meters tall, with six floors. The opening to the forest (see #9 on the map) is hidden
STONE OAK CASTLE
castle’s turrets rise another eight meters; four castle among a moss-covered heap of rocks, about fifteen
1. Moat guards armed with arbalests will rush to its top in meters in diameter and half as high.
2. Wall moments of danger, seeking cover behind a one- You can read more about the possibility of
3. Gatehouse meter-high crenelated wall. finding the opening on page 41, under the heading
4. Castle The castle’s interior is decorated with furniture Other Ways In.
5. Stable and barn made of leather and wood in various nuances – tasteful
6. Servants’ quarters without being ostentatious. The decor varies depend- Shack
7. Tool shed ing on the player characters’ alliances; if Arangai This small shack was put up five years ago when
8. Shack has taken over the castle his love for Korinthia and an Adept of the Order named Girisel arrived with
9. Heap of Rocks
10. Belgaro’s Embrace
11. General Store 39
Captain Undia Castle Guard
Human (Ambrian), Strong resistance Human (Ambrian), Challenging resistance
“Stone Oak will never fall, not on my watch!” “The captain’s orders are my law.”

ACC CUN DIS PER QUI RES STR VIG ACC CUN DIS PER QUI RES STR VIG
+3 −1 +5 −5 −3 0 0 +1 −5 +1 +5 0 −3 0 −1 +3

Defense Armor Toughness Pain Threshold Defense Armor Toughness Pain Threshold
−5 4 10 5 −4 4 11 6
Weapons Sword 7 Weapons Halberd 6 (deep impact, long)
Persuasive Accurate Crossbow 6
Traits − Traits −
Abilities Dominate (master), Leader (master), Abilities Acrobatics (novice), Polearm Mas-
Man-at-arms (master), Shield Fighter tery (adept), Quick Draw (novice)
(master) Integrated Man-at-arms (adept), Marksman
Integrated Iron Fist (adept), Contacts (army) (novice), Contacts (Army)
Equipment Chainmail armor, Shield Equipment Chainmail armor
Shadow Icy gray with deep gray gashes, like Shadow Furrowed bright gray, like a well-
a scratched steel sword (Corrup- used spearhead (Corruption: 0)
tion: 0) Tactics: Fire their crossbows from the top of the
Tactics: Gives an inspiring speech and then wall or keep the enemy at bay with their long
directs her troops in battle, pointing out important weapons, standing in disciplined ranks; use Acro-
targets while she herself goes after the enemy’s batics to retreat and gain a new free attack against
leaders. anyone coming within reach.

a letter bearing the Queen’s seal, signed by Colonel consists of 280 soldiers with a combined total of 900
Ralgai Melion of the Royal Sekretorium. The letter Combat Points. The defenders are only 76 people
stated that the castle’s history could be of relevance worth 228 Combat Points, but as long as the walls
to better understanding remnants from both the hold that number is tripled to 684 Combat Points.
Symbarian and Lindarian eras, and demanded that Initially the battle odds are rounded down to 1:1.
Girisel be allowed to study all underground cavities
inside the walls. Since the mistress of the castle did Breach in the wall: If the attackers manage to
not want to let her inside the castle’s basement levels breach the wall, as described on page 39, it counts
(because of the shrine), it was decided that the adept as a temporary fortification with a ×2 multiplier.
would get a small house of her own, and assistance In other words, the defenders’ Combat Points are
in digging her way down to her object of study. reduced to 456 (Battle Odds 2:1). If the attackers
The shack consists of two small rooms: one with manage to create another breach the multiplier is
a pullout sofa, a pantry, and a small table; the other gone completely, and the defenders’ Combat Points
with a few shelves, a workbench, and a meter-wide drop further to 228 (Battle Odds 5:1).
hole with a stepladder leaning against its edge. More
information about the adept and her investigations The player characters’ combat scenes: Depending
can be found under The Excavation on page 42. on the duration of the battle, the player characters
may have to deal with a number of combat scenes.
THE ASSAULT Suggestions on places where such scenes can take
Why not begin the adventure with a storming of place are the top of the wall, at a breach in the wall, in
the walls? In the Game Master’s Guide (page 67-73) the gate or courtyard, and the castle entrance stairs.
there are rules for pitched battles that introduce Stats for opponents appearing in the scene can
modifications for fortifications and fortresses. The be taken from the Core Rulebook or the Symbaroum
following description of Stone Oak Castle and the Monster Codex, sorted by level of resistance in
two factions clashing there refers to these rules, Table 3.
and partly to Damage on Buildings on page 106 in
the Advanced Player’s Guide. The player characters deviate: Note that the
player characters may choose to deviate from the
Combat points: Whatever faction the player char- battle once they reach the courtyard, for example
acters side with, we suggest that the attacking force to investigate the excavation under the shack. The

40
GAME OPENING 4
Game Master decides how this affects the attacking Table 3: Defenders of the Castle
side’s Combat Points. Opponent Resistance Reference
Farmhand Weak Monster Codex, p133
Outcome: Given all the things mentioned above, the
Treasure Hunter Weak Core Rulebook, p215
odds are already in the attackers’ favor, particularly
if the player characters decide to act heroically. But Squire Weak Monster Codex, p129
the defenders might actually prevail and fight off Archer Ordinary Monster Codex, p133
the characters’ allies. If the characters retreat with Infantryman Ordinary Monster Codex, p134
the others, there are still ways to get into the castle
Queen’s Ranger Ordinary Core Rulebook, p212
(see the next section), but the Game Master can let
Pikeman Ordinary Monster Codex, p135
the players sense which way the wind is blowing
and give their characters a chance to deviate as Officer Challenging Monster Codex, p135
described above. In the latter case, the way out of Ranger Captain Challenging Core Rulebook, p212
the enemy dominated fortress can be turned into an Castle Guard Challenging The Haunted Waste, p40
interesting challenge – a negotiation or a desperate
Pansar Strong Monster Codex, p135
escape, unless they learn about the escape tunnel
in building #7. Veteran Pansár Strong The Haunted Waste, p158
Knight Strong Monster Codex, p128
OTHER WAYS IN Captain (Undia) Strong The Haunted Waste, p40
Not all gaming groups (or player characters for
that matter) will find the thought of storming the
castle very appealing. For these people there are Note that an attacking Loyalist army will always
other ways to obtain the information that can lead storm the castle sooner or later, regardless of
them closer to the Queen and Rosáe. negotiations, while a Reformist army might retreat
north if they are convinced that Korinthia is no
Negotiation longer at the castle.
The person in charge of the castle’s defense,
whoever that is, is no doubt feeling pressured by Sneaking maneuvers
the impending assault. If the player characters Competent player characters should be able to enter
approach the defenders under a white flag, they the castle unnoticed. Mystical powers/rituals could
will be granted an audience. As always with social of course be helpful in this regard, as could certain
challenges, it is important to consider a) what the elixirs and mystical artifacts.
other party wants to achieve, b) what resources/ Another opportunity arises if the characters
methods they have at their disposal, c) what com- somehow learn about the escape tunnel between
promises they are willing to make, and d) what the tool shed (#7) and the heap of rocks in the woods
risks they are prepared to take. (For more details, west of the castle. Characters who are neutral or
see page 82–85 of the Game Master’s Guide.) allied with the Reformists will definitely be able to
If the characters are allied with the attacking persuade one of the villagers to tell them about the
forces, the defenders will hardly surrender without tunnel. The same person can reveal the existence
a fight, but the characters may be allowed to search of the escape route if threatened or blackmailed,
the castle to confirm that the Queen is no longer in exchange for a considerable bribe, or as an effect
there – which they can then report to their allies. of interrogation-related rituals.
However, should the player characters handle the Climbing the wall without due preparation will
negotiation poorly, there is a risk that the defenders cost the player characters dearly; unless their Discreet
will imprison “the enemy’s heroes” and threaten to tests turn out miraculously well, the characters
execute them if their allies should attack. should be detected and surrounded by a large group
If the player characters are neutral or sympa- of soldiers once they reach the courtyard – all with
thize with the defending faction, a negotiation loaded crossbows pointed at their chests. How such
about gaining access to the excavation should be a scenario develops is for the Game Master to decide.
easier. In exchange, the other party might want
information about the attacking army, or the char- Manipulation
acters’ help in calling for reinforcements. A more As always with problem solving situations, the
challenging version could be that the characters’ Game Master must be flexible and improvise based
request is denied until they bring the enemy leader’s on the player characters’ actions – rewarding
head on a platter. clever ideas and turning foolish ones into difficult

41
challenges. If the characters are as experienced rage – either because of the battle going on with
as we assume them to be (see page 32) they will total disregard for the site’s historical relevance,
surely have plenty of skills and resources that can or because of the player characters’ unautho-
be used to manipulate the defending forces into rized intrusion. She is also furious about Queen
surrendering. Korinthia’s careless handling of excavational
Perhaps they can summon daemons, cause storm finds, and is more than eager to articulate her
clouds to gather over the defenders, create fright- frustration. In other words, the player characters
ening illusions or other things that will cause the will not have to use threats or flattery to have their
enemy’s courage to waver. Another viable approach questions answered. What she has to say can be
is to bribe the master/mistress of the castle and/ summarized as follows:
or their troops with shining silver thaler, fine
promises, or desirable resources/items. ◆ Five days ago, the Queen came to see her. She
Here the Game Master must try to see the situa- and three others forced their way down into
tion from the defenders’ perspective to determine the excavation, while she herself had to wait
how they will act – whether they will see through on the surface with the Queen’s escort.
the attempted manipulation or fall for it, possibly ◆ The three people who followed the Queen
after demanding a challenging favor or something underground were a gray-bearded old man
similarly important in return (perhaps a friend/ with his faced shrouded by a hood (Kalthar),
ally of the player characters as a hostage until they a brusque middle-aged woman all dressed
have made it to safety?). in black (Revina), and a younger woman
who was far from cocky, but rather shy and
THE EXCAVATION subservient (Esmerelda).
The ladder in adept Girisel’s shack leads down ◆ The escort consisted of twenty soldiers in
into a network of crypts belonging to a chapel sooty field armor, possibly the Queen’s guard
that was both built and demolished during the – Pansars. She definitely recognized their
Lindarian era. Girisel has so far only uncovered leader: Field Marshal Beremo Herengol. He
three small chambers aligned by the entrance, all looked very old and tired.
5×5 meters in size with a ceiling height of three ◆ They behaved very disrespectfully down
meters, connected by half-meter long corridors. there! Not only did they smash a perfectly
In the innermost room are two corridor openings, innocent urn; they also stabbed the wall with
one to the right and one straight ahead, but they knives, knocked over an oil lamp, and threw
are both blocked by rubble – which is probably also around some tapestries Girisel was cataloging
true for the chambers they lead to. before their shipping to Yndaros.
Aside from the details described below, all cham- ◆ They were down there for hours, until
bers have shiny black marble floors with rusty red nightfall. The next morning the woman
veins and smoothly polished stone walls that have in black came down again, staring at the
been painted white (where they are not covered by mural of the region (see Area Map below)
murals). Most of the furniture has been brought to and asking questions about all kinds of
the Triplet Towers in Yndaros for further analysis, things – pointing at some of the landmarks
but the two sarcophagi located in the first and third and asking whether they were still there or
chamber could not be moved – each is large enough had been razed.
to fit a fully grown ogre, more than 1.5 meters high The excavation beneath
and with the topside of the lids chiseled in their Area Map Stone Oak Castle still
dead occupants’ image: both female, wearing the The wall behind the sarcophagus in the room with holds a few treasures of
clothes and jewelry of high office, with opals sym- the ladder is a painted map of the Hills of Belgaro, knowledge.
bolizing their open eyes. with several landmarks marked out. What is now
The player characters will not have to do any Stone Oak Castle is seen to the left (west), easily
hard work themselves; they can just follow Girisel. recognized by the shape of the wall and the sur-
There is also a good chance that the adept will be rounding moat. Several village centers are seen
down there, particularly if there is a battle being near the edge of the landscape, represented as
fought on the surface. signposts with Lindarian names, most of them
positioned in deep yellow areas that probably
Conversation with Girisel depict farmlands. Other symbols resemble tow-
The archaeologically interested adept is probably ers, mining equipment, watercourses, and ruins
situated underground, most likely fuming with covered in greenery.

42
GAME OPENING 4

A successful Vigilant test by someone inspect- The Tapestries


ing the wall: A specific symbol catches the viewer’s In the second room is a workbench with the finds
eye. A deep, narrow notch in the porous wall sug- Girisel is cataloging and analyzing. Most of them
gests that someone recently stuck a knife or spear are irrelevant (see Other Finds), but there are four
tip next to the symbol, which depicts a cluster of rolled-up tapestries, roughly 1×1 meter in size, still
various-shaped buildings around a sign which the dirty and partially moldy. The religious motifs can
player character may well recognize: the symbol be described as follows:
for the Order of Dakothnic. Just south of there is
what looks like a lone tower. ◆ A priest-like figure in black robes appears to
If asked, Girisel can inform the characters that be preaching to three kneeling individuals;
(as far as she knows) there is nothing at all in the the priest is holding a stonemason’s trowel in
location marked by the symbol, but that there really one hand and a fiery red rhombus in the other.
is a collapsed tower ruin on one of the hills just a ◆ An incredibly high tower whose base is
kilometer or so away. surrounded by three defensive walls rises Dakothnic's symbol

43
toward the heavens; an oversized window With access to a hot hearth (for example in a
opening in the upper part of the tower reveals smithy) a person with either the Blacksmith or Artifact
the same fiery red rhombus. Crafting ability can follow the instructions and create
◆ An androgynous human figure is standing the glazed porcelain instrument. It requires a suc-
with outstretched arms in a golden yellow cessful Cunning test and each attempt takes one hour.
field; the person is covered from top to bottom
by a transparent veil; its white robe is also Other Finds
transparent in the place where a fiery red The sarcophagi have already been plundered and only
rhombus (probably representing a heart) can contain bones resting on molded cloth, but by the
be seen. workbench in the second room the adept has gathered
◆ A person in profile is holding some form of some items. Most of them can be classed as debris, but
vessel to its lips; in the background is a rolling there are also 1d4 objects of greater interest, so-called
grassland over which floats an island with curiosities. Let one of the players roll the die, then
ten or so buildings, as if a large chunk of the consult the list on page 100 in the Game Master’s Guide
ground has been detached and raised into the – you can either pick a number of items from the list
sky. With a successful Vigilant test the viewer or let the players decide with dice rolls.
spots a faint symbol among the buildings: a It should be noted that the other catacombs can
standing rhombus – the symbol of Dakothnic. be uncovered as well, but doing so would take a
long time and is probably not compatible with the
A successful Cunning test with Loremaster: The characters’ current goals and ambitions. If they
fiery red rhombus depicted in several of the motifs nevertheless decide to waste a few days on digging
is a later version of the Guardian’s symbol, the up history, the Game Master gets to decide what
Flame of Life. If the player characters are already they find and how this impacts the adventure.
familiar with the Symbarian symbol for the Order
of Dakothnic (the standing rhombus), they can also AFTERMATH
deduce that the latter probably inf luenced the No matter who rules over Stone Oak Castle once
changes made to the former. the dust settles and the blood has soaked into the
But the tapestry of greatest interest to the ground, the player characters must continue their
player characters is the last one, which of course hunt for the Queen alone. If the castle is controlled
depicts the priesthood’s sacred temple town. If by Reformists, they are of course disappointed that
they fail to see the connection between the tapes- Korinthia slipped through their fingers, but they
try’s motif and the Dakothnic symbol on the area still have to march north to avoid the larger army
map, a non-player character can help them out; that according to spies is already on its way from
another solution is that someone with Loremaster Yndaros. If the characters reveal what they have
passes a Cunning test. learned to the Reformist commander, he or she
will wish them good luck and offer assistance in
The Tune of the Ocarina the form of supplies and simple equipment – but
Lying on the floor in the same room as the work- also the services of a skilled blacksmith, should the
bench are shards from a broken urn, recently hurled characters need one to craft the ocarina.
against a wall. The glazed urn is black (the color On the other hand, if Stone Oak is under Loyalist
of Dakothnic) with golden decorations and signs, rule, the local commander responds that he or she
including the Symbarian symbol for Dakothnic. has clear orders to stay at the castle. The leadership
It takes a successful Cunning test to piece the in Yndaros mentioned nothing of the Queen and/
shards together correctly; each attempt takes half or the Field Marshal in their instructions, which is
an hour. The mystical ritual Restore will of course why they appear to be in full control of the situation.
get the job done as well. But the commander can still provide supplies, sim-
Reading the Lindarian text that emerges and ple equipment, and expertise as described above.
understanding the motif as a whole requires the The order to ignore any trace of the Queen was of
Loremaster ability at master level and another suc- course issued by her deputy, Alesaro Kohinoor. He
cessful Cunning test; no test is needed if the scholar is the only person in Yndaros who fully knows what
also possesses the Musician boon: the urn provides Korinthia is up to, and he believes her endeavor
specifications for crafting a nine-holed ocarina, a is doomed to fail. He will not waste any energy
type of vessel flute called “the Key to the Temple Isle”; helping or looking for her; on the contrary, he is
the upper and lower sections of the urn display growing increasingly hopeful that she will never
The Key musical notes to two different melodies. return to her throne.

44
GAME OPENING 4

The Guardian’s Cliff


The history of the Guardian’s Cliff and its cluster where the characters are standing. Those who Ways to Heaven
of temple buildings is described on page 12–13. This explicitly say that they are watching their sur-
section focuses on the player characters’ journey to roundings and also pass a [Vigilant –3] test can Those who know about
and investigation of the floating island, culminating notice something moving in the grove, but not the temple isle’s landing
in their encounter with Esmerelda and the reali- pick up any details. place will have several
zation that Queen Korinthia is on her way south Should the player characters attack, the two possible ways of getting
in search of Rosáe. cultists will f lee towards the dragouls waiting up there. The Flesh
The characters should have no trouble finding behind the next hill and call the entire force to Craft ritual can be used
the hollow left by the temple isle as it rose to the them with shrill whistles. With the undead stand- to give a human the
sky, even though centuries of rain and wind have ing between them and the player characters, they monstrous trait Wings,
made it less distinct. Since the journey winds its turn around and join the fight. The undisciplined and the same effect can
way between the hills, rather than over them, it dragouls attack in waves of 1d6+2 per turn, and temporarily be achieved
will be about twenty kilometers long. their total numbers are [pc+4]. with the elixir Trans-
Using the worn-down tower ruin a few kilome- If they remain undetected, or if the characters forming Draught (see
ters south of the place as a landmark, a character leave them be, the cultists will sit back long enough the Advanced Player’s
with the Bushcraft boon can discern the general to transcribe the winding melody. But just before Guide, page 122). In
path to the location without making any tests. the cliff appears above the characters, they unleash both cases one requires
The specific place is identified with Bushcraft and a first wave of dragouls (pc in numbers), mostly to Wings at level III in order
a Vigilant test: an area of 200x500 meters between assess the characters’ strength. Shortly thereafter to fly all the way up the
four hills almost seems to have been hollowed out, they order the rest of the undead to charge: [pc×3] cliff and back – a dis-
and the vegetation in the hollow appears to have dragouls arriving in three waves, two turns apart. tance of roughly three
recently been crushed under an immense weight The cultists themselves also enter the fray! kilometers.
(when the island touched ground a few days ago). If the player character playing the melody has
the Musician boon or passes the Cunning test, the
BESET BY UNDEAD cultists will only have time to send forth the first
Low, rolling thunder clouds fill the sky as the player wave before the temple isle touches ground. The
characters feel certain that they have come to the larger wave advances as the player characters
right place. In order to call down the temple isle they start making their way to the plateau (see the
need a correctly crafted ocarina and the musical next section), and so long as the climbing does
notes from the lower part of the smashed urn. not fail miserably the dragouls’ masters will call
Anyone with the Musician boon is automatically off the attack for now – better to wait for a more
able to play the melody and keep it alive during the opportune moment than let the enemy cleave the
half hour it takes for the cliff to descend to ground undead one by one as they pop their heads over
level; if there is no such character, someone must the edge of the cliff.
have received a brief lesson (perhaps from Girisel
or someone in Stone Oak village) and pass a Cunning MAP OF THE GUARDIAN’S CLIFF
test. On failure the person makes several mistakes, No matter how the encounter with the cultists
which means that the procedure takes almost an turns out, it is quite a sight when the sky rock
hour. This affects the challenge the other player finally breaks through the swirling, black
characters are facing in the meantime. clouds and descends toward the place where it
Two of the cultists who participated in the attack once belonged. The hollow in the ground has
on the Queen have, on orders from Duke Sesario, been partially filled up, so when the cliff lands
remained in the area where the temple isle touches it creates inward slopes which on the northern
ground; they are monitoring the place, waiting side reach a height of between twenty and thirty
for other cult members to produce or otherwise meters. Experienced player characters should
procure a few doses of Transforming Draught (see have no problem getting up there – a person with
text box). They have also visited several farms in the Acrobatics can climb to the plateau without success
region and used the ritual Raise Undead to replace tests and throw down a rope for the others to use.
some of the dragouls that were slain in the attack. The Game Master deices whether a Quick test is
They detect the player characters as soon as in order, but truly clumsy characters can always
the tunes of the ocarina soar through the area be hoisted up with the rope.
and sneak close enough to listen, hiding in a grove The temple isle’s plateau was once part of the
of deciduous trees some fifty meters north of rolling landscape surrounding it, but since the

45
3

5
7 2
6

place where it has been hidden for two hundred most of them more or less buried under heaps of
years is very cold, there is barely any vegetation the roughly eighty undead they slew.
to speak of – only grass that flourishes during the Successful Cunning test with the Tactician
N summer months but has already dried into a crisp, ability: Judging by how they fell, it seems that they
yellow-brown mat. tried to maintain a straight line but were forced
0 60 m A set of crumbling temple buildings in vari- back when the enemy killed them one by one on
ous shapes and forms are scattered between the flanks. Eventually the remaining Pansars were
THE GUARDIAN’S CLIFF three low hills. The largest ruin (#3) is also the surrounded and formed a circle, back to back – and
1. The Battle most well-preserved, while the others often lack so the last five fell.
2. The Field Marshal roofs and sometimes part of the walls. They are Successful Cunning test with the Loremaster
3. The Convent all made of stone, but of different types and with or Medicus ability: The fallen dragouls show
4. The Veiled Library different-sized blocks. large variation in terms of clothes, armor, and
5. The Cradle of the And then there are the corpses covering parts physical features; how long they have been
Black Root of the landscape. As soon as the player characters undead seems to vary as well – ranging from a
6. The Twin Temples have climbed up over the edge, a successful Vigilant few days to several years.
7. Monument to test can let them notice irregularities and color Successful Vigilant test with the Medicus abil-
Lindaros variations on the ground between them and the ity: The corpses are frozen to the bone, which makes it
nearest ruins, about a hundred meters from where difficult to determine the time of the Pansars’ demise.
they first climbed (or flew) up – these could very Anyone looting the bodies can scrape together
well be dead humans, wearing the partial remains 2d20 thaler’s worth per Pansar, in coins and valu-
of armor… ables. Their weapons and armors are of course worth
a lot more than that (see description on page 158).
The Battle
This, between the ruins and the northern edge of The Field Marshal
the cliff, is where most of the Pansars and dragouls A smaller skirmish has taken place in the open
collided. Nine of the Queen’s guards lie dead here, area between the ruins. Three Pansars and their

46
GAME OPENING 4
commanding officer lie dead here; it takes no success characters have found Duchess Esmerelda, or rather
test to recognize the latter as Field Marshal Beremo her goroth (see page 16). She is unconscious, and
Herengol – the second most senior military leader someone with the Medicus ability can automatically
in Ambria, outranked only by the Queen herself. conclude that she is in a critical condition – severely
Successful Vigilant test aimed at the scene: dehydrated, with a barely noticeable pulse.
Mostly hidden under a Pansar and some dragouls You can read more about the characters’ encoun-
are the shards of a porcelain mask. For those who ter with Esmerelda on page 49.
have seen Korinthia Nightbane fairly up-close there
is no doubt about it: this is the Queen’s mask. The Veiled Library
Successful Vigilant test aimed at Beremo Although the roof has collapsed along with parts You can find Beremo's map
Herengol: Besides a coin pouch with 37 thaler and 16 of the northern and eastern walls, this building on page 170, and in the PDF
shillings there are some interesting documents in made of black, polished marble must clearly have GM Resource – The Haunted
the inside pocket of the Field Marshal’s coat: copies been very beautiful. The entrance is still there, Waste
of the two reports from the Royal Sekretorium (page with black stairs leading up to a four-meter-wide
14) and a rolled-up map of Alberetor where three double gate of black oak. On the arched top of the
places are marked with a standing rhombus (page gate is an inscription in Lindarian (Loremaster at
170): Castle Brigo, the Convent School of Luminous master level): “The Veiled Library.”
Laws, and the Cathedral of Sacred Fire. Player characters who have the Witchsight
Castle Brigo has also been circled with black ability or possesses any mystical power automati-
ink, and next to it someone has drawn a crenelated cally sense that the air behind this gate is charged
tower followed by an exclamation mark. with mystical energies. Other than that, the ruin is
Successful Cunning test with Loremaster: The completely empty, except for rubble from the roof.
“crenelated tower” is part of House Brigo’s coat of Successful Cunning test with the Loremaster
arms and is also the symbol of deity The Guardian. ability: Alberetor also had a holy site called the
“Veiled Library,”, dedicated to the Veiler who was
The Convent (and is) an aspect of the Guardian, “the Keeper
You can find the reports on
The largest and seemingly best-preserved ruin on of Secrets”. The shrine was located in eastern
page 171, and in the PDF
the island is the two-story building where the nairs Alberetor, and with the exaltation of Prios it was
GM Resource – The Haunted
(i.e. priests) had their residences, and where they rebuilt into the Cathedral of Sacred Fire, in order to
Waste.
gathered for ceremonies and meetings. The bottom establish a religious center near the enemy’s border.
floor mainly consists of vast halls – it housed the Successful Vigilant test with the Witchsigh
library, the dining hall, as well as a large chapel. The ability: The player character’s gaze pierces the
many smaller rooms on the second floor appear to veil and sees the place as it really is – crumbling
have been bedrooms and studies. All the furniture book shelves of black wood are crammed along the
is still there, on both floors, but the nairs took most walls, and at the center of the open space is a wide
of their personal belongings and valuables with staircase leading down to one of several under-
them as they fled. Player characters who search ground levels. But there are no books anymore,
the entire building and pass a Vigilant test each nor any other items.
get one roll on Table 31 on page 100 in the Game
Master’s Guide. The Cradle of the Black Root
The only thing of real importance to the char- Parts of this cylindrical building’s unusually low
acters is in the root cellar, under the kitchen in ceiling have collapsed, but otherwise it is more
the southwest corner of the building. Even at the or less intact. The wooden benches and other
entrance clear tracks can be seen in the layer of soil furniture that once stood here have long since
covering the floors; a successful Cunning test leads to rotted away, but there are three things of inter-
the realization that two people have dragged a third est: the construction of the ceiling, the murals
one, struggling and wriggling, through the halls. In running all along the walls, and the raised garden
what was once the convent’s kitchen the tracks lead bed in the middle of the building, now covered in
up to a 1×1 meter large hatch in the robust wooden brown-yellow grass.
floor – one that is sealed shut under the weight of A Cunning test aimed at the ceiling: Apparently
a massive, overturned oak cabinet. one could open hatches around the top of the conical
Moving the cabinet and opening the hatch is no ceiling, to let in light and rain. The garden bed whose
problem if the player characters work together. In planting surface (2 meters in diameter) is raised
the darkness below, down a steep ladder, someone about one-and-a-half meter from the floor should
is lying curled up under a deep red cloak. The player have seen sunshine through much of the year. Korinthia's Mask

47
The four murals – painted in black, white, red, tower, and the wall behind it is decorated with a
and green – seem to have served as both decoration mosaic depicting a walled group of buildings next
and documentation. The motifs are crowned by to a river.
a curved, stylized text written in the Lindarian Successful Cunning test with the Loremaster
tongue, which can be read by someone with the ability: The temple town of Erganota was razed
Loremaster ability at master level who makes a shortly after the exaltation of Prios, except for the
successful Cunning test. convent dedicated to the Lawgiver; it was renamed
the Convent School of Luminous Laws.
◆ A black throne covered in winding greenery
that grows from urns by its foot; blood The middle chapel: Above a doorless opening it
appears to be dripping from the leaves and says “The Eye of the Watcher” in old Alberian char-
running down stalks, into the urns. The text acters. The chamber is adorned with a human-sized
above reads: “The high seat/throne of Symbar.” statue of the Guardian in the aspect of the Watcher
◆ A person dressed in red and wearing a white – androgynous, leaning forward into a wind that
crown is handing a simple urn to a bowing tears at the figure’s robes, its right hand raised to
figure in black; a scrawny seedling is sticking the forehead to shade its eyes. The mosaic behind it
out of the urn. The text above reads: “Othelia depicts a lonely, barren cliff rising high above the
is entrusted with the Black Root.” surrounding plains; a tiny building can be seen not
◆ A figure in black is shaking hands with a person far from the foot of the cliff.
in white while holding the urn, now with a Successful Cunning test with the Loremaster
somewhat bigger shoot, behind his/her back. ability: The Eye of the Watcher is unfamiliar, but
The text above reads: “Othelia befriends Nair.” the shape of the cliff along with its surroundings
◆ Five figures in black, facing the viewer but brings to mind the Oracle’s Rock on House Brigo’s
with their heads bowed, are standing in land, in northwestern Alberetor.
a semicircle around what is probably the
garden bed in the middle of the room; the bed The north chapel: Above the arched opening is a
is covered in winding greenery that falls over series of cuneiform signs that not even a loremaster
its sides. The text above reads: “Mothers of the can read. The altar against the far wall is made of
Black Root.” human skulls and femurs, and on its undulating
surface is a spherical silver lantern with frosted
The Twin Temples glass, burning with a greenish flame. The mosaic
With the fall of Symbaroum, the region’s inhabi- on the wall behind the altar depicts a huge stone
tants were scattered far and wide. Some, like the block standing in a majestic glade of pine trees;
Lindarians, chose to stay near the dying empire; oth- the flat side of the stone is covered with red signs
ers fled farther away in search of a new beginning and similar to those above the doorway.
richer living conditions. Because of the long distances, Successful Cunning test with Bushcraft or
the mountain ranges, and other reasons, there was Loremaster: Pine trees are everywhere south of
little contact between different refugee groups, but the Titans, but central Lyastra is known precisely
it was there, between relatives and not least between for its vast pine forests.
members of the same religion. As for the nairs, they
maintained close contact with three other settlements Monument to Lindaros
that worshiped the Guardian, and they mainly met It was not obvious for the nairs to leave the termi-
through educational tours and pilgrimages. nally diseased Lindaros; the wheels of discussion
The three small chapels at the edge of the temple ran hot and no one made the decision lightly. But in
area (roughly 3×3 meters in size, with 4 meters high the end the members of the priesthood agreed that
ceilings) are dedicated to each of these places of their flock had long abandoned them, and that the
pilgrimage, decorated with details that visitors people through their lack of respect were to blame
would recognize. As usual it takes a successful for their own undoing.
Cunning test with the Loremaster ability at master Before leaving they gathered to say farewell
level to read the texts. to Lindaros, to beg the future to forgive their
failed efforts to teach humanity the value of
The southern chapel: Inscribed above a rusty, half- restraint, and to promise to never stop trying.
open iron door are the words “the temple town of Their farewell, plea for forgiveness, and promise
Erganota”, written in old Alberian characters. Inside were carved into a cylindrical gray stone monolith
is an altar shaped like a meter-high crenelated the size of a man, placed high up the slope to the

48
GAME OPENING 4
east of the temple and surrounded by five stone
altars where they left their parting gifts. The
gifts, in the form of expertly crafted but severely
weatherworn bricklayer’s and builder’s tools,
are still there, littered across the surrounding
area. The monolith is there as well, but after being
struck by lightning numerous times its surface is
badly damaged – chunks large and small have been
completely blown off, and cracks and discoloration
also make the signs difficult to read.
A player character with the Loremaster ability at
master level who passes a Cunning test can identify
the following lines:

“… forgive us our failure, see it not as a betrayal …”


“… with heavy hearts we journey … south and
east to … new walls …”
“… together we flee, divided we search … will The gentle Duchess hides an abyss behind her crook-
listen, learn, be guided …” ed smile and glittering gaze.
“… and the Mothers of the Black Root with the
child in their arms …” reaction is basically the same whether they have
met before or not (see Yndaros – The Darkest Star,
With a successful Vigilant test the expert Loremaster page 99): after a long moment of wide-eyed staring,
can guess what some additional parts of the last her eyes darting all around, she twitches and says
two lines might mean: something like:

“… together we flee, divided we search, among “My sister, she… you, your queen, she is… I don’t
brothers and sisters in the Land of Many Gods, know, but he is in charge now. He, Kalthar, the
for those who will listen, learn, be guided…” Dark Lord. He deceived her, all of us. He has done
“… and the Mothers of the Black Root with the something to Korinthia! I knew something was
child in their arms, carrying Rosáe to safety, to wrong, that she had changed, but not…"
the depth of the cliff, far away from insatiable
beasts.” When the player characters ask what happened,
she blurts out:
THE ENCOUNTER WITH ESMERELDA
The player characters find the goroth in a deep slum- “Don’t know, can’t remember… When I realized I
ber, but also near death, just as the real Esmerelda told Beremo. I confronted her and then… She was
would have been in its place. Had it not been for the furious, knocked me down, hitting and hitting
water trickling down the cellar wall during the first and hitting. The last thing I saw was Beremo
days, which she was able to collect in some empty ordering his soldiers to help me; the last thing I
urns, it would have been dead already. heard was the Dark Lord shouting something…
The duchess is in Agrella, but as soon as the something evil, like pure blackness. Then…
characters carry “her” out of the root cellar she darkness…”
senses it like a shiver up her spine. Before putting
herself into a trance and allowing the goroth to Esmerelda is a master manipulator, but a player
open its eyes, she takes a moment to come up with character who explicitly tries to analyze her behav-
different strategies, based on whom she might ior and passes a [Vigilant –4] test will sense that she
encounter. Whether it is a remorseful Korinthia, is not only frightened and stressed, but also ner-
the Sacred of the Old Blood, or someone else vous, as if she is lying or holding something back.
entirely, the goal is the same: to make her way Should this be pointed out, Esmerelda responds
down to her allies in Alberetor and continue the with a disappointed, slightly condescending look
hunt for Rosáe. and declares: “You must excuse me, but I am neither
Exactly when “Esmerelda” wakes up is for the allowed nor inclined to reveal everything I know, think,
Game Master to decide, but you should let it take a and feel – not to the likes of you. Not yet, anyway, until
while after she has been saved from captivity. Her I know for sure that you can be trusted.”

49
Esmerelda will demand that they get moving as ◆ Esmerelda is terrified, but knows what she
soon as possible, to the south. They can talk more must do: hunt down Korinthia and stop her
on the road; she has no time to lose and needs a by somehow breaking the spell. If that fails,
capable and discreet escort, a job she offers the she and her dark master must be stopped
player characters since she does not dare to trust by any means necessary – otherwise the
anyone she knows: “They could be traitors wanting war-torn Ambria will be an easy target for
to use me as leverage in the war, or have been duped by the Dark Lord!
the Dark Lord, like Korinthia and Revina.” ◆ She needs someone to help her get to
If the characters hesitate or decline, she asks Alberetor; if the characters demand
them to at least escort her to the Twilight Monastery payment for their services, she promises to
in the Titans – there she has friends that can be do everything in her power to fulfill even
trusted, who definitely understand that the hunt their wildest dreams. When they arrive in
for Korinthia is more important than the outcome of the south, she will tell them more about
the miserable civil war. Sooner or later (for example what she knows and what must be done, and
when they set camp for the first night on their way the characters can decide whether to keep
to the Titans) she will finally be ready to answer helping her or not.
the characters’ questions. The Game Master can ◆ If the characters decline, she begs them to
improvise her answers based on the following at least escort her the 100 kilometers to the
points; whenever there is a question she does not Twilight Monastery in the Titans: there are
want to answer she simply says: “I can’t talk about still Black Cloaks who will do their duty to
that, not right now. I hope you will accept that.” protect the Ambrian people from domestic
darkness.
◆ The goal of the expedition Esmerelda set
off on with her sister was to find Rosáe. She Stats for Esmerelda/the goroth can be found on
thought it was about ending the war, but now page 159, with the exception that the goroth does
realizes that Korinthia is a puppet of Kalthar, not have a shadow (see text box on the left).
who wants the Throne of Thorn’s power for
himself – to enslave and take revenge on the THE KEYS
Ambrian people. After investigating the temple area, the player
◆ Korinthia and the Dark Lord are joined by characters will (like Queen Korinthia) be sure of
Colonel Revina Kalfas, who clearly has also the following:
been snared by the lies. Perhaps she was the
first to be turned and then helped mislead ◆ The Order of the Guardian brought Rosáe
Korinthia – after all, they have been virtually with them on their journey south.
inseparable for the past five years. Any sur-
viving Pansars might also have been turned ◆ There is a branch within the Guardian’s
by Kalthar and gone with them. priesthood that is dedicated to nurturing
Rosáe and keeping it secret. It is called the
Mothers of the Black Root, founded by none
other than Symbar’s last high priestess of
Dakothnic: Othelia.
Lacking a Shadow
◆ With their emigration the priesthood went
Any character with the Witchsight ability will likely want to have a look at separate ways, and different groups settled in
Esmerelda’s shadow. If the [Vigilant –4] test succeeds, that person is in for a different locations south of the Titans.
surprise: the Duchess either lacks a shadow or has found a way of concealing it
from prying eyes. ◆ Places in Alberetor that are mentioned,
If asked about it she pretends to be taken aback and baffled by what referred to, or hinted at among the temples
it could mean: “What do you mean? Is it unusual? Is it dangerous?” She are the Eye of the Watcher, which is probably
explains her ignorance by saying that she has never had to deal with things the so-called Oracle’s Rock on House Brigo’s
like magic; as the duchess of Kasandrien she is working closely with Ordo old estate; the temple town of Erganota,
Magica’s headquarters. Her best guess is that the Dark Lord has done whose only remnant is the Convent School
something to her, after she fainted or maybe long before then. of Luminous Laws; and the Veiled Library,
which was rebuilt into the Cathedral of
Sacred Fire after the exaltation of Prios.

50
JOURNEY ACROSS THE TITANS 5

Journey Across
the Titans
Overgrown stalks of grain, bowed low and abandoned; supply columns on their
way to some frontline; groups of people running from strife or persecution – the war is
leaving its mark along the road the player characters are traveling. A village they pass
has set up a gallows in the square where the bodies of five suspected defectors are hanging,
in various stages of decay. Another village center they pass or spot from a distance is on
fire after the locals turned on each other, Loyalists against Reformists – hundreds have
died: women, men, and youths. Ambria is at war, brother against brother and sister
against sister, and everybody suffers for it.

Whether the player characters agreed to escort Esmerelda nor the player characters themselves
the Duchess to the Twilight Monastery or all the are likely to accept tasks that take more than a
way to Alberetor, the first leg of the journey goes couple of hours).
through a troubled Yndarien. The Game Master can This section describes two scenes that take place
use the narrative above to create a memorable scene on opposite sides of the Titans, as well as a series of
or two, or draw inspiration from the adventure set- scenes that can be used to make the journey itself
ups on page 25 to design a shorter scenario (neither intense and memorable.

The Twilight Monastery


Based on what is said above, it may not be but if the Game Master thinks this scene adds
absolutely necessary for the player characters to something to the story, it is certainly possible to
pass the Twilight Monastery on their way south, lead them there.

51
The scene mainly focuses on the handling of on the basis that the place is ascetically decorated
some nasty abominations that have been set loose, and, apart from the blood, colorless.
but social challenges will also arise if any Reformist The only thing that needs a detailed description
Black Cloaks at the monastery realize whom the is the fake lead that the Sacred of the Old Blood
characters are escorting… left in the light yard, in order to incriminate the
Queen’s regime. Ten black cloaks lie scattered
BACKGROUND across the f loor and carpet of the great hall. A
The Sacred of the Old Blood has started to take successful Vigilant test reveals something strange:
action against its enemies. Their main adversary hidden under the left hand of a Black Cloak lying
is, and has always been, the Twilight Friars – the face down to the right of the entrance, killed by
part of the Church whose task it is to hunt down repeated predator bites in the neck and shoulders,
heretics and abominations within the borders is a rolled-up scroll bound with a purple ribbon.
of Ambria. The cultists have taken advantage of Initially the characters will probably have other
the fact that the Black Cloaks pay less attention things to do (see Abominations below), but if they
to heretics within their own ranks, and that they eventually get a chance to examine the document it
have long been sitting on a potential source of their turns out to be a writ of debt (see the Core Rulebook,
own destruction. page 185). The paper is of excellent quality, as is the
Over the past year or so, three young cult mem- handwriting, but it is the details that catch the char-
bers of noble birth have wormed their way into the acters’ attention: the letter is signed and stamped by
monastery – two as initiates and one as an assistant Queen Korinthia Kohinoor, and the letter’s owner is
to the Queen’s observer there. Through lies, manip- promised a payment of twenty-five thousand thaler.
ulation and charm, one of the initiates has gained The forgery is extremely well made, under
access to the dungeons deep in the mountain and Esmerelda’s supervision, and no one can see through
learned how to open them: that she herself was it. But the enormous sum and the convenient position
killed as a result, despite her noble soul, came as of the letter may of course raise reasonable suspicion…
a great surprise.
Initiate Maariel was able to open ten cells before THE BLACK CLOAKS
falling victim to a blight-born liege troll, and she When the characters approach the monastery there
naturally made sure to leave the way to the under- is little sign of the massacre, other than black smoke
ground complex’s main shaft open. First up to the rising from a few sections that caught fire as a result
ground level were a motley bunch of blight-born of the abominations’ rampage. It does not take long
cultural beings – humans, goblins, trolls, and an ogre before an arrow thumps into the ground roughly
or two; these were slain by the Black Cloaks, but not ten meters in front of them. The angle of impact
before they had massacred most of the monastery’s makes it easy to determine where it came from,
residents. Towards the end they were aided by the and as their eyes turn they see someone waving
group of blood elves that now control the courtyard, in warning from behind a boulder some hundred
and by the Dragon, a primal blight beast who has meters up a rocky slope.
made the monastery’s atrium its new territory.
The player characters could visit the place to
leave Duchess Esmerelda in safe hands, but they
might want to go there anyway. The safest route
through the Titans goes through the village of
To the Rescue
Prios’ Pass and passes the Twilight Monastery on There are about twenty kilometers between the Twilight Monastery and
the way south, and the characters will likely run Prios’ Pass. The village is described in Adventure Pack 3 and could be the
into people fleeing the massacre (see the text box setting of a scene where the characters hear about the massacre, perhaps
To the Rescue). No matter how or why they arrive, from a badly injured stable girl who escaped on her horse – her description
they are met by a monastery drenched in blood… of what happened is incoherent and confusing, except on one point: “The
Eternal Night has consumed the Twilight Monastery!”
THE MAP AND THE WRIT OF DEBT The player characters are free to choose whether to go there or take
The player characters are unlikely to explore the a detour. In the latter case, the Game Master should make a note of their
entire monastery, particularly as the remaining decision; if they ever return from Alberetor the characters will likely hear
Black Cloaks (see the next header) will not allow heartrending stories about what the abominations have done to the region’s
them to wander freely. Should there be a need for already war-ravaged people.
more information besides what is shown by the map
to the right, the Game Master will have to improvise

52
JOURNEY ACROSS THE TITANS 5

If the gaming group has played Karvosti – The ◆ Up until a day ago there were between fifty
Witch Hammer, and provided that he is alive, it is and a hundred children and victims of the
time for the characters to be reunited with Father Eternal Night locked up deep beneath the
Argaton Soleij; should he be out of the picture, monastery; not only to study and understand N
the informal leader of the Black Cloaks is a man them, but to help them.
named Father Emui (whose stats are identical). ◆ He does not know how or why they escaped, 0 50 m
Argaton hopes and believes that some person or but they were most likely set free on purpose
people have been able to hide in there, and with the and with malicious intent – quite possibly by TWILIGHT MONASTERY
player characters’ assistance he is convinced that the Queen’s agents, to punish the Twilight 1. Gate House
the abominations in the courtyard can be slain. Monastery for showing more and more 2. Court Yard
But he does not know exactly what awaits inside… support for First Father Sarvola. 3. Entrance Hall with
The group crouching higher up the slope is com- ◆ Hundreds have been killed; it is a massacre Audience Room
posed exclusively of Reformist sympathizers, [pc×2] in there. But many abominations have been 4. The Light Yard
of whom count as seasoned Black Cloaks, four as slain as well, maybe all of them except those
less seasoned, and ten or so as initiates. A handful prowling the courtyard.
of them have minor injuries while two people lie ◆ Argaton asks for help destroying the blight-
passed out on the ground: an older woman whose born elves and getting inside to look for survi-
right arm seems to be broken in several places and vors, sisters and brothers who may have found
whose skin has started to turn greenish-yellow, and a somewhere to hide or barricade themselves.
boy about ten years old convulsing on the ground, his ◆ This has to be done now, before they disap-
teeth chattering as if in a fever, emitting a pungent pear into the wild; he does not even want
odor of rust and sulfur (both are blight marked). to think about what would happen if they
Father Argaton has the following to say: started rampaging through southern Ambria.

53
THE BLACK CLOAKS & ESMERELDA
If Father Argaton somehow finds out that the
player characters are accompanied by Duchess
Esmerelda he immediately becomes very seri-
ous. After a moment’s thinking he calmly says:
“You do realize that you must turn her over to us?
Such a prisoner, such leverage, it could shorten the
war considerably; it could save countless lives and
tremendous amounts of suffering.”
If the player characters sooner or later agree to
this, see the text box Leaving Esmerelda Behind.
However, they are more likely to refuse, in which
case they must explain to the dark-eyed theurg
why they need her, without sounding like agents
of the Queen. The Game Master can have the
players make a Cunning test to realize this: that
they must either make it appear as if their goal is
to capture Korinthia on behalf of the Reformists,
or avoid mentioning her at all while explaining The civil war is costly, but necessary: Korinthia
that their mission is secret, but for the benefit of must be dethroned and replaced by someone who
the Ambrian people. has the people’s interest at heart – including all
Should they fail miserably, in their arguments barbarian clans who wish to live in peace under
or success tests, Father Argaton will consider them Prios’ heaven.
enemies and wait for an appropriate time to get
rid of them – for example by retreating just as
the characters engage the abominations in the Father Argaton Soleij
courtyard, barring the gate, and maybe even Human (Ambrian), Strong resistance
attack with ranged weapons once most of the Mumbling, often coughing
blood elves are dead.
ACC CUN DIS PER QUI RES STR VIG
+1 −3 0 −1 +3 −8 +5 0
Father Argaton Soleij
“I believed I knew; now I know that I believe…” Defense Armor Toughness Pain Threshold
+2 2 10 3
The Confessor Argaton experienced The Great War
from the medical tents; he witnessed horrendous Weapons Sword 5 (deep impact)
Accurate
suffering, and often had to intervene when his
patients rose as ravenous undead. Traits −

He longs for the loving Sun God of his child- Abilities Lay on Hands (master), Medicus
(master), Prios’ Burning Glass
hood, the warm Lifegiver, and is now openly
(master)
fighting to consign the Prios of War to oblivion.
Integrated Exceptionally Resolute (master),
Ritualist (master: Command Con-
fession, Exorcism/Atonement, Holy
Smoke, Judging Bonds, Purging Fire,
Leaving Esmerelda Behind Sanctifying Rite), Theurgy (master),
True Form (adept), Contacts (Sun
Church)
Should the player characters conclude that they would manage just
as well without bringing Esmerelda along to Alberetor, it is perfect- Equipment Blessed robe (flexible), Prios Sym-
bol (mystical focus), a copy of The
ly possible to leave her in the custody of the Black Cloaks. She will
Lightbringer, 14 thaler
then be freed three days later when the group is on its way north to
Shadow Whitish yellow, like the broiling
hand her over to the Sun Council. This will have little impact on the
summer sun (corruption: 0)
adventure, but certain adjustments will have to be made during the
Tactics: Argaton surrounds himself with allies,
characters’ stay at the Cliff of Korinda. For inspiration, see the text box while letting the might of Prios incinerate his en-
Without Esmerelda on page 60. emies (Prios’ Burning Glass) and heal his friends
(Lay on Hands). He will not use the sword unless
he has no other choice.

54
JOURNEY ACROSS THE TITANS 5
Seasoned Black Cloak (pc×2) The two groups of abominations that still remain
“May Prios have mercy on you, heretic!” are the blight-born blood elves and the primal blight
beast called the Dragon, who starts out alone but
Argaton is accompanied by a group of seasoned will likely receive daemonic assistance. The Game
Black Cloaks with experience hunting both witches Master is free to adjust their numbers/capacity
in Ambria and abominations in the Titans. They to suit the gaming groups’ experience level and
are all ardent Reformists and long to do their part play style.
in securing victory for the Crown Duke.
If Argaton regards the player characters as Blood Elves
enemies, all seasoned Black Cloaks will join him Blood elves (or night elves) were once members of
in the courtyard, otherwise half of them will stay the Iron Pact who long ago sacrificed themselves
behind to protect the young and wounded. in order to close a chasm that was spewing cor-
ruption deep within Davokar, in what was once
the great city of Dakovak. They were thoroughly
Seasoned Black Cloak corrupted in the process and are now bursting
Human (Ambrian), Challenging resistance
Scrutinizing eyes
with hatred and bloodlust, although they have
retained some capacity for reason and thought.
ACC CUN DIS PER QUI RES STR VIG They are all pale and emaciated, with deadly fangs
0 −3 −5 0 −1 +1 +3 +5 and eyes as red as blood.
This particular group is composed of [pc×2]
Defense Armor Toughness Pain Threshold
individuals who were captured in the year 15 after
−4 3 10 4 a tip from hunters in the barony of Mekele – a force
Weapons Fencing sword 5 (precise) of Templars, Black Cloaks, and theurgs were,
Discreet/ Crossbow 5 after taking heavy casualties, able to put them in
Accurate irons and bring them all the way to the Twilight
Traits − Monastery for further study.
Abilities Feint (master) Watching them from afar could result in the
Integrated Beast Lore (novice), Loremaster insight that they are scattered across different
(novice), Ritualist (adept: Heretic’s
Trail, Holy Smoke, Judging Bonds),
Shield Fighter (novice), Witchsight Blood Elf
(adept), Contacts (Twilight Friars) Abomination (elf), Strong resistance
Equipment Shield, Chainmail, Mastercrafted Chattering and whistling
fencing sword (precise, deep im-
ACC CUN DIS PER QUI RES STR VIG
pact), 1D4 herbal cures
Shadow Matte silver with streaks of black
−3 +3 −1 +5 −6 0 0 +1
(corruption: 3)
Defense Armor Toughness Pain Threshold
Tactics: When needed, the Black Cloaks use
rituals to reveal abominations. Once an enemy’s −6 0 15 5
inner darkness becomes clear, they will first fire Weapons Claws 8, two attacks at the same
their crossbows, then draw their fencing swords. Accurate target; gets two free attacks if the
They would rather kill an innocent than let an target takes damage, otherwise one
abomination live. (damage 8) + 1D4 corruption per
damaging hit
ABOMINATIONS Traits Corrupting Attack (I), Regeneration
(III)
All that remains of most of the abominations
that were released are pools of steaming black Abilities Acrobatics (adept)
goo and deformed skulls – skulls from cultural Integrated Exceptionally Quick (adept), Natural
Warrior (master), Natural Weapon
beings with horns, fangs, abnormally large eye
(II), Sturdy (I), Swift (II)
sockets and the like; skulls from twisted beasts
Shadow Flickering black, like a storm of soot
and daemonic creatures. We recommend that
flakes (thoroughly corrupted)
the Game Master lets the player characters come
Tactics: The blight-born elves dance acrobati-
across several of these on their way to the light cally in and out of melee, using their enemies as
yard, preferably one or two as they head for the shields. Every time their attack deals damage (and
gaping gates of the Gatehouse, killed by retreating corruption) they follow up with both free attack at
Black Cloaks. the same target, to pick them off one by one.

55
parts of the courtyard. The player characters must
deal with some of them while Father Argaton and The Dragon
Abomination, Mighty resistance
Deadly Breath, [pc number of] seasoned Black Cloaks take care of
Bobbing its head, fuming from its mouth
Grandmaster the rest (the others stay behind to protect the ini-
tiates and the wounded). The Game Master decides ACC CUN DIS PER QUI RES STR VIG
The Dragon was so whether the enemy is shared evenly between the −3 +3 +5 0 −1 0 −5 +1
named because of the groups or whether the player characters must
scorching white fire handle more or fewer of them. Either way, the Defense Armor Toughness Pain Threshold
flowing from its mouth: outcome of the Black Cloaks’ fight mirrors that +3 8 45 8
the grandmaster level of the player characters’.
Weapons Bite 8
of Deadly Breath works Accurate
as level III, but the The Dragon Traits Colossal (I), Deadly Breath (IV),
damage increases to The prison guards call it the Dragon, but it looks Summoner (III)
4 if the target passes a more like a huge, green and purple larva with Abilities −
[Quick←Accurate] test, hundreds of tiny legs and a crown of horns around Integrated Armored (III), Natural Weapon (II),
or 8 if the test fails. The its alligator head. It has serious trouble moving Robust (III), Sturdy (III)
target also catches fire (halved movement speed), but is able to twist its Shadow Flickering black
and takes 1D4 damage body enough for its jaws to point in any direction. (thoroughly corrupted)
for 1D4 turns, starting The daemonic Intruders it summons are human- Tactics: The enormous primal blight beast is
from the turn after the oid in form, but recognized by their oily, greenish reluctant to move. It begins each turn by trying to
initial hit. The burning purple skin and their reptilian skulls. They have summon a companion, before exhaling a storm of
victim can extinguish stats as noted on page 173 in the Monster Codex, but white fire towards every enemy around – in ran-
dom order during the first turn, but it soon learns
the fire by spending a with Natural Warrior at master level, thus dealing
to start with those who have the lowest Quick.
whole turn rolling on the 9 damage with their claws.
ground and passing a

Through the Mountains


Quick test.

If the characters do not think of it themselves, ESMERELDA ON THE ROAD


Esmerelda will demand that they get a roofed wagon Duchess Esmerelda will spend practically the entire
for the journey through the mountains – a wagon journey in the wagon. The characters note that she
that can be loaded with supplies and offer shelter sleeps an awful lot – almost all the time, with short
from extreme weather. Both draft animals and breaks for taking in “the autumn beauty of the moun-
a suitable vehicle can be purchased in the many tains” from the driver’s seat or sitting with the char-
villages they pass on their way from Arobel to acters around the campfire. Sometimes she interrupts
the mountains, but because of the civil war such herself in the middle of a sentence, excuses herself
things are in high demand. The price is triple that and curls up in the wagon for a few hours’ sleep.
in the Core Rulebook (page 154), but a successful Questions about this are met with a deep sigh,
[Persuasive←Resolute] can cut it by half. followed by something along the lines of: “I don’t
With all the twists and turns and variations in know, or… Well, I’m exhausted, I suppose. Drained.
altitude, the journey from the Twilight Monastery There has been so much trouble, so much tension, for
to the Cliff of Korinda is about 120 kilometers and a long time. And now the war… But I’ll pull myself
can under normal circumstances be traveled in six together once we get there, I promise.”
arduous days. Exactly how many sessions will be The truth, of course, if that the goroth is sleeping
devoted to the journey will inevitably vary from while Esmerelda is active in Agrella, getting more
gaming group to gaming group, depending on cult members closer to power and with Sesario’s
preference, but we recommend that the charac- help formulating strategies for the cult’s involve-
ters get to experience at least two exciting scenes ment in the civil war. Curious or suspicious char-
where nature or the winter-starved beasts of the acters who are explicitly studying her habits and
mountains offer unpleasant challenges. behavior can be instructed to make a test against
After two sections about matters to do with [Vigilant –4]; on success a number of observations
the Duchess and her servants we present a are made that correspond to the degree of success
number of suggestions on what could happen on – one per day, in the following order:
the journey. The Game Master is free to pick and
choose between them, and develop them to suit ◆ She is an incredibly heavy sleeper; neither
the gaming group. loud noises nor direct contact is enough to

56
JOURNEY ACROSS THE TITANS 5
wake her – she has to be shaken hard. One The characters have three chances to detect or
might almost think that she is only pretend- suspect their presence. The Game Master decides
ing to be asleep. whether (and if so when) these situations should The Sibling’s Stats
◆ She sleeps very peacefully; never snoring, arise, but it might be a good idea to weave them into
talking in her sleep, or twitching from a one of the scenes involving nature and/or enemies. If you already want a
dream. more detailed descrip-
◆ Outside the wagon her eyes often wander to Shadows in the Distance tion and stats for the
the surrounding landscape, but it seems she The siblings decide to pass the wagon by traveling three siblings, you will
does not want anyone to know that she is in a semicircle outside the path. A player character have to skip ahead a bit.
looking. who passes a Vigilant test thinks she sees something They will play a key role
◆ After a few days her hygiene (like everyone moving through the light but swirling snowfall, in the second act of the
else’s) starts to suffer, but there is something on a ridge a few hundred meters to the east: two adventure, each respon-
different about her odor: it is sort of sweet and or three riders, moving east, or possibly south. A sible for their own group
acidic rather than musty and pungent. moment later this feeling has passed. of agents. See page 97
◆ She rarely eats very much during their meals Characters wanting to look into it will have to for Vilmina, page 112
together, but a closer look at the food supplies scale down a steep cliff, then swim across a freezing, for Dorota, and 128 for
suggests that she is stuffing herself quite a bit raging mountain stream. Finding any tracks will Fredek.
while alone in the wagon. be hard as well; the ground is still warm enough
for the snow to melt as quickly as it falls.
Exactly what conclusions (if any) the player
characters draw from this is up to them, and if The Predatory Massacre
confronted Esmerelda always has a response: yes, Once ahead of the wagon, the siblings keep an
she has always slept as a baby; yes, she is fascinated eye out for potential threats against their beloved
by the beauty of the mountains; what she smells leader, which means death for a family of kotkas
like is her business; and, yes, she feels famished (see the Monster Codex, page 151). A player character
most of the time, but is too well-mannered to gulp who passes a Vigilant test can hear pitiful whimpers
down food in front of others. from behind some bushes; it is coming from a dying
However, the observations alone will probably kotka cub who appears to have dragged itself there.
be enough to give the characters (and their players) A successful Cunning test with the Medicus or
a gnawing feeling that something is not right with Poisoner ability: the animal is dying from poison.
the Duchess… Despite the lack of snow, curious characters
are able to follow the drag marks (Vigilant test) to
THE DARK GUARDIANS a grove of slender birch trees, about two hundred
As of the third day of travel, when the wagon has meters from the wagon trail. There the rest of the
plodded its way to the highest passes, the unsus- kotka family – an adult female, three adult males,
pecting party has got company, albeit at a safe and seven cubs – are lying around the carcass of a
distance. Three days after the goroth was trapped winter buck. As above, the characters can conclude
on the temple isle, when her father proved unable that the cause of death was poison.
to come to its rescue, Esmerelda sent the siblings A successful Vigilant test with the Medicus
Dorota, Vilmina, and Fredek Ausel from Agrella. or Poisoner ability aimed at the winter buck:
They barely made it halfway before the player char- turning the carcass over reveals puncture wounds
acters showed up and Esmrelda chose to accompany in its skin and traces of a greenish-black salve in
them rather than waiting for the siblings, who were the wounds. A subsequent Cunning test identifies
instead asked to meet her at the Cliff of Korinda. it as a Strong poison of unknown type.
But the siblings find it hard to not be of use to A successful Vigilant test with Buchcraft
their beloved leader, so from the moment they catch aimed at the ground around it: human bootprints
up with Esmerelda and her escort they decide to can be identified – two or three, maybe four differ-
keep an eye on the slow-moving wagon. They must ent pairs. But the ground is too hard and barren to
not get too close, their leader was very clear on that follow them very far.
point: her current traveling companions are capable
enough to keep her safe, and probably more than Screams in the Night
capable of killing the siblings if such a situation On the night before the last day of the journey, an
should occur – which it very well might, since it has hourglass or so before dawn, the player characters are
become hard for the Ausels to conceal their alliance roused from their slumber. Sleet is falling thick over
with the sacred power of corruption. the mountains, and the air between the half-frozen

57
snowflakes is filled by a chilling shriek and the clash A successful Quick test with the Acrobatics
of steel against steel. The source of the screams must ability (or [Quick –5]) by someone caught up in the
be several hundred meters away, and the way that landslide: the person takes 1d8 damage but manages
sound travels in the valley makes it difficult to iden- to grab hold of a protruding rock or root and avoids
tify its direction. Furthermore, the final wail dies out being swept down into the bottom of the ravine.
before all the characters are ready to go. Anyone who fails both these tests suffers a
It is possible to find the place in question, roughly 12-meter fall and takes damage accordingly (see
four hundred meters southwest of the characters’ the Core Rulebook, page 177).
camp. Scattered across the rugged mountainside The characters’ wagon remains on the trail, but
are the remains of a robber band led by the blight- has sustained damage to its wheels and is buried
marked former caravan guard Holme – four humans, under earth and stone; the draft animals also have
four goblins, and an ogre. Some were clearly slain injuries that need tending to. The Game Master
by arrows, others by blades or blunt weapons. decides how long it takes to dig out the wagon and
A successful Vigilant test with Beast Lore or whether dice need to be rolled.
Medicus: some crush injuries seem to have been
caused by the two-handed hammer with a spiked Those in Need
striking face that the dead ogre is still clutching. A covered wagon is standing sideways in the middle
(Game Master: Dorota controlled the ogre using of the trail and a young couple is screaming at each
Bend Will) other, holding a broken wheel between them. A
A successful Vigilant test with Bushcraft: girl and a boy in their early teens are watching
Tracks from three horses and their riders can be the argument from up on the driver’s seat. As the
seen at the edge of the scene. A subsequent test characters approach, the adults stop talking and
makes it possible to follow the tracks to the wagon turn to them with a wave.
trail, heading south, where they disappear among A successful [Vigilant –1] test focused on the
other tracks in the soggy ground. surroundings: Movement behind a rock, a glimpse of
something hiding behind a tree – this is an ambush.
EVENTS IN THE MOUNTAINS If the player characters keep going, they will be
The following three events are suggestions which attacked by the relatively infamous band of robbers
the Game Master can develop to add excitement called the Millwood Hatchets. pc number of ban-
to the journey. They can also be combined with dits with stats as Archer (Monster Codex, page 133)
each other and with the scenes described in the have positioned themselves around the area, while
previous section. For example, the Earthquake pc number with stats as Infantryman (Monster
could be combined with Shadows in the Distance, Codex, page 134) are hiding inside the wagon. On The Dark Lord Warosh
so that a player character catches a glimpse of the top of this, there are the four robbers the player en route to the Twilight
Ausel siblings while trying to fix the wagon. characters have already seen; after one turn they Monastery at a leisurely
get hold of swords and shields and therefore count pace.
Landslide as Infantryman.
The persistent autumn rain has left the mountain- If the aforementioned test fails, the characters
sides unstable, which the characters are at risk count as Surprised. On success they might get robber
of finding out first-hand. At some point when the chief Uddi to hesitate by introducing themselves
wagon passes through an old ravine, with a prec- and recommending that she put down her weapons.
ipice on the east side and a mountain wall on the For this to succeed the player characters must have
west, the ground trembles and deep rumble rises achieved a certain renown, and the person talking
from below. The characters must act fast, before a must pass a Persuasive test.
waist-high torrent of rocks and mud sweeps both Note that if the characters hope to use Duchess
wanderers, riders and their mounts into the ravine. Esmerelda to talk themselves out of the ambush,
A successful Vigilant test with Bushcraft: the they will come to regret it. Uddi and her outlaws
trembling and rumbling suggest that a landslide are as gutsy as they are greedy: attacking a party
might occur. If someone succeeds with this and of such prominent individuals could definitely be
cries out a warning, all player characters have two worth risking one’s life!
chances to succeed with subsequent tests.
A successful Quick test just as the earthquake The Prisoner Transport
strikes: the person takes 1d6 damage from boul- On a late afternoon when the sun is beginning to set
ders flying through the air, but is not caught up between the mountaintops, the player characters
in the landslide. run into an encounter. A prisoner transport in the

58
JOURNEY ACROSS THE TITANS 5

form of a massive, black iron cage on wheels pulled Warosh will wait for the right moment, for
by four oxen is slowly coming towards them. The example until a player character comes near the
strange part is the lack of coachmen and guards… door of the cage. The plan is to bend that person’s
As they come closer, they can see a prisoner will, make her unbolt the door (no lock), come inside
between the bars: an old man in a black robe, bald, the wagon, and use her weapon to break the bolt
with milky white skin and big hazel eyes. He is that is keeping him shackled to the floor (requires
standing up with his hands free, but is clearly a successful Strong test).
chained to the floor of the cage. Once the first person is under his control he
This is Judge Warosh, one of the legendary attacks the others with a chain of dark bolts to keep
Dark Lords. He was captured by Black Cloaks near them at bay.
Haaras and was supposed to be taken to the Twilight How the situation turns out depends on the die
Monastery for questioning and examination. But rolls and the player characters’ actions, but Judge
as a result of simple-minded negligence, the power Warosh’s primary objective is to break free and get
of the Judging Bonds around his ankles was allowed back to Lyastra; he has no interest per se in killing
to run out, after which he used Black Bolt and Bend the player characters.
Will to take out the five Black Cloaks escorting him. A few kilometers down the road is the place
Unfortunately, they all died before he could force where the Judge got rid of his jailers, and if the Game
someone to release him. Master so desires, one of the injured Black Cloaks
A successful Vigilant test with Witchsight: the could still be alive and maybe even able to be saved.
prisoner is clearly thoroughly corrupted! That person can then explain who the prisoner
A successful Vigilant test aimed at the pris- was and where the prison transport was headed.
oner: there are black veins on his bald head and For Judge Warosh’s stats, see Judge on page 149,
hands, and his fingers have three joints. though he lacks weapons and armor.

59
The Cliff of Korinda
Without Esmerelda After a laborious journey the player characters Korinda, right at the beginning of the colonization
arrive at the Cliff of Korinda, a caravan station of Ambria. Korinda herself is long gone, eaten by
If the player characters, that over time has grown into something like a wild beasts according to the stories, but her name
for whatever reason, palisaded village. Here the characters can finally lives on. Today the Cliff is not only a camp for car-
arrive at the Cliff get some peace and quiet and a nice hot meal. They avans crossing the mountains, but also a trading
without Esmerelda, probably also expect to get some more information post, a military outpost, and not least the first stop
she will likely have even and answers from their fellow passenger, before for refugees hoping to leave the dying Alberetor for
more reason for wanting preparing themselves for the expedition into the a place in The Promised Land.
to get rid of them – as Lost Land. But Duchess Esmerelda has other plans Following a turbulent time of conflicts between
revenge, in addition to for their immediate future… various trading houses, the Cliff has for the last ten
her not wanting any After a brief introduction to the situation at years or so been controlled by the Queen’s Rangers,
competitors in the hunt large, we describe the events that are relevant to supported by a contingent of regular army troops.
for her sister and the The Haunted Waste. Game Masters who wish to delve The Queen has made sure to maintain a link to the
artifact. In that case into the location and develop the course of events strongholds and powerful factions that still remain
she has sent the Ausel can find a more detailed description of the Cliff of in Alberetor. In addition, she and other factions are
siblings ahead to the Korinda in Adventure Pack 4 (page 14–18). of course keen to receive reports and early warnings
Cliff of Korinda, and the in case the southern blight should begin to spread
assassination attempt MISSION ACCOMPLISHED further north.
can be played without Esmerelda no longer needs the player characters. The Cliff’s garrison decides which caravans
any major adjustments. On the contrary, she needs to get rid of them – they are allowed to continue towards Ambria – an
already know so much that they could pursue issue of considerable economic impact for the
Korinthia and Rosáe on their own, and she does realm – and with assistance from a group of Black
not want any competitors. Cloaks they also inspect the travelers to weed out
The Sacred of the Old Blood has had agents at the most severely blight-stricken. Otherwise the
the Cliff of Korinda for the past two years, involved caravan leaders, merchants and other groups
in the trading house known as the Agrella Guild, are allowed to live their daily lives on the Cliff
which is an association of smaller actors. The person as their see fit – as long as there are no serious
running the operation, which mainly consists of disturbances threatening public safety or too
procuring and smuggling items and documents of many refugees crowding the plateau, the military
interest to the cult across the mountains, is Erdald keeps its distance.
Mirelda, nephew of Baroness Ingra. He has estab-
lished a large network of agents and underlings who Overview
do not know what organization they are actually The Cliff of Korinda is a flat plateau roughly 200
working for, and he has prepared them for great paces in both width and length, with a natural
and important tasks to come. The Ausel siblings boundary to the west in the form of a steep moun-
have arrived as well, ready to serve their mistress. tainside and a slight downward slope in all other
As soon as they arrive at the Cliff of Korinda, directions. Except for the garrison by the keep to
Esmerelda asks the characters to drop her off at the northwest, there are only three permanent
the Agrella Guild building, where the siblings buildings inside the palisade, each owned by one
are also staying. She has barely removed her coat of the camp’s three trading houses: Galeia, Melion,
before the plan to dispose of the characters begins to and the Agrella Guild.
take shape: the poison maker Vilmina will brew an While there are no inns or taverns around,
exceptionally potent poison, before Dorota uses the those who would rather not cook their own food
Blood Shrouding ritual to disguise herself as one of can always seek out the former master chef Hubert.
Master Chef Hubert’s assistants and put the poison He has more or less taken over one of the fire pits
in the player characters’ food. For more information, and serves “authentic Alberian cuisine at affordable
see The Assassination Attempt on page 62. prices” every evening; customers willing to pay
extra can even get a table in one of his wonderfully
INTRODUCTION TO THE CLIFF cozy pavilions.
By the southern foothills of the Titans, and the
first steep slopes rising toward the snow-laden The Rampart
mountaintops, lies the Cliff of Korinda. The place Raised one year after the Cliff of Korinda was taken
was named after the adventurer and caravan leader over by the Ambrian military, the fortification

60
1

3
J O U R N E6 Y A C R O S S T H E T I T A N S 5
4
2

N
now encloses the entire plateau, except the west 40–50 people at any given time – more during the
side facing the mountain. It comprises a four- summer, fewer during the spring and fall. Life in
foot-high, tightly packed rampart reinforced with the camp is hard, and unlike in Ambria, there are
stone, topped with wooden spikes and fronted no alms from the Sun Church or the Queen to rely
by an external ditch, connected at the north end on. It is not uncommon for people to perish due to
to the garrison’s keep. There are two entrances the harsh living conditions. 0 150 m
through the wall, one in the south and another
in the east. ARRIVAL KORINDAS KLIPPA
1. The Garrison
We suggest that the player characters arrive at
2. The Rampart
The Refugee Camp the Cliff in early afternoon. A couple of bored gate
3. Trading Houses
Southwest of the Cliff, by a small stream winding guards welcome them and direct them to a wagon
4. Tent Camp
down towards the valley, there is a semi-permanent space in the southern part of the camp.
5. Refugee Camp
refugee camp. It is inhabited by the poor souls who Esmerelda asks them to drop her and her
6. The Caravan Trail
failed to secure a place in one of the caravans headed luggage off at the Agrella Guild building before
7. The Ambush
for Ambria and either cannot or will not pay what they park; she will ask to stay the night with her
the trading houses are demanding from people childhood friend Erdald Mirelda who works there.
wanting to pitch their tents inside the rampart. If challenged she assures that Erdald can be trusted
Occasionally, the camp is also visited (if they can – he is a distant relative of Baroness Mirelda, an
slip past the watchful gaze of their neighbors) by aspiring merchant prince who has no interest in
people who were not allowed to pass into Ambria. the intrigues of nobles. She leaves them with the
The camp disappears during the winter months following words:
and re-emerges in springtime, growing larger as
the summer approaches. Inhabitants come and go “I’m just getting settled in, but we should prob-
at a rapid pace, and there are usually no more than ably meet up later, shouldn’t we? If I am not

61
mistaken, the old master chef Hubert Fuste is
serving food somewhere around here. Why don’t Hubert’s Menu
Soldiers of the we meet at his place, at nightfall? We have much Deep-fried goat cheese balls 2 shillings
Garrison to discuss and I’d like to treat you to something Spiced flatbread cake 1 shilling
special, as a token of my gratitude. If you go there Stew of the day 2 shillings
The Game Master can before then, see if there’s somewhere for us to sit in Meat with mashed turnip 5 shillings
use Table 4 on page private, somewhere secluded. And have yourself Fish paté of today 1 thaler
41 to pick suitable a nice drink. You sure have earned it!” Tankard of Stut 5 ortegs
stats for the Cliff’s
Cup of Urtal 4 shillings
officers and soldiers. The player characters can spend the afternoon Tankard of Kurun’s Honor 8 shillings
Most of them count listening to stories about the situation in Alberetor Bottle Southern Slopes (new) 4 thaler
as Ranger Captain, (see page 64 for inspiration) or visiting the mar- Bottle Southern Slopes (aged) 22 thaler
Queen’s Ranger, Archer, ketplace. Master Hubert’s fire pit is not hard to
or Infantryman. find, but he does not accept guests until food is
ready to be served. However, the player characters
can talk to him while he is there chopping root who are warned immediately only suffer the effect
vegetables. He is visibly irritated and does not even of a weak poison.
raise his gaze, but says that they can reserve a A successful [Cunning –6] test with the
table in the small tent at the price of two thaler – if Alchemy or Poisoner ability: If they examined
they pay up right away! The reason for Hubert’s the poisoned kotkas (see page 57), the characters
annoyance is that his assistant Jorun is late for can conclude that they have been poisoned with
her shift, but he will not comment on that, even the same substance.
if they ask. If the attempt at detecting the poison fails,
Vilmina’s poison strikes with full effect:
THE ASSASSINATION ATTEMPT
Just after dark, Hubert is ready to start serving. ◆ The victim must pass a [Strong –5] test or
Three rows of seating logs are filled by guests, immediately be paralyzed for 1d6 turns.
spirits are high, and a wonderful smell is coming ◆ The victim takes 1d8 damage for 1d8 turns.
from the pots and pans. The player characters ◆ Antidotes work as usual; they require a
are shown to the small tent where a table has successful Cunning test to take effect; gulping
been set with fine china and real crystal glasses down a dose yourself costs one Movement
Blood Shrouding, on a somewhat stained and slightly wrinkled Action; administering it to someone else is an
ritual tablecloth. The waiter is a handsome young man Active action.
named Inofer, and once they are seated he asks
The mystic flays a dead whether they would like to eat right away or start asking for Esmerelda
person and dresses in with something refreshing. Before moving on to the hunt for the murderer, we
its skin, one sliver at Either way, Inofer brings with him a sealed should say a few words about what happens when
a time. After that, the letter when he returns with their orders; the the player characters (sooner or later) decide to go
mystic looks exactly characters recognize Esmerelda’s seal (“Three looking for Esmerelda.
like the dead person flowers”, see House Kalfas in Yndaros – The Darkest The noble Erdald Mirelda takes plenty of
but has his own voice Star, page 61). The simply reads: “Sorry for the delay. time opening the door and does not react the
and his own eyes, Speaking with a friend who has information. You way the characters might have hoped: “Who are
which limits its uses. start without me.” you, and what right do you have to ask about the
To trick an individual The player characters have to wait a long time Duchess’ comings and goings?” It takes a successful
who was acquainted (and in vain, since Esmerelda has already left the [Persuasive +1] to convince him not to call for help
to the diseased and Cliff of Korinda heading for the abandoned farm from the nearby garrison. On success he has the
who talks to the where the Sacred of the Old Blood has its base in following to say:
mystic, a test against northern Alberetor). If they keep postponing their
[Discreet←Vigilant] meals, Dorota – now in the guise of the kitchen ◆ “The Duchess is no longer here. She stayed but
must be made. assistant Jorun – will instead poison their next an hour, had afternoon tea and cake, and then
The effect lasts for order of drinks. The Game Master decides what is she left.”
24 hours, then the more appropriate. ◆ “We spoke only of everyday matters. Well, she
dead skin falls off. A successful [Vigilant –6] test with the wanted to speak about the war, but frankly… I am
Alchemy or Poisoner ability at the first bite/sip: completely and utterly disinterested.”
the food/beverage is laced with a strong poison! All ◆ “She thanked me and said goodbye.”

62
JOURNEY ACROSS THE TITANS 5
It takes a successful test against [Persuasive –4] for
Erdald to let them search the building; or [Persuasive Goon
Human, Ordinary resistance
–1] to convince the garrison’s duty officer that the Veiled Poison
“Knock‘em deeead!”
trading house must be searched despite strong
protests from Erdald. ACC CUN DIS PER QUI RES STR VIG
The rare herb known to
The player characters find nothing of interest Ambrians as Ratmint
−5 +3 +5 +1 −1 0 −3 0
no matter how carefully they search the building. is toxic in itself, but
Furthermore, the knowledge that they have sur- Defense Armor Toughness Pain Threshold can also be used to
vived prompts the bored noble to also leave the Cliff −3 3 13 7 conceal the taste and
of Korinda as soon as possible – wearing the skin scent of other poisons.
Weapons Crossbow 5
of one of the trading house’s servants (the body is The problem is that it
Accurate One-handed weapon 5
hidden in a basement closet). must be pre-chewed
Traits −
Esmerelda’s trail is hence stone cold. by a skilled alchemist
Abilities Recovery (novice)
(successful Cunning
tracking the poisoner Integrated Man-at-arms (adept), Shield Fighter
(novice)
test with at least adept
Provided that the player characters survived the level in the Alchemy
Equipment Crossbow, Shield, One-handed
poison attack, regardless of whether they detected ability), who as a result
weapon, Reinforced leather armor,
the poison in time, they will probably be in a hurry takes 1D4 damage
Jug of liquor (for the nerves), 5
to catch the person responsible. Inofer comes thaler and 1D6 shillings for 1D4 turns and
running as soon as he hears that something has Shadow Scratched, dented, and stained suffers 1D4 points of
happened; he cannot be of any help and only gets copper (corruption: 1) temporary corruption
in the characters’ way, who may have to help each Tactics: The goons have seen plenty of combat that slowly wears off
other with antidotes and healing. He does not have and will not back down from a fight. They know to (one point per hour).
any answers either: “I d-d-don’t understand! I swear, I flank the enemy, but lack finesse and might well
surrender – cursing bitterly – if they believe the A poison veiled in this
only went to get the food/beverage directly from Jorun!”
opposition to be too great. manner is harder to de-
As they exit the tent, they immediately see that
tect and identify: it adds
something has happened around the fire pit. Two
a modification of –3 to
guests are helping a dazed Master Hubert to his Just as they have identified the bundle as a pile of
the victim and taster’s
feet; he is rubbing the back of his head. Jorun… is cloth and skin, [pc×2] goons attack in the moonlight,
Vigilant or Cunning,
gone. In response to the obvious question, everyone hired in case the player characters survived the
respectively.
present can tell the player characters which way attempted poisoning, to finish the job or at least
she went, pointing towards the southern gate: “She give Dorota some time to escape.
went that way. She hit Hubert with a pancake pan and The goons are hired by a third party through
ran off like a crazy person!” contacts at the tent camp and consist of a variety
If player characters get moving right away, a of former soldiers, hunters, and caravan guards,
successful Vigilant test with Bushcraft can reveal all hardened by harsh lives in Alberetor. They
that someone has recently run across the soft, have been promised an easy target, and even
grassy ground south of the gate, heading towards though they have already received five shining
the refugee camp. It takes another successful test thaler in payment, they will not hesitate to run
to reach the place where the next scene takes place away in the face of adversity (e.g. once half of
(see below); each attempt takes a quarter of an hour. them have fallen).
The attack begins with the firing of [pc×2] cross-
the ambush bow bolts, with Advantage if the player character
Lying amid a bunch of rocky boulders, about did not spot the danger in time. Then they draw
halfway between the Cliff and the tent camp (see their melee weapons and charge with the aim of
#7 on the map, page 61), is something that at first flanking the player characters one by one.
glance looks like a bundle of clothes. And some of it Should the characters survive and capture one
is indeed Jorun’s clothes, but also her skin, shredded of their opponents alive, it only takes a Persuasive
into long slivers. test and a promise to let her go for the goon to start
A successful Cunning test with the Loremaster talking: “I saw her. She took off the skin and… well,
or Sorcery ability: this must be the remains of she had another one underneath. Disgusting! Her
someone who has used the Blood Shrouding ritual. skin was like… pink and slimy… but I noticed she was
A successful Vigilant test aimed at the sur- incredibly pale. Black hair and dark eyes and… well,
roundings: The player characters are not alone; she was crying. Weeping. Tears kept pouring from her
at least ten people are hiding nearby. eyes, making white lines in the goo.”

63
Planning & Preparation
Sooner or later it should become clear to the ◆ “Dragouls are the least of your worries. Just stick
Without Map player characters that Esmerelda cannot be found; a dagger in the ground in each direction around
Even if the charac- it may even occur to them that she could have been your camp at night. That’ll keep them away, I
ters never found involved in the attempt to poison them. So, if they swear.”
the map carried believe they have reasons to continue their hunt for ◆ “All that’s left in Alberetor are selfishness and
by Field Marshal the Queen and or/ Rosáe, they must prepare their distrust. No one will help you, no one!”
Beremo Herengol, own expedition into the Lost Land, possibly all ◆ “Watch out for black rains. A single drop touches
they should have no the way to the devastated realm of the Dark Lords. the skin and you’re dead. Or worse!”
problem identifying Thanks to findings from the temple isle ruins, and ◆ “They say the master magician Karlamander is
Castle Brigo, the possibly the late Field Marshal’s map, they know of out there, wandering the darklands. Be careful.
Convent School of three places that might provide more information He’s so drunk and drugged, he can no longer tell
Luminous Laws, about where the artifact was taken – three locations friend from foe.”
and the Cathedral that will also be visited by Queen Korinthia. ◆ “The waters, watch out for the waters, the tainted
of Sacred Fire as Luckily, the player characters can find almost waters. There are Death Water and Blight Water,
important places to everything they need at the caravan camp and but worst of all is the Midnight Water. It’ll deform
investigate. How- among the tents in its shabbier suburb to the south. you, turn you into an abomination, in the blink
ever, if the Game Detailed guidelines for handling expeditions can of an eye!”
Master so desires, be found in the Game Master’s Guide (page 87–103), ◆ “Don’t trust what anyone says, only what you see.
Beremo’s map can with focus on Davokar. But the same rules can Places that were said to be safe just a few days
be reproduced apply to journeys in Alberetor and Lyastra, with ago could now be covered in black mist full of
through conversa- the following additions and clarifications. ravenous blight beasts.”
tion with someone ◆ “Yes, I’ve heard about the monsters in those
like Adept Mirala or Rumors and Advice woods up north. Child’s play! The beasts and
Adelio Blackwalker The people they talk to at the Cliff of Korinda have abominations here in the south are much
– all because Korin- plenty of stories to tell about Alberetor, whether worse, invulnerable even. They literally can’t
thia and Revina also they are experts or just ordinary visitors. The Game be hurt.”
asked for their help Master can sneak a few of the points below into ◆ “Stay away from the old battlegrounds, they’re
before they left. answers to the player characters’ questions, regular the worst – monsters, undead, ghosts… even
The two women conversations by the campfire, or comments made nature itself is murderous in those places. But, of
never introduced while bartering. course, they’re not always easy to identify, since
themselves, but if Generally speaking, everyone agrees that they’re often covered with sand and dust…”
the player charac- Alberetor is extremely dangerous, that the situation
ters can describe is only getting worse, and that the greatest threats Map
them reasonably come from nature which “the Dark Lords poisoned Once the player characters have settled on a destina-
well – perhaps men- with their death magic”. The roaming packs of undead tion, or plotted an entire route, they can seek guidance
tioning the burns are also well-known, as are the plunderers moving from people who have actually traveled around today’s
on Korinthia’s face further and further east and south in search of Alberetor. Among the Cliff’s caravan drivers and the
– and are willing to abandoned valuables – plunderers that may come refugees at the tent camp there are plenty of people
pay extra (50 thaler, from Freetown, the Realm of the Order, and the who can provide information about the routes passing
or 25 with a suc- city states as well as from Ambria. through Devastated Alberetor or Lyastra, equivalent
cessful Persuasive to level I of the trait/boon Bushcraft.
test), the person ◆ “A new shadow is rising in the southeast. Rumors For information about more aff licted areas,
they are talking to claim that it is the Apostle Joab who has picked marked as Darkened on the map and equivalent
can reveal which up where his fallen master left off. He is evil to level II of Bushcraft, the player characters can
locations the two incarnate!” turn to Ordo Magica’s pavilion, which is currently
were interested in. ◆ “Make sure to bring food for the whole journey manned by Adept Mirala and her three novices.
Their exact route is and plenty of waterskins; potable water is in Another option is to seek out the four Black Cloaks
unknown, however; short supply, so fill up your skins every chance who have their own quarters in the garrison build-
they asked about a you get.” ing; under the leadership of Brother Iaustus they
number of different ◆ “Sure, there are still a few permanent residents keep detailed records of stories picked up from
alternatives. left in the south, but I would stay away from them caravans and travelers on their way north.
if I were you – they are all blight-stricken, and As for the areas called Twisted Alberetor/
worse: they’re contagious!” Lyastra, there is only one person at the Cliff that can

64
JOURNEY ACROSS THE TITANS 5
help them: Adelio, often referred to as Blackwalker, Note that there is almost always strong compe-
colleague and possibly partner of Korinda who for tition for the best guides. Among the guests of the
unknown but hotly debated reasons has spent his caravan camp there are several groups who have
entire life traveling his lost homeland. He some- come to stage an expedition into Alberetor, in search
times comes to the Cliff to stock up on provisions, of lost knowledge, heirlooms, treasures, or insights
seek medical care, or rest, and he always stays at into the reasons behind the devastation. On page 96 of
the tent camp. The player characters could hear the Game Master’s Guide there are tips on how securing
about him by asking around among Master Hubert’s a competent guide can be turned into a challenge.
guests or at the garrison. Not only can he (for a
handsome fee) help them analyze the dangers of Equipment
their chosen route, but also share a bunch of rumors Although the Cliff of Korinda was originally estab-
and advice (as set out in the previous section). lished as an outpost for travelers crossing the Titans
and later turned into a military post, it has become
Written Sources a significant marketplace as well. Caravans on their
There are only two forms of archives at the Cliff of way to and from Ambria will inevitably make a stop
Korinda: the trading houses’ logbooks and the Black there, and for the Alberians still inhabiting the
Cloaks’ witness reports. However, they contain southern slopes of the mountains, the place offers a
enough information about locations and events to chance to trade valuables for important equipment
serve as a basis for the player characters’ research, and supplies. But commerce is irregular and follows
in accordance with the rule on page 95 in the Game the caravan season, reaching its peak during the sum-
Master’s Guide. mer months and coming to a halt during the winter.
During the caravan season, most forms of
Guide ordinary equipment (standard weapons, simple
According to the expanded rule for Bushcraft that amor, wilderness gear, waybread, etcetera) can be
was first introduced in Symbar – Mother of Darkness purchased from some traveling merchant at the
and recounted on page 96 in the Game Master’s Guide, Cliff (1–8 on 1d10). Things like mounts, alchemical
the person’s experience of a certain environment elixirs, and lesser artifacts are harder to come by
affects his or her capability as a guide. This means and often outright impossible to find (1–2 on 1d10). A
that even player characters who have been in scarcity of resources in the area drives up all prices,
Alberetor before will probably need to hire a guide; particularly for people trying to trade in coin.
or better still, two, to be on the safe side.
Table 4 describes five individuals available at ◆ Food: ×3 the prices in the Core Rulebook
the Cliff of Korinda or the tent camp. If the Game ◆ Other wares: ×2 the prices in the Core
Master wants to flesh them out a bit, or even pro- Rulebook
vide them with full stats and let the players handle
them as extra player characters, inspiration can Trading in goods is somewhat easier. Food will only
be drawn from the Wilderness Guide on page 132 cost twice as much, while other wares are sold at
of the Symbaroum Monster Codex. the same rates as in the Core Rulebook.

Table 4: Wilderness Guides


Name Bushcraft Vigilant Description
Level
Rovah III 15 Woman born in Lyastra who fled to Alberetor before the war;
sad and cynical; looking for a lost brother.
Garam III 13 Elderly widower faithful to the Lawgiver; experienced hunter
who has dedicated his life to spreading light in the darkness
of Alberetor.
Karisto III 11 Orphaned young Ambrian obsessed with the Lost Land;
seeks evidence to prove his noble lineage.
Anamara II 15 Secretive Karit rejected from her clan; came to the south as
a caravan guard, became a plunderer, now works as a guide.
Efasion II 13 Changeling with an irresistible attraction to and fascination
with the darkening of Alberetor; greedy and reckless

65
i
t must have happened recently,
no more than five or six days ago.
And it must have happened without
warning. Even before Flora reached
the square along with her fellow tra-
velers, Master Erveral and Novice
Dana, the signs were clear – rotting
food on laid tables, tools obviously
dropped in a hurry, abandoned animals either hitched or tied to
wagons, slowly moving around in search of edible vegetation.
“That one…” Dana raised a trembling index finger. She pointed
at a bundle lying in the shade of a giant tree with over a dozen
bodies dangling from its branches, all as dead as the tree itself.
“That one’s moving… It’s getting up.”
“Ah, splendid!” Master Erveral rubbed his hands in delight.
“Let her come. You two, grab her and wrestle her down.”
“But… what if it’s contagious!?”
“My dear little Flora, that is what we’ll have to find out, you see.”
The Master of the Order had already started rummaging through
the satchel for his notebook. “That and anything else we can find
out. Something tells me that what we’ll learn from this place will raise
an eyebrow or two among the gutless old fools at the Triplet Towers!”
Flora swallowed hard and took a step forward. Her greatest
worry was not the undead coming towards her; it was more of a
feeling than something she had seen, but she could almost swear
that several of the hanged bodies were twitching…

66
SECTION 2:

THE LOST LAND

67
Introduction
Few travelers dare to move against the diminishing flow of
refugees. Those who do are mostly the kind of people often seen in the
border regions of Davokar – the desperate, those with nothing to lose,
whose survival depends on an employer’s wage or the scavenging of
forsaken valuables. Others have their aims set on specific targets. An
abandoned family residence. A battlefield of historical significance.
Or maybe a place they believe holds clues about the nature and causes
of corruption. What they all have in common with those traveling the
Davokar region up north is that their chances of survival correlate
with two factors: how well-prepared they are, and how familiar
they are with the warning signs of the terrain. But there is also one
clear difference between Davokar and Alberetor – the forest generally
becomes more dangerous the deeper one goes; in the Lost Land one
never knows where the deepest darkness lies.

The time has come for an in-depth exploration of different gaming groups. This is followed by a
and presentation of the devastated fatherland of chapter that presents an overview of Alberetor,
the Ambrians. Although Adventure Pack 4 offers an as it is in the year 23 after the Victory. It covers
introduction to the region along Alberetor’s north- individuals and locations that can be used to create
ern border, we have not yet described the country standalone adventures or challenging stops along
as a whole – its geography, remaining inhabitants, the way, as well as tables to be used along with the
and many symptoms of disease. rules for wilderness expeditions featured in the
This section focuses on the player characters’ Game Master’s Guide (page 87–92).
hunt for information about Rosáe and therefore, The section’s three remaining chapters
directly or indirectly, for Queen Korinthia. Below describe the adventure landscapes of interest to
you will find guidelines for the journey between Korinthia, the player characters, and the Sacred
the main adventure locations, including tips on of the Old Blood: Castle Brigo with its nearby
how they can be adjusted to suit the preferences Oracle’s Rock, the haunted Convent School of

68
INTRODUCTION 6

Luminous Laws, and the monster-infested Veiled irrespective of the player characters’ actions – Master of the Order
Library. Each chapter presents the landscape’s in line with the way adventure landscapes are Erveral and his novices
conflict, locations, non-player characters, as well designed in Symbaroum (see the Game Master’s happens upon a maca-
as a number of suggested events that can occur Guide, page 25–28). bre find in southeastern
Alberetor.

The Player Characters’ Journey


As with the journey across the Titans and the ROUTE & TIMING
later one into Lyastra, the gaming group is largely As was stated in the first act, the Queen’s party
free to decide how much emphasis to put on the will probably have a considerable head start in the
time spent traveling between the main adventure hunt for Rosáe – at least five days, possibly more
locations. Preparations for the expedition have depending on what happened to the player charac-
already been covered in the previous section (see ters between the Guardian’s temple isle and the Cliff
page 64), so here we will instead take a closer look of Korinda. Our suggestion is that she maintains
at the player characters’ route, events that might her lead throughout the second act.
arise along the way, and the transition into the The players and their characters are of course
third act of the adventure, as the evidence points free to decide in what order they should visit Castle
towards the heart of Lyastra. Brigo, the convent school, and the library. The

69
question is in what order Korinthia and company However, one thing that must be decided in
will do so, and our premise is that she chooses the advance is how often the characters will risk run-
same route as the player characters (which means ning into unexpected and challenging situations.
that her party is always one step ahead). According to the guidelines in the Game Master’s
But the Game Master can also decide in advance Guide, the players should roll on each table once
how the Queen’s expedition moves through a day, or once per hex that the characters enter,
Alberetor: perhaps starting in the west, at House if the area map’s grid is used (see page 73). But for
Brigo’s castle, before heading east to the convent some gaming groups, who are short on time or want
school, and finally to the Veiled Library. That way, to focus entirely on the main story, this could be
depending on the player characters’ chosen route, way too much.
there is a chance that the two groups will run into We suggest that the members of your group
each other, at one of the destinations or while discuss the matter before the gaming begins. If
traveling between them. Perhaps that is precisely you have already played Mother of Darkness, your
what the player characters hoped and planned for? experiences from that adventure will probably be
How such a situation develops is for the a good starting point – was the journey between
Game Master to decide, but our suggestion is Thistle Hold and Symbar too uneventful, too long,
that Korinthia is cautious and that the player or just right?
characters never get more than a glimpse of their
prey; they may come close or sense her presence, ONWARDS TO LYASTRA
but never really catch up with her. Perhaps a By exploring the adventure landscapes of the sec-
blight-marked vagrant admits that the group they ond act, the player characters obtain solid clues
describe left her hideout only a few hours ago, but to finding Rosaé’s resting place and information
before they can continue the hunt, the hideout is that can help them survive the many dangers
overrun by a horde of contagious undead, which of Lyastra.
forces them to lay low? Perhaps a suspicious They will probably not find all of it, and no
Korinthia discovers that the characters have matter how much they find, they will never feel
arrived at the place where she herself is headed fully prepared to enter the corrupted realm of
and decides to set up camp a safe distance away the Dark Lords. At each adventure location they
and wait for them to leave? must eventually decide when it is time to move
on – something each respective landscape will help
EVENTS them with by imposing an external pressure.
Starting on page 81, we present tables that are meant Only three clues are absolutely necessary for
to make journeys in Alberetor both exciting and the Game Master to feel comfortable leading the
challenging, while playing The Haunted Waste or as player characters into the third act, namely the
a basis for homebrew adventures. The basic idea is following ones:
that the players will roll on these tables to decide
what happens to them, but you as Game Master Document 1 (Castle Brigo, page 102): Second
can instead pick a number of events that seem Lieutenant Faramei Daal’s spy report that men-
interesting to you, or use the tables as inspiration tions “Othelia’s arboretum” and that “the Master”
for creating your own scenes. has “marked a number of places worth protecting on
the wall map.”

Document 6 (The Convent School, page 118):


Personal letter from Second Lieutenant Daal to a
The Location of the Documents relative, saying that Rosáe is “alive and well,” and
If your gaming group’s characters choose a completely different route than that “its location is marked on a map of protected
the suggested one, there may be reason to swap or adjust the contents of areas, hidden where neither apostles nor judges can
some of the documents leading to the third act. One example is Document 9 reach it.”
– if the characters (and hence the Queen) pick the Veiled Library as the first
stop on their journey, they will have no reason to seek information about Document 9 (The Library, page 132): List of
Faramei Daal’s posting. In that case it is better to swap Document 1 and 9, “Sekretorium agents, posts, and assignments”,
even if it seems a bit strange to find a list of Alberian spies in Castle Brigo’s which shows that Second Lieutenant Faramei Daal
Tower of Omens. was posted at the “Fortress” to “assist Baron Oramei
Haaras, Master Kalthar’s closest advisor on Alberian
culture and military power.”

70
ALBERETOR 7

Alberetor
All is quiet. The gentle westerly breeze has no leaves to rustle, no blades of grass
to bend, let alone any skins to brush. It has spread far now, both north and west – the
blight known as the Gray Death, which turns fertile soil into barren, ashen land.
Although autumn has come to the Lost Land, there is a clearly visible boundary only
a day’s ride southwest from the Cliff of Korinda – one moment there are groves of trees
with crowns of red, yellow, and brown leaves, full of birds and small game; a hundred
meters later, after a stretch of gradual decay, everything is dead. Completely dead.
There are few signs of corruption, but countless witnesses attest that they are more
obvious further south and east. How anyone can still live in this godforsaken realm is
impossible to fathom…

It is not easy to give a brief description of an be useful as inspiration for homebrew adventures
entire country, at least if the summary is meant taking place south of the Titans. After the over-
to reflect some form of reality rather than super- view describing some of Alberetor’s general fea-
ficial platitudes. In this chapter we will attempt tures comes a section that presents a few specific
to paint as nuanced a picture as the limited space individuals and locations that the Game Master
will allow, focusing on the differences between can place anywhere on the map; if you do not use
Alberetor and today’s Ambria. The Game Master them to spice up the player characters’ hunt for
will have to pay attention, for though the contrasts the Queen and Rosáe, you will probably find a use
between the former and current homeland of the for them later on.
Ambrians are painfully obvious, you will later The final section of the chapter corresponds
have to differentiate between Alberetor and to the instructions for Expeditions in Davokar
Lyastra – and be able to convey the differences featured in the Game Master’s Guide, and contains
to the players and their characters. Even at this four tables created specifically for journeys south
early stage you can get an idea of the contrasts of the Titans: Locations, Encounters, Adversaries,
between them by reading the overview below and and Terrain. In addition, there is a list of
then skipping ahead to the overview of Lyastra Misfortunes that might befall the characters if
on page 138. their guide makes a mistake, as well as new lists
This chapter is not only supposed to lay the of items that can be found – so-called Curiosities
foundation for The Haunted Waste; it should also and Mystical Treasures.

71
Overview
Messengers of Truth Before The Great War, Alberetor was as rich a move to Ambria and the general prohibition that
country as Ambria is today, with lifegiving rivers was imposed a couple of years after the victory, no
Two of the adventure
winding their way through fertile farmlands; with one really talks about what caused the terrible state
locations described in
forests full of game, berries, and nuts; with lakes of their fatherland: ceremonial magic.
this section hold infor-
and seas teeming with life. But that was then. Now It was the theurgs of exalted Prios and the mas-
mation clearly indicat-
the land is dead and vengeful. ters of Ordo Magica who at the imperious request
ing that the Queen and
Today the Lost Land is mostly covered by gray, of the War Council performed ceremonies that
other prominent Albe-
lifeless soil, like dusty deserts, unable to soak up drained Alberetor of its vitality and afflicted the
rians knew the risks of
water from rain or streams. In some parts, partic- country with its devastating side effects – ceremo-
ceremonial magic (see
ularly in the north and west, there are areas where nies that healed the Queen’s troops or filled them
Document 4 on page
the flame of life still flickers ever so faintly, where with ferocious courage, bombarded the enemy with
104 and Document 10
you can find abandoned, sparsely leafed orchards firestorms and earthquakes, and ripped and tore at
on page 133). If brought
still producing shrunken, discolored fruits; behold Creation. Perhaps it really was a price that had to
to someone like the
scrawny, feral cattle grazing on brown and yellow be paid for victory; perhaps the entire population
Crown Duke or Father
grass. Even rarer are the oases where nature looks would have been massacred if the War Council had
Sarvola, that informa-
almost like it used to – oases that are always inhab- taken a more moderate approach. But that does not
tion could paint a dark
ited by people who would do anything to defend change the truth: it was not the Dark Lords who
portrait of Queen Korin-
their right to be there; oases that without exception brought ruin to the Ambrians’ beloved homeland,
thia and her regime, and
are growing smaller by the day. but their own leaders.
by extension strengthen
The resident population is shrinking as well – the
popular support for the
elderly are dying, those who originally refused to DESOLATE SETTLEMENTS
Reformists – in both a
leave are giving up and heading north, and many are The country’s buildings may be falling into disrepair,
political and ecclesias-
falling victim to the dangers of the darkened land. It but due to the tainted soil they have survived rela-
tical sense. For more on
is less common for people to die in conflicts between tively well since the end of the war roughly twenty
this, see page 168.
human individuals or groups. In disagreements over years ago – there are no plants creeping into their
resources or encounters with strangers, the sword foundations and chimneys, no moss, and no vermin
stays in its sheath and the arrow in its quiver, even infesting their walls, floors, and wooden beams.
if the situation turns hostile. For who is to say that As a result, the towns, villages, and farms of
the person who is killed will not rise as undead, if not Alberetor seem eerily well-preserved. In many
immediately then maybe a moon later? The Alberians places, particularly in the east and south, it is as
have all learned the hard way that a growing number though time has stood still. A thick layer of undis-
of undead is in nobody’s interest. turbed dust covers the floors and furniture, but
However, they are completely wrong about most of the textiles are fairly untouched, and some
the reason why the country is dying and the dead root cellars and storehouses still contain foodstuffs
are rising… in various stages of decay.
It should be said that it is very hard to search the
THE TRUTH ABOUT THE buildings without leaving tracks in the dust, except
COUNTRY’S DEATH through the use of rituals; by the same token, one
Almost everybody attributes the slow death of can be fairly sure of being alone in a house whose
Alberetor to the Dark Lords – convinced that they layer of dust is untouched.
maliciously poisoned the land, infecting its soil
and waterways to quench their thirst for death and THE GRAY DEATH
destruction. But the truth is very different, and if In battle against the Dark Lords, the mystics of
brought to light, particularly if it can be proven, Alberetor used ceremonies so frequently that the soil
it would cast not only House Kohinoor but also along the battlefront and in the heavily populated
factions like Ordo Magica and the Sun Church in south literally died. And not only that – the land fell
a completely new light. sick with vengeance, tormenting and devouring the
That the country’s mystics rallied behind the healthy ground around it so the lifeless desolation
noble’s armies is well known, as is the fact that they slowly swept through the country.
used powerful magic to combat the enemy’s hordes. The waterways were affected as well, both
But that it was this magic that killed Alberetor is directly and indirectly through the vengeful soil
something those responsible never speak of, some- – all life and vegetation in the lakes and rivers died,
thing they have done everything to forget. Since the and the sickness spread downstream as well as

72
ALBERETOR
1
7
2

Devastated
Nature

Darkened
Nature N

Warped
Nature
0 100 km

up. Fresh, untainted water still exists, but mostly on ceremonial magic in Yndaros – The Darkest Star ALBERETOR
1. Cliff of Korinda
in isolated areas that are not yet completely dead. (page 68–72) or the expanded version in the Game
2. Castle Brigo
Finding stretches of healthy water in the rivers Master’s Guide (page 108–117) will already know
3. Convent School
is possible but increasingly difficult; instead, a that such immensely powerful, collective rituals
4. Cathedral
careless wanderer risks being afflicted by the water always have side effects.
types that the locals have come to call Midnight In this case we are not talking about small doses
Water (corrupting), Plague Water (infects), and of temporary corruption or a bit of discolored vege-
Death Water (poisons). tation. No, the side effects of ceremonies harm and
Details about the tainted soil and water can pervert Creation at its core, often causing perma-
be found under the heading Expeditions in the nent wounds in the very nature of the world. The
Darkened South (page 78). tables of misfortunes and events at the end of this
chapter are based on the effects listed on page 111
THE Blight in the Game Master’s Guide, but also on the unique
Although most of the fighting took place on the side effects of specific ceremonies, described on the
front and in the south, battles large and small pages that follow. As Game Master you are of course
raged all over Alberetor, and ceremonies were used welcome to draw upon the same horrific source
everywhere. Anyone who has read the chapter when creating your own scenes and scenarios.

73
People and Places
Aside from the adventure landscapes that are
described more thoroughly in later chapters, the
player characters can encounter both living and
undead individuals during their stay in Alberetor.
The following five locations come with adventure
set-ups that can be used as-is or as inspiration for
creating homebrew adventures, during or separate
from The Haunted Waste.

ROLFO’S INN WAGONS


The chronically miserable, life-weary widow
Rolfo has refused to leave the country where his
wife and nine children lie buried. To support
himself, the old caravan driver has established
a mobile inn that moves around in the country’s
less devastated areas – sometimes at random,
sometimes taking requests from his guests.
Every fortnight the eight wagons visit the Cliff
of Korinda or some other camp in the north to hypnotized). The victim was found drained of blood
stock up on food and pick up new passengers, but through a cut on the right forearm.
otherwise the days are spent on the road and at Our suggestion is that a new victim gets the same
night the wagons form a corral. treatment a night or two later; it could even be a
Traveling with them costs five shillings a player character who is targeted and left on the
day, but that includes a sleeping space on the verge of death with only foggy memories of what
floor, breakfast porridge, and two meals. Supper happened, like from a chilling nightmare. Rolfo
is prepared by Miss Ella, the elderly gourmet asks the characters to investigate, which gives
cook from the legendary Evenbloom restaurant them a chance to familiarize themselves with the
in Kandoria, who still knows her stuff (even permanent guests. The bloodthirsty murderer is
though her mind is starting to go a bit). Aside finally caught thanks to something simple, like a
from temporary guests and Rolfo’s weatherworn blood-stained undershirt, after which the player
drivers, there are five people who have installed characters must scare him into confessing, despite
themselves there on a more or less permanent outraged protests from the other liturgs.
basis. They care little for one another, but even
less for everyone else. RAVMARO’S OASIS
The player characters come across a gorgeous little
Challenge: The wagons’ permanent guests may oasis around a small lake surrounded by autumn-
actually be able to help the player characters if leafed woods. Better still, there are untainted
needed (for example by performing rituals or ana- bushes and shrubs whose branches are laden
lyzing clues), but the mobile adventure location can with berries. But it does not take long before the
also be turned into the scene of a murder mystery. characters notice how still and quiet everything
Some time ago a naive group of missionary liturgs is around the lake. Deadly quiet…
from the Realm of the Order happened to drink The lake is home to the undead war hero Master
from a corrupt wellspring; they all fell hideously ill, Ravmaro, whose ceremonies eventually got him
but for one of them it got even worse: he developed killed and then raised him from the dead. He was
the monstrous trait Bloodlust at level III (Monster given a hero’s funeral, but clawed himself out of
Codex, page 165). his dark grave a few months later and has been on
Stats for the liturgs can be found in the the hunt ever since, his hunger perverted by the
Symbaroum Monster Codex (page 123), but the chal- powers of corruption.
lenge here will not be a direct fight, but identifying The oasis is actually an illusion, created with
the murderer and turning him in. The first murder the ritual Fata Morgana (see the Advanced Player’s
could have taken place even before the player char- Guide, page 90) to attract living prey. In interac-
acters make their entrance, in the night, without tions with cultural beings, the undead illusionist
anyone hearing anything (since the victim was also tends to use the False Identity ritual to get

74
ALBERETOR 7
Table 5: Rolfo’s Guests
Name Stats Description
Miss Ella None Legendary, slightly senile cook with many stories of Kandoria before The Great War
Karlamander Master of the Order, Drunken and anguished arch mage; can after some coercion confess to having used
Monster Codex, p126 ceremonial magic during the war, with horrific side effects
Mother Iberia Theurg, Monster Codex, p124 Disillusioned theurg worried that her powers draw upon the same source as the Dark
Lords’ did
Slugger Robber, Core Rulebook, p211 Lost ogre with a hero complex searching for his “mother’s” killer; suspects everything
and everyone; does not give anyone the benefit of the doubt
Laelia Autumn Elf, Core Rulebook, Called for Prince Eneáno to be dethroned and was banished for it; now she wages a
p205 lonely fight against the darkness of Alberetor, in search of vindication

close to his victims and lull them into a false sense Successful Vigilant test with the Witchsight
of security. ability: The girl is thoroughly corrupt!
Ravmaro says that her parents had to go looking
Challenge: Shortly after their arrival, the player for medicine because her father is ill, but that they
characters hear someone giggling and see a small should return the next day; he will do his best to
human girl coming towards them, wearing a sim- convince them to stay and keep the girl company.
ple yellow cotton dress – the most innocent figure Perhaps he waits until they are asleep or have
Master Ravmaro’s corrupt mind can imagine. The split up, before using Bend Will to lure one of them
girl welcomes them and asks them to sit down into the lake. If no such situation should arise and
on the shore, maybe dip their tired feet in the the prey risks slipping through his fingers, Ravmaro
lake’s untainted water - it is wonderfully fresh himself jumps into the water (in the guise of the
and invigorating! girl), stands on the bottom of the lake, and uses
Bend Will. He can also use the power Unnoticeable
to conceal both himself and a character affected
Master Ravmaro by Bend Will from the others.
Human (Ambrian), Strong resistance
“Please, stay a while. I’m scared.”
BEOSKARG’S LIVING FORTRESS
ACC CUN DIS PER QUI RES STR VIG After a time of nature studies under the witches
0 −3 0 +3 +1 −5 −1 +5 of Davokar, the wizard Beoskarg returned to Drowning,
his homeland confident that he would be able to optional rule
Defense Armor Toughness Pain Threshold cure the tainted soil. So convinced was he that he
+1 − 11 − embarrassed himself in front of his colleagues at Characters who end
Weapons − the Triplet Towers and swore not to return without up underwater or
− proof of his success. For this reason he has spent otherwise risk drown-
Traits Undead (III) more than eight years alone in his fort of trees and ing or suffocating can
Abilities Anathema (master), Bend Will thorns (see the Living Fortress ritual in the Advanced automatically hold their
(master), Unnoticeable (master), Player’s Guide, page 91), with an almost suffocating breath for Toughness/2
Wrestling (novice) yearning to see Yndaros again and a mind that has turns, rounded up.
Integrated Illusory Correction (master), Ritualist gradually unraveled. After that it takes a
(master: Clairvoyance, False Identity, While traveling through Alberetor the player successful Resolute
Fata Morgana, Life Extension, Magic characters could spot a scrubby fort of thorns test not to pass out, up
Circle, Sanctum), Wizardry (master)
perched on a grassy hill, and if they approach it, to Toughness number
Shadow Dirty black, like sludge on the bot- they will (after a quick glance) be welcomed inside of turns. Unconscious
tom of a pond at night (thoroughly
without any fuss. The problem is getting out of characters must roll
corrupt)
there. Thirsting for company, the extremely ener- Death Tests and can
Tactics: Tries to force his prey into the water
using Bend Will and keep them there with the getic Beoskarg will take care of them like a loving be saved in the same
same ability or Wrestling. Since he is already grandparent and shower them with nonsense about way as others in that
thoroughly corrupt, Ravmaro can use Illusory him being close to solving the riddle of the blight: predicament.
Correction each turn and thereby force an ene- all he needs is some bold individuals who can help
my to reroll a successful test. him with the last crucial stage!

75
All are welcome to visit Challenge: If the characters turn him down, may include “digging a deeeep hole out in the yard, since
Beoskarg, but leaving Beoskarg becomes furious but does not throw them the miracle infusion must be prepared at a cool but stable
his fortress can be a out. Instead, his deranged plan is to trap them while temperature” or dividing the elixir into pc number of
challenge. they sleep using Entangling Vines (without dealing cauldrons where it must be “whisked at the rhythm of
damage) and sending pc number of thorn beasties ‘three quick, three slow, three stirs’ for at least two hours
to bind their hands and feet with tough roots that to achieve the right viscosity.” When the characters
can be torn apart with a successful [Strong –8]. The finally have had enough, see the paragraph above.
thorn beasties (Advanced Player’s Guide, page 123) Note that if the player characters harm him, the
need one turn to tie their knots. thorn beasties, or his fortress, Beoskarg may be so
On the other hand, if the characters agree to help offended that he makes them his arch enemies. He
out, it soon turns out that they have a long series of will then follow them (usually in animal form) and
pointless, time-consuming tasks ahead of them. These do things to harm or obstruct (but not kill) them.

76
ALBERETOR 7

ground, risk being thrown out or even clapped


Beoskarg in irons.
Human (Ambrian), Strong resistance
“I’m so close, sooo close!”
Challenge: The veterans are planning an attack
ACC CUN DIS PER QUI RES STR VIG on a horde of undead that has been spotted nearby.
+5 +3 0 −1 0 −5 +3 −3 Concerned that the enemy’s numbers are somewhat
on the large side, the group’s leader may request
Defense Armor Toughness Pain Threshold the player characters’ assistance.
0 2 10 4 Once again the rules for pitched battles intro-
Weapons Quarterstaff 3 (long)
duced in the Game Master’s Guide (page 67) can be
Accurate used to determine the outcome. In that case the
Traits − battle starts out with an even balance of power
Abilities Entangling Vines (master), Nature’s (Battle Odds: 1:1); the bulk of the enemy’s forces
Embrace (master), Shapeshift have stats as Dragoul (Core Rulebook, page 230), but
(adept) there are stronger adversaries as well: Necromage
Integrated Alchemy (master), Loremaster (Core Rulebook, page 232) and Crypt Lord (Monster
(master), Ritualist (master: Bewitch- Codex, page 145).
ing Landscape, Break Link, False If the characters decline to take part in the
Terrain, Living Fortress, Magic Circle, battle, they might run into the veterans at a later
Quick Growth), Witchcraft (master),
stage – now undead and part of a growing horde
Wizardry (master), Contacts (Ordo
Magica) thirsting for warm blood.
Shadow Bright green with golden tones, like
sunshine falling through a curtain of ALUIN’S INSPECTION
vines (corruption: 0) Aluin, son of Father Sarvola and the forest spirit Ala,
Tactics: Beoskarg is mainly interested in restrain- is described in detail on page 153 of Symbar – Mother
ing opponents and getting away, as he does not of Darkness. If the Game Master has been following
like to hurt or kill anyone. If someone breaks loose our recommendations, the strange and constantly
and gets angry, he usually sinks into Nature’s
cheerful boy has met the player characters before,
Embrace until they have left.
in Thistle Hold, out in Davokar, and possibly in the
legendary city of Symbar.
It is not inconceivable that he will also cross
BARON MENON’S ESTATE the characters’ path on their travels in Alberetor,
There is light coming from the windows of a grand in one of the locations described above, one of the
estate, surrounded by sturdy old walls with a robust upcoming adventure landscapes, or somewhere
iron gate. The player characters have come to the else entirely. In that case Aluin will be just as
base of the Saviors of the Fatherland – a growing happy as always – even if he is walking carelessly
group of war veterans having come from Ambria through a horde of undead or splashing around
to use their last bit of strength to combat “The in a stream whose water has turned into black,
Dark Lords’ curse”. If the Game Master wants, and tainted sludge, he greets the characters with a
they are still alive, this group could include old blissful grin: “You there! Who are here. And a bit
acquaintances like Serex Attio and Roia Garlaka all over, really. Well met!”
from Wrath of the Warden (page 128) or some of those Conversations with Aluin will always test one’s
who attacked the High Chieftain’s stronghold in patience and sanity. If asked why he has come to
The Witch Hammer (page 80). the place in question, he replies with something
The player characters are welcome to stay the like: “Because why not? See how wonderfully strange
night, and the veterans’ leader proudly recounts everything is, unlike anywhere else, but with tired colors
the great deeds of his group – how they cleansed that weren’t always this yellow, were they?”
Oldburg village, slew the Dark Lord Koarath’s Should the characters lack food and water or be
death prince, banished the ghost of Father Engust. in some sort of trouble, Aluin can help them with
If the characters can prove that Alberetor’s death that, as described in Mother of Darkness. But they
was in fact caused by the defenders’ ceremonial cannot expect him to actively help out with specific
magic, it could spark heated debates in the estate’s missions – Aluin always has, has always had, and
old council chamber – the characters are accused will always have more interesting (and therefore
of forging the document and, if they stand their more important) things to do.

77
Journeys in the Darkened South
This section is based on the chapter on Expeditions the color of the occupied hex, and the outcome is
in Davokar in the Game Master’s Guide. All rules and then used to determine what modifications apply
guidelines can be found in that book, while the – for example, if they are in a yellow hex and the
text below introduces tables and lists that reflect Game Master rolls a 2, the area’s nature is currently
the strange environment south of the Titans. The characterized by Devastated Alberetor.
only thing you must remember is that the envi-
ronmental levels previously referred to as Bright, ORIENTATION AND MISFORTUNES
Wild, and Dark have other names in Alberetor and The rules for orientation and misfortunes are
Lyastra: Bright is called Devastated, Wild is called found in the Game Master’s Guide, page 92. However,
Darkened, and the equivalent of Davokar’s dark when it comes to the regions of the south we should
areas is called Warped. add that a successful orientation test means that
the guide succeeds in securing access to fresh
OVERVIEW MAP drinking water, while a failure could cost the
The map on page 174–175 gives an overall picture characters dearly (see the outcomes 6, 12, and 24
of Alberetor and Lyastra, in the year 23 after the in the list of misfortunes).
Victory, while the region maps on pages 73 and 139
go into more detail. Besides pointing out a number 1. The Campsite
of adventure locations, the latter maps are divided The player characters find an abandoned campsite.
into color coded hexes. The colors represent the Who camped there, and are they still around?
three levels of the Bushcraft trait/boon, just like
in the Game Master’s Guide (page 91). 2. Carcass
White hexes symbolize areas that are not yet The player characters come across the carcass of a
completely dead, where there are still patches of large animal; a horse, or maybe an ox. The question
withering life, here referred to as Devastated. Yellow is, where is the thing or things that killed it?
and red hexes stand for Darkened and Warped areas
respectively, which show increasing degrees of 3. A Sad Song
blight and corruption. Finally, there are the black A sad song echoes through the area; soon it is
hexes, which represent normal nature – there the heard again, closer this time – now it sounds
players may roll on the tables for Encounters and more hateful than sad. How do the members of
Settlements, if the Game Master so desires. the expedition react?
According to the guidelines in the Game Master’s
Guide, the different color codes are directly related 4. A Growing Rumble
to the levels of darkening, which in turn add What sounds like the rumble of a rockslide or dis-
different modifications to rolls on the tables for tant thunder rolls across the landscape – which
Misfortunes and Events. As an optional rule, in is flat, without a cloud in the sky. What is it that
order to illustrate the changing nature of the south, comes thundering towards the player characters,
we propose that the color codes (except black) work on the surface or underground?
differently here, so that the players can never really
be sure about their route. 5. Stuck in Mud
Whenever the players enter a new hex (or at the One of the expedition’s carts or horses gets stuck in
start of a new day of travel), the Game Master makes mud. Two player characters must work together and
a secret roll to determine whether the land ahead pass one Strong test each to remedy the situation;
of the characters is characterized as Devastated, if one test fails, it takes more time and the party
Darkened, or Warped Albretor/Lyastra. Table 6 travels ten kilometers shorter that day; if both tests
demonstrates how the odds shift depending on fail it takes a whole day before they can continue.

Table 6: The Changing Nature of Alberetor and Lyastra 6. Death Water


Contrary to their guide’s assurances, the water the
1d20 Devastated Darkened Warped
characters are drinking turns out to be poisoned.
White 1–14 15–19 20 Someone with the Poisoner ability must pass a
Yellow 1–4 5–15 16–20 Vigilant test to realize the danger in time. On failure
Red 1 2–6 7–20 the symptoms manifest themselves one-quarter
hour after ingestion, at which point each character

78
ALBERETOR 7
must pass a challenging (–3) test against Strong or all characters are exposed to a disease whose vigor
suffer the effects of a Strong poison. is determined by rolling 1d6, 1–2: Moderate Disease,
3–6: Strong Disease.
7. Thorns of Stone
The expedition stops at the edge of a vast field 13. Ambush
whose dense thorn bushes have turned to stone. Hostiles in the area are planning to ambush the
They can go around it, thereby cutting the distance characters, which can be noticed with a [Vigilant –5]
covered that day by half. If they try to force their test. Who are these enemies and what is their goal?
way through, all members must roll two tests
against Discreet – each failure deals 1d4 damage 14. Spoiled Food
(ignoring Armor). The characters discover that their food has gone
rancid or been invaded by blight-stricken vermin.
8. Mosquito Swarm The expedition loses 1d20 rations of food.
During the day’s walk, the characters are harassed
by a swarm of mosquitos. What they do not know 15. Lightning Strike
is that the insects are exposing them to a disease. Without warning, a bolt of lightning strikes in the
See the rules for Disease in Symbaroum (page 169 middle of the expedition. Each character must pass
in the Monster Codex) and roll 1d6, 1–4 Weak Disease; a Quick test or take 6 damage. Those who succeed
5–6 Moderate Disease. take 3 damage. The damage ignores Armor. Any
mounts or draught animals must be calmed with
9. Black Rain a successful Persuasive test – otherwise they break
A jet-black rain falls on the expedition. The charac- away and bolt towards the horizon.
ters can choose to test Strong or Resolute; on failure
the character takes 1d4 temporary Corruption and 16. Night Fog
also catches a chill, suffering –3 to all success tests No matter the time of day, a black, humid fog comes
until he or she warms up by a fire. drifting against the wind, haunted by tormented
victims of The Great War who hunger for revenge
10. Lost on the living. The characters must pass a Resolute
The characters have to admit that they have test or be infected by the anguish of the dead and
lost their bearings. As usual, the guide rolls one only be able to perform reactive actions until the
Orientation test per day, but with a –5 modifica- fog leaves them alone, which happens after 1d20
tion. On failure the group wanders in circles and hours. While followed by the fog, the characters
makes no progress at all; on success they progress must pass a Resolute test every hour or take one
at normal speed. It takes three successful tests with point of alternative damage to Resolute.
a –5 modification before they escape the bewil-
dering area and hence are free from the negative 17. Bad Omen
modification. What makes the terrain so difficult The characters encounter signs of a clear and
to navigate? present danger. What kind of signs – footprints,
cadavers, mucus, blood? And how fresh are they?
11. Sick Animals The next success test each player character makes
The animals of the expedition seem exhausted has a second chance to fail.
and throw up everything they eat. A character
with Beast Lore can help them by passing a Cunning 18. Corrupted Soil
test – one test per day and animal. If the company The environment suddenly feels twisted and sick;
travels with one or more sick animals, they only soon it can be seen on the dark veins and black
move a quarter of the normal distance. Maybe they leaves of the vegetation. The area is blight-stricken;
have to leave some animals behind? the characters can turn back and choose another
way (lose one day), or proceed and roll a Strong test
12. Plague Water each – on failure they suffer 1d6 points of temporary
Contrary to their guide’s assurances, the water corruption that do not wear off until they have left
the characters are drinking turns out to be con- the corrupted area behind.
taminated. Someone with the Medicus ability must
pass a Vigilant test to realize the danger in time. 19. Ravaged by Storm
On failure the symptoms manifest themselves A blight storm has swept by and blasted the area.
one-quarter hour after ingestion, at which point The ground is covered with razor sharp shards

79
of glass and stone; all members of the expedition another place, time, or world? Who or what caused
must pass a Quick test or have their shoes shredded, the disappearance, and why?
which also deals 1d4 damage (ignoring Armor).
Walking carefully through the area will take twice 26. Possession
as long, but gives everyone a second chance to pass A restless spirit tries to possess a member of the
the Quick test. expedition (see the monstrous trait Haunting, page
168 in the Monster Codex). Start with whoever has
20. Sabotage the lowest Resolute and roll for each character until
During the night a lone saboteur tries to access the somebody fails. That person is possessed. Who is
expedition’s members, provisions and/or animals. this spirit and what does it want?
Who is the saboteur? What is the target? Can the
characters thwart the attempt? 27. Blight Mist
A thick mist sweeps in from the Yonderworld and
21. Bad Weather with it come murderous abominations. To escape
The still, humid heat takes its toll on the charac- the mist, the characters must find their way out
ters’ vitality and resolve. Everyone must pass a test (see the misfortune Lost). They must also avoid the
against Strong and another against Resolute, or take attention of a Primal Blight Beast, which requires
1d4 damage to the respective Attribute. It takes a a successful Discreet whenever an Orientation
full day’s rest to recover any lost points. test is rolled.
Rolls are also made on Table 9: Enemies. These
22. Lair of Enemies enemies are trapped in the blight mist as well –
The characters pass near a lair of enemies. Roll perhaps they like it there, perhaps they do not.
twice on Table 9: Enemies (page 82) and pick the Either way, they are coming for the characters.
worst outcome. What is attracting these creatures
to the area? 28. Blight Storm
A howling blight storm is coming. It is time to act
23. Delirium fast – any creatures that remain in the storm risk
The characters start hearing and seeing things having their flesh ripped to pieces and their bones
that are not there – horrifying figures from their stripped clean. Are there any ruins nearby, and
personal history. If a character openly questions will they provide enough shelter for the entire
what he or she sees and hears, the player can roll expedition? The storm follows them for a full day.
a [Resolute –3] test; on success the hallucinations
stop. It takes half a day to resume the journey. 29. Lost in the Yonderworld
Is the delirium caused by something they have Tears have opened in the fabric of creation, and the
eaten, or by something in the air or water? Or expedition walks through one of them, straight
is someone using mystical powers against the into the Yonderworld (see the Game Master’s Guide,
characters? In what way do the hallucinations page 41–44). The characters are lost and must find
become personal? a way back to their own world; with every failed
Orientation test comes one event in the Yonderworld,
24. Midnight Water see table 6: Events in the Yonderworld on page 43
Contrary to their guide’s assurances, the water of the Game Master’s Guide. It takes one hour to get
the characters are drinking turns out to be blight- back – roll for corruption on Table 5: Corruption in
stricken. Someone with the Witchsight ability must the Yonderworld (page 42) to see how badly affected
pass a Vigilant test to realize the danger in time. the characters are by their time on the other side.
On failure the symptoms manifest themselves
one-quarter hour after ingestion, at which point 30. From Bad to Worse
all characters must roll 1d6 to determine how much Roll two times on this table and use both outcomes.
blight got into their system and hence how much
temporary corruption they take, 1: 1d4, 2–3: 1d6, EVENTS
4–5: 1d8, 6: 1d10. The following tables replace tables 26–29 in the
Game Master’s Guide (page 98–99) and have the
25. Disappearance same names, with one exception: Table 26: Ruins
An expedition member (character, companion or in Davokar, is here renamed Settlements. However,
animal with supplies) suddenly disappears, as if the various buildings can be searched for treasure
swallowed by the ground. Was it transferred to just like the ruins of Davokar.

80
ALBERETOR 7
Table 7: Settlements
1d20 Ruin Max number
+Mod. of finds
1–7 Nothing but dead fields as far as the eye can see –
8–10 Broken-down cottage, 1D4 dead bodies are sitting mummified at a table –
11–12 Shack, abandoned, sleeping space for 1D6+3 people if they squeeze together 1
13–14 Execution site, a dozen rotting corpses have dropped through the nooses and 2
are lying on the ground
15–16 Farm, almost intact, except for the dried-up carcasses of 1D6 farmyard animals 1D4
17–18 Village, burnt down and ravaged 1D6
19 Bridge with a guardhouse over a dried-up river 1D8
20 Village, covered in ash, abandoned but otherwise intact 2D6
21 Open-pit mine turned into a mass grave, with hundreds of decomposed corpses 2D8
and carcasses dropped into the pit
22 Fancy hunting lodge, fire-damaged and with clear signs of a battle 2D10
23+ Fort, a torn regimental flag flaps in the wind, the fort looks worryingly intact 3D10

Table 8: Terrain
1d20 Terrain Effect
+Mod.
1–10 Nothing –
noteworthy
11–12 Ash desert The group sinks into the bone-dry, porous ground and has to wade through it, like in
a dust-filled desert. Their movement speed is reduced by half.
13–14 Mud field The ground is inexplicably sludgy and grabs at boots, hooves, and wheels. Move-
ment speed is reduced by half.
15–16 Fire field The group enters an area where the ground is steaming. Fiery energies risk flaring
up. All members of the expedition roll 1D10; 1 means that they are hit by a gust of fire
that deals 1D8 damage (ignoring Armor) and ignites clothes and equipment.
17–18 Insect The area where the group is traveling is home to colonies of flying, blight-born bugs.
infestation All living creatures moving in the terrain must pass one Discreet test per day or
attract 1D4 insect swarms (see the Game Master’s Guide, page 114).
19–20 Trembling The ground where the group travels is restless. Anyone moving in the area must roll
ground 1D10; 1 means that a series of 1D6 quakes occur, each with the same effect as the
Quake ritual (see the Advanced Player’s Guide, page 92).
21 Diseased land A virulent disease rests latent in the area through which the group is passing. Everyone
traveling there must roll 1D10; 1 means that the character is exposed to a Strong dis-
ease, airborne or transmitted through touch (see the Monster Codex, page 169).
22 Vengeful land The group has an uncomfortable feeling of being watched. During one of their stops,
nature’s hatred and hostility materialize in the form of [PC×2] furious representatives of
Vengeful Terrain. The Game Master chooses one or more types from the Monster Codex
(page 113).
23 Battlefield The group spends much of the day crossing a vast old battlefield (or several inter-
connected ones) whose victims dig their way up from the ground around them, mad
with undead hunger. The majority pose no threat, but the group’s movement speed
is cut by half. There is also a risk that a Primal Blight Beast (Core Rulebook, page
228) of melded war victims will awake, if the least discreet member of the group
fails a Discreet test.
24 Corrupted The group travels through an area sick with corruption. Roll or choose three times from
nature Table 2 in the Monster Codex (page 25) to determine how it manifests itself.
25 Severely cor- Like #24, but roll or choose five times.
rupted nature

81
Table 9: Enemies

Different Adversaries 1d20 Enemies Stats as … Notes


+Mod.
Note that the table 1–8 None
of enemies mentions
9–10 PC giant undead lizards Vearon, Monster Codex, p157 Add Undead (I)
specific monsters and
11–12 PC Robbers led by a Core Rulebook, p211 Add 1–2 stigmas
not only their Resis-
blight-marked Robber
tance level, unlike Table Chief
28: Enemies in Davokar,
13–14 PC ghosts dressed in Wraith, Monster Codex, p148 Weapons: Sword
in the Game Master’s
Alberian surcoats
Guide. Here it might be
15–16 PC undead warriors, led Dragoul, Core Rulebook p230,
appropriate to keep the
by an undead com- Crypt Lord, Monster Codex, p145
stats referenced but mander
change the appearance
17–18 PC undead, Alberian Flagellant, Monster Codex, p123 Add Undead (II)
of certain creatures, so
fanatics
that this new envi-
19–20 [PC×2] undead Village Warrior, Core Rulebook, p216, Add Undead (II)
ronment really feels
mountain warriors led Monster Codex, p30
different to the Davokar
by a Death Prince (or (Core Rulebook, p248)
region. Mal-Rogan from The
Promised Land)
21–22 PC huge, blight-born Hunger Wolf, Monster Codex, p146 Add Corrupting Attack (I)
attack dogs and Regeneration (II)
23 PC undead templars Experienced Templar, Monster Add Undead (II)
in search of heretics, Codex, p122,
led by their blight-born Primal Blight Beast, Core Rulebook,
grandmaster p228
24 [PC×2] monstrous Blood Cat, Monster Codex, p145 Replace Companions with
felines attack after dark Undead (III)
25 [PC×2] raging dae- Skullbiter Queen, Monster Codex, Replace Companions with
mons that have ripped p94 Regeneration (III)
through a tear from the
Yonderworld

Table 10: Encounters


1d20 Encounter Numbers Modification
+Mod. for Detection
1 Ambrians searching for their ancestors’ graves, to bring 1D6+2 ±0
their bones back home
2 Group of stubborn lingerers who have finally given up PC+1D6 +3
and are on their way to Freetown or Ambria
3 Robbers from Freetown looking for abandoned farms PC+1D6 +1

4 Treasure hunting goblins from Ambria PC+1D20 –1

5 Monster hunters from Freetown [PC×2]+1D6 +3

6 Master of the Order with novices on a field trip PC+2 ±0

7 Platoon of undead Alberians marching towards a dis- 1D20+20 +5


tant destination, they only fight if attacked
8 Knights and squires from the Realm of the Order, hunt- PC+1D10 ±0
ing undead in the name of the Young Gods
9+ No encounter – –

82
ALBERETOR 7
TREASURES Table 11: Type of Item
The finds listed below, presented in tables named Devastated Darkened Warped Category
Curiosities, Mystical Treasures, and Artifacts,
1–5 1–4 1–2 Debris
are things that can be found in the more or less
well-preserved buildings of Alberetor or Lyastra. 6–15 5–13 3–11 Curiosity, Table 12
If you want a greater selection of items, look up 16–19 14–18 12–17 Mystical treasure, Table 13
page 100–103 in the Game Master’s Guide). 20 19–20 18–20 Artifact, Table 14

Table 12: Curiosities


1d20 item
1 Fine riding boots with a secret compartment in the right heel
2 Elegantly decorated battle horn
3 Comb shaped like a monster’s jaw, with thirty teeth
4 Leather tube containing half a dozen maps of Alberetor before The Great War
5 Wooden chest with a muddy skull inside, painted in bright colors
6 Bundle of five bronze measuring cups of different sizes
7 Patinated bronze mask depicting a roaring demon, meant to be attached to an open helmet
8 Silver arm ring with a love message etched on the inside
9 Three throwing daggers on a rack of bone
10 Gold box with a charcoal stick, a brush, and 1D6 pieces of parchment
11 Chamber pot made from mother of pearl and silver
12 Hardwood box with a mineral collection from Alberetor and Lyastra
13 Part of an encyclopedia, volume three out of twenty-one
14 Golden birdcage with its former captive dead and withered inside
15 Incorrectly calibrated astrolabe of silver, for calculating latitude using the position of the sun and
the stars
16 Ebony figurines of a family, inside a box of ivory
17 A black idol made of ice-cold obsidian
18 A doll of an unknown man, pierced by 1D6 long golden needles
19 A bridle decorated with gold and gems
20 A thick silver chain with a palm-sized medallion of black glass that encloses the symbol of Dakoth-
nic formed from silver threads

Table 13: Mystical Treasures


1d20 item
1 A small cast iron pot that never boils over, adds +1 to tests for Alchemy when creating elixirs.
2 Velvet bag with 1D4 acorns that grow into full-sized oaks in one day after being planted. They grow
regardless of soil type, but will quickly die unless they are standing in a life-giving environment.
3 Quill that takes dictation and writes down what is said in impeccable cuneiform. Can also provide one
clue per day to a mystery, but getting it to do so requires that the questioner pass a Cunning test.
4 A set of candles wrapped in canvas, which when lit spread emotions to everyone in the room.
Each candle represents an emotion: Anger, Sorrow, Curiosity, Compassion, Fear. Each candle
can be used 1D6 times; lighting a relevant emotion candle adds +2 to Persuasive tests.
5 Treasure map that leads its owner to what she needs, rather than what she wants.
6 A silver ring shaped like a coiled demon. The demon’s name, “Akra”, can be read on the inside.
The demon can be summoned by speaking its name and will grant its wearer three simple
favors, before the ring crumbles into ash. The demon is two feet tall and cannot do anything that
requires success tests or abilities. Each summon costs 1D4 temporary Corruption.

83
7 Reading glasses that allow their wearer to read any hidden text, no matter what method was
used to conceal it.
8 Shoulder bag with a face embroidered on it; the face screams loudly whenever an unauthorized
person opens the bag.
9 A broom that cleans on command; however, it is a real cheat and stops cleaning if left alone in
the room.
10 A witch braid that allows its bearer to pass three Death tests, after which it crumbles.
11 A bell that can summon a mount; the mount suits whoever rings the bell, in terms of type and
size, and arrives within 1D6 minutes. It stays until it is either sent away or killed.
12 A greenish-black cup that duplicates a dose of elixir that is poured into it, if its owner
passes a Resolute test; on failure the dose is ruined. The procedure can only be performed
once a day.
13 A gauntlet from a suit of black plate armor that gives its wearer +2 to Strong when rolling suc-
cess tests where arm strength is needed, though not in combat.
14 A mourning veil that makes its wearer immune to 1D10+5 temporary Corruption; once the veil
has absorbed that amount of corruption it erupts in cold, white flames.
15 A locket with a staring eye. While the locket is open the wearer has a second chance to pass
Vigilant tests for detecting danger, but also a second chance to fail all other Vigilant tests.
16 A bronze urn containing an air spirit, which swirls around the urn’s bearer. This means that all
projectiles fired at the bearer have a second chance to fail; the same also goes for projectiles
fired by the bearer. The miniature whirlwind whips up dust and leaves which also gives the bear-
er a second chance to fail when rolling Vigilant tests. The spirit can only swirl for one scene per
day, before it must rest in its urn.
17 A mandala embroidered on a carpet. Whoever sits on the carpet has a second chance to pass
all tests for performing rituals. Rolling 20 during such a test causes an aggressive daemon to
materialize.
18 A small elephant inside a green stone, which can turn into a real elephant once a day. It is tem-
peramental and will only obey commands issued with Persuasive. The elephant goes back to
being a statue once three commands have failed.
19 Invisible ink in a small glass vial, only visible to whoever the writer is thinking of while penning
the message.
20 A bestiary of the world’s monsters and the Yonderworld’s daemons. With a successful Resolute
test, the reader gains 5 Exp to use on the Beast Lore ability; on failure the reader is forced to
make a pact with a being agreed upon by the player and the Game Master.

Table 14: Artifacts


their respective artifacts they tried to craft an item
1d6 Artifact powerful enough to destroy the monster.
1 Avalu’s Hammer and Teldaga’s Anvil A local street child suggested that the two of
2 The Four Rings of Minorba
them should work together to create a supreme
weapon, but the rivals refused, and so they went
3 The Traitor Skin from Kvalgum
to their separate deaths. The orphan took up their
4 Prios’ Light Bombs hammer and anvil and forged a blade that easily
5 Mharghuddzs’ Tentacle Whip clove the spider monster’s ravenous heart. At least
6 Xaga’s Serpent Tunnel that is how the story goes, and it is clear that the
two artifacts named after Avalu and Teldaga can
together create powerful things.
Avalu’s Hammer and
Teldaga’s Anvil Quality Crafting: With the Blacksmith ability
Stories tell of the rival artifact crafters Avalu and at Adept level, the master of the artifact can add
Teldaga, who both wished to create the finest forg- two qualities besides Long or Short to a weapon
ing artifact that ever was, and that Avalu created a or armor.
hammer and Tedaga an anvil. Their city was under Action: Special
attack by an abominable spider beast, and with Corruption: None

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ALBERETOR 7
Mystical Crafting: Bound to a person with the page 226) and use its stats in combat, rather than
Blacksmith ability at master level, the artifact allows her own – except armor, which remains the same.
its master to create adept items without success tests When the fight is over the wearer returns to her
and craft master items with two chances to succeed. original form; the same happens immediately once
Action: Special the blight-form’s Toughness reaches 0 – then the
Corruption: None wearer takes half the abomination’s Toughness in
damage. The wearer cannot cancel the transfor-
The Four Rings of Minorba mation during combat, but can be forced out of it
The Prios worshiping monk Minorba decided to with the mystical power True Form.
forgo weapons and combat the darkness with Action: Active
her bare hands and feet; “a weapon can be used Corruption: 1D4
against you” was her famous motto. Besides being
a natural warrior, she had four rings to help her: Final Form: The master of the artifact can assume
one around each wrist and ankle. With her faith, the form of a Primal Blight Beast (Core Rulebook,
her physical strength, and the power of the rings, page 228), at great personal risk – turning into a
she single-handedly took out half a dozen undead Primal Blight Beast is easy, but turning back is not.
bodyguards and broke the back of Judge Aralda To resume her original form, the master must pass a
himself. Alas, Minorba also perished in the battle, test against [Resolute –1 per turn spent in abomination
and her rings were lost. form] – and only three attempts are allowed. The
transformed can be forced, or helped, out of her
The Unity of the Rings: The master of the artifact abomination form with the power True Form, until
can activate the rings to defend herself, and get all three attempts have failed. Then the wearer
a second chance to parry incoming attacks. The is lost forever, and the world has gained another
power only works if the master is unarmed. primal blight beast.
Action: Reaction Action: Active
Corruption: 1 per attempt to parry Corruption: 1D4

The Dance of the Rings: A master with the Natural Prios’ Light Bombs
Warrior ability can make the rings dance and thus The pot containing Prios’ Light Bombs is brimming
get an additional unarmed attack per turn. with prayers to the sun, and so is its lid. A person
Action: Free bound to the pot can open it, and will then find 1d4+1
Corruption: 1 per turn that the power is active glass orbs inside, each pulsating with sunlight.
These can be used as throwing weapons, blinding
The Traitor Skin from Kvalgum and burning their target proportionally to their
Legend says that the daemon hide known as the amount of corruption. Every morning at dawn 1d4+1
Traitor Skin comes from the city of Kvalgum, is rolled to determine how many light bombs are in
crafted by an unknown creator. Its function is as the pot – this is the new amount regardless of how
simple as it is horrible: the skin allows its wearer to many bombs there were the night before.
temporarily transform into a daemon. The wearer Those who touch a light bomb take damage equal
remains unaltered, but everyone else – abomina- to their permanent Corruption; the light bomb does
tions included – sees that bearer as one of their own not detonate, but is thrown as usual despite this.
and will not attack unless the bearer draws first Only those without any permanent Corruption
blood. According to the story, the skin was created can bind themselves to this artifact.
by a desperate mystic trying to flee a city invaded
by abominations. It did not end well, as the mystic Light Throw: The master of the artifact can use
remained in daemon form and was later slain by light bombs as throwing weapons, with damage
Templars; only then was the transformation lifted equal to 1d6+half the target’s permanent Corruption
and the story of the skin became known. (ignoring Armor). Thoroughly corrupt creatures
The Traitor Skin is a flexible, reinforced leather take 1d6+half their own Resolute in damage with
armor (Armor 1d4+1, not Impeding) that appears each hit.
to be made of oily, greenish-black skin from some Action: Free
unknown beast. Corruption: 0

Demonization: The master of the artifact can Cleansing Light: The master of the artifact can
transform into a blight-born human (Core Rulebook, let a light bomb burn away one point of permanent

85
Corruption from herself or another willing creature
(who cannot be thoroughly corrupt). This destroys
the light bomb, after which the pot creates one light Free Loader
bomb fewer per day (i.e. 1d4 the first time, 1d4–1
the second time, down to 1d4–3 at which point the If the Game Master so desires, Xaga’s Serpent
pot is depleted). Tunnel could already contain a captured
Action: Free creature when the player characters find it. It
Corruption: 0 is up to the Game Master to decide who this
person is, but it could be someone of use to
Mharghuddzs’ Tentacle Whip the player characters: a guide, an enemy with
This severed demon tentacle is constantly moving important information – or why not a new
in its storage bag, and it takes both conviction and player character, to replace a fallen one?
a strong grip to wield it properly. It is said that
Mharguddzs fought with the whip in one hand
and a sacrificial knife in the other, using the
tentacle both to pull suitable victims closer and a slimy passage through it; the bearer or its allies
keep others away – all while swinging his blade must crawl through the bowels of the snake to get
again and again. The dagger is lost, but the whip through, which is harmless but mentally taxing.
still writhes in its bag. The snake can create a passage up to ten meters long.
Action: Active
Whip Crack: The master of the artifact can use the Corruption: 1D4
whip to perform a normal attack, which when it
hits causes a thunderous crack. On a hit the attack Trapping Snake Sack: A master with the Ensnare
deals +1d6 damage and the victim is thrown one ability can use the serpent tunnel to trap enemies.
movement back if the bearer passes a test against A normal melee attack is then performed with
[Strong←Strong], where Robust gives the victim the serpent tunnel, and the victim is caught if
+2 per level. the snake tunnel’s bearer passes a test against
Action: Active [Quick←Strong], where the victim gets +2 per level
Corruption: 1D4 of Robust. Captured victims cannot do anything to
free themselves, and must get help from outside.
Lashing Summon: If the master of the artifact The victim does not need to eat or drink inside the
has the Whip Fighter ability, the tentacle whip snake, and can therefore be kept there indefinitely.
can be used to grab enemies within sight and pull Action: Active
them in. This requires a successful attack and a Corruption: 1D4
[Strong←Strong], where Robust adds +2 to Strong per
level. If the action succeeds, the target is snatched
from its current position and ends up in front of the
Whip Fighter, ability
It is not uncommon for witch hunters and black
whip’s bearer, who gets a free attack if he or she is
cloaks to fight with a sword in one hand and a
holding a weapon in the other hand (i.e. not with
whip in the other. This is an effective and deadly
the tentacle whip).
combination; in the hands of someone with the
Action: Active
proper training, it can even bring down well­
Corruption: 1D4
armored opponents.
Xaga’s Serpent Tunnel Novice Active. Attack with a whip in one hand and a
Xaga was one of the Dark Lords’ foremost assassins, one-handed weapon in the other. If the whip
and she used this artifact to get to her victims – attack hits, the character gets a Free Attack
through walls, roofs, or floors. That one must crawl with the one-handed weapon, regardless of
through the insides of a daemon snake in order to whether or not the whip deals damage.
achieve this did not bother Xaga. It is also said that Adept Active. As Novice, but the whip hinders the
it was this artifact that allowed her to capture the enemy’s movements so that the Free Attack
girl-queen Korinthia, and carry her as if in a sack hits automatically.
to her dark-souled masters. Master Active. As Adept, but the whip fighter pulls
the enemy toward himself/herself so that
Slimy Passage: The master of the artifact can throw the Free Attack also deals +1D6 damage.
the serpent tunnel against a solid surface and create

86
CASTLE BRIGO 8

Castle Brigo
It casts its shadow over the surrounding wasteland – the Oracle’s Rock, towering
on a ridge, with its plateau more than two hundred meters above the river that runs
along the foot of the ridgeline. But its shadow has never reached the seat of House Brigo,
roughly two kilometers to the east. Not until now. Sure, the waters of Lake Clearwater
are still miraculously fresh, the hillsides still laden with living forests, with heavy ears
of grain swaying in the fields below the castle cliff, ready for harvest. But the Oracle’s
Rock now casts a different type of shadow, made up of thousands of dying and undead
who have formed an iron ring around the castle walls…

This relatively complex landscape consists of The player characters are largely free to choose
three main locations (Castle Brigo, the Oracle’s Rock, whatever allies or strategies they like, but the clock
and the Chamber of the Node) and four factions of is ticking: the mystical power node warding off the
non-player characters with different goals and means blight and weakening the undead is about to burst
(the castle’s inhabitants, the oracle cult, the rescue and unleash its darkness in a wave of corruption.
party, and the Sacred of the Old Blood). The characters The structure below follows the guidelines for
arrive in the hope of gaining access to Castle Brigo landscapes in the Game Master’s Guide (page 25–28).
and its famous Tower of Omens, but find the place The first section describes what the landscape is
besieged by a horde of oracle cultists – some dying about, before the subsequent ones present its loca-
from starvation or wounds, others already undead. tions, non-player characters, and suggested events.

Introduction
The main conflict plaguing Castle Brigo and its was situated far from the kingdom’s center of power
surrounding area is basically a matter of survival. and had only one notable feature: the Oracle’s Rock,
Below is a summary of the historical background, which for centuries had been home to a monastic
followed by a description of the current situation and order worshiping the Watcher, an aspect of the
what is likely to happen when the characters arrive. Guardian. From their place up on the rock, the
monks claimed to be watching all of Alberetor, but
BACKGROUND not only that – they could gaze into the future as well
In the days of Alberetor, there were few who paid as the past, and even into the world beyond death.
any attention to the barony of Brigo, or had even Apart from a few early monarchs and a group of
heard of it. While prosperous and well-managed, it disreputable scholars, the country’s rulers never

87
cared about the oracles; their insights and prophecies The hopeful followers made their way to the castle,
were deemed too vague to be taken seriously. But but even before they arrived, many undead started
House Brigo honored and supported the monks, not to feel the effect of the power node – they grew
least because they and their guests from far away weak, nauseous, and dispirited. What could have
contributed to commerce in the region. Malmar been an intimidating demonstration of pent-up
Brigo, the great-great-grandfather of the castle’s anger was interrupted as more than half the crowd
current mistress, even started hiring clerks to record collapsed on the slope of the castle hill, spread out
the oracles’ visions, and set aside one of the castle’s in a circle around the walls.
towers to store these texts – something that continued
until the exaltation of the sun god Prios, when the THE SITUATION
monastic order was declared heretical and dissolved. By the time the player characters arrive, Castle
Ten years later, five years after the end of the Brigo has been besieged for four days by a motley
war, Brother Oreago and his followers returned to crowd demanding that its gates be opened – until
their beloved rock. A friendly collaboration was that happens, no one is getting in or out of the castle.
reestablished; the region still produced good crops Alevia Brigo (who after the Queen f led to
and the threats slowly drawing closer from the Ambria decided that her region was in fact a
south and east still felt comfortably distant. But no duchy, and she a duchess) is furious. To the very
peace lasts forever. As the oracle cult grew with the end she refuses to risk the lives of her remaining
addition of Alberians who were unable or unwilling military forces, while her court mystic Aluia has
to move north, the tainted soil crept closer and reported that the presence of the undead might
closer, and House Brigo’s generosity turned into darken or even destroy the power node. But there
selfishness. Nothing has grown there for a year are two circumstances that give her hope. The
now, except in the area around Lake Clearwater, most important one is that her grandson Iasogoi
but Oreago’s increasingly desperate pleas for help is on his way with a force that might be able to
on behalf of the thousands of people living around break the siege. More confusing was the recent
his rock have fallen on deaf ears. visit by Queen Korinthia, just before the cultists
Finally, he could no longer bare to watch the surrounded the palace. On the one hand, the
women, men, and children succumb to starvation, monarch promised to inform her allies in Ambria
only to rise again as equally famished and hopeless about the situation in the “barony”; on the other
undead – all while a few nobles and their servants hand, Alevia does not know whether Korinthia
lived in luxury behind their walls. So, he walked can be trusted – the fact that the queen left her
down to the tent camp at the foot of the cliff and war-torn realm is enough to make anyone ques-
told a willful lie: tion her motives, and that she spoke incoherently
and secretively only reinforced the impression
“We have foreseen a new era of security and that she was up to something.
abundance, an era on the inside, not the outside. Iasogoi Brigo has arrived in the area, but is yet
You shall gather at the walls of Brigo and see to make himself known to his grandmother. He
them open, inviting you in from the cold, to eat is accompanied by a small cavalry unit – all that
and be safe. What was theirs will be shared by could reasonably be spared from the war effort,
all – so we have seen, so it shall be.” and much too small to take on “the besieging horde
of undead cultists.” He needs to know more about
the situation before he acts.
Vilmina Ausel has also arrived on behalf of the
Sacred of the Old Blood. She brings with her a group
Rumors about the Oracle Cult of cultists and a codex for the mystical ceremony
Practically all information that reaches Ambria about Oreago and his follow- Pest Wind, with the intention of wiping out the
ers comes from House Brigo’s representatives, who (for fairly obvious rea- castle’s defenders and inhabitants so that she can
sons) have come to demonize the “growing threat”. In all communications search its archives in peace. However, in order to
with relatives and allies they make sure to exaggerate, to gain sympathy and perform the ceremony she must smuggle its cere-
support for denying “the corrupt cult of heretics” any form of aid. This is monial focus – a piece of contaminated meat – into
also the prevailing image in places like the Cliff of Korinda, while a few widely the castle.
traveled individuals (such as Adelio Blackwalker and Innkeeper Rolfo) take a
more nuanced view. OPENING SCENE
No matter what time of day the characters arrive,
the first thing that strikes them is the sharp

88
CASTLE BRIGO 8
contrast between the tainted lands they leave the besieging horde: half of them sitting on the
behind and the lush nature that characterizes ground, the others standing like motionless stat-
the area around Lake Clearwater. There are birds ues, except for a few individuals moving through
singing! A group of rabbits rushes from some the croplands to the east. A successful Vigilant test
bushes by the side of the road, towards a grove reveals that many of those sitting down seem to
of trees in autumn colors. be children or youths.
Suddenly the air is filled with a strange noise, After nightfall, characters in an elevated posi-
faint but impossible to miss – like a shrill, dis- tion might notice the light from the cabin Iasogoi
cordant yet clear clang, followed by a vibrating Brigo has occupied, in the woods north of the lake:
aftertone that is more felt than heard. it looks like the sparse foliage is lit from below.
Successful Vigilant with Witchsight when A successful [Vigilant –3] test at night from
the faint clang is heard: A sense of unease and a position overlooking the area: Another camp-
imminent danger spreads through the body. The fire can be spotted south of the castle, in a grove
air seems to tremble, the light flickers, while the beyond the river. (Note that the characters’ fire
shadows are dancing playfully, triumphantly, as if can be spotted in the same way, should they decide
the darkness is chained but sees that help is coming. to light one.)
Successful Cunning with Loremaster when Having established these circumstances, it is
the faint clang is heard: It resembles the sound time for the players and their characters to take
of thick crystal cracking, only much stronger and the reins, and for you as Game Master to turn their
more dissonant than expected. initiatives into exciting challenges and use the
After this, the player characters will proba- landscape’s other actors to move the story forward.
bly want to get a picture of the situation. If it is Some advice regarding the latter can be found in
bright outside they will of course be able to see the Non-Player Characters section below.

The Landscape
Hidden inside a rock in Lake Clearwater is the shielded and nourished by the power of the node
reason why House Brigo’s old estate has not yet is abnormally fertile, with beautiful woods and
been consumed by the blight – a mystical node farmlands that never lie fallow. With the spread of
holding death and corruption at bay by absorbing the blight, this has become a refuge for birds and
the dark powers. beasts; the Grand Duchess’ gamekeeper keeps the
The node also has a weakening effect on abom- predators away and controls the size of the herbi-
inations and undead, and mitigates the darkness’ vore population so that the area is not overgrazed
impact on the area’s defenders (for details, see – at Castle Brigo not even the servants have to go
below). But the question is how much more it can without freshly caught game.
take. Dissonant clangs indicating that another Outside the node’s protective circle, the soil is
crack has emerged in the crystal cut through the now utterly lifeless, covered in black grass and dead
region with increasing frequency. forests. The boundary between life and death lies
This adventure landscape takes place in an area one and a half kilometers away from the node at
stretching all the way to the towering rock that the center of Lake Clearwater, and is no more than
rises from a ridge about two kilometers west of the twenty meters deep.
castle. The Oracle’s Rock itself is described in detail Successful Cunning test with Bushcraft aimed
under the overview map, while Castle Brigo and the at the boundary: It appears as if the tainted soil is
chamber of the node get their own descriptions. gaining roughly one meter per week, but also that
its spread has accelerated lately.
OVERVIEW MAP Successful Cunning test with the Loremaster
If the player characters can get an overview from ability: By mapping the outer edge of the living
one of the hills around Lake Clearwater, and area, it should be possible to identify the source of
provided there is enough light, the Game Master the protective power, located at its center.
should introduce the player’s to the layout of the
adventure landscape. Waters
The water in the rivers is tainted, with patches of
Nature corruption, poison, and disease. But water near the
There is a strong contrast between life and death lake undergoes a miraculous purification, which
in the area surrounding Lake Clearwater. The land starts as soon as it enters the node’s area in the

89
8

5
7

6
4

10

northeast. The lake itself is clear and healthy, as The horde arrived in the middle of the harvest,
N are both the stretch of river passing to the west of and Oreago’s followers have since gone to work –
Castle Brigo and the moisture in the protected soil. gathering turnips, carrots, and anything else that
The channels in the area are between seventy- might still their hunger.
five and a hundred meters wide, and with few Meanwhile, the undead have targeted the barns
exceptions around ten meters deep. In autumn and livestock enclosures. The latter is covered
the current is not particularly strong, but strong by clean-picked carcasses, and the animals that
0 400m
enough that whoever tries to swim across it must escaped when the doors opened are now roaming
CASTLE BRIGO AND pass a test against [Strong +5]. On failure the swim- free around the lake.
SURROUNDINGS mer sinks beneath the surface and is in danger of
1. Castle Brigo drowning (see page 75), unless there are others to Arch Bridge
2. Croplands help her (for example with mystical powers or a The mighty arch bridge stretching almost a hundred
3. Arch Bridge safety rope tied around the waist). meters across the clear river is supported by three
4. Rock of the Node Using some form of raft eliminates the risk of massive pillars resting on the riverbed, and is today
5. Way to the Oracle drowning, but the person will drift about three the only bridge within dozens of kilometers.
6. The Oracle’s Rock hundred meters downstream before reaching the
7. Plateau other side. Rock of the Node
8. Iasogoi Brigo In the middle of Lake Clearwater is a shallow area
9. Sacred of the Castle Brigo that is only visible in the form of a smooth rock,
Old Blood Alevia Brigo’s castle is described under its own hidden under the surface. Inside this underwater
10. Crossing heading, starting on the next page. hill there are tunnels and chambers; some flooded,
others still dry, and in one of the dry caves is the
Croplands darkening power node, most of it encased in the
To the east of the castle are vast croplands with bedrock. You can read more about the rock shallow
fields of various grains, root vegetables, and herbs. and the node on page 93 and onwards.

90
CASTLE BRIGO 8
Way to the Oracle Sacred of the Old Blood
All that is left of the riverside roads are the furrows Vilmina and her party will set up camp in the with-
of wagon wheels in the graying soil, except within ering groves south of the castle. They position their Surprise the
the protective circle of the node where they are two covered wagons as a kind of wall against the Abominations
almost completely overgrown. north, and set up four tents around a fire pit behind it.
Note that the mistress
The stretch between Castle Brigo and the Oracle’s Two sellswords are posted on top of the wagons
of the castle and others
Rock is almost three and a half kilometers, and at all times, watching in every direction. Player
will likely lull the player
becomes noticeably steeper towards the top. At the characters wishing to sneak in undetected must pass
characters into thinking
foot of the rock is a large area that is completely two tests against [Discreet +1], one for each guard.
that Brother Oreago
trampled down, where cultists have left their tents,
bedrolls, cooking equipment, and other belongings. At CASTLE BRIGO and his followers have
turned into full-fledged
the edge of the abandoned camp, the slope is also lit- House Brigo’s residence is perched on a hill just
abominations, which
tered with hundreds of small burial mounds; many of where the rivers Eron and Garanag converge. It
might prompt them to
the graves have clearly been dug up fairly recently and has no moat, but relies on its elevated position, high
launch a surprise attack
more than half show signs of their former occupants walls, and its majestic corner towers which have
on the innocent monks.
waking up and clawing their way out of the ground. plenty of room for archers to see in every direction.
If they are naive enough
The map on page 93 only shows the bottom floor of
to take the nobles’ word
The Oracle’s Rock the castle’s towers and buildings. This will probably
for it, there is a consid-
The rock rises steeply from the camp, but stairs be all you need as a stage for the characters’ activi-
erable risk that they will
cut into the mountain make it possible to climb ties, but the Game Master must be ready to improvise
kill one or more of the
the eighty meters toward its plateau. if they should take unexpected actions – for example
plateau’s inhabitants
Getting up that way requires no die rolls, but going up one of the towers or making their way to
before realizing their
anyone wishing to climb somewhere else will need one of the upper stories of the main building.
mistake …
the Acrobatics ability, or two successful Quick tests.
On failure the climber plunges 5+1d10 meters before Gatehouse and Gate Tower
the fall is broken by a ledge. Anyone riding up towards the castle is met by a
sturdy double gate, reinforced with the emblem
Plateau of House Brigo in blackened iron: the crenellated
The mostly flat top of the rock is roughly three tower – a symbol loremasters know is also associ-
hundred meters in the east-west direction, with ated with the deity known as the Guardian.
about half that distance between its northern and The small watchtowers flanking the gate rise
western edge. There are six low stone buildings two meters above the six-meter-high castle walls,
with wooden, moss-covered roofs where Brother each usually manned by two spearmen and two
Oreago and the other monks are staying, each crossbowmen.
consisting of a single room (4×5 meters).
The western part of the rock rises another ten Castle Walls
meters into the sky, and perched on its summit is The wall running between the towers and enclosing
the stone plinth called the Eye of the Watcher, from the courtyard is six meters high and much stronger
which the oracles gaze across the world, and beyond. than its relatively thin construction might suggest,
The plinth’s center is marked by a human-sized blessed as it is by the Guardian’s craftsmanship
statue of four identical bodies, all fused together, (Toughness 200, Breakpoint 100, Fortification 30).
leaning forward with the right hand shading the
eyes, each gazing in different directions. Garrison
The most distinguishing features of Castle Brigo are
Iasogoi Brigo its massive wall towers: roughly twenty meters in
Iasogoi and his mounted warriors have occupied an diameter and twenty-five meters high, divided into
old gamekeeper’s cabin, with their horses tethered five stories, with flat roofs surrounded by crenel-
along the northern façade. The log structure with a lated walls. These towers are not only fortifications
sod roof and a beaten dirt floor has only one room, but also serve as the castle’s garrison, with soldiers’
4×2.5 meters large with a ceiling 3.5 meters high. quarters, an armory, a smithy, a mess hall, etcetera.
Outside there are two soldiers standing guard Aside from the soldiers (who are currently only
at all times; they move around to keep watch in all using two floors in the southern tower), the court
directions, but the player characters can surprise mystic Aluia had the northern tower all to herself
them with a successful test against [Discreet +1]. until the siege began. She is not very happy about
Descriptions and stats are found on page 96-97. her new neighbors occupying the levels below

91
her top floor, namely the families who lived in the No one had lived in the guest tower for a long time N
village by the foot of the castle slope. before Korinthia and her party arrived, but now it
It should be noted that the ground levels have has come back into use. Korinthia shared the suite
hidden hatches in the stone floor, leading into the with Revina; Kalthar and the Pansar captain Farian
castle’s escape tunnels. Ladders fixed into the occupied the floor below; while the rest of the Pansars
mountain lead down into well-built corridors, with divided themselves between the other rooms.
smooth stone floors, masonry walls, and vaulted Unless the Game Master wishes otherwise, only 0 10 m
ceilings almost two and a half meters high. The Captain Farian’s room holds anything of value,
CASTLE BRIGO
corridors have torches mounted on the walls, five namely the confessional memoirs of the previous 1. Gate Towers
meters apart, and the one from the southern tower court mystic Kamsio (see page 104). 2. Castle Walls
slopes steeply towards the place where they con- 3. Garrison
verge, deep beneath the northern tower. From there Stable & Carriage House 4. Garrison
the escape route continues north and remains steep Besides the castle’s magnificent carriage there are 5. Tower of Omens
until it levels out some two hundred meters later. currently seven horses in this long and narrow 6. Guest Tower
At the arch bridge the path branches out to the building, only two of which are battle-trained. 7. Stable & Carriage House
west, leading under the river to a crevice in the ridge. 8. Storages
The main tunnel continues straight ahead, once again Storages 9. Entrance Hall
down a steep slope, underneath the bottom of the lake Extensions on the castle walls leave room for four 10. Great Hall
where it suddenly stops at another wall-mounted storage spaces around the courtyard, two stories 11 Gallery
ladder that leads up to the node’s chamber. tall, with wooden facades and slanted wooden 12. Drawing Room
roofs. Stored in here are everything from grain, 13. Audience Chamber
Tower of Omens slaughtered livestock, and barrels of wine and stut, 14. Kitchen
The northeastern tower has for the last century to tools, heating oil, and firewood. 15. Courtyard
been known as the Tower of Omens. Since relations
broke down between the castle and the oracles, the Entrance Hall
sole task of clerk Adreano and his two assistants A marble floor is mottled gray wherever it does not
has been to analyze past visions and prophecies – display the crest of House Brigo (the crenellated
comparing them, seeking hidden meanings, and tower), laid with rust-red marble tiles. Besides the
making “educated guesses” about everything from stairs leading to the upper level there are doors to
the spread of the blight to the movement of celestial the gallery and the audience chamber, as well as
bodies (for more information, see page 103). a double door to the Colonnade.
The tower’s ground f loor with bedrooms,
kitchen, and reception room is divided into five Great Hall
rooms, and the fourth floor into four studies, while A great hall with columns supporting the roof,
the floors in-between are open and filled with book- dominated by a table of oiled oak. There are two
cases. So far the third floor is enough to hold all the tower-shaped tile stoves in the northern corners
scrolls and books related to the Oracle’s Rock, while of the hall, but the real attention-grabber is the
level four mostly contains other types of reports, throne-like armchair facing the double door, on
chronicles, contracts, treaties, and so on. the other side of the table – a high, half-cylindrical
If stats are required for the tower’s inhabitants, back with the crenellated crest of a tower at its top.
use Magistrate for Adreano but without Beast Lore
and Wizardry, and Farmhand for his assistants with Gallery
the addition of Loremaster (novice) – both are found Displayed here are weapons, armor, and other
in the Symbaroum Monster Codex, page 133 and 126. objects with stories to tell about the glorious past
of House Brigo. Most remarkable is the war hero
Guest Tower Meomel Brigo’s war horse Brior standing against
The square tower to the southeast, with windows the wall, stuffed and equipped with saddlecloth,
facing the confluence of the rivers, has for centuries chainmail barding, and armor details.
been reserved for House Brigo’s guests. The ground
floor has two separate rooms, the middle floors have Drawing Room
three rooms each, and the fourth floor is arranged Alevia Brigo has always been known for loving
as a large three-room suite. The suite was for many sports and games, which is apparent in this room
years home to the Grand Duchess’ mother-in-law, where the family and their guests withdraw after
until she passed away at the venerable age of one supper. Racks of various wooden weapons are lined
hundred and twenty-four. up against the walls, to be used for friendly duels. Crest of House Brigo

92
CASTLE BRIGO 8
8 8

4 5

14

13
1

10
15 9
8

7 11 12

2 6
3

There is also a set of pins and polished round-stones THE CHAMBER OF THE NODE
for playing pin strike; bows and targets for target No map is needed to portray the player characters’
practice; blindfolds for night tag; wooden clubs for potential visit to the cave where Brigo’s darkening
knock ball, and many other things. power node is sitting, sunken into the floor.
There are two ways in, one of which is described
Audience Chamber above: the escape route that can be accessed from
Player characters who come to the castle with both of the northern wall towers (#3 and #4). The
peaceful intentions will be shown to this room, other way requires strong swimming and diving
kindly but firmly. There they must wait, sitting on
beautifully crafted wooden benches with cushioned
seats around a sturdy oak table, before the mistress
of the castle is ready to meet them. How such a
meeting can be portrayed is discussed on page 99. Sports and Games
Starved of entertainment, the Grand Duchess may well insist on certain
Kitchen conditions for handing over the information she possesses, in addition to
The cooking and serving facilities are equipped to what is written on page 99. She might demand that two of the player char-
handle large banquettes but are nowadays staffed acters face off in a duel; perhaps two of them must defeat her in a contest of
with just one cook and two assistants. archery, pin strike, or knock ball? In the latter case it is best to have at least
three characters participate, and to let Alevia beat one of them – otherwise
Courtyard she might get annoyed and still refuse to talk!
Captain Manofar can be seen in the open courtyard The Game Master sets the rules for the game, but it should probably be a
every day, drilling his castle guards. The only things matter of rolling a test against Accurate (or similar attribute) more success-
of relevance to the adventure are the two wells fully than the opponent.
where the residents get their fresh water (see the
event Harbingers of Pestilence, page 101).

93
air pocket where what looks like a man-made crawl-
space begins, with a rather steep upward slope. After
Brigo’s Power Node roughly five meters of crawling the tunnel opens into
the power node’s chamber, close to the ceiling. An old
Unlike other nodes the characters have encountered, it is impossible to bind
but durable rope ladder is attached at the opening.
oneself to this one – it is simply too busy handling the darkness to share its
energy with anyone else. At the moment its only properties are the following:
◆ It counteracts the blight’s attempt to infect the soil in the area – not com-
The Node
pletely, but enough to significantly slow its terrible advance. Those who have seen the node beneath Thistle Hold
◆ Its energy makes thoroughly corrupt creatures feel faint and dizzy: as long or the one inside Karvosti will recognize the large
as they are within range of the node, the creatures’ Strong is effectively crystal sticking up from the floor. The cavern has
halved, and they have two chances to fail all actions. an evenly cut floor, but natural walls and ceiling; it
◆ The corruption from mystical powers and rituals performed within its is irregular in shape, between five and ten meters
sphere of influence is halved (rounded up), as the crystal soaks up the rest. in diameter, with a ceiling varying between three
and seven meters in height.
The part of the node that protrudes from the
ground is only one meter high and about 1×1.5 meters
abilities; while there are no rules for this, we sug- wide. It has a purple-blue color, but is now darkened as
gest that it is covered by the trait/boon Bushcraft. if a black mist had seeped into the crystal. There are
In any case, anyone diving around the ridge will visible cracks in several places, as if it is about to break.
see that it is perforated by underwater crevices and A successful Vigilant test with the Witchsight
natural cave passages, where softer types of rock ability: The crystal is groaning, and its aura is
have been gnawed off by the currents. weeping shiny black tears; it is as if it is struggling
A successful Vigilant test from someone div- to maintain its grip on the darkness within, while
ing around the cliff: A faint, green-blue shimmer at the same time being forced to absorb more and
seems to be coming from one of the caverns, roughly more from its surroundings; as if it is about to burst.
two meters below the surface. What happens if the Witchsight-wielding char-
A person who swims through the mouth of the acter’s worst fears come true is described under
cavern soon finds that it continues upwards to an the event The Node Shatters on page 102.

Non-Player Characters
Besides the characters, four factions will impact supplement their food supply with game from the
the adventure landscape: the inhabitants of Castle woods to the west. The castle’s guard force consists
Brigo, the Oracle Cult, the rescue party from Ambria, of twenty-seven capable soldiers led by Captain
and the cultists sent by Esmerelda. These people are Manofar; in addition there are Court Mystic Aluia
described in this section, with a special focus on and about twenty adult servants and workers who
what they hope to achieve, what compromises they can be armed in times of crisis (stats as Farmhand,
are willing to make, and what means are at their page 133 of the Monster Codex).
disposal. Considering how much is at stake for every- As far as compromises are concerned, Alevia is
one involved, it goes without saying that they are all willing to grant access to the Tower of Omens and
prepared to take great risks to achieve their goals. answer questions about the Queen’s recent visit, but
in return she demands the player characters’ help
THE CASTLE’S INHABITANTS in resolving the situation, as described on page 99.
Alevia Brigo will never leave her home – not because
she does not want to, but because she is too sick to Court Mystic Aluia
make the journey. Everyone living in the castle “House Brigo gave me a life; I would give it up
is aware of this, but is prepared to defend their in their defense!”
mistress to the bitter end, out of loyalty, tradition,
professional pride, or because they believe (rightly The pyromancer Aluia has never forgiven herself for
or wrongly) that they are not welcome anywhere what she did during the final stage of The Great War.
else. As a group their goal is therefore crystal clear: Like everyone else involved she never speaks about
to fight off anyone who threatens House Brigo’s her responsibility for the murdering of Alberetor,
remaining properties south of the Titans! but she knows what happened, and she has stayed
As for resources, they will not starve anytime behind to atone for her sins – not least the night when
soon, and the secret escape tunnel allows them to she called burning rocks down from the sky to crush

94
CASTLE BRIGO 8
a horde of undead Alberian warriors who had been proud of, even if he sometimes feels unworthy of the
turned against their own people by the Dark Lords. task. The inferiority complex makes him take every
At seventy years old, Aluia now thinks she has opportunity to brag about his (highly fictitious) Aluia’s
punished herself enough. She longs to get away, up feats from The Great War: how he single-handedly Flaming Servant
north, to the Promised Land and the Triplet Towers scared off an entire horde of undead, or how he shot
she has heard so much about. On the other hand, she down the enemy’s airship with an ordinary longbow Aluia’s faithful flaming
refuses to abandon Alevia, and the Grand Duchess and then slaughtered its passengers (see page 140 servant Firebolt was
is not going to leave until the blight has consumed for information about said airship). recently killed during
all of Brigo. If she learns that the node is about to a brief outing and she
explode, she might well be the one who pushes it past was forced to summon
Captain Manofar
its breaking point (see The Node Shatters, page 102). Human (Ambrian), Strong resistance
a new one (stats as
in the Core Rulebook,
Firm posture, head held high
Aluia ACC CUN DIS PER QUI RES STR VIG
page 142). She calls
the newcomer Sparkle
Human (Ambrian), Strong resistance
Rubbs her sore, dry-skinned knuckles
−5 +3 +1 −1 −3 0 0 +5 and often berates it for
being useless, telling
ACC CUN DIS PER QUI RES STR VIG Defense Armor Toughness Pain Threshold it time and time again
+3 −5 −1 0 +1 −7 +5 0 −4 5 15 5 how much she misses
Weapons 2 fencing swords (deep impact, pre- her Firebolt.
Defense Armor Toughness Pain Threshold
Accurate cise), two attacks with damage 8/9
+1 3 10 3 Longbow 5 (precise)
Weapons Quarterstaff 3 (long, blunt) Traits −
Accurate Abilities Man-at-arms (master), Marksman
Traits − (master), Recovery (master)
Abilities Anathema (master), Brimstone Integrated Feat of Strength (novice), Iron Fist
Cascade (master), Firewall (mas- (adept), Twin Attack (master), Con-
ter), Medicus (adept), Unnoticeable tacts (Ambrian army)
(master) Equipment Laminated armor (reinforced),
Integrated Alchemy (master), Exceptionally 2 doses of moderate antidote, 4
Cunning (adept), Exceptionally Res- herbal cures, 1 dose of Elixir of Life,
olute (adept), Loremaster (master), 6 thaler and 4 shillings
Ritualist (adept: Magic Circle, Soul Shadow Dull gray with black streaks, like a
Stone, plus False Terrain, Flaming scratched iron ingot (corruption: 2)
Servant, or Telepathic Interrogation), Tactics: Manofar stays in the background if pos-
Wizardry (master), Archivist (III), sible, assisting his soldiers with arrows to hamper
Contacts (Ordo Magica) the enemy’s movements. But he is not afraid to
Equipment Mastercrafted order cloak (rein- enter melee when necessary, armed with his dual
forced, flexible), Order medallion, fencing swords and all his experience from The
Soul stone, 2D10 thaler, 1D6 Herbal Great War.
cures, 1D6 doses of strong antidote,
1D4 doses of the following: Ele-
mental essence, Elixir of life, strong Castle Guard
Purple sap The twenty-seven members of Castle Brigo’s guard
Shadow Shimmering orange, like fire reflect- force are a motley group of women and men. What
ed in a golden plate (corruption: 0) they all have in common is that they are past forty,
Tactics: Avoids combat unless the duchess orders that they fought against the Dark Lords, and that they
her to fight. If that happens she stays behind are either unwilling or unable to join their former
her “useless Sparkle”, further hidden behind a
countrymen in the new country. Their reasons differ:
Firewall, and attacks with Brimstone Cascades. In
a losing situation she makes herself and an ally some are wanted for desertion, theft, or murder; some
Unnoticeable in order to escape. refuse to break their oath to defend Castle Brigo; and
around ten of them have developed blight-marks with
Captain Manofar which they would never be allowed into Ambria.
“I am the watchtower that guards House Brigo!” Captain Manofar’s subordinates have stats as
Castle Guard on page 40. Eleven of them also have
Manofar’s ancestors have served House Brigo a darkened shadow (corruption: 8) and will likely
for hundreds of years, but he was the first to be be blight-born if the power node explodes (stats as
promoted to Captain – something he is extremely Blight Born Human, page 226 in the Core Rulebook).

95
THE ORACLE CULT Oracle Monk
Brother Oreago and his companions (as many as These men and women, equal in numbers to the
there are pcs) are not abominations at all, but for the player characters, are as weighed down by the
past year their relations with Grand Duchess Brigo gravity of the situation as their leader. Most of them
have grown increasingly strained. And maybe it is are older than Oreago and are feeling the various
not so surprising that the castle’s inhabitants believe effects of advancing years – from runny noses and
that the monks have been “twisted by darkness” – poor eyesight, to gout and constipation.
the normally peaceful Oreago’s tone has changed For stats, use Liturg (Monster Codex, page 123) but
with the rising desperation, from diplomatically with Ritualist (novice: Oracle) instead of Medicus.
pleading, via sternly appealing to their humanity, to
threateningly roaring about the gods’ punishment THE RESCUE PARTY
and the darkest depths of the soul. Iasogoi Brigo and his [pc×2] mounted soldiers arrive
If the player characters heed Alevia’s advice in the area a few hours before the characters to
to attack without mercy, the monks will defend answer the Grand Duchess’ call for aid, but also
themselves to the best of their abilities. If they because Iasogoi welcomes a reason to leave Ambria
even wake up in time, that is. Normally they are all and avoid taking sides in the war. The initial goal was
asleep at night, with the possible exception of some to calm Alevia down and persuade her to leave, but
groaning monk who spends half the night limping upon arrival they obviously realized that the situation
around the plateau because his gout is flaring up. was more complicated and dangerous than expected.
On the other hand, if they approach with peace- The group’s function in the adventure landscape
ful intentions, the characters will have no trouble is to move things forward and keep the player char-
securing a conversation with the distraught Brother acters on their toes, but they may also serve as the
Oreago. For details, see the event Conversation with characters’ allies or enemies. See the event Iasogoi
Oreago (page 100). Takes Action on page 100 for more information on
how the rescue party might come into play.
Given the structure of the adventure landscape,
Iasogoi could be the first person the characters talk
to; they might see light coming from a gamekeeper’s
cabin and decide to take a closer look. Whether
they have met before (e.g. during the adventure
Mother of Darkness) or not, the characters should
suspect that the cabin’s inhabitants are potential
allies, or at least not enemies, who can help them
understand what is going on.
See page 99 regarding the talk with Iasogoi.

Iasogoi Brigo
“Courage and competence will take you far,
but without luck you are lost.”

House Brigo’s position is threatened, to say the least,


after Iasogoi’s father and uncle were part of a conspir-
acy to overthrow Korinthia (see Yndaros – The Darkest
Brother Oreago Star, page 49). Their holdings in Ambria are currently
The sixty-year-old Brother Oreago would have been under Crown control, until Iasogoi has proved himself
an impressive sight were it not for the worried lines worthy of the position as Count, if he even wants
on his face and his slouched posture, weighed down it – something not even he is not sure about.
by distressed. He wears a simple, black robe, along However, he is determined to defend and elimi-
with a fluffy fur cap and woolly mittens when the nate any threats to his family’s old seat in Alberetor,
evening chill sets in. and particularly his grandmother – the only elder rel-
If stats are needed for Oreago, use Theurg ative who is not dead, imprisoned, or disgraced. And
(Monster Codex, page 124) but without mystical he is a reasonable man; if he learns that the oracles
powers and with the addition of Ritualist (master: have not been blight-born after all, and that Alevia
Break Link, Command Confession, Fortune-telling, refuses to help the starving, he could certainly be
Oracle, Purging Fire, Sanctifying Rite). an ally in the attempts to persuade his grandmother.

96
CASTLE BRIGO 8
On the other hand, if the characters try to let Mounted Soldier
the starving wretches into the castle or otherwise “In the name of Brigo and the Queen!”
present themselves as enemies… well, then Iasogoi
Brigo will take up arms! The men and women of Brigo’s cavalry who have
accompanied Iasogoi to Alberetor are all old enough
to have served in both The Great War and the fight
against the stubborn barbarian clans.
If stats are required for the soldiers’ mounts,
use those of a Battle Trained Horse (Monster Codex,
page 133).

Mounted Soldier
Human (Ambrian), Challenging resistance
Scared but proud

ACC CUN DIS PER QUI RES STR VIG


−1 0 +5 +1 −3 0 −5 +3
Defense Armor Toughness Pain Threshold
−3 4 15 8
Weapons Bastard sword 8 (bastard weapon,
Strong precise), +3 when mounted, ignores
Armor
Iasogoi Brigo Traits −
Human (Ambrian), Strong resistance
Abilities Equestrian (adept), Iron Fist (adept)
Speaks slowly, averts his gaze
Integrated Man-at-arms (adept), Two-handed
ACC CUN DIS PER QUI RES STR VIG Force (master)
0 −3 0 +3 +5 −1 +1 −5 Equipment Scale mail, 2D6 thaler
Shadow Dull, scratched silver (corruption: 0)
Defense Armor Toughness Pain Threshold
Tactics: Maneuver their battle-trained horses with
−4 4 10 5 their legs while striking the enemy with swords.
Weapons Longbow 5 (precise), +2 with Hunter’s
Vigilant Instinct, +3 against Beasts, ignores SACRED OF THE OLD BLOOD
Armor or three arrows per turn Esmerelda will rely on the Ausel siblings to follow
Traits − up on the clues she shares with the player charac-
Abilities Hunter’s Instinct (adept), Marksman ters. She sends Vilmina to Castle Brigo, equipped
(master) with a codex containing the mystical ceremony
Integrated Beast Lore (master: Beasts), Lore- Pest Wind. She is to strike from a distance and then
master (master), Rapid Fire (master), head inside to deal with any survivors. After that
Ritualist (adept: Clairvoyance,
she can take her time examining the castle’s rich
Sanctum, Tale of Ashes), Sixth Sense
(adept), Cartographer (III), Enduring
store of knowledge in peace.
March, Musician (I), Privileged See page 91 for a description of the group’s camp-
Equipment Lacquered silk cuirass 4 (reinforced, site, and the event Winds of Disease for a description
flexible), 2 doses each of strong an- of how the ceremony is performed and what effects
tidote, strong Purple sap and Herbal it may have.
Cure, 1 dose each of Spirit friend,
Smoke bomb, Protective oil, and Vilmina Ausel
Holy water, 5 each of the specialized
“Noble blood prevails, even over the darkness.”
arrows Hammerhead, Rope cutter,
Whistler, and Grappling hook
Shadow Bright yellow with tinges of lilac,
House Ausel lost most of its power and status
like purple rain in brilliant sunshine because of its treacherous cowardice in the war
(corruption: 3) against the Dark Lords. Now it will rise again
Tactics: Iasogoi stays back; he focuses on enemies thanks to the siblings Dorota, Vilmina, and Fredek,
who seem to be coming towards him and tries to who have been promised both riches and titles once
kill them or at least hamper their movement. victory has been achieved.

97
As the youngest of the bunch, twenty-eight-year-
old Vilmina is eager to prove herself and will never
Projectiles and back down. Her objective is to wipe out the castle’s
Poisoner inhabitants with the ceremony’s diseased winds
and then calmly gather the information Esmerelda
According to the Poi-
needs to track down Korinthia and destroy Rosáe
soner ability, the adept
– even though she, like the siblings, is toying with
can apply a dose of poi-
the idea of taking the artifact for herself…
son that lasts an entire
Note that Vilmina always brings her gyrfalcon
battle; we suggest that
with her and that she has undergone the excru-
this applies to projec-
ciating Flesh Craft ritual (Advanced Player’s Guide,
tiles as well, so that one
page 91) which allows her to regenerate 4 Toughness
skillful application coats
per turn.
all bolts or arrows in a
quiver with poison.
Cult Follower
“We will build a brighter future; no darkness
can touch us!”
Vilmina Ausel never hesitates to test herself; she is a
woman of few words but who shines when things get The six cultists led by Vilmina all come from lesser
tough. houses, most of them lacking any kind of significant
title. Their ages range between sixteen and twenty-
three; half are men, half are women. And they
are loyal to the death, having been promised gold,
power, and influence once Ambria’s true nobles
have seized control of the realm.

Vilmina Ausel
Human (Ambrian), Strong resistance Cult Follower
Smiles blissfully, no matter the situation Human (Ambrian), Challenging resistance
Determined and serious in all they do
ACC CUN DIS PER QUI RES STR VIG

Sellsword +5 −3 +3 0 −1 0 +1 −5 ACC CUN DIS PER QUI RES STR VIG


+5 −1 +3 −5 0 −3 0 +1
Defense Armor Toughness Pain Threshold
Vilmina is accompanied
by [PC×2] sellswords – −5 3 10 5 Defense Armor Toughness Pain Threshold

half of them have never


−3 2 10 5
Weapons Crossbow 6, ignores Armor, poison
set foot in Ambria and Vigilant damage 3 for 3 turns Weapons Fencing sword 4 (precise)
the rest are fugitives Traits Regeneration (III) Cunning
from Ambrian justice. Abilities Acrobatics (novice), Marksman Traits −
The majority have a mil- (master), Poisoner (master), Quick Abilities Channeling (adept), Black Breath or
itary background, while Draw (master), Strong Gift (adept: Dark Bolt (adept)
others have honed their Ritualist) Integrated Loremaster (novice), Ritualist (nov-
combat skills during Integrated Alchemy (master), Ritualist (master: ice: Raise Undead), Sorcery (adept),
Black Sympathy, Desecrating Rite, Tactician (master), Privileged
previous missions
Enslave, Exchange Shadow, Possess, Equipment Concealed armor (concealed, flex-
assigned by Erdald
Raise Undead), Sixth Sense (adept), ible), 1D4 doses each of moderate
Mirelda. The sellswords Sorcery (novice), Privileged poison, Shadow tint, and Herbal
have stats as Infantry- Equipment Concealed armor (concealed, cure
man (Monster Codex, reinforced, flexible), Ceremony book Shadow Dark gold, like a gold plate in shad-
page 134), except that for Pest Wind, 6 doses of moderate ow (corruption: 3)
their gray shadow lacks poison, 11 thaler and 8 shillings
Tactics: The cultists were selected partly because
luster and has rusty Shadow Shiny, bright silver with black of their training with the fencing sword, but that
blotches along the edg- blotches, like a partially sooty silver does not make them eager to rush into the heat of
mirror (corruption: 8) battle. They stay behind their sellswords as long
es (corruption: 2).
Tactics: Vilmina never enters melee; if the enemy as possible, supporting them with mystical powers
gets too close she uses Acrobatics to back away and only resorting to melee combat if absolutely
and fire poisoned bolts from her crossbow. necessary.

98
CASTLE BRIGO 8

Events
Described below is a series of scenes that can be
used to force the player characters into action, or
that might arise on the characters’ initiative – one
or two of them may never occur at all, depending on
what the characters get up to. There a no set order
in which they must happen, especially in the case
of the initial conversations and audience.

CONVERSATION WITH IASOGOI


Provided that the characters have not made a clear
enemy of Iasogoi during previous adventures, he
might agree to see them in his cabin – albeit with
all their weapons left outside and armed soldiers
standing at their backs.
Two details are worth noting. First, Iasogoi does
not want to comment on the civil war and his role
in the conflict. Second, he had not yet been initiated
into the secrets of his house when the family left
Castle Brigo; he is aware of the power node and around, and is truly passionate about games and
that there is at least one escape tunnel, but does entertainment (but hates losing).
not know where they are. If the player characters manage to enter the cas-
The tone of the conversation is of course affected tle with the siege going on, she will take a hard line:
by their shared history (if there is one), but the the characters will have their questions answered
information he has to offer can be summarized and get access to the Tower of Omens if they bring
as follows: her that odious heretic cultist Oreago’s head on a
platter! She can be persuaded to reconsider this
◆ “I received a call for aid from Grandmother [Persuasive –3] if the besieging horde withdraws from
Alevia. It wasn’t the first, but the most desperate.” the foot of the Oracle’s Rock; such an agreement can
◆ “The members of the Oracle Cult have been be reached without a success test if she understands
tainted by darkness; they are abominations that the horde threatens to break the node.
threatening to destroy our property with their On the subject of Korinthia’s expedition she can
horde of dragouls – no doubt the one that is now disclose the following:
surrounding the walls.”
◆ “We must find a way to communicate with the ◆ “To tell you the truth, she looked dreadful under
castle’s inhabitants, perhaps getting close enough that mask: hideous scars all over her face, pale as
to shoot a message in there with a longbow – salt, with staring red eyes, and not the least bit
unless you have a better idea?” regal – rather haggard, almost desperate.”
◆ “We might be able to break through the siege on ◆ “She came with eight bodyguards and two
horseback, but in that case the castle guard must companions – Count Marok Kalfas’ audacious
be ready to let us in quickly.” niece Revina and a grumpy old fart who didn’t
say a word, not even to thank me for the meal.”
AUDIENCE WITH ALEVIA BRIGO ◆ “They stayed one night in our guest quarters, but
If the player characters get a chance to see Grand spent every waking hour in the Tower of Omens.
Duchess Alevia Brigo, they are met by a per- You will have to ask Adreano what they were
sistently struggling but obviously infirm noble. doing. They said very little to me, but I’m sure he
She is approaching ninety; her body is slouched knows what they were after.”
and bent, leaning heavily on two walking sticks; ◆ “This was before those abominable oracles set
loneliness and anxiety has made her three times their monsters on us, but at supper I did of course
heavier than what is healthy; the plum red dress tell them how bad things have gotten, and I was
she wears has seen better days, but at least the very disappointed with the Queen’s reaction:
color matches her flushed cheeks. Despite her she barely listened, totally disinterested, but…
poor health she forces a proud smile; she still well, I finally made her promise to strengthen the
has a love of life, takes every opportunity to joke military presence down here.”

99
◆ “Oreago, he’s an abomination, a prince of ◆ “I doubt anything I say will make them back
darkness and evil! He abuses and torments his down; by claiming to have misread the meaning
followers, feeding them corruption until they of my vision, I might lose their trust completely.”
die and become abominations like him. Except ◆ “The only solution I can see is that someone
the children; he and his cultists are eating convinces the Baro… excuse me, the Duchess, to
people, preferably children! To stand a chance swallow her pride. The people surrounding her
you must strike without warning, without are mostly peaceful; all they want is to survive.
mercy – don’t let him utter a single mind- If they are promised food and water on a regular
twisting word!” basis, they may agree to come back here.”
◆ “Perhaps you could load a wagon with supplies
CONVERSATION WITH OREAGO and promise to drive it here, on the condition that
As the leader of his order, Oreago has his own stone the siege is lifted? Then they would back down
hut on the plateau, and that is where he receives any and follow the wagon, I guarantee it.”
peaceful visitors. The decor is austere but sturdy
and well-made; the wooden furniture is in good IASOGOI TAKES ACTION
condition despite being more than a hundred years Unless the player characters’ actions impact the
old. The player characters are asked to take a seat course of events, Iasogoi and his soldiers will take
at the circular table that runs around an elevated two significant initiatives.
fireplace at the center of the room. When the sun is at its highest on the day after
Oreago can describe the situation and its their (and the player characters’) arrival, one of
background from the monks’ point of view: how the soldiers crosses the river west of the castle and
Alevia’s unwillingness to provide food and fresh fires an arrow with a message into the courtyard;
water has doomed his followers to starvation shortly thereafter the others charge across the arch
and in many cases death. Besides that, he has bridge and assume a wedge formation that plows
the following to say: through the somewhat scattered horde of refugees,
towards the castle gate which opens and lets them
◆ “The refugees are absolutely convinced that I, as in. Note that the player characters can take part
the Guardian’s representative, will be able to save in the maneuver and thus gain an audience with
them. Despite starvation, mass death, and the the Grand Duchess.
spread of undeath, they cling to this belief: that I During the following night, Iasogoi and his men
and this sacred rock are their only hope.” will sneak out through the escape tunnel, make
◆ “But I can barely keep myself and my brothers their way up to the oracles’ plateau, and mercilessly
and sisters alive – we can just about prevent the slaughter everyone in sight. If the characters fol-
darkness from infecting the small freshwater lowed Iasogoi at dawn, we suggest they are given
reservoir and the mushrooms growing inside the the task of wiping out the “abomination cult” while
rock; it is barely enough for us.” Alevia’s grandson reinforces the castle’s defenses.
◆ “Finally, I let the desperation and helplessness get
to me; I described a made-up vision to the camp’s
inhabitants, which made them march on and lay
siege to the castle. Naturally, I hoped this threat Terrible Consequences
would make Alevia reconsider, but…”
◆ “I regret it deeply; I know that I’ve made an If the player characters follow Brother Oreago’s advice, there might be
already terrible situation even worse. But I don’t terrible consequences. Alevia Brigo regards (with some justification) the
know if I can undo it, and I don’t know if any besieging horde as enemies and may decide to poison all water barrels
other alternative would be preferable – those poor loaded onto the wagon. There are two principal ways in which such a
souls are doomed unless Castle Brigo opens its scenario might develop: either all living refugees are killed and the undead
gates.” go off into the wasteland, or the poisoned refugees rise as undead and
the entire horde returns to the castle to take revenge. The Game Master
Brother Oreago would welcome a chance to nego- decides, but the player characters should probably get time to finish their
tiate with the Grand Duchess, if the characters investigations before anything drastic happens. Perhaps they will witness
suggest it and can arrange a meeting. And if he the attack of the raging horde after leaving Castle Brigo, on their way to
learns that the presence of the undead threatens the next adventure landscape?
to shatter the power node, he falls even deeper
into despair:

100
CASTLE BRIGO 8

But there is another possibility as well, namely A subsequent Cunning test with Beast Lore or Iasogoi Brigo with
that the player characters spend the night on the Loremaster: It appears to be a red-tailed hornling, entou­rage storms to
plateau after speaking with Brother Oreago. In that a species of falcon that originated in the northern Grand Duchess Alevia’s
case it will take a lot for the agitated and signifi- parts of the Ravens and has (according to reliable rescue.
cantly frightened soldiers (including Iasogoi) to sources) never been sighted south of the Titans.
abort their attack. The bird can be spotted four times over the
Finally, the player characters can persuade course of the day. A person who passes a Vigilant
Iasogoi and his troops to participate in an attack test from an elevated position, or somewhere with a
against the Sacred of the Old Blood; they will then clear view of the area south of the castle, can follow
take on half the sellswords and half the cultists the falcon’s movements and see in which grove it
while the player characters deal with the rest, lands (where Vilmina has her camp).
including Vilmina herself (unless she is busy During one of these flights (the Game Master
officiating the ceremony)! decides which one; preferably one the player
characters will be able to witness) Vilmina is out
HARBINGER OF PESTILENCE on a special mission. The falcon circles in the air,
On the first day, Vilmina Ausel uses the Possess then descends in wide circles, before diving down
ritual to inhabit her falcon and map the castle and towards the courtyard and disappearing a moment
its surrounding area. behind the walls.
A successful Vigilant test with Beast Lore A successful Vigilant test with Beast Lore, or
or Bushcraft: The bird of prey is behaving oddly; [Vigilant –5], aimed at the diving bird: It is car-
rather than focusing on the woods where the small rying something in its talons, something irregular
game is, it circles the castle hill. in shape and about the size of a rabbit or a weasel.

101
When the falcon launches itself back into the sky Obstacle 1: The quickest way to the cultists’ camp
it has dropped the object. is to cross the river just south of Castle Brigo.
Vilmina has thereby delivered the ceremonial Swimming is an option, as described on page 90,
focus required to summon the diseased winds, but there is tainted water in the river: anyone
namely a piece of human f lesh, dumped in the swimming or being pulled through the water must
courtyard’s northern freshwater well. And so the pass a Resolute test or swallow some water, thereby
cultists can put their plan into action (see below). ingesting one of the following (d6): 1–2 Midnight
Water, 3–4 Plague Water, 5–6 Death Water. See page
WINDS OF DISEASE 78-80 for the effect.
The player characters have several chances to detect An alternative is to ride or run the long way
the cultists well before they have completed the cere- around, across the ford. That way there is no risk
mony. The characters can spot them on the very first of drowning or being corrupted, but it will take
night, thanks to the light from their campfire, or early longer. Riders get 1 penalty point; runners get 2
the next morning when Vilmina goes out on her first penalty points (PP).
flight in the area. However, we suggest that the Game
Master refrain from leading the characters to the Obstacle 2: At the campsite the cultists’ defenders
cultists, and instead let the players decide whether are waiting: [pc×2] sellswords and two cultists. But
they should react to the fire/falcon or not. the most important thing is how long it takes for the
An attack on the cultists can be made at any time, characters to interrupt the ceremony, which requires
with or without back-up from allies (Iasogoi, the cas- them to either kill the officiant (Vilmina) or break the
tle guards, or even the horde of refugees). If so, draw concentration of at least two of her co-participants
up a forest scene with two wagons and a handful of (see page 112 of the Game Master’s Guide).
tents positioned around a firepit, as described on Start counting turns from the moment the char-
page 91. The preparations for the ceremony begin acters clash with the defenders. For each turn that
on the second day, when the sun is at its highest. passes after the third, the player characters get 1
A successful Cunning test with training in a mys- penalty point (PP).
tical tradition by someone watching the prepara- The Game Master decides which side effects
tions: the group is getting ready to perform a mystical occur, but the unique side effects of Pest Wind
ceremony; judging by the symbols and paraphernalia, should be considered, as should those called
it is a ceremony from the Sorcery tradition. Corrupting Environment, Death Flees, and The
Two hourglasses to midnight the preparations Dead Awake (see page 111 of the Game Master’s Guide).
are complete and Vilmina falls into a trance along
with four of the cultists; the rest of the group THE NODE SHATTERS
stands guard along with the sellswords. Initially House Brigo’s power node cannot take much more
their chanting is quiet and deep, but the pitch and darkness and is about to explode in a wave of cor-
intensity rises over time. If the player characters ruption. As Game Master you are free to handle its
still have not acted against the cultists, this is their continued darkening as you see fit, but we suggest
last chance to do so. the following approach.
A successful Vigilant test by someone outdoors When the player characters arrive in the area,
within five hundred meters of the ceremonial site: the node has 48 Toughness. Once that number is
An unpleasant noise travels through the calm and down to 0 the crystal explodes with the same effect
chilly autumn air; it sounds like multiple voices as the ceremonial side effect Wave of Corruption:
singing, or rather chanting, a discordant song. The everyone within its area of inf luence suffers
noise is coming from someplace south of the castle, 2d6 temporary corruption; everyone within a
on the far side of the river. fifty-meter radius is also knocked unconscious
A subsequent Cunning test with training in unless they pass a Resolute test. They remain
a mystical tradition: It sounds like the tones and unconsciousness for one scene.
rhythm of a mystical ritual, most likely sorcery. The power node’s Toughness is affected by the
following factors:
Obstacles Along the Way
The question is now whether the player charac- ◆ As long as the undead refugees are within its
ters and their allies (if any) will make it in time circle the node’s Toughness decreases by one
to stop the ceremony before it takes effect. The (1) point per hour.
Game Master can follow this simple procedure to ◆ The node absorbs half of all corruption gen-
determine the outcome of the challenge. erated within its circle of influence (rounded

102
CASTLE BRIGO 8
down), whereupon its Toughness decreases by Table 15: The Outcome of the Ceremony
the same amount.
PP Outcome Effect
◆ If the cultists’ ceremony takes full effect, the
node’s Toughness decreases by ten points, or 0–1 Failure The ceremony is interrupted, but the place
where it is performed suffers one side effect.
five points at half effect.
2–3 Half effect The ceremony yields what in the description
The Game Master decides how a wave of corruption is called a Half Effect; the place where it is
performed and where it takes effect each
affects the area, but our suggestion is that a third
suffer one to two side effects.
of all living creatures become blight-born (stats as
4+ Full effect The ceremony yields what in the description
Blight Born Human, page 226 in the Core Rulebook)
is called its Full Effect; the place where it is
while the rest develop blight marks. Castle Brigo has performed and where it takes effect each
suddenly become a very unpleasant place to be… suffer one to three side effects.

SECRETS AT THE TOWER OF OMENS


The player characters can gain access to the Tower
of Omens in a number of ways and should have no Afterwards I spoke briefly and privately with the
trouble finding the most important documents by Baron. He said that they marked a number of loca-
themselves. But they will most likely be accom- tions worth protecting on the wall map.
panied by the clerk Adreano, who in that case can Considering the way he had me swear not to
show them to the study on the fourth floor where speak of this in front of judges or apostles, and that
Korinthia and Revina read and analyzed a large the word “exalted” was used, I deem it likely that
numbers of texts, three of which proved relevant the Dark Lord is conspiring behind the backs of his
to their hunt for Rosáe. undead councilors. His reason for doing so remains
If the characters come alone (for example after unclear. Will attempt to gain access to the map.
the castle has fallen to the refugees or the diseased
winds) they can still guess where to start looking Yours sincerely,
– the clerks never got around to cleaning the room Second Lieutenant Faramei Daal
in question before the siege began; since then they
have been cowering in their chambers. Below is Document 2
a description of the relevant documents as well On the floor next to a desk is a pile of tomes Korinthia
as an interesting letter that can be found in the deemed to be irrelevant, with one exception: a
guest tower. small book bound in mother of pearl, at the top of
the pile, opened and with the text facing down. If
Document 1 Adreano is not there to point it out, a look at the
A leather cylinder with an open lid is lying on a inside front cover reveals that the book belonged to
desk covered with separate sheets of paper, which Moltaro the Mild, Court Mystic at Baroness Sofira
judging by their shape appear to have been stored Brigo’s council. Further investigation suggests that
in the tube. The sheets are old; many of them black Sofira’s time as head of House Brigo ended about
with mold or damaged by moisture. If Adreano is two hundred years ago.
with them, he can explain that these are assorted Except for the entry cited below, the book is
intelligence reports from The Great War, sent to highly uninteresting and mostly focused on two
General Verleia Brigo. themes: the ailments of the castle’s inhabitants and
Someone has underlined the words “Otilda’s “the nature of love”, the latter often accompanied
arboretum” and “wall map” on one of the papers. with pretentious poems and vague discussions
The document is available as a handout on page of “the war between the heart and soul”, where “one
172 and reads: wants to soar, the other take root.”

Report A.33.415 Received word from dear Mother Arelia. The temple
Today I escorted Baron Oramei to his meeting with city of Erganota had curious visitors from the cold
the Master at the top of the central tower. Only the north, displaced after their home was “horrifically
living were in attendance. Could hear bits and pieces annihilated”, whatever that means. It is not their
through the stairwell. Talk of places that must be first time in the temple city, but now they have You can find Report A.33.415
“protected from the exalted ones”; fairly certain come to stay, worshiping a (according to the abbess) on page 172, and in the PDF
that Haaras and Fatestone were mentioned, and strange form of the Guardian inspired by ancient GM Resource – The Haunted
something that sounded like “Otilda’s arboretum.” Symbaroum. Waste

103
The newcomers would likely get in trouble with Document 4
the oracles, and I have no interest in mediating reli- The final find can be made in the room on the third
More Handouts gious disputes. But my curiosity burns bright, like a f loor of the guest tower where Pansar Captain
lover’s yearning for the object of his affection. If the Farian spent the night. Interested in minor (but
Note that the handouts mistress will not let me make the trip, the so-called historically relevant) battles, he borrowed a tome
that does not fit in this “mild” will show his true nature! with an account of the almost forgotten Battle of
book can be download- Hunter’s Taft – a village in northeastern Alberetor
ed from Free League’s Document 3 where an outnumbered platoon only months before
Symbaroum-page, in- A person who passes a Vigilant test can find a piece the end of the war stopped what would otherwise
cluded in the document of paper under the desk, with some twenty archive have been a devastating flanking maneuver from
GM Resource – The codes: room, shelf, box, and serial number. They the Dark Lords.
Haunted Waste. Anoth- have all been crossed out, which suggests that they One page fell to the floor and disappeared under
er perfectly good (if have been collected by the assistants. Characters the bed, and consequently remained there when
not better) alternative going through the books in the room will find that the other pages were returned. A character who
is that you create your one is missing (archive code [Link]) – Adreano can searches the room and passes a Vigilant test will
own handouts, based inform them that his assistants over the course of find it pressed against the wall behind the leg of
on the texts we provide. the day returned a volume or two once the Queen the bed. As well as being interesting in and of itself,
was finished with them; he can of course fetch the the text refers to a collection of documents stored
missing book as well. at the Veiled Library.
Should the clerk be unavailable, one of the player
characters may try to find [Link], which requires … and there is no doubt whatsoever, that the efforts
the Loremaster ability and either the Archivist boon of the esteemed Artel Vereo made the difference
or a successful Cunning test. between victory and defeat. The young pyromancer,
The tome turns out to be a journal belonging taught by archmages but untested in the field,
to General Verleia Brigo from a month before the appeared to be fleeing with his novices when we
end of the war, when Alberetor’s army started to received news of the approaching army. However,
advance through Lyastra. It describes the movement Captain Seremol was forced to apologize: the
of troops, battles, and general occurrences in the esteemed Artel made his way up the mountain-
Darkened Land, and if the player characters consult side, not for the purpose of deserting, but to secure
the book during their forthcoming journey to the a better view of the valley.
Dark Lords’ fortress, their guide gets a +1 modifi- For some time, there has been talk (within limited
cation when rolling Orientation tests (see page 78). circles) of potentially negative consequences caused
Furthermore, a character who keeps reading by our mystics’ contributions to the war effort, but
will come across an interesting passage regarding this imputation is a disgrace. I have personally had
Lyastra’s infamous opal storms; a short summary to provide witness statements to the comprehen-
of an interview with a suspected deserter from the sive investigation that was launched by Archmage
Battle of Fatestone: Elionara Yellowcat but closed shortly thereafter by
the War Council, and I regret it bitterly – especially
He seemed calm and sincere, but what he claimed as the material (according to a reliable source) was
was downright mad. When the battle was already never destroyed, but sent to the Council Archives
over, he found himself hunted by a group of dragouls deep beneath the Cathedral of the Sacred Fire.
(three of them wearing Alberian surcoats). Having One thing is certain: had it not been for the rifts
lost the use of his right arm, trapped between a our pyromancer opened under the enemy’s feet, and
ravine, a cliff, and an opal storm, there was only one the magma that rose from said rifts to consume the
way to escape – into the raging, black storm. He was dead, well, then the…
lashed and scratched, but came out on the other side
with nothing more than bruises and flesh wounds. Player characters who encountered Artel Vereo
The dragouls, on the other hand, were apparently during the adventure The Darkest Star will be
“ground down like sandcastles in the autumn wind”, interested to note that this report portrays him
destroyed after only fifteen steps. as a hero – he who was sentenced to death for
Like I said, mad, a complete contradiction of the ceremony he performed during a battle near
the War Council’s educated assumptions about the Haaras. It is in fact precisely because of Artel’s
nature of opal storms. It’s the gallows for him, which involvement that scholars have more or less erased
is not much of a loss. Anyway, with that arm he’ll the Battle of Hunter’s Taft from the history of
never swing a sword again. The Great War.

104
THE DARKNESS OF THE CONVENT 9

The Darkness
of the Convent
The acrid stench of sweat and terror lies heavy over the east wing of the Convent
School of Luminous Laws – the only building that remains of the once idyllic temple
city of Erganota. Darkness gathers around the premises, and even indoors the shadows
seem to grow longer and wilder. Abbot Amfred, head of the convent, has barricaded
the corridor to the library, where darkness reigns, and death presides. But hardly any
of the thirty-four liturgs, initiates, and secular assistants believe for one moment that
the evil haunting the convent can be stopped by stacks of furniture...

If the Siege of Castle Brigo was a vast landscape characters is limited to a small number of lifegivers
focused on social challenges, the Convent School of and a few capable enemies.
Luminous Laws could be described as its opposite However, there is one similarity between this
– intimate and meant to set the scene for a nerve- and the previously described adventure landscape:
racking (and preferably terrifying) build-up to a the clock is ticking. Abbot Amfred’s fear will soon
challenging and time-sensitive battle. The player get the better of him; when the characters arrive
characters will not have to leave the convent build- he is already talking about setting the building on
ing, with the possible exception of a short trip to fire to cleanse it of darkness, and eventually he does
the nearby farming ruin, and the cast of non-player precisely that – without regard for innocent lives…

Introduction
The thing that makes the convent school’s gladly accepted) the task of securing the valu-
humble inhabitants tremble in fear has a name: able information hidden away in the building’s
Dorota Ausel. She alone has been assigned (and famous library.

105
BACKGROUND But it was not long before the demonologist
The Convent School of Luminous Laws is all that realized that her instructions had not been specific
remains of the temple city of Erganota, which enough: Korinthia had touched well over a hun-
was one of Alberetor’s most important centers of dred folders, cases, and tubes, and the irreversible
theological education and spiritual development. contract obliged the daemon to study them all –
With the exaltation of Prios most of the buildings while remaining undetected in a library where
were declared heretical and torn down, but the there are people around the clock. Cursing her
convent school was allowed to remain since it was own stupidity, Dorota realized that she had to help,
already dedicated to Prios (albeit in the form of not knowing that Saarufag had his own plans to
the Lifegiver). In fact, it was even remodeled: the make his work easier.
entire west wing was converted into a library to While Dorota snuck up to the farming ruin,
preserve texts and documents from the buildings murdered the gardener Salvado, and clothed
that were razed, including those of a questionable herself in his skin (the Blood Shrouding ritual),
or even heretical nature. the daemon slaughtered the initiate Malkol
After the war, the convent leadership decided Kirte, leaving the alcove where he was reading
to resume the operation as “a beacon of light in the drenched in blood – since he remained invisible
valley of darkness.” Through the use of sanctifying and withdrew when other monks came running,
rituals they have managed to keep the darkness the daemon felt that he had not violated the con-
away from the premises, including the nearby tract. Still, the effect was that the whole convent
ruin where they grow crops and raise chickens school was thrown into total panic and the library
and reptiles for slaughter. soon became conveniently empty.
Over the years the convent has become a place
where noble or otherwise prominent Ambrian THE SITUATION
families send their more problematic youngsters The player characters arrive only a day or so
for education and (perhaps more importantly) after the murder of young Malkol. The convent’s
confinement, often with the implicit hope that residents have barricaded themselves in the east
they will never return. Thanks to strict disci- wing and spent most of the time debating what
pline, alms from the north, and a little bit of has happened, how it should be interpreted, and
divine providence, the inhabitants have man- whether it is in fact a sign that Prios has finally
aged to avoid any major misfortunes through abandoned Alberetor. The question of whether
the years. But then Queen Korinthia came to someone should try to visit the library and per-
the convent, and darkness descended on the form a Sanctifying Rite has been discussed, but
pious congregation. was quickly drowned in Abbot Amfred’s roars
Actually, nothing that has happened is that Alberetor had been swallowed by The Eternal
Korinthia’s fault – she and her party made a quick Night and that the building must be cleansed with
visit, searched the library with the assistance of fire. He, and many others, believe that the Queen
First Librarian Madar, and left the next morn- is to blame – that she spent her time at the convent
ing. The real evil arrived a day later in the form studying and reciting heretical texts that drove
of Dorota Ausel. She was chosen for the task for away what little light had remained there.
two reasons: she is schooled in demonology, and Meanwhile, Dorota and her invisible helper
both Esmerelda and Erdald Mirelda believed the have struggled to complete their mission. The
threat to be minimal, particularly as Dorota was demonologist has on a few occasions teleported
never meant to enter the building herself. out of the library and blended in with the con-
In a ruin at a safe distance from the convent vent’s inhabitants so that the monks will not
school, Dorota performed a ritual that summoned start looking for the gardener (and perhaps find
the daemon prince Saarufag, who thanks to pre- the flayed corpse she has hidden away), but also
vious offerings and services owed a debt to the to have access to food and water. Her ability to
Sacred of the Old Blood. The daemon was invisible teleport also proved useful when she, only hours
when he entered the building (see the monstrous before the characters’ arrival, was forced to do
trait Invisibility, page 170 of the Monster Codex); something drastic to speed up the information
the task given to him during the ritual specified gathering and replace the blood shroud that was
that the daemon through the use of smell, and about to fall off. Clothed in the gardener’s skin,
without detection, was to seek out and study any she lured the library assistant Gulber aside,
texts touched by Queen Korinthia, and report teleported him and herself out of the west wing
back to Dorota via a mind stone. and then into the library, where he was forced

106
THE DARKNESS OF THE CONVENT 9
to show her which texts the Queen had devoted
the most time to.
With that done, and with a new skin in place,
Timeline
Dorota was in no hurry; the inhabitants of the con- –54h Korinthia’s party leaves the convent school
vent were clearly too terrified to bother her. First, –27h Dorota summons the daemon prince Saarufag
she scoured the documents for useful information; –25h Dorota murders Gardener Salvado and clothes herself in his skin
when some of the older texts proved difficult to Saarufag slaughters Malkol Kirte and panic breaks out
interpret, she raised the skinned Gulber from –24h All monks gather in the mess hall and build a barricade
the dead to assist her. Just as the characters come –7h Last sighting of Salvado (Dorota in blood shroud), in the mess
knocking on the convent door, she initiates the hall, gulping down bread, meat, and ale.
Faraway Writing ritual to send a short report to –4h Dorota abducts and kills the assistant Gulber
Esmerelda before she leaves. Saarufag is still at –2h Dorota raises Gulber as undead so he can help interpret the
the library as well, slavishly bound to study every documents
volume Korinthia touched, at least for as long as Now The player characters arrive; Dorota initiates the Faraway Writing
Dorota is alive… ritual

OPENING SCENE
The player characters arrive from the north, after
dark, stopping outside the main entrance of the corridor and into the atrium. Even from a distance
convent. Bright light shines from the mess hall win- they hear an animated discussion, and a nasal,
dows, and a softer glow illuminates several alcoves toothless voice rises over the others:
along the east side of the building – all windows on
the upper floor and west of the mess are covered “I’ve said it all along, and now there is proof:
by curtains, or there are no lights burning behind our beloved Queen Korinthia, daughter of the
the stained glass. sun, died in captivity and was replaced by a dark
Successful Vigilant test with the Witchsight witch, a servant of the Dark Lords. We poor saps
ability: “As your gaze wanders over the convent school, invited the abomination here, gave her access,
from east to west, the darkness around the building even to the restricted sections of the library,
seems to grow denser and denser, until it almost and now you wonder why The Eternal Night
obscures the west wing.” has consumed our light!? You can be sure that…”
If the player characters use the door knocker, it
takes a while before a slot in the door slides open and Abbot Amfred pauses as his eyes fall on the guests,
a pair of terrified eyes beneath bushy eyebrows peer but before he says anything else First Librarian
out at them. They belong to Initiate Egold Harl, who Madar sticks his head out of the doorway to the
has been shoved forward because of his massive eastern alcoves: “By Prios, he is gone, Brother Gulber
frame. Whatever the characters say or do is followed is gone!”
by a long silence, until Egold blurts out: “What… As the noise of the crowd rises in the room, Egold
where… who are you, and why!?” Harl is beckoned forward by the Abbot; he soon
After their response the slot slams shut and a returns to the characters with an invitation to sit
heated discussion is heard from the other side of down at one of the tables and help themselves to
the door. A moment later the slot opens once again: bread and ale while the senior monks deliberate.
“You… you’re… you’re no heretics, are you? And you Many glances are thrown their way from the chat-
know how to fight, right?” tering crowd of robed fossils trying to swallow their
As long as the characters are fairly diplomatic fear and come to a reasoned decision.
and courteous in their response, the bolt is thrown See the event Building Trust on page 114 for a
back and they are allowed into the warmth. The description of what will likely be the player char-
three initiates who currently have the disagreeable acters’ first task in the search for the convent’s
job of guarding the door show them through the valuable information.

The Landscape
This adventure landscape spans the entire The building stands eight meters tall. Its
convent school as well as the nearby farming ruin, interior is largely composed of halls that take up
but most of the story will take place in the mess the entire height, namely the mess hall (#1), the
hall and the library. auditorium (#4), and the shrine (#5). The rest of

107
the convent is divided into two stories, though Auditorium N
only the ground floor is shown on the map. The At the time it was built, the auditorium was one of
idea is that the second floor has the same layout the temple city’s most famous structures, with its
of rooms, walls, and doors as the one below, but curved outer wall made entirely of stained glass.
the Game Master is of course free to adjust this Today many of the glass panes are cracked while
according to preference. others have shattered and been replaced with
Finally, it should be noted that there are cramped bricks, but during the day the auditorium still 0 25 m
attic spaces above the east wing and the lecture basks in warm (sometimes scorching) sunshine.
halls, which are only used for storage, mostly of The hall slopes upward from its two entrances, THE CONVENT SCHOOL
1. Mess Hall
old junk. with shallow stairs between rows of standing
2. Kitchen
desks, so the initiates look down on a tutor bathed
East Wing in sunlight.
3. Lecture Halls
4. Auditorium
In addition to the entrance hall, the east wing is
composed of small alcoves for initiates and visiting Shrine 5. Shrine
6. Farming Ruin
students, and slightly larger rooms where the senior Before the surrounding structures were demol-
7. Malkol’s Remains
brothers can sleep and study in private. When the ished, the convent’s shrine was a gathering place
8. Gulber’s dripping blood
convent was at its most populated there were two for worshipers of all the Young Gods, particularly
9. Burning Brazier
initiates sleeping in each room, but now many of the seven whose congregations founded the temple
(upstairs)
the upper floor alcoves are empty. The same is true city. Before the exaltation of Prios there were
10. Salvado’s Blood Shroud
for all large rooms on the upper floor, since the alters with icons of Prios, the Earthmother, the
(upstairs)
number of monks has decreased over the years. Executioner, the Wildling, the Arch-builder, the
11. The Ritual Circles
The furnishings are austere and the number Guardian, and the Hostess in the seven alcoves
of personal belongings minimal: both monks of the shrine. Now there is only Prios, positioned
and initiates should be without distractions and at the center of the hall, directly under the glass
unnecessary nonsense. dome which was clad in copper five years before
Lastly, it should be noted that the entire east the end of the war.
wing, including the Mess Hall (#2), is protected
by a Sanctifying Rite throughout the characters’ Farming Ruin
visit – which can be painful for blight-stricken Roughly half of the convent’s food supply comes
individuals. from the crops and livestock produced in this
ruin; the rest comes from caravans carrying alms
Mess Hall from the north. The ruin is protected by the ritual
The spacious mess hall, measuring 30×40 meters Sanctifying Rite, which is renewed every day at dusk,
with a ceiling height of eight meters, has two and during the daylight hours there is always an ini-
functions – it is where the convent’s residents both tiate stationed at the top of the sturdy twelve-meter
take their meals and gather for mass, under a roof tower, keeping watch for potential threats.
supported by black wooden beams. The player characters can make three discover-
Various light sources illuminate the room, ies at the farming ruin; no die rolls are required as
including four fireplaces along the walls, two long as they bring a light source and state that they
oil-fueled chandeliers hanging from the ceiling, are searching the building carefully:
and lanterns and candles spread out over the tables.
If the purpose is to chase away the shadows, it is
not very successful; rather, it makes the hall look
like a gallery of shadowy figures looming along the
walls, floor, and ceiling. Fire Hazard
The two long tables nearest the kitchen have Even though the building’s facade is made of stone, a fire would spread
been dismantled and along with their benches relatively quickly through the convent school. The ground level floor is
converted into a three-meter-high palisade in the made of worn old boards, while the interior framework of columns and
doorway to the corridor leading past the shrine beams is both impregnated for durability and painted with oil glaze.
and the lecture halls to the library. Details like stairs, doors, and furniture area also made of wood. And
It is barely enough to stop the weakest of goblins once the fire reaches the attic spaces it will be further fueled by the old
(particularly as the pieces of furniture are merely furniture, textiles, and other things that are stored there. Not to mention
stacked on top of each other, rather than nailed or the library…
bound), but it is effective in one respect: it stops the
monks from having to see the darkness beyond.

108
THE DARKNESS OF THE CONVENT 9
6

10

11

3
3 2

◆ Someone has thrown up behind the chicken A successful Vigilant test aimed at the flayed
coop (the north building). corpse: The tip of the left ring finger seems to have
◆ The ground between two currant bushes is been severed.
covered with dried blood.
◆ In the tool shed (the south building) lies the Library Overview
flayed corpse of a man, drained of blood and The library wing measures 100×50 meters with eight
sloppily tucked away under some sacks of meters to the ceiling, divided into two identically
chicken feed. laid-out levels separated by thick, wide-spaced
floorboards and connected by five spiral staircases.
Successful Cunning test with the Medicus ability: The walls between the numerous rooms are covered
There is little doubt that the dried blood came from with bookshelves from top to bottom, and there
the (meticulously) flayed body. Furthermore, judg- are no signs or numbers indicating that the tens of
ing by how dry it is, the vomiting took place before thousands of titles are organized in any particular
the bloodletting (Game Master: the blight-stricken order – they are (according to subject, age, and
Dorota felt ill because of the holy energies in the area). theological controversiality), but even for an expe-
A subsequent Cunning test with Loremaster rienced archivist it would take days, if not weeks,
or Sorcery: The body may have been flayed one to decipher the library’s organizational system.
strip at a time, which is proof that someone has When the player characters arrive, the wing is
used the Blood Shrouding ritual. completely dark as the lamps along the corridor

109
dismembered body; the rascal licks its bloody
nose and slips away with a hiss through the gap
The Library’s Treasures between two bookshelves.
A successful Cunning test with the Medicus or
There are lots of valuable and remarkable texts at the library. The player Beast Lore ability: Malkol has been both crushed
characters will hardly have time for a thorough search, but if one of them and mauled by claws belonging to some exception-
says that he or she is studying spines and scrolls while the others focus ally strong beast, who appears to have left with (or
on the group’s main task, that person can make a test against Vigilant devoured) parts of the body.
limited by Cunning (i.e. if Cunning is lower than Vigilant the test is made
against Cunning). Gulber’s Place of Death
On success the character finds one of the works below; a successful test A person who passes a Vigilant test can hear the
with a difference of at least five means that two works are found (the Game sporadic sound of heavy drops all the way to the
Master decides which ones). Should the character be stubborn enough room with the spiral staircase. In the middle of
to leave the rest of the group and keep searching alone, yet another text the ground level floor is a growing pool of blood,
is found (two or three in total, depending on the degree of success). The fed by drops from above. Those who look up can
Game Master decides whether anything in particular happens to the lonely see blood running between the cracks in the
searcher (see the event The Assistant, page 114). ceiling in several places within an area whose
size and shape suggest that there is a human body
Codex Viteo Animae: Ceremonial codex for the mystical ceremony Res- up there.
urrect – containing unique instructions not seen in other such tomes (see But in the room above there is just another pool
the Game Master’s Guide, page 117). The tome is worth 1500 thaler to a of blood that has started to soak into the floorboards.
collector or twice that if the collector is a theurg or ritualist. Bloody footprints and a series of increasingly
spaced-out blood drops lead out towards the room
Artifact Crafter’s Manual: The legendary manual “The Nature of Artifacts” where the staircase comes up, but fade away before
compiled by the explorer and Master of the Order Siralea Ulm, who made they get there (Dorota carried Gulber’s flayed body
several expeditions north of the Titans some two hundred years before The to room #13).
Great War. That her profound insights came from encounters with trolls is A successful Cunning with the Medicus ability:
for obvious reasons never mentioned in the book. Judging by the amount of blood on both floors, the
Anyone who consults The Nature of Artifacts while using the Artifact victim must have been almost completely drained.
Crafting ability gets a reroll on the Cunning test. The tome is worth 500 A successful Vigilant with Bushcraft: The
thaler to a collector or twice that if the collector is an Artifact Crafter. footprints must have been left by a normal-sized
human and can be followed a few more meters,
The Tongue of Evil: Den The linguistically passionate monk Father Olifar’s into the room with the spiral staircase, where they
three-volume magnum opus “The Tongue of Evil” is a messy and some- turn northward.
times incoherent exposé of different dialects and sociolects within the
Symbarian language. Burning Brazier
Anyone who consults The Language of Evil after studying it for at least In this room on the upper floor is a burning brazier,
a month gets to reroll a Cunning test for reading Symbarian texts and con- filled with oil and lit by Dorota. It can be noticed
versing in the Symbarian tongue. The tome is worth 500 thaler to a collector without any tests by characters moving about on
or twice that if the collector is a Loremaster. the same floor, for example through the middle
corridor running in a north-south direction.
A person in the corresponding corridors and
rooms on the ground floor can also notice the faint
walls have run out of oil. Not even the moonlight light sifting down from above, but here it requires a
will help them, since all windows were bricked successful Vigilant test unless the character passes
up to minimize distractions, as well as reduce the in front of the opening into the room.
risk of burglary and the sunlight’s harmful effect See the event Insights (page 117) for more dis-
on paper and textiles. coveries that can be made in connection with the
burning brazier.
Malkol’s Remains
This chamber still holds the body of young Salvado’s Blood Shroud
Malkol Kirte, whose blood and intestines dye The stench coming from this room can be smelled
the floor, spines, and scrolls brownish-red. The from nearby rooms and from the f loor below.
ragged convent cat Wallop glares irritably at the Determining exactly where the odor is coming from
characters’ light source, sitting just next to the requires a routine (+3) test against Vigilant.

110
THE DARKNESS OF THE CONVENT 9
Someone has stashed something behind the rows The stone floor seems to have been colored with
of books on two shelves placed against the northern chalk, charcoal, and limestone in multiple smeared-
wall – a bundle of clothes and strips of skin the out layers of red, black, purple, and yellow – as if
player characters will likely recognize from the someone painted a motif and then wiped it away
Cliff of Korinda (see page 63). It is of course Dorota with a cloth. Even on first sight one also notices
who has stowed away Gardener Salvado’s robe and candle stumps scattered across the floor (black, red,
shredded skin since the latter started falling off. and white), and many of the multi-colored scribbles
Provided that they have got a description of seem to be mixed with a sticky fluid.
Salvado (see the event Building Trust, page 114), A successful Vigilant test with the Medicus
the characters can draw certain conclusions. If they ability: The sticky f luid is blood, as if a bloody
themselves have found the corpse in the Farming corpse has been lying on the floor.
Ruin and noted its shortened left ring finger, no A successful Vigilant test with Bushcraft:
test is required to see the connection between that Despite someone’s effort to wipe out the motif, it
body and the skin behind the books. is possible to discern three circular patterns with
A successful Cunning test with Medicus: different degrees of distinctiveness, as if each were
Judging by the hair color and other physical fea- painted in the same place once the previous motif
tures, the strips of skin apparently came from the had been erased.
gardener’s body. A subsequent Cunning test with Ritualist
or training in a mystical tradition: The rituals
The Ritual Circles performed can be identified, but with varying dif-
Besides the fact that this room contains two doc- ficulty. Identifying the top one (Faraway Writing) is
uments described under the event Insights (page a demanding (–1) challenge, the middle one (Raise
117), anyone peering into the room can see that a Undead) is challenging (–3), and the bottom one
ritual has been performed here. (Blood Shrouding) difficult (–5).

Non-Player Characters
Of the people presented in this section, two are
adversaries and two are lifegivers, but one of the
latter may be used as a potential ally if the player
characters are in need of back-up.
Monks, initiates, and assistants generally have
stats as Liturg from the Monster Codex (page 123), but
without the abilities Leader and Medicus. Certain
specialists can be given additional learning-based
abilities/boons that seem appropriate, or a higher
level of the Loremaster ability. A few are also trained
in the Theurgy or Ritualist tradition, but only Amfred
and Madar have attained a level high enough for it
to be useful in combat.

Abbot Amfred
“Ruuun, for your lives; darkness devours us!"

Almost seventy years old, the sun priest Amfred


has seen a thing or two in his time, but only from a why he inherited his position as Abbot, after his
distance – from the convent that has been his home stubbornly heretical predecessor was cleansed in
since he as a six-year-old foundling was taken in the fires of Prios.
by the monks. But when the player characters encounter him,
The glorious exaltation of Prios into the One the old patriarch is shaken to the core. He sees
was a euphoric experience for Amfred; he whole- the events of recent days as a sign that his worst
heartedly supported Father Abramar’s reinterpre- fears have come true: he has grown too old and
tation of the Sun God’s will and loves his Lawgiver weak to stop the darkness from consuming his
– strict, strong, and unyielding towards the forces beloved convent school. He blames himself for
of darkness and shadow. These qualities are also letting the darkness into the building, because

111
Scarred by war but strong in spirit, Madar is the senior An astonishing power is hidden inside the modest
monk most respected by the other friars. shape of Dorota Ausel, fueled by arrogance and hatred.

he could not see through the abomination who the convent, so if the characters want to know
came to the convent disguised as the Queen. In his more about her visit they must first help him find
mind, there is only one thing left to do – cleansing the assistant.
the building and particularly the library, so its Madar too has stats as a Theurg (Monster Codex,
forbidden knowledge will not fall into the hands page 124), but with the master level in Loremaster
of The Eternal Night. Madar and other senior and with Medicus instead of Leader. In place of Water
brothers have managed to hold him back so far, of the Dusk he has access to three Herbal Cures, one
but probably not for much longer. Elixir of Life and two Ghost Candles.
If stats are required for Abbot Amfred, use
Theurg (Monster Codex, page 124), but without access Dorota Ausel
to Water of the Dusk. “The future belongs to those whose blood can
tame the power of corruption”
First Librarian Madar
“I cannot do both – dispel the darkness and As the eldest of the Ausel siblings and the undis-
keep Amfred in check.” puted leader of their little group, Dorota enjoys
Esmerelda’s full confidence and displays an arro-
Brother Madar is a tall and lanky sixty-year-old, gance that matches her status. She is a dedicated
known particularly for his love of books. In his student of mystical abilities and the power of
youth he lived a more eventful life; as a trained corruption, and is convinced that her noble blood
theurg he fought in The Great War where he suf- protects her from the disfiguring effects suffered
fered an injury that left a scar across his face and by ordinary people.
was sent home to a post as library assistant at the Initially her objective is simply to get hold of
Convent School of Luminous Laws. The exaltation the information her leader has asked for, and then
of Prios hit him hard, but he decided to keep his destroy the sources and report back to Esmerelda
mouth shut so he would not be condemned as a as soon as possible, to let her know that the work is
heretic, and above all, so he would not have to leave done. But when the player characters show up she
his beloved books. expands her mandate, convinced that they are no
Madar is as overwhelmed by the situation as match for her. Read more about her actions under
everyone else, but less frightened and therefore the event The Assistant (page 114).
more composed. His number one priority is to At first glance, Dorota is not a very impressive
stop Amfred from setting fire to the library, but he sight. She is short, pasty, and rarely bothers to comb
might be persuaded to help the player characters. her disheveled black hair. She was also born without
Unfortunately, it was not he but Brother Gulber tear ducts, which means that a steady stream of
who assisted Queen Korinthia during her stay at heavy tears is always flowing from her big, dead eyes.

112
THE DARKNESS OF THE CONVENT 9

Dorota Ausel east of the Inland Sea. The daemon is more than
Human (Ambrian), Strong resistance satisfied with the contract; the agreed waiting
Wipes her eyes frequently period is a mere blink to him. And besides, he
enjoys himself immensely whenever he is sum-
ACC CUN DIS PER QUI RES STR VIG
moned to help.
+5 0 0 +1 −3 −7 −1 +3 Saarufag will largely be ignoring the player
characters as long as Dorota is alive and he is bound
Defense Armor Toughness Pain Threshold
by the conditions of his current visit. He will prob-
−3 3 11 6
ably seek them out a couple of times (see Events at
Weapons − the Library, page 115) to quench his curiosity as well
− as his appetite, but he will not attack until Dorota
Traits − is dead. When that happens there is no need for
Abilities Bend Will (master), Channeling him to hold back; in the unlikely event that his
(master), Curse (master), Steadfast worldly form is killed, it is simply banished back
(adept), Strong Gift (adept: Unholy to the Yonderworld.
Aura), Teleport (master), Unholy Aura
A gruesome figure appears before the person
(master)
who breaks his invisibility: three meters tall while
Integrated Exceptionally Resolute (adept), Lor-
emaster (adept), Ritualist (master:
crouching, covered in matte blue-green scales,
Black Sympathy, Desecrating Rite, with a head reminiscent of an eagle or owl, but
Exchange Shadow, Flesh Crafting, with fanged jaws instead of a beak. The oversized
Raise Undead, Summon Daemon), torso has three arms on either side, five of which
Sorcery (master), Privileged are clawed and no longer than a human forearm,
Equipment Mastercrafted concealed armor and the sixth is roughly one and a half meter with
(reinforced), Ritual Codex for sum- a knobby lump of bone at the end.
moning Saarufag
Shadow Glossy white gold with dark red
spots, like a silver tray covered in
drops from a ripe red wine (corrup- Saarufag
tion: 13) Abomination, Mighty resistance
Tactics: Dorota takes pleasure in using her Three tongues playing over sharp fangs
powers in combat. She starts by activating her
ACC CUN DIS PER QUI RES STR VIG
unholy aura and putting a Curse (free action) on
someone; she then keeps up the aura, curses +1 0 −6 0 +3 −4 −5 +5
more adversaries, and uses Bend Will to turn the
enemy’s strongest warrior against his friends. Defense Armor Toughness Pain Threshold
When cornered she tries to teleport to a safe dis- +7 10 45 8
tance, but stays within sight of the enemy in order
to maintain the effect of the unholy aura. Weapons Crushing blow 15 (long)
Strong
Traits Death Struggle (III), Invisibility (III)
Saarufag Abilities Polearm Mastery (adept)
Deep, twisted moans of pleasure-seeking Integrated Berserker (master), Exceptionally
hunger Discreet (master), Exceptionally
Resolute (master), Iron Fist (adept),
Natural Warrior (novice), Armored
The daemon prince Saarufag has acquired a taste (III), Natural Weapon (III), Regenera-
for human f lesh. He met a lost Sesario Karnak tion (III), Robust (III), Sturdy (III)
during one of his first visits to the Yonderworld Shadow Glossy black with little bumps, like
and swallowed one feeling in favor of another: the the surface of a cast iron cauldron
hunger in favor of the instinct telling him that the (thoroughly corrupt)
little maggot could be his gateway to new, richer Tactics: Saarufag is no warrior, but thanks to his
hunting grounds. invisibility he has never met a group of humans
Saarufag made a pact with Sesario and that posed much of a challenge. He uses his
abnormally long arm as a crushing polearm and
Esmerelda – if he helps them or their underlings
gets a free attack (damage 11) against anyone who
when called upon, they will offer him a permanent comes close. If an adversary has an item or elixir
foothold in the human world, on the condition that that negates his invisibility, that person will of
he for the next ninety-nine years will never set course be his primary target. After that, he targets
foot north of the Titans, west of the Ravens, and enemies that carry weapons with the Long quality.

113
Events
Darkness, suspense, and horror are the themes ◆ Everyone is panicking, Abbot Amfred most
of this adventure landscape. It will be important to of all – he argues that Prios has finally
set the mood with foreboding events and by creating abandoned Alberetor, that the convent must
an appropriate atmosphere around the gaming table be cleansed by fire, and that everyone must
(see the text box Setting the Mood). flee north.
◆ The Abbot attributes the invasion of the
BUILDING TRUST library to Queen Korinthia’s visit (see quote
After their arrival the player characters have to on page 107). Malkor only met the Queen
wait a while, sitting at one of the long tables, before briefly and did not find her at all threatening
First Librarian Madar comes up to them. He asks or malicious, but his assistant Brother Gulber
them who they are, why they have come, and finally, will probably know more – it was he who
whether they have any experience “doing battle helped Korinthia and her companions during
with the forces of The Eternal Night.” Provided that their visit.
the characters do not mess things up completely, ◆ But Brother Gulber is missing; he was last
he can tell them the following: seen roughly four hours ago, whispering with
the gardener, Brother Salvado.
◆ A little more than a day ago, the initiate ◆ Malkor does not dare to leave the Abbot’s side
Malkor Kirte was murdered in the library, in for fear that he will push through his proposal
a way that leaves little doubt that an evil force to set the convent ablaze. He therefore asks
has invaded the west wing of the convent. that the characters go to the farming ruin and
see if the two monks are there.
◆ In return he promises to convince Abbot
Amfred that Prios has sent the characters as
his champions against the darkness, so that
Setting the Mood they will have an opportunity to investigate
The player characters’ visit to the Convent School of Luminous Laws is the library, hopefully aided by Brother
meant to be not just exciting, but terrifying. With a few simple means, Gulber’s information about what the Queen
you as Game Master can contribute to a feeling of unease and dread was doing there.
around the gaming table. But think carefully before you do so. If you
know that one or more of your players do not appreciate when the The farming ruin and what can be found there are
atmosphere gets too tense, you should tone down the horror-inducing described on page 108. Once the characters have
efforts to an appropriate level. The following suggestions apply partic- completed their mission, Madar (or one of the
ularly to the investigation of the library: other monks) can confirm that Brother Salvado
was missing the tip of his left ring finger, as a result
◆ Make sure that the room where you are playing is completely dark, of an accident involving a pair of pruning shears.
perhaps in a basement, or after sundown if windows cannot be If the rest of the convent’s members find out
avoided. about the gardener’s death, the panic will rise to
◆ Light some candles on the table, or better yet, a kerosene lamp whose new heights, especially if they learn the details
brightness can be adjusted by turning the wick up or down. of his demise – the pale, weeping monks react in
◆ Play instrumental music at low volume in the background, preferably different ways: someone lets out a loud whimper,
film scores from a genre that fits the setting and situation. someone else starts pacing back and forth like a
◆ When the players/player characters are discussing something, get up caged animal, many mumble unintelligibly, sing
and move around the room, preferably outside the light. hymns or pray to Prios for divine protection.
◆ While you are up, perhaps the movements of the invisible daemon
can be simulated by fanning air toward the players from your place THE ASSISTANT
in the dark, or sneaking closer and blowing gently on the back of a Once the player characters are allowed to pass the
player’s neck? barricade and walk into the darkness of the library,
◆ Perhaps the scratching of the convent cat’s claws can be simulated by Madar or someone else will likely have told them
scraping your nails against the underside of the gaming table? how to find the place where Malkor Kirte was mur-
◆ With a computer, tablet, or similar device you can find recorded sound dered: “Turn right at the first intersection of corridors,
effects online, for example to illustrate the blood dripping in room #8. then right again, and there it is, in the innermost room.”
When the characters are investigating the bro-
ken body (see page 110) they could hear a gentle

114
THE DARKNESS OF THE CONVENT 9
throat-clearing coming from behind: it is Dorota Dorota will part ways with the characters if they
Ausel in the guise of Library Assistant Gulber. The refuse to come with her, but she does not leave the
suspicious player characters will likely demand wing. Instead she will try to kill them, convinced
answers to some pressing questions; depending on that Esmerelda would reprimand her severely for
what questions they ask, Brother Gulber responds letting them live. Besides, she is sure that she has
as follows, in a surprisingly high voice: what it takes to succeed, particularly if she waits
for the right time to strike.
◆ “Someone’s got to do something, otherwise the If the characters split up, Dorota will likely take
Abbot will burn down the library! All the books, the opportunity to attack one or two of them; oth-
all those irreplaceable books – I’d gladly give my erwise she will probably not find an ideal moment
life to save them.” until it is almost too late. See the event Everything
◆ “So, I was talking to Brother Salvado. He wasn’t Burns (page 119) for suggestions on how to orches-
quite himself, but who is these days? He was trate the final confrontation.
scared and asked me to come with him to the
farming ruin; I followed him halfway there, but EVENTS AT THE LIBRARY
then I decided to come here instead, through a Here are some suggestions on minor events the
window in the lecture building.” Game Master can use to move the story forward
◆ “I must admit… Well, I haven’t searched much during the characters’ visit to the library. They
of the place. I had just arrived when I heard a are by no means necessary, but might well send
sound and… something swept past me, or rather spines tingling and hearts beating if introduced
through me. I felt nauseous, terrified really, at appropriate times.
and… I lost courage. I cowered in one of the
rooms, until I heard your voices.” A Living Legend
The now severely senile Father Abramar, author
Successful Vigilant test with the Witchsight of The Lightbringer, the holy book of exalted
ability: Brother Gulber’s shadow has clearly been Prios, is living out his days at the Convent School
corrupted (see Dorota Ausel, page 112), but perhaps of Luminous Laws. To learn more about Abramar’s
it can be explained by temporary corruption from history, see Adventure Pack 3, page 83–84.
the event he described, when something “swept As the player characters approach the library
through” him. they see a ghost-like figure carrying a lantern
Dorota aims to steer the characters toward that emits a faint light through the intersection
the southern parts of the library, and convince of corridors, heading left/south. Those who follow
them that the Queen left with all the documents him will find Abramar in the room between the two
she found interesting. She leads them to room #14, spiral staircases in the south, touching the spines
where there is a lectern that Gulber claims to have of various books, hissing irritably to himself. He
cowered behind and where the Queen supposedly cannot be communicated with; a tap on the shoulder
spent most of her time. merely makes him turn around and snort angrily.

◆ “The Queen and the other woman, Revina, sat Saarufag Passes By
here while I scurried around like a rat, fetching The daemon prince Saarufag is moving around the
the books they wanted and returning those that library, looking for all the books and documents
didn’t interest them.” touched by Korinthia – they are many and widely
◆ “She asked for books about sacred sites in scattered, especially as she brought out and scanned
Lyastra, and I couldn’t find that many. She also through a huge number of volumes when she first
wanted convent chronicles from long ago, two got there. Furthermore, the daemon will seek out
hundred years or so.” the player characters on at least one occasion, just
◆ “I was quite stressed and didn’t get much sleep, to take in their scent and enjoy the sound of blood
so… Well, I can’t be sure, but I don’t think she pulsing in their veins – though never so close that
returned all the documents. She must have taken he risks being detected.
anything of interest with her.” The Game Master can let the players and their
◆ “I’m afraid that Abbot Amfred is right; I’m going characters sense the daemon’s presence in various
back to tell him so, and I suggest that you come with ways. For example, you could have the upstairs
me. There is some evil lurking here and the only floorboards creak a bit or describe how someone
thing worse than burning the books would be to see suddenly feels a faint gust of wind, inexplicable in
them fall into the hands of agents of Darkness.” the windowless wing. Another tip is to have them

115
Blood is dripping on roll a Vigilant test, which if successful yields the The Final Resting Place of Abramar
several places in the information that “something feels wrong, but you can’t Sometime later, perhaps after the characters have
convent school’s well- put your finger on it” or “you have the distinct feeling found and examined the paper fragments in room
stocked library. that someone is moving in the darkness around you.” #9, Saarufag starts thinking that they are in his
way – it is time to remind the little worms why
Beast of Evil they should stay away. And he is getting thirsty…
The convent cat Wallop who is introduced in room Suddenly they hear a loud bang followed by a
#7 can make additional appearances. Perhaps they violent scream coming from the southern part of
only hear him in the distance, sharpening his the wing, and then three more bangs. Characters
claws against the spine of some book or knocking who rush to investigate will find the living legend
over a burnt-out brazier while hunting a mouse? Father Abramar smashed to bits, like a bloody rag
Or maybe he is sitting completely still somewhere, doll on the floor. The difference from Malkor Kirte’s
as if waiting for them – after a long hiss the cat mangled corpse becomes clear on closer inspection.
blinks and seems to be following something Successful Vigilant test with Beast Lore or
invisible with his eyes. Whenever they get too Medicus: What appears to be the marks of fanged
close he runs away and disappears through a gap jaws can be seen on the body’s torso, and the amount
between two bookcases. of blood inside and around the body suggests that at

116
THE DARKNESS OF THE CONVENT 9

Sanctifying Rite
One way of banishing the darkness from the library is to perform a Sanc-
tifying Rite inside the library wing, but then the ritualist must of course be
protected during the hour it takes to perform the ritual. In addition to First
Librarian Madar there are two senior monks capable of performing the rite
(Enod and Feorno), if the characters agree to stand guard.
Saarufag understands that what is happening might prevent him from
completing his mission; he sneaks up to the chanting monk, delivers a
killing blow to the head, and withdraws again. Player characters who pass a
test against [Vigilant –6] can sense the daemon’s presence, but not see it or
do anything to prevent the attack.
If the person performing the Sanctifying Rite is a player character, or if
they have done something to counteract the Invisibility trait (e.g. lit a Ghost
Candle), we suggest that the fight against Saarufag takes places in conjunc-
tion with the ritual rather than after Dorota’s death.

Madar frown: Brother Gulber sings the bass parts


of their chorales, and quite well too.
Madar’s sudden appearance will probably make
them a bit nervous (who can be trusted when some
evil is using the Blood Shrouding ritual?), but he
can also be used to aid the player characters before
or during the final confrontation. If they mention
that an “invisible enemy” is moving around the
library, he may give them his two Ghost Candles and
perhaps his dose of Elixir of Life. The Game Master
can also let him contribute in more direct ways:
either as a fighting theurg or with rituals, like in the
scenario described in the text box Sanctifying Rite.

INSIGHTS
The convent library no doubt holds a huge number
least a liter is missing, as are certain internal organs of documents, letters, and books that might be rele-
(which slipped down while Saarufag was drinking). vant to the player characters. But under the current
circumstances and with Abbot Amfred threatening
The Librarian Shows Up to burn down the convent, the characters have little
A little later the characters can hear someone time to conduct any thorough investigations of their
clearing his throat behind them. Standing there own. What remains to be done is to get hold of the
is First Librarian Madar with a grim look on his three documents that Dorota has found with the
face. He tells them that the Abbot has finally fallen help of Saarufag and Brother Gulber, which also
asleep from exhaustion and that he will probably caught the Queen’s attention.
be out for a few hours. When he heard the scream The numbering below picks up where Secrets at
and the bangs, he could not sit back any longer; he the Tower of Omens (page 103) left off. Finding the
fought against evil in The Great War and is prepared documents is no great challenge in itself; hopefully
to do what he can to help. the library’s other challenges will be enough to
Note that if the player characters and “Brother keep up the suspense.
Gulber” went their separate ways as described
above, Madar can inform them that Gulber never Document 5
returned to the mess hall. And mentions of the On the second floor, in room #9, is the library’s
library assistant’s high-pitched voice will make only burning brazier – a bowl ten centimeters

117
deep, roughly 30 centimeters in diameter, filled to draw the cloak of The Eternal Night over Queen
with oil and standing on a shoulder-high tripod. Nightbane’s promised land!”
No test is required to realize that something has However, resting under the front cover of the
been burning in the bowl. Different-sized flakes of book is an envelope containing a highly relevant
blackened paper are resting in the oil at the bottom letter. Before the war, Efrim spent part of his
and there are ashes on the floor around it, as well studies in Lyastra at a Dakothnic monastery
as bits of thick, charred string. and among other things got to visit Othelia’s
The ritual Tale of Ashes performed on the Arboretum, where he developed a particular
burnt documents: Since the paper burned so fascination with the legend of Rosáe. The letter
quickly the ritualist gets little more than a snapshot, is from his nephew, Second Lieutenant Faramei
You can find Faramei's let- but can at least see a clear image of a young woman Daal (see Document 1, page 103) who served as an
ter on page 170, and in the sticking a large bundle of documents into the flames Alberian spy during the war and also sent private
PDF GM Resource – The rising from the brazier. The triumphantly smiling reports to his uncle.
Haunted Waste woman’s brown eyes glitter in the firelight, framed The letter is available as a handout on page 173
by black hair that falls over her pasty skin; nothing and can together with Document 1 provide clues
about her facial expression explains the heavy tears as to the whereabouts of Rosáe:
constantly rolling down her cheeks…
Successful Vigilant test while examining Dear Uncle,
the floor: Due to its curved shape, a piece of burnt
paper has gotten stuck in the wide gap between Must be brief. I leave at dawn, with orders from
two floorboards; it takes a successful Quick test to the baron to observe Judge Morlankor’s attempt
grab the paper fragment before it drifts down to to halt the Alberian army’s march to victory. As
the ground floor. Understanding the Lindarian text this journey might be my last, I must urgently
requires Loremaster at master level. inform you that I have finally found an answer
What the characters have found are the final to your pressing question: the plant Rosáe is alive
lines of a letter that was part of a correspondence and well, in the same place where you last saw it.
between a nun named Sister Arelia (see also And as for the future, you need not worry. The site
Document 2, page 103) and the leader of the nairs in question is marked on a map over protected
who after fleeing Lindaros ended up in Lyastra areas, hidden where neither apostles nor judges
and reestablished the old Symbarian Order of can access it.
Dakothnic. The surviving part of the letter reads: I hope this news will fill you with joy, and that
my own future will prove both richer and longer
… is as well as one could hope. Oh yes, glorious than I currently fear it will be.
Othelia and all the Mothers of the Black Root would
have been proud of what we have achieved here in With the warmth of Prios, your affectionate nephew
Bright Haven, and we could never have done it Faramei Daal
without you, dear Arelia. Never has the city’s name
seemed more fitting! Document 7
Underneath Brother Efrim’s journal lies a thick
Yours affectionately, tome that despite its rather plain exterior is highly
High Priest Alamandor of the Order of Dakothnic remarkable.
Seeking fame and immortality, the Alberian
Document 6 botanist Linnea Torrent went in the opposite
A short distance from the ritual site in room #11 direction when her family and colleagues fled to
there is a stack of two books. The one at the top the northwest, determined to study the subject that
turns out to be a journal kept by Brother Efrim is written in squiggly letters on the book’s cover
Daal, who taught at the convent school until his page: The Nature of Darkness – On the Perverted
death thirteen years ago. Flora of Devastated Lyastra.
It describes and reflects on the author’s educa- She returned to Alberetor in a bad state and
tional efforts, with a special focus on the progress eventually ended up at the convent school, where
of certain students – he does not mince words, she lived out her remaining days in quiet madness.
referring to the Ambrian youths as “noble scum”, The monks never really understood who she was
“wealthy imps”, and “squeamish nitwits”. The only and what she had achieved; the leather-bound book
thing of some interest is his expressed hatred for she was clutching was placed in the library after
“that cursed heretic Sarvola, who seems determined her death, without being read or copied.

118
THE DARKNESS OF THE CONVENT 9
A player character with Loremaster or Bushcraft The Daemon Prince Saarufag
who takes the time to study “The Nature of Saarufag will not have failed to notice that a fight
Darkness” (or brings it along from the library) has has broken out. Dorota’s death would release him
two chances to successfully detect and/or identify from the agreement regarding his current sum-
nature-related threats during the journey through mon and leave him free to pursue his appetites.
Lyastra, such as toxic or corrupting waters, berries, The Game Master decides how long of a breather
fruits, and nature areas. (if any) the player characters get before Saarufag
descends on them.
EVERYTHING BURNS How their fight with the daemon prince devel-
When the Game Master thinks it is appropriate, Abbot ops depends on whether the characters have
Amfred has finally had enough, further roused by the something that can make him partially visible
agonized screams most likely heard from the library, or negate his invisibility completely. In any case
from Father Abramar and possibly others. The fire he uses the same tactics (described on page 113)
could start just as the player characters arrive at until his death – or rather, his banishment back
room #11 (the ritual circle): the Abbot smashes three to the Yonderworld; once the creature reaches 0
oil lamps against the columns of the mess hall and Toughness, a momentary rift opens in the fabric of
another two against the barricade, while screaming reality and devours his body.
at his students and subordinates to evacuate.
It takes a successful test against [Vigilant –5] to Escape the Fire
hear the tumult that breaks out when the fire is The Game Master decides whether the approaching
started. A few minutes later a test against [Vigilant fire should be part of the challenge. If not, they
–3] is enough to smell the first wisps of smoke, and manage to escape through a window in the lecture
after yet another couple of minutes a successful building just before the flames reach the library.
Vigilant is all it takes to hear the roar of the fire in If you would rather have the fire affect the
the lecture building. Time is running out! final battle, we suggest that the later the player
The struggle to escape certain death happens in characters discovered the fire (based on the three
three waves; what follows is based on the assump- tests described in the lead paragraph above), the
tion that the player characters are in room #11, but less time they will have.
the scenario can easily be adjusted to take place in If the first test succeeds and the characters start
some other part of the library: to make their way out, they have 20 turns to escape
the flames; passing the second test gives them 10
Brother Gulber turns. Finally, if the characters did not notice the
The undead Brother Gulber has no choice but to obey fire until the third attempt, they will have to be
his mistress. He charges stark-naked through the quick! They have 5 turns, which leaves little time
opening from the northwest stairwell and attacks to do anything but escape the library.
the player characters. Once the time limit elapses, everyone still inside
Use the stats of a Liturg (Monster Codex, page must pass a Strong test every turn to hold their
123) with Weapons: Knuckles 2 (short). breath or take 1d4 damage from the hot fumes
(ignoring Armor). At this point it is impossible
Dorota Ausel to perform any actions other than Reactions or
When her undead servant has caught the characters’ Movement Actions.
attention, Dorota steps through the opening from
the northeast stairwell. She starts by activating
an Unholy Aura while casting Curse (adept) on the
mystic or ranged warrior she deems most dangerous. Dorota Lives
On the following turn she tries to Curse another
threat and uses Bend Will on the character she If the player characters escape the library
believes is best suited to defend her, before posi- while Dorota is still alive, she too will
tioning that person between herself and the oth- manage to get out, through a window on
ers. Maintaining the aura and the previous curse the opposite side of the lecture building.
requires success tests. The characters can try to track her down
If pressed she takes a few steps back and teleports to finish the job, otherwise she returns
south along the corridor; note that characters who dejectedly to Esmerelda and makes a brief
follow her suffers the effect of the unholy aura as long appearance towards the end of the adven-
as they are within sight and the power remains active. ture (see page 163).

119
Wonders of the
Veiled Library
It towers high above the surrounding plains, gray-white marble contrasting
with sickly black dunes of lifeless soil. Alone, in the middle of the borderland where
dead Alberetor meets darkened Lyastra. Alone, with its giant copper dome rising fifty
meters above the ground, shining like new in the dwindling afternoon light. Alone, but
not uninhabited. It is not statues who are posted there in its gaping gateway, ten on one
side, ten on the other. They may be statue-like in their stillness, but their torn clothes
flutter in the wind, as do the two flags rising into the sky – tattered banners with an
unmistakable symbol: the Alberian royal rune, Labrys.

How the visit to the majestic cathedral that was exchange of favors. But one thing is clear: escaping
once the Veiled Library develops depends largely with the information found at the sight will require
on the player characters – it may involve a fair cunning and a great deal of luck, so it is probably
amount of combat, but there might just as well be fair to say that this adventure landscape puts an
social challenges in the form of negotiations and an extra focus on problemsolving.

Introduction
The player characters have unknowingly lives to give, and they cannot actually remember
come across the last remaining army post in who the enemy is…
Alberetor, whose soldiers would give their lives
to stop the enemy’s advance. Their ambition and BACKGROUND
situation may seem crystal clear, but there are Colonel Meralia Arneld and her entire company
two complicating factors: they no longer have any were wiped out to the last archer during a rescue

120
WONDERS OF THE VEILED LIBRARY 10
mission just after the end of the war – having remember anything about a Queen or Alberetor,
marched deep into Lyastra they were attacked and so their meeting resulted in a diplomatic
by a biting, tearing blight storm. Roughly half of transaction: the strangers were allowed to go down Goriban’s Return
them were blight-born and soon scattered in all and investigate the catacombs, and in return they
Game Masters whose
directions; the rest woke up a while later, as undead. left one Pansar behind as a hostage – ostensibly to
groups have played the
But their commander refused to acknowledge what ensure that the spies would not smuggle anything
adventure Call of the
had happened. out of there, but mostly because Meralia wanted to
Dark from Adventure
For two decades the decimated company show authority in front of her troops.
Pack 4 may consider
roamed southeastern Lyastra, on an endless hunt Unfortunately the captors got a bit overexcited,
replacing the Baroness
for enemies. Meralia more or less unwittingly led so before it was time for the spies to leave, the
of Arneld with Captain
her troops home, at a leisurely pace, massacring hostage was already dead, his throat slit with a
Goriban, provided that
everything in their path – mostly other groups rusty blade…
their relationship with
of undead, but also several smaller settlements
of Lyarian civilians who were trying to build a THE SITUATION him is not complete-
ly hostile after what
new life for themselves, free from the Dark Lord’s By the time the player characters arrive, the
happened at the barony
despotic rule. Baroness has completely forgotten about Queen
of Sarli. While reunions
Two years ago the company marched into the Korinthia’s visit, but the hostile advance guard
with both friends and
dead plains surrounding the Cathedral of the Sacred that slew her patrol is still fresh in her diseased
foes can always make
Fire, and something clicked in the Colonel’s dusty mind. The troops of Arneld prepare for the enemy’s
things more interesting,
mind – she recognized the place; she felt it was time expected return and attack – building fortifica-
one must be careful to
to establish a permanent base and reward herself tions inside the doorless entrance of the residence,
ensure that the player
for the great things she had accomplished. She made patrolling the surrounding area, and sending scouts
characters’ goals in
the majestic building her fortress; a year or so later in all direction in the hope of spotting the enemy’s
the adventure do not
she started referring to it as her residence, believing forces in good time.
become impossible to
that she was actually in the Arneld region and had
inherited the title of Baroness from her late father. OPENING SCENE achieve.

Since then she has merged completely with her role Although the player characters risk being dis-
as a noble and even knighted her most distinguished covered by a patrol while they are still two hours
warriors, who are now part of her honor guard. away from their destination, the challenges of the
Over the past weeks Baroness Arneld has been adventure landscape itself begin when they are
in contact with the outside world on two occasions, close enough to see the off-white cathedral and its
which has taken a toll on her already fragile mind mysteriously spotless copper dome.
and shaken her distorted view of the world. First, They are probably a couple of hundred meters
one of her patrol units spotted an enemy post north- from the gateway stairs, crouching behind one
west of the residence; one of the soldiers “survived” of the black boulders in the area, watching the
the massacre and return to the garrison to sound motionless guard force.
the alarm, but when the army had been assembled Successful Cunning test with the Beast Lore
and launched its attack, they saw nothing but the ability: No group of twenty living creatures could
remnants of battle. It was clear to Meralia that possibly stand this still; they must be undead! (The
the enemy from The Great War had returned; in same conclusion can be reached with the Witchsight
reality the threat consisted of Fredek Ausel and the ability and a successful Vigilant test.)
dozen sellswords he had brought to the notoriously No test is required to notice the soldier who
dangerous border region. After the incident Fredek suddenly shows up in the blackened landscape,
returned to the Cliff of Korinda to muster an even running from the northwest towards the cathedral.
greater military force. When that happens he is already too close to be
The second visit took place roughly five days intercepted, but his companion is not…
before the player characters’ arrival at the cathe- Successful Vigilant test: A few hundred
dral. A small group of enemy spies arrived with a meters after the runner comes another soldier,
leader who claimed to be the Queen of Alberetor Corporal Iasor, slowly stumbling and shuffling
and demanded access to the catacombs beneath the across the dunes.
fortress. A few confusing hours followed where (the The player characters can make a circumvent-
presumably dishonest) spies claimed that the war ing maneuver, crouching in hollows and dashing
was over, that the country was lost and abandoned, between boulders, in order to intercept Corporal
and that the enemy was defeated a long time ago. Iasor. If the Game Master assesses that there is a
The baroness refused to admit that she did not risk of discovery, the least discreet member of the

121
group must pass a Discreet test (remember that ◆ “This is the barony of Arneld, under the rule of
undead can see in the dark!). Failure means that Baroness Meralia.”
The Cathedral First a hoarse screech rises from the guard force, and ◆ “I am Iasor, corporal in the scout platoon of the
soon a squad of twelve soldiers comes rushing Arneld regiment, on my way to report that the
In the event that the through the gates to hunt down the intruders. How enemy is approaching.”
characters (and there- this situation develops is for the Game Master to ◆ “The enemy is strong and numerous; they will
fore the Queen) choose decide, but it is certainly possible for the characters strike shortly, at sunrise/nightfall (or something
the Cathedral of the to surrender. They will then be disarmed, have similar; the Game Master adjusts)”
Sacred Fire as the first their hands tied behind their backs, be stripped ◆ “You can come with me. But be careful – our
stop in their hunt for to their underwear, and escorted to kneel before mistress is quick to anger.”
Rosáe, we suggest that the Baroness’ throne.
the Sacred of the Old If the maneuver succeeds, they will easily be able Successful Cunning test with the Loremaster
Blood has monitored to overpower the limping Corporal Iasor. Trying ability: The Alberian barony of Arneld lay far to
the situation for some to interrogate him with threats of violence or the the south, not this close to the mountains.
time. In that case they like is useless – Iasor is not afraid of losing what life If they follow the corporal, they are stopped at
have not sent an initial he has. Instead they must try to convince him that the gateway stairs. A shriveled captain demands
smaller force, and no they are allies in the battle against “the enemy”, that they state their business, but with Iasor
battle has taken place which requires good arguments and a successful vouching for them, the characters have no trouble
between them and Persuasive test. On failure he shuts up like a clam; gaining an audience. However, they must hand
the Baroness’ patrol; but if they succeed he can reveal the following in over all equipment down to their underwear and
but the undead scouts crackling Ambrian/Alberian, before allowing them “stand defenseless before the Baroness”, as is the law
have indeed seen a to accompany him to the fortress. in Arneld.
hostile army closing
in, as described in the
opening scene. The The Landscape
landscape can then This adventure landscape is concentrated in while avoiding detection is therefore impossible,
be played without any one building and the basement levels beneath, without the use of mystical powers or potent elixirs.
adjustments, except and as for non-player characters there are three However, someone with the Acrobatics ability can
that there are fewer main parties: the Baroness, Fredek Ausel, and get in through the window openings of the half-towers.
prisoners in the Atrium the depth-dwelling bedrock serpents. The player Since the structure rests on a seven-meter-high base,
(see page 123). characters will once again be able to follow in the it is roughly eight meters to the lowest windows, and
Queen’s trail (unless the Game Master has other the facades consist of smooth but weathered blocks of
plans), but that does not mean that there are no gray-white marble. The acrobat must pass a Vigilant
threats left in their path… test not to slip and fall.
Finally, there are the Baroness’ patrols. As a
THE SURROUNDINGS suggestion, the player characters are at risk of being
The Cathedral of the Sacred Fire is located at the detected by one of them on their way to the cathe-
heart of the border region where most of the battles dral. Six-man patrols are moving in a wide circle
took place during The Great War, and that was badly with a radius of 400 meters, watching for movement
afflicted by side effects from ceremonies as well as as well as tracks on the ground. If the characters
the ruinous sorcery of the Dark Lords. The earth have expressly stated that they are trying to keep
is literally blackened – not moist-black like fertile a low profile and not leave tracks, the Game Master
soil can sometimes be, but dusty matte black and can at some point ask the most discreet member of
almost salty in many places. Much of the old soil the group to make a test against [Discreet +3], to see
has been swept away by the wind, which has left whether they are detected. If they did not take any
bedrock and rock formations bare – the terrain precautions, the least discreet character must do
sometimes resembles the bottom of a raging river the same. See the opening scene for suggestions on
or a windswept mountainside: all rock, without how to handle their detection.
soil or vegetation.
It is possible to hide behind the rocks of varying THE CATHEDRAL
shapes and sizes surrounding the cathedral and The roughly fifty-meter-high temple dedicated
move between them without being discovered by to the Veiler is made of white marble with gray
the guards at the gateway stairs. The exception streaks, and was converted into a cathedral to
is the last fifty meters, where there is nowhere Prios in the midst of war. The many wooden stories
to hide. Approaching the building from the front inside were demolished; a thirty-meter-high and

122
WONDERS OF THE VEILED LIBRARY 10

5
6

4
3 1

twenty-meter-wide window of glass and crystal Speaking of which, the alcoves were not all N
was set into the western wall; and the roof was meant for praying. Although the partitions have
provided with a huge copper dome, ceremonially mostly been razed, to build the throne and more
carved with symbols to preserve its luster forever. recently the fortifications inside the doorless open-
The building is standing on a base of dark gray ing to the entrance staircase, one can clearly see
that is roughly seven meters high, which means that where the walls once stood. Those who move closer
0 30 m
the lowest window openings are about eight meters can also see that the alcoves nearest the openings
from the ground. Most of the openings are just to the half-towers used to have some kind of rect- THE CATHEDRAL
narrow slits that let in light, but the two half-towers angular structures on the floor, like a stone frame, 1. Entrance
have normal windows leading into what used to be roughly four meters wide, eight meters long, and 2. Fortifications
living quarters or workspaces. almost half a meter high. For more information, see 3. Light Yard
the event The Way to the Catacombs on page 130. 4. The Throne
The Light Yard The innermost, northwestern alcove is where 5. Prisoners
The cathedral’s interior is just one gigantic light the Baroness keeps her prisoners of war, while 6. Hidden Stairs
yard, about 100×100 meters with fifty meters to the waiting for them to join her ranks. Four Ambrian
ceiling. Four rows of slender columns braced by sellswords who were part of Fredek Ausel’s initial
arches support the roof for the first sixty meters escort and a young Pansar named Elbregd Karella
towards the sun podium; after that they transition are chained both to each other and to a massive
into more massive columns in just two rows. The block of marble; they are all undead and have only
sun podium itself is elevated five meters above faint memories of their past lives, particularly the
the floor, and is currently occupied by the throne recently risen Elbregd.
of Baroness Meralia: an eyesore of irregularly
stacked blocks of stone from what was once the UNDERGROUND
wall between the prayer alcoves in the far corners How the player characters can get down to what is
of the hall. left of the Veiled Library is described in the event

123
The Way to the Catacombs (page 130). Beneath the in the hand of a cultural being, the object is revealed
cathedral they will find six identically laid-out to everyone present, and can be returned without
Abandoned Objects basement levels full of wondrous things, as well gaining additional corruption.
as the unfortunate and desperately sociable clerk Finally, it should be noted that the characters
Most of the objects in Brother Aliver, who is described in more detail will not be able to reach the lowest level through
the catacombs were under the next heading. the stairwell – that requires a certain medallion
left there because their To those without the Witchsight ability, the which they cannot access. Those trying to go down
owners were killed in underground rooms and halls will appear empty, that way will vanish the moment they reach the
The Great War and their with neither furnishings nor items. A person with middle of the stairs, and immediately appear
descendants do not Witchsight must pass one Vigilant test per floor to see at the foot of the stairs leading up to the fourth
know that they exist. through the Guardian’s Veil that is concealing the level; this teleportation also inflicts one point of
Others were left behind contents of the rooms from ordinary eyes (multiple temporary corruption.
because the move to attempts are allowed). For more information about the underground
Ambria made them ir- A success reveals a shadow world of shelves levels, see the event Dangers of the Catacombs on
relevant – mostly prop- and benches of stone, holding all kinds of items page 131.
erty deeds or contracts – books and scrolls; papers and documents,
between parties who no rolled-up paintings and tapestries; tools, orna- THE CATALOGING ROOM
longer exist. There are ments, and weapons; chests and other vessels There is someone waiting for the player characters
also many items that containing gold, gems, or similar valuables; in directly below the stairs to the top floor of the
were abandoned in the short, a mixture of things that Alberetor’s rich library. The man is unmistakably undead: his skin
hope that they would be and powerful for various reasons were willing to is dry and yellow like parchment and has peeled
buried and forgotten, pay to keep secret or safe. About two thirds of the off the cheeks so the cheekbones are sticking
such as the documents shelf spaces are empty after the items were taken out; the eyes are sunken and beady black; and
in the War Archive and from there when the building was converted into the hands he keeps clasped in front of his chest
the Council Archives in a cathedral, or after the war. But much remains, seem so brittle that the fingers might break at any
the deepest vaults. left behind for various reasons (see the text box time. If stats are required for Aliver, use Liturg
Abandoned Objects). on page 123 of the Monster Codex but without the
For each item there is a copper plaque indicat- Leader ability.
ing its number along with a brief description in After bidding the player characters welcome,
Alberian/Ambrian, placed on the edge of the shelf coughing and croaking, the man introduces him-
or mounted on a wooden frame. self as Brother Aliver, priest of the Lawgiver and
The above-mentioned Vigilant test gives no the only remaining clerk at the Veiled Library.
corruption, but anyone who has seen through the Initially he chuckles with joy: “Oh my, new visitors!
veil and reaches through it to interact with the What have I done that Prios should bless me with this
objects suffers 1d4 temporary corruption that does honor and privilege!” When Aliver calms down
not wear off until the person has returned to the he is happy to answer their questions; the Game
surface – something the Veiler’s priesthood could Master is free to improvise the answers based on
mitigate through long forgotten procedures. Once the following:

Examples of Veiled Items


The plaques that accompany the library’s items state their serial number
and the “name” given to them by their owners. The Game Master is of
course free to describe the items and give them properties if the player
characters decide to steal them – at the cost in corruption specified in
the Underground section. For guidelines, see page 129–132 of the Game
Master’s Guide.

◆ Viviedo’s Sun Mirror ◆ Celinder’s Night Braids


◆ Bordano’s Astrolabe ◆ The Brook Ram’s Crumhorn
◆ House Meledal’s Fire Diamond ◆ The Veiler’s Jewel Box
◆ The Neckbreaker of Onedom

124
WONDERS OF THE VEILED LIBRARY 10
12 9
9 10
Section 4 Section 1
11 7
10 8

6 2

8 4 3 11
5 1
3 4

7 12
5 6
2 1

1 2
6 5
12 7

3
4
1 5
11 3 4 8

2 6

8 10
7 11
Section 3 Section 2
10 9

9 12

0 15 m

◆ He has been alone down here for seven years, his job to put them back. He hesitates to
since his previous colleagues abandoned the show them the cards, but can be persuaded
collection and traveled north. There was with threats or lies – let the characters
a vote and he was chosen to stay behind, present their arguments and (unless they
undead as he already was. He does not know are completely absurd) make a test against
what caused his death, but they said he died [Persuasive +3].
in his sleep, of natural causes. (Successful ◆ He does not want to follow them further in
Vigilant with Medicus: the marks around his among the collections – partly because it is
shriveled neck suggest that he was strangled his job to turn away visitors, but also because
with a thick rope, like the one he wears he is afraid. If the characters ask about it, he
around his waist). stresses that they must watch out for “security
◆ A while back he was visited by a whole bunch devices installed for deterrence”; unfortunately
of people. Several were warriors; those who he does not remember exactly where they
spoke to him were two women. One claimed are or how they work. And he adds: “Oh… I’m
to be Queen Korinthia, but could not prove it, afraid that the lower levels may have… other
wherefore he could not allow them to access guests. I have not seen them, but sometimes I hear
the collections. They tried to force him, and them, a rumbling, crushing sound that makes the
when he refused they started rummaging mountain tremble…”
through the card catalog themselves. Perhaps ◆ If the characters have read Document 4
it really was Nightbane, since she seemed to (page 104), they might ask about the Council
know how the filing system is organized… Archive mentioned there, particularly its
◆ Aliver knows exactly which objects the records of witness accounts regarding the
women examined – they handed the index negative effects of mystical powers during
cards to him before they left, as if it was the war. In that case Aliver says that he can

125
try to find the card, but explains that the THE WAR ARCHIVE
Council Archive is located on the sixth level The room labeled [Link] was cleared of its previous
Other Memories
of the collection, which no one can enter contents shortly after the building was converted
The player characters without a certain key… or medallion… or into a cathedral, to make room for copies of partic-
may decide to study the tattoo… He does not remember exactly. He ularly sensitive documents relating to The Great
other pedestals as well, has been there once, in the northeastern War. There are volumes filled with records of sol-
in search of other in- part of the sixth level, but does not have the diers, equipment, supplies, and troop movements;
sightful experiences. The key anymore. descriptions of Lyastra’s terrain, military strength
Game Master decides and weaknesses, strategic maneuvers; interrogation
what is possible; several If the player characters persuade Brother Aliver reports and intelligence materials and much more.
skulls could be missing, to hand over the index cards, he waves for them What can be found on shelf space 114 is described
stolen by someone to follow him into the four smaller rooms north in the event Treasures of Knowledge on page 132.
wishing to eliminate of the stairwell. He pulls out one card in the first
dangerous memories. In room, before fetching the remaining three from THE HERB GARDEN
any case, the preserved two other rooms. He hands them over with the Player characters walking towards this room will be
recollections are always following instructions: met by something they probably would not expect
linked to events of vital, down on the fifth level of the collection. During the
and often controversial, ◆ The first figure of the serial number refers to day they can glimpse a faint light even out in the circu-
importance in the history the level, the second to one of four sections – 1 lar corridor; one that almost becomes blinding when
of Alberetor. These may = northeast, 2 = southeast, 3 = southwest, 4 = they turn towards room [Link]. If it is night outside
include a secret meeting northwest they must wait until they see starlight and moonlight
where the War Council ◆ The third figure is the room number, orga- flowing into the room in front of them. Either way,
instructs Father Abramar nized clockwise from the stairs and out. the air grows warmer and more humid the closer
to “have a revelation and ◆ The forth number refers to a shelf or similar; they get, and eventually becomes so soaked that beads
author The Lightbring- the sorting can vary from room to room. of moisture begin to form on the characters’ skin.
er”; an interrogation ◆ The name corresponds to the items’ identity There are stepped shelves running along the walls
where a captured Dark in the archive of contracts and more detailed of the room, half-filled with plants under fogged-up
Lord is tortured with descriptions hidden down in the sixth level. glass cloches. The room has a ceiling like all the
holy water and fire; the others, but the light seems to flow straight through
meeting where Duchess Card 1 – [Link], “Memory: The Death of Ynedar Kohinoor” its layers of rock and earth. Water trickles down from
Andarea Parfas and Card 2 – [Link], “List: Sekretorium agents, postings, the east wall, towards a small pond in the middle of
her co-conspirators and assignments” the room – that is where the steam comes from. One
plotted to assassinate Card 3 – [Link], “Rosáe” can also see that a bedrock serpent has tunneled its
King Ynedar. Others are Card 4 – [Link]–38, “Ceremonial Magic and Its way through the floor near the northwestern corner
less sensitive in nature, Repercussions” and continued up through the ceiling.
such as memories of cor- Various types of plants are collected here, all with
onations, royal naming THE MEMORY GALLERY properties that make them worth protecting. The
ceremonies and deaths. An elongated chamber that (after using the cloches are keeping them alive and slowing their
Witchsight ability) is revealed to contain thirty-four growth to roughly one hundredth their normal rate.
pedestals lined up along the eastern wall, each Characters with the abilities Alchemy, Medicus, and
with a flat top on which rests a perfectly preserved Poisoner or training in mystical traditions will rec-
human cranium. Anyone who places a hand on one ognize the names on several of the plaques, provided
of these receives a full-sensory vision of a twelve to that they can somehow see through the veil.
fifteen minutes long memory fragment that Ordo Once the characters have identified shelf loca-
Magica’s conservators have isolated and recorded tion 8, they will likely be as disappointed as Queen
for posterity – an art form that was lost a few years Korinthia was. Its plaque is still there, but under the
before the end of the war, when the order’s chapter foggy surface the cloche turns out to be empty, and
in Berendoria was thoroughly corrupted. a person who takes a closer look at the plaque will
Korinthia visited the Memory Gallery for notice an addition: “Moved to Othelia’s Arboretum,
nostalgic reasons; it had nothing to do with her at the owner’s request.”
hunt for Rosáe – she wanted to see her beloved, Successful Cunning test with the Blacksmith
dearly missed father one last time, even though ability: Judging by the nuance and luster of the
the context is terrible. The impressions that wash surface, the comment was added many years after
over whoever activates the skull are described in the original plaque was made, but not recently –
the event Treasures of Knowledge on page 132. probably more than a hundred years ago.

126
WONDERS OF THE VEILED LIBRARY 10
THE COUNCIL ARCHIVES
The stairwell at the sixth level of the library is
where the bedrock serpents hold court. You will Traces of the Serpents
find their stats on page 129, and can read more about
the threat they pose in the event Dangers of the The bedrock serpents have left clear traces on the fifth level; they have
Catacombs on page 132. also made some trips to the forth, but the player characters have probably
As mentioned earlier, it is not possible for the missed it since none of the items they seek are on that level. Certain rooms
characters to reach the sixth level through the are completely wrecked by their crushing movements, and in some places
stairwell, but that does not mean that it cannot the floor and ceiling open into wide, tubular tunnels running in different
be accessed. Thanks to the bedrock serpents directions, about one and a half meter in diameter. Slime and remnants of
there are new, winding tunnels between the skin can also be found in the corridors on the fifth level, after the serpents
levels, which a fairly agile individual can crawl slithered through there. A successful Cunning test with the Beast Lore
through. Player characters who try the tunnel ability is enough to identify the creature in question, and you can read more
leading down from the herb garden end up in about the threat in the event Dangers of the Catacombs (page 132).
the room below. From there they can easily find
[Link], but unfortunately they find that the Council
Archives (including [Link]) have mystically sealed
steel doors; their only chance of opening them the sixth level these openings lead, but perhaps
is the ritual Sealing/Opening Rite – which would one (if not both) of these tunnels winds its way
mean that they have to protect their ritualist from towards the northwest and opens into the stairwell
the serpents for an entire hour… on the lowest level, where the bedrock serpents
However, there are more passages between have their nest…
the levels, and one of them does in fact lead to the The contents of the document collection
very room the characters want to enter. The tunnel titled “Ceremonies and Their Repercussions” are
slopes down from room [Link], but there are other described in the event Treasures of Knowledge
openings nearby as well, in rooms 8 and 12 in the (page 133), if the player characters manage to find
same section. The Game Master decides where on (and live long enough to study) it.

Non-Player Characters
All non-player characters in this landscape of chalk and charcoal that she improves every day,
can potentially turn into adversaries of the player while at the same time adjusting the setting of her
characters, except the clerk Aliver. But the more thin, rye-colored hair.
likely scenario is that they reach a peaceful agree- However, in the event of battle she changes into
ment with Baroness Meralia Arneld, and that she her steel-reinforced chain mail. The Baroness has Cloche Thieves
becomes their ally in the battle against the Sacred stats as a Lord on page 129 of the Monster Codex,
of the Old Blood. But it is a fragile alliance that will but lacks a horse and has Undead (II) instead of With a little fore-
fall apart if the characters do not live up to their the trait Companions. The full plate should also be thought, it may occur
end of the bargain… replaced with chain mail, an heirloom with Armor to the characters that
5 (reinforced, flexible). they will probably have
Baroness Meralia to find some sensible
“Arneld shall never fall, Arneld is eternal!” The Baroness’ Knights way of transporting the
The Baroness has had a number of her finest living artifact Rosáe.
Meralia has thrown herself completely into her warriors knighted and made them members of If it is relevant and the
role as Baroness. Her life centers around protecting her personal guard. They are equal in number to players do not think of it
Arneld and its people from an enemy determined the player characters, plus two who never leave themselves, the Game
to completely annihilate the barony; the fact that Meralia’s side – half of them women, half men. Master can instruct
she cannot remember exactly who the enemy is or Like their mistress the knights have been pre- a character or two to
explain where “the people” have gone are topics best sented with more extravagant clothes. They always make a Cunning test
avoided unless the aim is to provoke her. wear their breastplates and other armor details, to have a brilliant idea:
The Baroness usually wears a dress made from but underneath they have a wide-sleeved puffy the herb garden’s glass
restitched rags, linen cloths, and the like. With mis- shirt and similarly wide-legged pants – made from cloches would serve
matched puff sleeves and quilt frills it looks more restitched rags and linen cloths, just like Meralia’s. that purpose perfectly.
like a parodic attempt to imitate the old fashion of Their faces are not painted, but hidden behind
the Alberian elite. The same is true of the make-up masks carved from bones they have obtained from

127
battlefields in the area. They are smooth with big, Like his younger sister Vilmina, Fredek has sub-
round (and often unevenly carved/placed) holes jected himself to flesh crafting, in the hope of being
for the eyes. more useful to the family. The painful rituals have
If stats are needed for Arneld’s elite, use Knight left his body scarred, but also tougher, stronger, and
on page 128 of the Monster Codex, but without the bursting with power – he is just over two meters
horse and lance, and with Undead (II) instead of the tall with veiny skin that is stretched tight over his
trait Companions. They also wear medium armor bulging muscles. In public he always wears a mask
in the form of a breastplate and parts of full plate that only shows his eyes, to conceal the grotesque
(Armor 4), rather than field armor. musculature of his face. As for apparel, he often
wears flowing black clothes over his custom-made
The Baroness’ Army studded leather armor.
The undead men and women that make up the
Arneld regiment are all wearing chain mail – with
Fredek Ausel
holes, tears, and discoloration, but still serviceable.
Human (Ambrian), Strong resistance
The only exception is the ten scouts who wear Excessively confident
leather armor instead.
The Game Master is free to adjust their numbers, ACC CUN DIS PER QUI RES STR VIG

but we suggest that there are about sixty of them, 0 +1 +3 +5 −3 −1 −8 0


including ten or so that have suffered permanent
Defense Armor Toughness Pain Threshold
injuries (a missing forearm, a broken leg, or the
like) which make them useless in combat. −3 5 23 9
If stats are required, use Squire on page 129 of Weapons Bastard sword 12 (deep impact,
the Monster Codex, but add the trait Undead (I) and Strong long, precise)
the adept level of the Iron Fist ability (damage 6 Traits −
with the sword). Abilities Polearm Mastery (master),
Two-handed Finesse (master),
Fredek Ausel Two-handed Force (adept)
“You heard what Dorota said. Obey!” Integrated Exceptionally Strong (master), Feat
of Strength (novice), Iron Fist (mas-
ter), Man-at-arms (novice), Privi-
Born between his sisters, Fredek has always been
leged, Regeneration (II), Robust (I)
a simple man, a man of action and war, who has
Equipment Studded leather armor (reinforced,
inherited his father’s loathing of the Queen who
flexible), Sword of Sorrows (see text
saw fit to make his family landless after the move box)
to Ambria. He rarely bothers to think for himself; Shadow Bright, yellow-tinted steel with
Dorota’s word is his command and her views are his. occasional shadows, like a blade in
If she says that the alliance with Duchess Esmerelda the light of the setting sun (corrup-
over time can help restore the status of House Ausel, tion: 3)
who is he to question her? Tactics: Fredek keeps the enemy at a distance
with his sword and uses free attacks (damage 10)
to wear them down. If multiple adversaries still
make it into melee range, he unleashes a whirling
storm of melee attacks.

The Sword of Sorrows, artifact


The slightly curved bastard sword that Umar Ausel
carried throughout The Great War has been in the
family for thirteen generations, supposedly originat-
ing from north of the Titans. Legend has it that an
ancestor named Franke got the sword from his king
in order to lead the peoples’ escape while the king
himself stayed to die in his palace, but who forged the
sword and how it ended up in human hands remains
unknown. The incomprehensible runes covering the
blade were identified as troll runes only a few years
ago, by an adept form the Kurun chapter.

128
WONDERS OF THE VEILED LIBRARY 10
The Sword of Sorrows is a master level artifact
with the added quality Deep Impact. Moreover, Bedrock Serpent
a person bound to the blade can activate the Predator (beast), Strong resistance Tunneler,
following abilities. Multi-toned low-pitched rumblings grandmaster
Deadly Revenge: A master who possesses the ACC CUN DIS PER QUI RES STR VIG
ability Two-handed Force at adept level and misses Action: Special.
+3 +1 +5 0 −3 −1 −7 0 The creature’s crushing
with an attack can activate the sword’s thirst for
revenge and deal full damage with the return swing jaws are so tough and
Defense Armor Toughness Pain Threshold
(rather than 1d8). strong that it can break
+1 8 34 9
Action: Reaction through mountains,
Weapons Bite 10 albeit at the modest
Corruption: 1
Strong pace of one (1) meter
Armor Breaker: A master who possesses the
Traits Colossal (I), Devour (III), Tunneler per turn. Moreover, its
ability Two-handed Force at master level can add (IV)
additional power to their armor-crushing blows. ferocious bite attack
Abilities − will penetrate even the
All attempts to resist the master level’s ability to
Integrated Exceptionally Strong (adept), Iron strongest plate mail;
ignore Armor have two chances to fail. Fist (adept), Armored (III), Life Sense
Action: Reaction each hit ignores Armor
(I), Natural Weapon (II), Robust (III),
Corruption: 1D4 completely.
Sturdy (II)
Shadow Glossy gray-black, like damp bed-
The Bedrock Serpents rock (corruption: 0)
The two serpents who have their temporary nest Tactics: The giant serpents try to devour one prey
at the bottom of the library’s stairwell are about to each as quickly as possible, before withdrawing to
move north, since Alberetor is now completely dead their provisional nest in the stairwell on level 6.
and their old hunting grounds have no prey left.
They made a stop under the cathedral, attracted by for years once they have had their fill. Most of their
the vibrations in the ground caused by the Baroness time is spent in hibernation, resting before moving
and her subjects, and are slowly making their way on, but they are easily awakened…
towards the surface – they are not in a hurry; their Read more about the beasts in the event Dangers
kind lives for centuries and can withstand hunger of the Catacombs (page 132).

Events Elbregd Karella


This adventure landscape has two clear where the stairs come up. With an eerily melodious
If the Game Master
themes – one underground and one on the surface. voice she demands to know who they are and why
so desires, and the
The latter can be developed into a series of battles they have come. No matter what they say, she sourly
characters have good
or a social challenge where the characters’ lives replies: “So … The foul enemy is sending spies to the
reasons for their
are on the line; the former is more about active court of Arneld, to sever the Baroness’ head from her
request, the baroness
problem solving to avoid danger. The characters’ body.” It becomes a challenge to convince her that
could let them speak
actions determine whether there is any time this is not the case.
to the prisoner Elbregd
pressure involved; either way, the landscape will Meralia has already forgotten Queen Korinthia’s
Karella. He is virtually
likely give rise to a fair number of exciting and visit; she is completely preoccupied with the hostile
non-responsive and
atmospheric scenes… army marching on the barony. What she currently
cannot offer any help.
needs are competent warriors willing to fight for
AUDIENCE WITH THE BARONESS Arneld, and there is an opening for the characters:
A person who persists
and passes a Vigilant
Player characters who opt not to fight their way into they can propose an agreement where they are
test can make out
the Cathedral of the Sacred Fire can end up before allowed to investigate the residence in return for
words in the hoarse
the Baroness in two ways: either as invited guests joining the army of Arneld in the fight against the
mumble that constantly
along with Corporal Iasor, or taken there by force oncoming horde. In that case the Baroness is careful
rises from his throat:
after having approached the guard force without to point out: “You may move freely. But if you fail to
“She’ll come back, she’ll
the limping scout. Either way they have no choice report for inspection when the time comes, you will
save me, she wouldn’t
but to “appear defenseless before the mistress,” that be considered deserters, an offense which carries the
leave me like this…”,
is to say, without equipment and naked down to penalty of death by hanging.”
over and over.
their underwear. Other arrangements could also be possible; for
Meralia Arneld sits on the throne with her two example, she might give them full access to the
bodyguards standing on the sun podium below, just residence in exchange for a powerful artifact or

129
a capable slave (i.e. one of the player characters).
The Game Master decides the cost, but it should
be something really significant, although a slave
might of course escape at a later stage through the
use of elixirs or mystical powers…
The player characters once again find themselves
in a race against the clock. The sellswords of the
Sacred of the Old Blood will reach the cathedral
four to six hours after the characters’ arrival; if
they are not combat ready by them, they have failed
to honor their part of the agreement and will be
considered deserters. Or worse – the cathedral could
be conquered by someone with even more reason
to do away with the characters (see Defenders of
the Barony, page 133).

THE WAY TO THE CATACOMBS


The map on page 123 shows where the entrance to
the underground vaults of the Veiled Library once
were. As a matter of fact they are still there, for
those able to restore them. The key is the masonry
frames that the Baroness’ soldiers broke up to build
her throne; they are in fact portals (4×8×0,5 meters)
that can be activated through mystical means, if
they are restored.
A successful Vigilant test aimed at the ruined
frame: The places where the frame has retained its
full height show vaguely carved symbols with traces
of paint on the upper edge of the top stones, as if
a pattern once ran all the way around the frame.
A successful Cunning test with the Loremaster
ability or training in a mystical tradition: Several
of the symbols are recognizable to those familiar
with mystical rituals and resemble symbolist runes.
A viewer who has also studied the writing above
the entrance to the little library on the Guardian’s
Cliff (see page 47) will recognize certain symbols
from there too, as well as the style.
Consequently, the characters must find the
missing stones and piece them together in the
right order. Once they have realized this, the next
challenge emerges: persuading the Baroness to
let them temporarily dismantle her throne. Their
best option is passing a test against [Persuasive –3]
to make her believe that they are trying to find a
powerful weapon that can help her vanquish the
enemy. If that fails, there is only one alternative:
to offer slaves or powerful items in return.

Restoring a Portal
Having secured the Baroness’ permission, the
characters must first find the thirty-six rectangular
stones (25×50×12 centimeters) with carved sym- Baroness Meralia Arneld
bols that are missing from the portals – seventeen would never willfully
belonging to the north portal and nineteen to the leave her seat of power

130
WONDERS OF THE VEILED LIBRARY 10
south. This is best handled with a Vigilant test – each to robbers and sticky-fingered visitors. These have
attempt takes ten minutes, but all player characters all been prepared with a variant of the ritual Raven’s
can help out. Doom (see Karvosti – The Witch Hammer, page 60), Guardian Magic
Then it is time to put the pieces together, by roll- which is triggered if anyone but a select few touches
ing a test against Cunning. How long it takes depends them. The effect is as simple as it is terrible: every- The mystical tradition
on how successful the test is: an ordinary success one within one movement action immediately developed by the Order
means that it takes one hour before all the pieces suffers 1d10 points of temporary corruption. of the Guardian was
are in place; if the test succeeds with a difference Player characters who can see through the veil considered heretical
of five or more, it only takes half an hour; and with and are explicitly looking for interesting object after the Exaltation, and
a difference of at least ten the portal is restored in can with a successful Vigilant test spot one of the those who preserve it
only fifteen minutes. Each failure consumes one following dummies: are few and well hidden
hour of time. in today’s Ambria – only
◆ Lidless pot, deep blue with a symbol of a in the Realm of the Or-
Through the Portal golden eagle, brimming with small uncut der is the tradition per-
When all the stones are in the right place, they must diamonds. petuated and revered.
be fine-tuned so that the portals’ lines merge into ◆ Simple, bound book with a title on the back: Most of its practical
a single pattern; some lines will probably have to “Dirty Secrets of the Noble Houses.” application takes places
be improved with a sharp tool or a ritual brush. ◆ Sword with a crosspiece shaped like a in the form of symbol
A character with the Ritualist ability can do this double-bitted axe; anyone with the Loremaster magic (similar to Sym-
without success tests, while someone versed in a ability or the Storyteller boon recognizes it as bolism) and rituals, but
mystical tradition must pass two Cunning tests to the lost sword of King Ynedar, the Subjugator. it also includes a series
get it right (each attempt takes ten minutes). ◆ Gold plated mirror whose surface is engraved of mystical ceremo-
Once the portal is complete, someone with the with small, mystical symbols. There are nies that despite their
Witchsight ability can automatically sense the power three old Alberian runes on the frame, which considerable power
radiating from it. But it takes a Vigilant test with someone with the Loremaster ability (master) have more controlled
Witchsight to see through the physical illusion con- can translate: “Find hidden object.” side effects – linked to
cealing the opening of the staircase (similar to the preserving, veiling, and
ritual Fata Morgana, page 90 in the Advanced Player’s Staircase Trap protecting purposes.
Guide). A character who succeeds can walk down the All stairs on the top floor of the library are set with
stairs, and as long as he or she (or anyone following powerful, mystically veiled traps that are triggered
that person) has a foot on one of the steps, everyone if someone puts their weight on the wrong step;
can see that the worn marble floor has been replaced which step that is varies from staircase to stair-
with a stairway leading down into the dark. The case. Detecting the mechanism before someone
illusion is restored once the last person has left the activates it is a challenge; someone must explicitly
stairs, until someone takes the stairs back up again, state that he or she is looking for traps and then
in which case it dissolves automatically. pass a test against [Vigilant –8]. Once warned, it is
Halfway down, the staircase makes a half turn easier to identify the triggering step [Vigilant –3]
and leads back beneath the cathedral; at the bottom in subsequent staircases.
of the stairs is a corridor that goes all the way to Triggering the trap causes four steel spikes to
the other entrance. In the middle of the corridor, shoot out of a step roughly one and a half meters
beneath the sun podium, is a flight of stairs leading higher up the stairs, towards the chest or back of
further down and to the west, to the cataloging the person who triggered it. Anyone in the firing
room where Brother Aliver is waiting (see page 124). line is hit by 1d3+1 spikes with damage 8; if there
are multiple victims the spikes are divided between
DANGERS OF THE CATACOMBS them at random.
Besides the mystical veil and hidden entrances,
priests of the Veiler did of course take other security Spike Floor
measures against theft and sabotage. In addition Additional traps have been set in strategic places
there are the two bedrock serpents that have now in the corridors of the complex. The Game Master
made a temporary nest in the center of the library’s decides how many there are and where they are
lowest level. located – perhaps in places that can be bypassed by
taking detours through various rooms. In the Game
Enchanted Decoys Master’s Guide (page 62–66) there are a number of
Some of the items in each room are decoys, worth- variants to use or be inspired by, the simplest of
less dummies created to be particularly attractive which is called Spike Floor.

131
The map on page 125 shows the layout of the enough to grab more than the items described below
library’s levels, and the symbol [ ] marks a (or the decoys above), the Game Master can use the
More Traps number of strategically interesting locations where mystical treasures described in this book (page 83)
there might be traps. Before the characters go down or even the artifacts on page 132–150 of the Game
More examples of traps
to a new level, the Game Master should decide how Master’s Guide.
can be found in other,
many traps there will be, where they are located, What is most important, however, is the fol-
previously published
and how they work. lowing treasures of knowledge; once again the
Symbaroum books.
numbering picks up from the previous description,
One example is the Saw
The Bedrock Serpents under Insights on page 117.
Blade Trap on page 104
Stealth is of the essence! Anyone moving through
of Karvosti – The Witch
the stairwell towards the circular corridor must Document 8
Hammer; another is the
pass a Discreet test. The modification is +5, and an The skull on the pedestal in front of the characters
King’s Gate on page 82
additional +5 if the characters expressly state that comes from a soldier who witnessed the death of
of The Copper Crown.
they are moving at half speed, but the Game Master King Ynedar before he himself fell to an enemy axe.
does not have to tell them that – let the players test As usual down here, it costs 1d4 corruption to
Discreet and state whether they fail, and if so, by interact with the skull through the veil. Activating
how much. the memories requires Witchsight or training in
They must then make a Discreet test every twenty a mystical tradition, which in that case inflicts
meters. The modification is still +10 when moving another 1d4 temporary corruption that wears
at half speed, and everyone makes individual rolls. off as usual. Note that the memories can only be
Furthermore, anyone who performs an action must activated while the skulls are resting on their
make a test against [Discreet +5] not to make sounds. symbol-covered pedestals.
Down on the sixth level they must instead pass The person who activates the skull is overtaken
natural Discreet tests, no matter what they do or by the following impressions:
how careful they are.
If any test fails, a person who passes a Vigilant “The stench of blood, iron, and wet leather; the
test can hear, or rather feel, a deep, momentary noise of steel against steel, cries of terror, and
rumble spreading through the mountain: the thundering hooves. The battle rages around you.
bedrock serpents have woken up and realized that You are lying down with your cheek against the
there is live food on the level above. The snakes cold mud, pain radiating from your belly, panic
cannot use their Tunneler trait in combat down in creeping through your body. Your eyes fall on a
the mountain, but the Life Sense trait gives them figure in black; its robe is fluttering in the wind,
a good indication of the characters’ movements. its pale face grinning from the darkness of its hood.
They work together trying to attack their prey It is standing over him, your King – fallen, beaten,
from different directions, for example from either defeated, but still drawing breath. As the figure
side of a corridor or from two different tunnel clenches its steel-clad fist, black blotches appear
entrances. The goal is to devour one prey each; on the king’s cheeks. He screams in agony as they
having done so they return to the nest to digest grow into boils and burst in a swarm of ravenous
their food. If attacked there, they will defend maggots, thick as fingers. Something moves in the
themselves to the death. corner of your eye. You look up at the axe falling
The characters may of course crawl after the towards your chest…”
beasts and try to save their devoured friends, who
take 2 damage per turn and must roll Death tests Document 9
once Toughness reaches 0. Moving through the On shelf space 114 in room [Link] the player characters
tunnels is hard; anyone who does not pass a Quick can find a bound tome with handwritten lists of
test every turn has their movement halved (which informers and spies that operated behind enemy
also clogs up the tunnel for those coming after the lines in The Great War, titled “Sekretorium agents,
person in question). postings, and assignments”.
Characters who have studied Document 1 (page
TREASURES OF KNOWLEDGE 103) and 6 (page 118) will probably know what to
Sooner or later it should be clear to the characters look for: information about where Faramei Daal
that they better not touch more of the collection’s was stationed. In that case it takes no test to find
items than necessary – because of the corruption the information.
and the fact that some are protected by rituals. If they fail to make that connection despite hav-
Should they nevertheless be reckless or greedy ing read the above-mentioned documents, someone

132
WONDERS OF THE VEILED LIBRARY 10
will have to spend an hour studying the book and CHAMPIONS OF ARNELD
pass a Cunning test to understand the importance Provided that the player characters have not spent
of the information it holds: the characters now an awful lot of time underground (deliberately or Deserters
know where to find a map to (what is most likely) due to unforeseen circumstances), we suggest that
Othelia’s Arboretum, where Rosáe was “alive and the impatient Baroness has already sent most of her If the player
well” just before the end of the war! army to face Fredek on the battlefield, unwilling characters
The passage that speaks about Second Lieutenant to let the aggressor into her residence. And so the deliberately delay
Daal reads: characters, the knights, and some twenty soldiers their return to the
are pitted against a decimated band of sellswords surface, or spend
2nd Lt. Faramei Daal and their leaders. huge amounts of
The fortress, Bright Haven The regular soldiers could for instance be time scouring the
Assistant of Baron Oramei Haaras, Master Kalthar’s posted near the half-towers, to deal with hos- library for its most
closest advisor on Alberian culture and military tiles trying to enter that way, while the player exciting objects,
power characters are responsible for the largest and the Game Master
Of crucial importance in identifying the enemy’s centermost gateway; the fully equipped Baroness should let there be
plans, resources, and state of mind and her two bodyguards take the smaller opening consequences. For
to the north, and the rest of her knights guard the example, they might
Characters with the Loremaster ability do not need one to the south. find that the entire
to roll to understand what “The Fortress, Bright We would also recommend that the player population of Arneld
Haven” means: it must refer to the Dark Lord’s characters must handle the following three waves has been wiped
fortress on the western edge of Lyastra’s capital before the onslaught is over; the waves arrive at out and that a new
city – the place where Queen Korinthia was held three-turn intervals: figure sits on the
during her captivity! sun podium’s (more
Wave 1: pc number of sellswords (members of the or less dismantled)
Document 10 Millwood Kotkas) with stats as Infantryman; led throne: Fredek
The document collection titled “Ceremonial Magic by a squad leader with stats as an Officer, both Ausel, juggling the
and its Repercussions” takes up two and half shelves described in the Monster Codex (pages 134 and 135 severed head of Bar-
and comprises a total of two running meters of respectively). oness Meralia. His
handwritten texts, divided into twenty-five bound surviving sellswords
volumes. It contains witness accounts, confessions, Wave 2: pc number of sellswords with stats as [PC×4] are spread
analyses, field reports, and a lot of other things that Infantryman; pc number of combat-trained kot- out across the hall,
have only one thing in common: it indicates (more kas (Monster Codex, page 151); led by the sellsword pointing their load-
or less clearly) that the frequent use of ceremonial commander Uriger Redhand with stats as Bailiff ed crossbows at the
magic brings costs that outweighs the benefits. In an but without the trait Companions (Monster Codex, characters.
obscure passage, the initiator of the investigation, page 128). How the situa-
Archmage Elionara Yellowcat, even argues that: tion develops is for
“Our efforts to counteract the enemy’s attempts to Wave 3: The commander Fredek Ausel himself the Game Master to
annihilate our people are clearly counter-productive (page 128); pc number of sellswords with stats as decide. Fredek will
– we are not counteracting anything, we are aiding Infantryman; and two sorcerers with stats as Cult demand any infor-
the enemy in its endeavor. We are not the defenders of Follower (page 98) mation they have
Alberetor, but its destroyers.” about the Queen
Queen Korinthia and most of her allies are of The outcome of the player characters’ battle also or Rosáe, and no
course aware of all this, but her current enemies are determines how the other battles turn out – if matter how much
not. If the Sun Council in Ravenia gained access to they win, so do the knights, and if they fall the or how little they tell
the material, it could in time be used to undermine cathedral will have a new master. If so, see the him, the outcome
the most dominant factions and representatives of text box Deserters for inspiration on how Fredek is the same: young
the Alberian power apparatus: House Kohinoor, the might act. master Ausel orders
Church of the Lawgiver, and Ordo Magica. Finally, it is worth noting that defeating Fredek his sellswords to fire
If the guidelines for encumbrance in the will stop Duchess Esmerelda from ever getting and attack. And he
Advanced Player’s Guide (page 100) are used, each vol- her hands on the information stored beneath is not slow to follow
ume counts as one item, which makes the collection the Cathedral of the Sacred Fire. In that case, his own command.
comprise twenty-five items in total. Suggestions on this becomes another reason for her to seek out
specific effects that might arise from the spreading and enter into an alliance with Apostle Joab, as
of its contents are found under the heading Journals described under the heading The Sisters’ Plans
and Incriminating Evidence on page 168. on page 137.

133
hey were the only ones left, Jina

t
and him. The leader of the expedi-
tion, a noble named Aldina Mekele,
had been among the first to die,
ground to ashes in a whirling blight
storm along with four arrogant
sellswords. Then the others dropped
off one after the other, falling victim
to treacherous nature, corruption-crazed predators, and an
extremely unpleasant corrosive disease. The last three had
killed each other arguing over which route to take.
“This is it. It must be here. Right!? It has to be!” Jina kicked a
buckler sticking up from the muddy expanse where they had
expected to find their destination – the residence of the legendary
Apostle Maladhar.
Not thinking about the journey home, they had been really
excited the last few days. Almost happy. But the vast fortune
they had looked forward to sharing was nowhere to be found; it
seemed to have sunk into the mud, if it was ever there in the first
place. It was hard to tell in the fog that covered the area, but so
far he had not seen any buildings at all.
Nileo cleared his throat: “So, Jina… I…” He stopped as what
he had thought were trees further into the fog seemed to be
moving, first one, then another. “Jina, come here, come with me,
now. We have t-”
More movement in the fog. To the right. To the left.
All round…

134
SECTION 3:

INTO THE STOR M

135
Lyastra
After a few days’ ride through the wasteland where the battles
between Lyastra and Alberetor raged the hottest, the change starts to
show. Single strands of grass sprout from the coat of ashes and dust. What
must be orange-leafed woods can be seen in the distance. A glistening
silver trout jumps up a rolling stream. Life in the dead and the dark.
But something else, too. A whoosh out of nowhere, a howling wind with
hunger in its voice that grows stronger as the dead earth starts to tremble
and rises into the air like a quivering, black mist. There is life here, too,
moving in the sunless bank of dust. Life that does not belong here but
which has come to stay, to eat, to gorge, to grow.

When the third act of The Haunted Waste begins, the differences between the realm of Lyastra and
the time for mysteries is over. The player characters darkened Alberetor.
know that their chances of chasing down Queen This is followed by two chapters that describe
Korinthia and finding Rosáe depend on them locat- one adventure landscape each: the aforementioned
ing a map that is stored high in the central tower of stronghold and the island in Farshimmer Lake where
what was once the Dark Lords’ stronghold. Although Othelia’s Arboretum lies, protected by a roaring
it is a gamble, there is a strong possibility that the opal storm. It is on that island that the adventure
Queen has decided to take the same risk, so even if reaches its climax, after which the rest of the section
the map is no longer there they may at least catch is devoted to more forward-looking matters – what
up with the evasive monarch. awaits the characters back in Ambria and what might
What is said about Journeys in the Darkened happen before it is time for the final episode of the
South on page 78 applies to Lyastra as well as adventure chronicle, when Davokar awakens.
Alberetor, so it does not need to be repeated
here. However, the two regions differ in several THE CHARACTERS’ JOURNEY
respects, which is why the first chapter of this From the now meaningless border between old
section presents an overview of Lyastra’s history Alberetor and Lyastra it is about a fifteen-day ride
and characteristics along with a few suggested to the once bustling capital city. The Game Master
events that can occur on the journey from the should apply the same principles for events and
Cathedral of the Sacred Fire to the Dark Lords’ random encounters as the gaming group agreed
stronghold – situations that are meant to illustrate on for their travels in Alberetor.

136
LYASTRA 11

Depending on which documents the charac- win, but because he dejectedly realizes that she Crestfallen, Nileo and
ters picked up during the second act, they may will never stop seeking the Throne of Thorns. Jina must conclude that
have some extra help on their journey. The jour- Kalthar takes her out on the tainted lake, to the the ruin they searched
nal of General Verleia Brigo gives their guide +1 isolated island, where he breaks his promise to for has descended into
to Vigilant when rolling Orientation tests, while never again use mystical powers and sinks their the mud.
Linnea Forsen’s magnum opus “The Nature of boat into the blight-stricken depths. It is time for
Darkness – On the Perverted Flora of Devastated both of them to die…
Lyastra” gives the group two chances to both While the Ausel siblings have been following
detect and resist the effects of environmental the Queen’s trail, Esmerelda has taken a poten-
threats during their travels. The latter could be tially straighter path to success. In her arrogance
useful when dealing with misfortunes #6 and she makes contact with Apostle Joab, one of the
#12 (page 78) and most of the outcomes on Table remaining Dark Lords who was closest to Kalthar.
8: Terrain (page 81). By following rumors on the Cliff of Korinda, her
agents track him to a place near Black Haaras,
THE SISTERS’ PLANS where he is stubbornly searching for a way past
A few words should also be said about what the opal storm raging around the city. The meeting
Korinthia and Esmerelda get up to before their does not go as she had expected, based on her own
forces collide in a thunderous final confrontation deluded self-image: the apostle does not even listen
(see page 163). to what she has to say, but strikes her down and
The Queen’s initial plan is to head to the strong- imprisons both the goroth and its party.
hold in search of directions to Othelia’s Arboretum, After nine days the rest of the party have been
but that prospect finally loosens Master Kalthar’s consumed by the hunger of the undead, and Joab
tongue. To avoid the risk of both him and Korinthia comes to the goroth’s cell. This time her words
ending up in the clutches of the remaining Dark register through his hunger and obsessive deter-
Lords, he reconsiders his own strategy: he reveals mination; the news that Master Kalthar and Queen
the position of the arboretum and leads the expe- Korinthia have come to Lyastra makes him stop
dition there – not because he would let the Queen and listen. And when Esmerelda offers to help

137
him find a way past the opal storm, the basis for information leading to the capture of the former
their agreement is established: Joab swears to help Dark Lord. To formulate and witness the agreement,
Esmerelda gain possession of Rosáe in exchange for the Duchess summons a third party: the daemon
her assistance in overcoming the opal storms and prince Saarufag.

Overview
In the borderlands between Alberetor and the minds of the “exalted” – they turned against
Lyastra there is little difference between the two each other, against the laws of Dakothnic, and
realms, but those who continue east will soon realize against the Dark Lord who for safety’s sake had
that the two regions have suffered different fates. held off on subjecting himself to the ceremony.
Lyastra is not dead, sterile, and darkened; deeper The main reason for The Great War was to give the
into the country its natural environment is largely exalted a common enemy while Master Kalthar tried
the same as it was before the rise and fall of the Dark to develop a ceremony with the power to reverse
Lords. But the exceptions are even more terrible… the effects of the treatment that the apostles and
Unlike the Alberian mystics, the Dark Lords judges had undergone. That project was of course
never drained their country of its life force, and doomed to fail, and so nothing could stop the exalted
the side effects of ceremonial magic inflicted upon from waging their war, burning with destructive
Lyastra are not nearly as extensive as in Alberetor. urges and immune to the effects of corruption. They
However, there are clear and plentiful signs of the constantly sought new ways to make their armies
apostles’ ripping and tearing at the fabric of creation. even stronger, and many of the unnatural elements
Some areas are characterized by environments that that characterize modern-day Lyastra were caused
scholars normally associate with the Yonderworld, by such, more or less successful, experiments (read
and there are ravaging phenomena and creatures more under Tears and Blightlands below).
moving freely in the region – once summoned by Then there are the phenomena which the Royal
the Dark Lords, intentionally or otherwise. Sekretorium’s field agents refer to as Opal Storms
As for inhabitants, only shreds remain of the and Blight Storms. Most of the former were in fact
once proud people of Lyastra – small groups of created, or rather summoned, by the Dark Lord
living people hiding in the woods and mountains, when he first realized that he had lost control of his
constantly on the move, constantly on guard. They apostles and judges. They are daemonic beings from
are hunted by undead who have banded together the Yonderworld, pact-bound to defend a number
in decaying cities and villages, where they have of sacred or otherwise sensitive locations from the
started to reestablish some form of society, as exalted ones (for more information, see Deadly
twisted as it is tragic. In addition, there are blight- Storms below). But Master Kalthar failed to include
born humans that threaten the living and undead a crucial detail in his contract with the daemons,
alike, often gathering in large groups that roam regarding their ability to reproduce. Now their spawn
aimlessly in search of warm flesh and blood. – the blight storms – are sweeping across the land.
The above was not what Master Kalthar and Although nature in today’s Lyastra is more
his priesthood had in mind when they began their alive than in Alberetor, it is gravely threatened by
efforts to make the flourishing Lyastra even richer… blight and daemonic influences. The Yonderworld
is breaking through, conquering more and more of
THE TRUTH ABOUT LYASTRA the once beautiful land. Perhaps it is only a matter of
On page 42 of Yndaros – The Darkest Star you can time before the country turns into an open wound
read about the fall of Lyastra, described from the in the fabric of Creation, and a foothold in a war of
Dark Lord’s own perspective. In short, the country’s conquest unlike anything the world has ever seen…
demise was caused by the priests in the Order of
Dakothnic, who ignored their predecessors’ warn- TEARS AND BLIGHTLANDS
ings and challenged the almighty power of Creation. Some places in Lyastra are not only darkened, but so
The realization that corruption does not affect the profoundly corrupt that they in many ways resem-
undead inspired the priests to explore a mystical ble the Yonderworld. The first of these blightlands
ceremony capable of turning people into undead emerged when Apostle Maladhar and his three
without destroying their memories, senses, and judges performed ceremonies to thoroughly corrupt
mental capacity. The goal was to create a backdoor and take control over the population in several
to pure magic in all its power, but it was not long eastern regions. Despite repeated attempts they
before the black hunger of undeath started clouding never quite succeeded – the people were blight-born

138
LYASTRA 11
1

2 3

Devastated
Nature

Darkened
Nature N

Warped
Nature
0 100 km

alright, but became impossible to control and dis- the Yonderworld have pushed Lyastra aside and OPAL STORMS
cipline, which made them useless as soldiers. In taken its place in the world of the living. Finding 1. Haaras
addition, the ceremonies opened tears in reality, the answer to that question would require thorough 2. Fatestone
tears that lead to the place from which they drew analyses which the characters will not have time for 3. Othelia's Arboretum
their corrupting powers: the Yonderworld. The at this point (see page 168 for further suggestions). 4. Pillars of Cidrian
result of similar outcomes and side effects can
also be seen closer to the border, where the Dark DEADLY STORMS
Lords tried to summon reinforcements from the As mentioned earlier, the opal storms summoned
Yonderworld or produce corrupting rain clouds by Master Kalthar are bound to serve as guardians
to send across enemy lines. under a contract whose terms are irrelevant for
On page 141–142 is an example of what it might be this adventure. They look like stationary, swaying
like to approach and travel through the blightlands tornados of glossy black sand and gravel, about
of Lyastra. On a general level the Game Master three kilometers high with a diameter that adapts
can also draw inspiration from the section titled to the object they are protecting. There are always
The Yonderworld in the Game Master’s Guide (page dark clouds boiling above their upper layers,
41–44). Not even loremasters or trained demon- regardless of what the weather is like in the sur-
ologists can say for sure whether these areas are rounding area. As for their numbers, you will find
corrupted parts of old Lyastra or whether parts of four storms marked on the map above, but there

139
may of course be more of them if the Game Master
deems it appropriate. Blight Storm
Completely uncorrupted creatures take 2 damage Abomination, Mighty resistance
per full turn they spend inside the whirlwind; the Storming, howling, shrieking
attack counts as a magic weapon, but Armor protects ACC CUN DIS PER QUI RES STR VIG
as usual. The damage is 3 for blight-stricken creatures, −1 +3 +5 0 0 −6 −8 +1
4 for blight-marked, and 6 for the thoroughly corrupt.
But no one is affected more severely than the creatures Defense Armor Toughness Pain Threshold
who specifically underwent the Dark Lords’ exaltation 0 6 54 9
ceremony (apostles, judges, and a number of officials
Weapons Whirlwind 18/14 (long), two attacks
and commanders) – these suffer 10 (1d20) damage per
Strong at the same target
turn, which ignores Armor. You can read more about
Traits Mystical Resistance (III), Regenera-
passing through an opal storm on page 155.
tion (III), Swarm (III), Wrecker (III)
The spawn of opal storms are called blight storms
Abilities Natural Warrior (master)
and differ from their mothers in several respects:
Integrated Berserker (master), Colossal (II),
they are free to roam as they please, their appearance
Exceptionally Resolute (master), Ex-
depends on the terrain through which they have ceptionally Strong (master), Iron Fist
been moving, and they are not pact-bound – they (adept), Sturdy (III), Natural Weapon
decide for themselves what to hunt and where to (III), Robust (III)
look for prey. Another difference is that they must Shadow Raging black (thoroughly corrupt)
consume matter in order not to grow weaker and Tactics: The blight storm has no specific tactics,
fade away; they prefer living creatures, but can but will of course prioritize enemies that are
also subsist on undead and abominations. If there inflicting the most damage. It basically considers
itself unstoppable, with its colossal size, tough-
is nothing else to feed on, the storm can consume the
ness, regenerative ability, and mystical resistance.
land itself and live a few more days, which has led
to the creation of great swaths of twisted blightland
as described under the previous heading. stats as Blight Storm and can change form to attack
Both opal and blight storms can be fought and enemies at a distance, for example by bending their
defeated, in which case they are banished to the “upper body” towards the ground. Storms engaged
Yonderworld. The former are allowed to defend them- in active combat do not deal automatic damage based
selves against attacks; in such situations they have on corruption level as described above.

People and Places


The scenes that can be triggered by misfortunes recognize the shape of the crushed wooden struc-
(page 78) and the event tables (page 81–82) are designed ture – it looks like a small watercraft. But if the cloth
to work anywhere south of the Titans. To highlight the is in fact a sail, it is massively oversized.
differences between the conditions of old Alberetor Someone is moving in the heap of planks; soon
and Lyastra, it would be good for the players if their it also turns out that a handful of people are sitting
characters also get to experience a few of the incidents around it, while others are lying stretched out on
described in this section. They can of course also be the ground. They are humans. With wings! As soon
used in homebrew adventures separate from the as they notice the characters, the sitting people
Chronicle of the Throne of Thorns, just as they are or spring to their feet, one after the other. After some
adjusted according to the Game Master’s preferences. hesitation they come running, screaming threat-
eningly with raised fists and gaping jaws. They are
THE AIRSHIP undead, with stats as Dragouls but without weapons
In the distance the player characters can see some- and with flesh-crafted wings, and make no attempt
thing break through the low clouds and plummet to defend themselves – they want to die, to end
towards the ground – too big to be a bird, falling their suffering. The player characters can strike or
too vertically to be a meteorite. The characters do shoot them down without rolling dice. This scene’s
not have to make much of a detour to investigate challenge is about something completely different…
the crash site, located just beyond a rugged ridge.
In the middle of a plain with swaying autumn Challenge: Helmsman Lethol who is limping around
grass is what from afar looks like a demolished shack the remains of his crashed airship is not in the best
partially draped in oilcloth. Those who approach it of moods, partly because of his dislocated hip and

140
LYASTRA 11
shoulder. If the characters come close, he meets them is life and activity. Or at least activity. The village
with a raised hand and his undead face crumpled of Merrythorpe is now inhabited by a hundred
into a grim frown: “I’m not saying anything. Nothing!” and twenty undead who, despite their lack of basic Lethol’s Stats
But beneath the surface Lethol is simultaneously human needs, are living out a kind of parody of
If the player characters
hopeful and terrified. Before the characters arrived, everyday life – plowing fields even though they
reach an agreement
his clouded mind had started to see the crash as a have no seeds; hunting even though they do not
with Helmsman Lethol,
way out, a chance to escape Lyastra; at the same have to eat; cooking, serving, and pretending to
use the stats of Archer
time he is convinced that his superiors will regard eat what looks like food but mostly consists of mud,
on page 133 in the
him as a deserter and treat him accordingly, con- bark, and leaves, sometimes mixed with insects.
Monster Codex, but
demning him to life in the water pit as punishment Player characters with the courage to approach
swap the values of
for ruining the airship. Characters who choose their them are warmly welcomed and brought to Selomo,
Discreet and Resolute,
words carefully can convince the helmsman that the Mayor’s right-hand man. If they behave them-
and add Undead (I) and
they are not a threat, and maybe even his salvation. selves and do not speak ill of the “food” being
Ritualist (adept), where
The Game Master decides whether it takes served, they are offered to stay the night as Selemo’s
all three of his rituals
a Persuasive test to get Lethol’s toothless mouth guests at the largest house in the village, where it
have something to do
talking. He has the following to say and offer: among other things turns out that the villagers are
with maneuvering the
keeping undead Alberians as slaves and livestock
airship. Furthermore, it
◆ The crash was caused by the haulers. All eight (for example to pull the plow).
might be a good idea to
must have made a suicide pact; they slashed the
transfer Lethol’s stats
ship’s gasbag in the middle of the flight. Some Challenge: Of course the people of Merrythorpe are
to a character sheet
broke their necks, the rest saw the characters hungry for fresh meat; of course they are thirsty
and let a player control
as a second chance to reach their final rest. for hot blood. And of course their Mayor wants to
him in combat and
◆ The ship was meant to serve in The Great War, satisfy the needs of his subjects.
similar situations.
transporting mystics and priests between The Mayor is unavailable during the day and
frontline positions and carrying them into any questions about him will bring about an abrupt
battle. Only a few were built, none of them change of subject. The reason for this becomes clear
in time to be put to use, but a handful still when he finally appears, in the night, along with
remain in the garrison outside Bright Haven, the villagers who surround the house where the
commanded by Apostle Joab. characters are staying: the proud leader of the
◆ Not just anyone can make the vessels fly; it village is a Death Prince!
takes special training in the mystical arts, both The characters must now do whatever they can
to maneuver the ship and to steer the haulers. to escape with their lives. Stats for the death prince
◆ Lethol is sick and tired of war and service, but Karmaron are found on page 30 of the Monster Codex,
he does not want to lose what “life” he has left. while the 88 fighting villagers have stats as Dragoul
First of all he needs to eat and drink (see the on page 230 of the Core Rulebook.
description of Undead on page 201 of the Core The challenge can be handled in various ways.
Rulebook); then he wants to leave Lyastra. Perhaps the characters can persuade the proud
◆ If the characters promise to protect him and Mayor to accept a duel to the death; if Karmaron
help him out of the country, Lethol can be wins they will put down their weapons, and if the
persuaded to come with them and be their characters win they will all be granted safe passage
helmsman, if they can get their hands on an out of the village. Or maybe they let the enemy
airship. For more information, see page 152. storm into the house – first a wave of dragouls
equal in number to the pcs sees what they can do;
MERRYTHORPE then [pc×2] undead try to soften them up; finally
Walking through an area of untainted nature, with the Death Prince himself along with pc number of
fresh water and birds in the trees, the characters can dragouls moves in for the kill. If Karmaron falls,
suddenly see columns of smoke rising in the sky. Before the villagers will retreat and let them go.
they get there, they notice people moving around far
to the north, as if they were plowing a field – which THE ABYSSAL RAVINE
cannot reasonably be the case this time of year. A several kilometers wide ravine crosses the
A successful Vigilant test: There is something characters’ path, its bottom covered by swirling,
strange about the animals pulling the plow; they yellowish-white mist. Judging by the steep slopes,
are not animals at all, but four toiling humans… roughly a hundred meters high, the subsidence
On a hillside by a large lake lies a village, and occurred fairly recently, and there seems to be no
between its stone houses with wooden roofs there end to the ravine, to the south or the north.

141
Characters trying to go around the ravine will These people are all that is left of a nomadic clan
lose a lot of time – two days if they take the northern of Lyarians who have managed to stay alive since
route, and two and a half if they take the southern the war. But now they have a flock of abominations
one. They also have +5 when rolling on Table 9: on their trail; half the clan stayed and fought while
Enemies while traveling near the ravine, since the the rest fled with the children, the sick, and the
blightland has a tendency to attract, and spew out, old. But several blight-born survived the ambush.
all sorts of trouble. If the player characters help the fleeing nomads
If the group possesses some ability or elixir that (see below) they will be eternally grateful. They do
allows them to reach the other side through the not speak Alberian, but some unknown dialect that
air, the Game Master should allow it – players are resembles Old Symbarian; it takes Loremaster (mas-
seldom happy to learn that they are not able to use ter) and a successful Cunning test to communicate
their characters’ investments in Experience or thaler. with them, if only in short, simple sentences. The
Game Master decides what the characters receive
Challenge: Moving down the slope and up the other in gratitude for their assistance – if they are short
one is handled, as usual, with Quick tests. In this on a certain elixir (such as Purple Sap, page 121 of
case it takes three tests per slope, where failure the Advanced Player’s Guide), 10 or so doses might
means a 1d12 meter fall onto a ledge. Anyone with come in handy; if they have some weakness that
the Acrobatics ability succeeds automatically, and needs strengthening perhaps a certain artifact will
the fall can be avoided entirely if the characters be useful; the casting of rituals is also an option.
use safety ropes or the like.
Once at the bottom everyone must make a test Challenge: Whether the characters hid or not, the
against Strong or Resolute (the player decides), humans will run straight past them, possibly with
where failure gives 1d4 temporary corruption that warning cries and gestures. A successful Vigilant
does not automatically wear off until the person test reveals that something is moving behind the
has left the bottom of the ravine. It is 3.5 kilome- fleeing, and moments later they appear: a scattered
ters to the other side, and on their way there the group of raging, blight-born humans, with bulging
characters must make two more Strong/Resolute muscles under their scaly gray skin, created by the
tests as described above. Dark Lords’ ceremonies.
This isn’t the only similarity between traveling They are pc×2 in number and the player charac-
down there and journeying through the Yonderworld ter decide for themselves how many to take on. The
– distant screams echo between the walls of the rest will be for the fleeing group’s eight warriors to
ravine; a brief groan comes from somewhere nearby; handle; each abomination facing them will kill two
shadows move around and sometimes above the warriors. Any abomination who survives the last of
travelers, flitting just out of sight amongst the mist. the warriors will start attacking the old and infirm.
The characters occasionally pass open wounds in
the fabric of reality – black tears with shimmering
silver edges hovering in the air. Dark Born
Abomination, Challenging resistance
Once they have made some progress, instruct
Guttural roars of excited hunger
each pc to make a Discreet test and report the dif-
ference of their worst failure. Use that difference ACC CUN DIS PER QUI RES STR VIG
instead of a die roll on Table 1 on page 25 of the −5 +1 +5 0 −3 0 −1 +3
Symbaroum Monster Codex to determine how many
dangers are standing in their way. Then roll on (or Defense Armor Toughness Pain Threshold

choose from) Table 2: Dangers in Corrupt Nature +7 7 11 6


to see what kind of dangers they are. Weapons Claws 13/11, two attacks at the
Accurate same target
THE LIVING DEAD Traits Acidic Blood (II)
The characters pass through a vast forest of tower- Abilities −
ing pine trees. A successful Vigilant test gives them Integrated Berserker (adept), Natural Warrior
time to hide behind some moss-covered boulders as (master), Armored (II), Natural
a large group of humans comes running between Weapon (II), Robust (I)
the trees. There are about fifty of them, seemingly Shadow A storm of blackened silver flakes
alive; women and men, children and elderly; and (thoroughly corrupt)
they are clearly running from something. Some Tactics: The dark born throw themselves at the
are wounded and everyone is exhausted. nearest target to tear it apart.

142
LYASTRA 11

THE ABYSS RISES a kilometer in diameter. Someone with the Bushcraft They have managed to
After a few hours of walking across gray-black dunes, trait/boon must pass three consecutive tests against stay alive in the dark-
the abyss suddenly rises around the characters. It [Vigilant –3] to reach the outer edge of the area; each ened land for decades,
starts as vibrations in the ground that send the fine failure forces them to stay longer and face more of but maybe not much
dust trembling and dancing. Then the particles rise the massacre’s victims. longer…
into the air, like a smothering haze that grows higher
and higher, denser and denser – finally so dense that Challenge: The number of ghosts the characters
it almost completely blocks out the sunlight and are forced to confront depends on how long they
limits visibility to a couple of meters. The ground remain in the haze. Once the scene is set, a roll is
underneath is laid bare, revealing the blackened made on Table 16, the outcome of which determines
skeletons of humans and animals, dressed in rags what befalls them as they make their way out of there
that look more like working clothes than armor. (the Game Master decides when). If they fail to find a
The ground is littered with tools such as scythes, way out, another roll is made on the table, and so on,
axes, and pitchforks, but very few actual weapons. until they either succeed or join the ranks of the dead.
The characters have stumbled upon the victims of Another solution is to use the ritual Sanctifying Rite
a rebellion where the local population rose up against to (temporarily) force the haze back to the ground. It
a Judge in the Order of Dakothnic. The remains are takes one hour and will no doubt attract unwelcome
harmless, but the vengeful ghosts are not. guests. Let the players roll 1d4 without telling them
Another difficulty is to keep a straight course why; the outcome determines how many rolls must
and thereby getting out of the area, which is roughly be made on Table 16 before the ritual is complete.

Table 16: Ghosts in the Haze


1d6 Effect
1 Spirits descend upon the characters with the same effect as the power Tormenting Spirits at adept level (Advanced Player’s
Guide, page 87). The effect afflicts the characters individually and remains until they pass a Resolute test (though no longer than
1D4 turns per person).
2 A spirit with Resolute 10 (0) and Accurate 13 (–3) bursts out of the darkness and tries to grab the character that looks biggest and
strongest. If the grab attack succeeds it uses the Haunting trait (Monster Codex, page 168) in an attempt to possess and turn the
character against the others. If that should fail, the spirit retreats and comes back a while later for a second and final attempt.
3 PC×2 dark, floating fields with a core of flickering purple rise from the ground where the characters are standing. They have stats
as Frostlight (Core Rulebook, page 230) but with level III in both Spirit Form and Alternative Damage.
4 The characters encounter the noble commander of the peasant revolt, accompanied by PC number of his house troops. The com-
mander has stats as Cryptwalker (Core Rulebook, page 233) while the soldiers have stats as Wraith (Monster Codex, page 148).
5 A glimmer lurks in the dark (Monster Codex, page 42).
6 Roll twice on the table and let the characters face both, at the same time or one directly after the other.

143
Bright Haven
Stronghold
Four massive towers, linked by fifteen-meter-high walls around a courtyard large
enough to contain half of Thistle Hold. In the middle of the structure is the central
tower, rising towards the cover of rolling, black clouds – about eighty or ninety meters,
twice as high as the wall-towers. No lights, no sound, only a few shadows moving on the
parapets and a flag swaying from the top of the central tower, so well-preserved that
it must either be new or magically protected from the ravages of time and nature. The
flag is black with a white symbol in the middle – one that you recognize: the standing
rhombus, the symbol of the Order of Dakothnic…

It is time for the player characters to infiltrate leaders all suffer from immense boredom and a
the Dark Lords’ stronghold – the fortress where severe lack of impulse control…
Queen Korinthia was held prisoner during the As long as the player characters do not do
war and from which she was rescued shortly anything rash or outright stupid, the landscape’s
before Alberetor triumphed over their accursed challenges should be fairly easy to handle – it is
enemy. At first glance it may seem impossible, not meant to be difficult, but rather suspenseful,
and a head-on assault could certainly lead to a fate with a strong focus on stealth and diversions. It
darker than Davokar itself. But there are factors is assumed that the Game Master has used and
that may play to their advantage, that if properly continues to build on the previously described scene
utilized can allow a discreet person or two to make with the airship (page 140), but if flying ships pulled
it all the way to the top of the central tower: after by flesh-crafted undead are something you would
two decades without major incidents the enemy is rather avoid, that is of course perfectly doable, with
not particularly alert, and the soldiers and their minor adjustments.

144
B R I G H T H AV E N S T R O N G H O L D 12

Introduction
When the characters arrive in the area southwest spend their eternal lives in never-ending tedium, with Without Lethol
of Bright Haven, the fortress’ inhabitants have not nothing to do, no hope for the future, experiencing
had to deal with any threats for several years; the last neither joy nor hardship. The same goes for the rest If Helmsman Lethol
time was when a horde of blight-born humans swept of the fortress’ undead. They perform chores when did not come with the
into the alleys of the capital and soldiers from both the ordered, to avoid shame or punishment, but deep in player characters after
garrison and the fortress had to intervene. Perhaps their hearts they know that nothing they do really the event The Airship
the characters can help relieve their boredom? matters. For a long time they believed their Apostle’s (see page 140), or if the
promises that life would return to the land and its Game Master chose not
BACKGROUND people, but as days turned into week, and weeks to include that scene, it
The huge fortress that the Ambrians came to know turned into months and years, all hope finally died out. should be possible for
as “the Dark Lords’ stronghold” has been built and them to find someone
re-built over the centuries. The oldest part is the OPENING SCENE else who can answer
two-story base of the central tower, which was The player characters have just arrived in the their questions about
constructed roughly five hundred years ago as a capital region; they watch the fortress from a safe the fortress and the city.
temple to Eo, the god of life and death, worshiped distance to assess the situation. They will need It could be a lonesome,
by the people around Farshimmer Lake. The hex- sunlight in order to see anything, since there is no restless wanderer or
agonal addition on top was later added along with light or fires burning anywhere in front of them. maybe a hunter on his
a wooden palisade, which a century later was torn The fortress sits alone on the summit of the lake- way to some hunting
down and replaced with a wider stone wall inside side slope, about a kilometer from the edge of the city ground in the west.
which further buildings were erected. that spreads out along the hilly, northwestern shore
The fortress got its current form a little over a of Farshimmer Lake – a city that must once have been
hundred years ago when Lyastra, with help from as populous as today’s Yndaros, but whose buildings
the reestablished Order of Dakothnic, had evolved are rarely more than three stories tall. If Helmsman
into a well-functioning, decentralized theocracy. Lethol (see page 141) is with the characters, he can
The central tower was home to the Patriarch, while point out the garrison area, a couple of kilometers
the headquarters of the country’s four major devel- southeast from the fortress, and answer any ques-
opment areas – agriculture, education, theourgy, tions they may have about the city he knows so well.
and defense – each occupied a wall tower. No tests are required to notice the few guards
As the exalted apostles and judges (equivalent patrolling up on the fortress walls and standing
to Ambria’s dukes and counts) became twisted by along the balustrades of the corner towers; the
the ceremony they underwent, the castle turned latter are clearly keeping watch over the area. A
more and more into a military garrison. The central successful Vigilant test reveals that the guards are
tower had for hundreds of years been protected carrying spears as well as crossbows.
against the darkness (including blight-stricken To learn more, the characters must use mystical
and thoroughly corrupted creatures) by sanctifying powers or elixirs, or dare to sneak closer. In the
runes, but Patriarch Kalthar still did not feel safe, former case it does not matter whether it is day or
particularly as conflicts erupted between several night – the undead can see just as well either way.
apostles and civil war threatened to break out. But the guards are not very alert, which is why
Shortly after the end of The Great War, Apostle someone crawling up to the fortress through the
Joab and his four judges took over the fortress, and uneven terrain will not be detected, as long as that
to this very day it remains under their control. person passes a Discreet test.
Their goal is to restore Lyastra to its former glory Exactly what this scout finds out is for the Game
and splendor, but there is no creativity left in their Master to decide, depending on which method is used
darkened souls, only hunger and destruction. Joab is and what the character actually does. But one thing
painfully aware of his own limitations but believes is clear: going near the fortress in animal form (e.g.
that the hateful traitor Kalthar has hidden some- through the use of Shapeshift or Possess) causes great
thing in the opal storm-surrounded city of Haaras, commotion inside the walls. The guard who spots the
something that could give him and his subordinates animal lets out a hoarse cry of excitement; everyone
their spark of life, if not life itself, back. who hears it reacts and follows the pointed finger,
before they start loading their crossbows or weaving
THE SITUATION mystical spells – not because they see the animal as
Apostle Joab is at Haaras when the characters approach a threat, but because they cannot wait to sink their
the fortress, but all four judges are still there. They teeth into warm flesh, even if it is only a bird or a rat!

145
The Landscape
Having seen heavy fighting during the last year towers there is a guard on each side, watching
of the war, the area around Lyastra’s capital is as for threats in all directions. Climbing to the top
ravaged as the border regions, with blackened, dead of the wall or to one of the balconies requires the
soil. The city sprawls along the shallow slope at the Acrobatics ability and a successful Quick test; char-
water’s edge. The fortress is perched at the top of the acters without said ability will need a grappling
slope, where the ground levels out, while the land- hook with a rope or something similar.
scape’s second important structure, the Garrison, The ten-meter-high double gate is always wide
is located just south of the old Bright Haven harbor. open, as is the gate to the inner courtyard. There
The area holds few living creatures other than are two soldiers posted at the main gate and none
insects, but there are plenty of undead – lured or at the inner one, though there is always a guard
forced there by Apostle Joab in his efforts to rebuild beast in the gateyard, walking restlessly in circles
Lyastra, starting with Bright Haven. Most of them (see page 149).
roam the city, often aimlessly. Occasionally some- As for the courtyard, it is usually quite busy.
one gets stuck in a thought-loop and just stands The judges are rarely seen outside their respective
there; sometimes someone snaps and starts to towers, but those of the fortress’ two hundred and
furiously attack a building or another undead. eighty soldiers who are not on guard duty or ordered
Every now and then people get caught up in vague to perform menial tasks often go out there, where
memories of their living days and try to perform a they act more or less the same way as the towns-
certain task – fixing a collapsed house wall without people – most of them just walk around without
mortar or tools, baking bread with clay and hand- purpose, a few practice half-heartedly with their
ground gravel in an oven without fire, or shouting spears, one of them digs a pit then fills it in again,
out ancient news from The Great War in a voice too over and over, and occasionally someone flies off
hoarse to form actual words. the handle and kicks a guard beast.
But some individuals do have purpose and The player characters can hopefully clear the
meaning in their undead existence, stipulated by courtyard of soldiers by creating a diversion, but the
Apostle Joab or one of his underlings. Four-man- guard beasts are not going anywhere. For details,
squads armed with spears patrol the streets of see the event Stealthy Maneuvers on page 151.
Bright Haven, others are posted outside strategi-
cally significant buildings or serve as guards at the THE CENTRAL TOWER
fortress; the field west of the garrison is the scene of Over ninety meters tall, the central tower consists
constant and hopelessly uncoordinated exercises in of three sections that were built at different times.
troop movement, attack formations, and defensive A wide staircase leads up to a double gate of iron-
The Runic Ward actions against various types of imaginary foes. clad oak, locked with three locks that each require
Since the player characters almost certainly know a different key.
Protecting runes have where to find the information they seek (in the in top The base of the tower is 100×80 meters in area and
been incorporated into chamber of the central tower) and probably wish to ten meters high, divided into two stories. In the days
the brickwork from avoid detection, the description below only covers of Dakothnic it served as an administrative center
the second section up- things that are directly relevant to their mission. for the Patriarch’s officials, and it is not protected
wards. The effect is the Should they take other initiatives or want to return by corruption-punishing runes (see the text box
same as with the ritual to the fortress at a later stage, the Game Master is The Runic Ward), which allowed apostles and judges
Sanctifying Rite, except free to add whatever seems appropriate. to meet here as well. Today its halls are empty and
that it affects all thor- scorched after Ambrian soldiers set the building
oughly corrupt crea- THE ORDER CASTLE ablaze, but the only thing relevant to the adventure is
tures, not just abomi- The Order Castle of Dakothnic measures 400×300 the five-meter-wide corridor that runs straight from
nations. Also, the effect meters, with sturdy corner towers that are each the front gate to the stairwell beneath the tower.
on the blight-stricken is 100×80 meters wide at their base and 45 meters tall. The second, hexagonal section is twenty-three
more severe: they have The central tower is twice as high, and the spire at meters high with five floors. The shaft continues
two chances to fail all its top is crowned with a swaying black flag bearing upwards with stairs along the walls and an increas-
success tests and their the symbol of Dakothnic in white. ingly chasm-like space in the middle. Here the
movement is halved The walls between the corner towers and at the runic ward is active, initially established to keep
due to muscle cramps. gates in the south are fifteen meters high, each the darkness away from the residences and alcoves
section manned by two guards tirelessly patrolling dominating this section. Here, too, the furnishings
back and forth. On the balconies of the corner have been incinerated.

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B R I G H T H AV E N S T R O N G H O L D 12

1 2

4
3
5

Section three consists of a nearly seventy meters The Queen’s Floor


N
high, narrowing tower body – thirty meters in Calling the suite where Korinthia was imprisoned
diameter at the bottom and about half that near a cell does not really do it justice. In the stairwell
the top. Halfway up the stairs end in a chamber there are three doors of steel-framed copper. Two of
(5×5 meters) with three arched doorways and one them are shut and sealed by mystical means; behind
remaining door of blackened copper. Its surface is them are studies that contain material relating
visibly scorched, including the lock, but otherwise to The Great War and Master Kalthar’s efforts to 0 500 m
it has survived the fire. Unlocking the door requires develop a ceremony to lift the curse of undeath. That
lockpicks and a successful test against [Quick –5], the player characters would be able to get there is, BRIGHT HAVEN WITH
after which it can be pushed open with a successful under present circumstances, highly unlikely – SURROUNDINGS
1. The Stronghold
Strong test; each attempt takes 10 minutes. they would either have to cut the door frames out
2. The Crater
Behind the copper door is a smaller stairwell, with of the walls or successfully cast the ritual Sealing/
3. Garrison
a spiral stair winding its way towards the top. The Opening Rite with a –8 modification.
4. Prison
fire never reached all the way up to the Patriarch’s The room that was set up for Korinthia stretches
5. The Harbor
private quarters, which means that all the furnish- around half the tower body, with a view to the
ings there are still intact. Apart from the top two west. It is decorated like a luxurious bed chamber,
floors, the Game Master must be ready to improvise if with a bed, dresser, wardrobe, bookcase, and a
a character should take the time to leave the stairwell; desk by one of the windows. The only sign that
most of the floors are occupied by archives, a library, the Queen was once held in this cell is found in
a chapel, a private museum, and bedrooms for the the bookcase. It contains some tomes penned by
Patriarch as well as his family and closest advisors. Lyarian scholars and philosophers, all on a com-
The top floor of the tower is described in detail mon theme: Creation’s unerring ability to punish
under the event The Map in the Tower Room (page those who violate it. At least two of the texts are
151), but any character passing by will hardly be able written in Lindarian.
to resist having a look inside Queen Korinthia’s old But most interesting of all are ten leather-bound
prison cell, on the floor below. notebooks full of beautiful but illegible handwriting.

147
That these are the journals of Queen Korinthia is On the crater floor there are fourteen blight-born
indicated by the royal rune Labrys she has drawn humans shifting between catatonic stillness and
on each title page; other than that their contents hysteric attempts to claw their way up the walls
are impossible to understand, having been written or tear through the bars. They were pushed down
in the code that she at the time of her abduction there during the latest abomination attack and
used in communications with agents of the Royal Apostle Joab ordered that they be kept, to be used
Sekretorium. You can read more about the journals’ as test subjects for his “studies” of the opal storms
and later in the search for a cure for blight.
THE CITY More about the abominations and how to release
The clustered buildings of Bright Haven stretch them can be found on page 150.
more than ten kilometers along the shore of
Farshimmer Lake. Aside from a network of wide THE GARRISON
roads, the city is characterized by densely packed South of the city is a set of buildings where the
adobe houses with wooden frames and roofs, sep- Patriarch’s personal regiment had their base and
arated by alleys so narrow it is difficult for two training grounds. Apart from the four-story bar-
people to walk past each other without twisting racks that are arranged in a square, along with
their torsos. Much of the furnishings are still stables and warehouses, this was also the site of
there, albeit ravaged by time and, in many cases, the region’s prison. Lastly, there is the Harbor – the
frustrated undead. Player characters who take building where the garrison’s four airships are
the time to search for valuables may roll once per anchored, with orders to be on constant alert.
building on Table 11 (page 83), but can only find Apostle Joab’s current regiment consists
Debris or Curiosities. of roughly three hundred and eighty undead
As mentioned earlier, the city is still heavily Lyarians, including twenty or so officers. Besides
populated, but that does not mean it is impossible being undead, with everything that entails, they
for the characters to slip in among the buildings. are all tormented by memories of The Great War:
The undead are generally introverts by nature and how they were part of the horde that washed over
assume that any people they encounter are like the enemy, trampling everything in their path
them, provided that the characters make an effort and seeing their fallen adversaries rise again and
to fit in. The Game Master decides whether a Discreet join their ranks under the control of judges and
test is required, based on how much they deviate commanders. Orders from superiors are all that is
from the following guidelines: keeping them from turning into apathetic drones
like those in the capital or furious dragouls driven
◆ Hooded or masked faces and gloved hands solely by hunger.
◆ No noticeable shiny details or obviously Two of the buildings in the garrison area might
newly made garments come into play during the adventure: the old prison
◆ No fragrance and the Harbor.
◆ No moving in sync as a pair/group, and never
in a straight line or with a purpose The Prison
The version of the Order of Dakothnic that re-emerged
The event Diversions (page 150)provides two rea- in Lyastra long held on to their veneration of the
sons for the characters to venture into the city of Sacred Fire: humanity’s flame of life. Consequently,
Bright Haven: to start a large fire or unleash the various forms of death penalty and corporal punish-
abominations held at the Crater. ment were reserved for a few particularly serious
offenses and prison sentences were introduced, com-
The Crater bined with strict spiritual cleansing and schooling.
The arena called the Crater was the city’s most The seven-story prison complex is a relic from that
popular venue for entertainment and is located time that now serves a different purpose…
on one of the public squares near the fishing port A couple of thousand Alberian undead are locked
(see the map on page 147). Its bleachers rise five up inside the huge building – prisoners of war
meters above the ground around an oval-shaped pit amassed over the decades since the end of the war.
that is seventy meters long and fifty meters wide. They move around freely inside the thick double gate
The pit is roughly ten meters deep, its walls and of iron, bolted from the outside with three crossbars.
floor made of massive blocks of granite. There are Four soldiers are at all times posted outside the
two openings on both sides down there, blocked main entrance. They are not much of a challenge for
by sturdy portcullises. bold player characters wishing to use the prisoners

148
B R I G H T H AV E N S T R O N G H O L D 12
as a diversion (see page 150). The complicating factor ten-man patrol, and inside are the four teams of
is the small bell tower not far from the guards: eight flesh-crafted haulers as well as the airships’
ringing the bell will cause reinforcements from four helmsmen. If stats are needed for the latter,
the garrison to arrive after 1d4+3 turns. use those of Helmsman Lethol (page 141); they will
not fight, however, but run for help. The battered
The Harbor haulers make no attempt to stop the characters or
In a long, narrow building in the far southeastern call for reinforcements.
area are four airships standing on sleds behind For more information, see the event Their Own
huge sliding doors. The building is guarded by a Airship (page 151).

Non-Player Characters
From the very beginning, this adventure land- knew that the end was nigh. Their strong loyalty
scape will likely seem to be beyond the capacity of to Joab is nowadays based on the hope that he will
most player characters. Things could of course end fulfill his promises to cure their undeath and lift
very badly for them if they try to reach the map Lyastra out of the shadow of death, but internally
in the tower room by storming the fortress. But if they have always competed for their leader’s favor.
they play their cards right, the characters should They wear the black robes of Dakothnic, with
be able to achieve their objective without getting mastercrafted full plate underneath. Their dried-up,
into a single combat situation. nearly hairless skulls are crowned by simple, silver
headbands that mark their status.
Joab’s Judges The risk of having to confront any judges in
“Fall to your knees, or fall to my will.” combat is quite low in this context, but their stats
are presented nevertheless, in case the Game
Apostle Joab’s four judges are called Vaana, Master wants to use them in homebrew adventures
Morlankor, Fahal, and Olgahar. They all served or subject the player characters to the event The
as commanders during The Great War, but were Prison Transport on page 58.
not in the capital region when decisive battles were
about to begin, called home by their apostle who Guard Beasts
The monstrous beasts called stone boars were
long a scourge to people in the mountain province
Joab’s Judges
Undead (human), Strong resistance
governed by Apostle Joab and his judges. But after
Bites down to keep the teeth in place the exaltation, the exalted took care of the problem,
and not only that – they raised the beasts from the
ACC CUN DIS PER QUI RES STR VIG dead and turned them against their own kind. A
0 0 +5 −5 −1 −5 +3 +1 dozen undead boars are still under their masters’
control, bound to guard their fortress.
Defense Armor Toughness Pain Threshold
The stone boars’ stats, description, and illustra-
−1 9 10 − tion are found on page 153 of the Monster Codex, but
Weapons Bastard sword 10 (precise, unholy) in this case they also have the trait Undead (I). You
Persuasive can read more about their role in the adventure in
Traits Undead (II) the event Stealthy Maneuvers (page 151).
Abilities Armored Mystic (master), Bend Will
(master), Black Bolt (master), Domi- The Population
nate (master) The undead men and women roaming in and around
Integrated Berserker (master), Exceptionally the capital are a diverse bunch. Some have enough
Resolute (adept), Iron Fist (adept), energy to delude themselves into believing that they
Man-at-arms (adept), Sorcery (mas-
have a purpose in life, but most of them wander the
ter), Theourgy (master)
streets and alleys as if trying to remember what
Equipment Mastercrafted full plate (reinforced,
flexible)
they are looking for.
If stats are needed for one or more of these
Shadow Grainy matte black, like desert sand
at night (thoroughly corrupt) individuals, pick something suitable from the
Tactics: Reluctant to enter melee, the judges stay Symbaroum Monster Codex and add Undead (I) – for
as far as possible behind a line of allies and attack instance Farmhand (page 133), Thug (page 139), or
the enemy with mystical powers. Innkeeper (page 138).

149
Undead Soldiers
“Food, food at last; flesh and blood at last!” Lyarian Soldier
Undead, Challenging resistance
Increased Suspense Famishly staring with open mouths
The undead Lyarians guarding the fortress,
It is likely that the patrolling the city, and manning the garrison are ACC CUN DIS PER QUI RES STR VIG
characters will split all seasoned soldiers, skilled with both spears and −5 +5 0 +3 −1 +1 −3 0
up to deal with the crossbows. They do not have much vitality left, but
landscape’s challenges, their commanders’ orders keep them going, and the Defense Armor Toughness Pain Threshold
possibly into as many mere sight of living prey would stoke their faint +5 6 13 −
as three groups – one spark of life into a blaze. Weapons Spear 8 (long)
entering the tower The soldiers wear nasal helmets and chainmail Accurate Crossbow 6
and two trying to clear underneath black surcoats, which in most cases Traits Undead (I)
the fortress of people, are in very poor condition. Abilities Marksman (master), Polearm Mas-
one of which will also tery (master), Quick Draw (adept)
attempt to steal an
airship. Circumstances Events Integrated Berserker (adept), Man-at-arms
(adept)
permitting, it may be a The fortress and its surrounding area are the Shadow Matte black like sooty steel (thor-
good idea to separate kind of adventure landscape where all events are oughly corrupt)
the players to reflect initiated by the player characters. What follows Tactics: The soldiers normally carry their spears,
this – game mastering should therefore be seen as suggestions on what but quickly switch to crossbows whenever they
the groups one at a time the players and their characters might get up to, detect enemies in the distance. Otherwise, they
are too famished and desperate to maintain much
while the other players along with guidelines on how the Game Master can
discipline.
are sent out of the turn their initiatives into well-balanced challenges.
room. In this case you
must play the parallel DIVERSION For each fire they start, the characters must
stories in fairly short se- Once the player characters have gained a picture pass two tests for the flames to catch and not be
quences, so that no one of the situation (see the opening scene, page 145) it detected too soon: one against Cunning with the
has to wait very long should be obvious that they need to clear the court- Bushcraft trait/boon (alternatively [Cunning –3]),
for their turn, and make yard of people, preferably the entire fortress. As and one against Discreet. The tests can be rolled
sure that the groups do mentioned earlier, Helmsman Lethol or a captured by the same person or two different ones, and they
not inform each other and questioned local can provide information about must establish three fires for a devastating blaze
of what is happening things like the abominations in the Crater and to start spreading through the city.
to their characters. If the prisoners of war at the prison, but the players
handled correctly, this may of course have their own ideas on how to go The Abominations: Unleashing the abominations
can help create a more about it. In that case, the Game Master should be at the Crater is both possible and effective, but also
immersive and sus- generous – considering what awaits them in the risky. There are two main ways of going about it:
penseful experience! final adventure landscape, it would not hurt if the either raising the portcullises (see page 148) or giv-
players get to feel extra good about themselves in ing the creatures something to climb up. The latter
their search for the map in the tower room… could be several ropes attached to the bleachers and
Note that all soldiers and judges in both the thrown over the edge, or the twelve-meter planks
fortress and the garrison have two things in com- that make up the bleacher seats.
mon: they are bored, and they lack impulse control. The lower level where the portcullises are is
Furthermore, the judges are eager to show off and reached through the stairs in the arena’s nearby
not let any of their colleagues get all the credit, not administrative building. Exactly how the opening/
to mention the gratitude of their apostle. But even closing mechanism works is left to the Game Master
so, the characters must stage at least two significant to decide, as is the way that the abominations must
threats to the city for all four judges to react and go to reach the surface. But perhaps the characters
assemble their respective troops for battle. must find some place to hide down there after
opening the portcullises, and wait until all the
Pyromania: One option is to start a great fire in monstrosities have run off into the alleys of the city?
Bright Haven. Its buildings can easily be set on If stats are needed for the abominations, use
fire despite the humid air, but it is still best to start Dark Born on page 142.
multiple fires just to be sure that it will spread.
Besides, there is always a chance that one of the The Prisoners of War: Releasing the almost two
locals will notice the flames and try to put them out. thousand Alberian prisoners of war would be

150
B R I G H T H AV E N S T R O N G H O L D 12
enough to draw away the troops of both the garri- STEALTHY MANEUVERS
son and the fortress, but it also comes with risks Reaching and entering the central tower without
– despite their nationality, the freed and famished clearing the courtyard of undead is very difficult, The Tower’s
prisoners will show no gratitude to their deliciously but not impossible. If the players come up with Window Openings
living countrymen! There is also a chance that the a well thought-out plan that involves the use of
prison guards will be quick enough to ring the mystical powers, elixirs, or both, the Game Master Facing the crossbow-
alarm bell, thereby alerting the area’s military should not shut them down completely. No matter men in the hope of
forces to the characters’ presence. how they go about it, they will need to handle the getting in through the
The Game Master must be flexible and adjust the following challenges. tower’s windows should
prison guards’ behavior based on the characters’ be tricky. The window
actions. One of the undead is standing just next The Guard Beasts: There are always two guard openings are tall and
to the alarm bell when they arrive, but if they beasts in the courtyard, with Vigilant 11 (–1). They narrow and fitted with
can take it out in a surprise attack there is a risk move around erratically and do not hesitate to thick crystal glass – a
that someone else will sound the alarm – it would attack any living prey on sight. small bird could land on
therefore be best to start by somehow destroying A character can wait until both beasts are on the the outside but hardly
the alarm system. north side of the tower and then try to sneak up to peck through the glass;
The prison door is easily opened; all they have the gate, which requires two successful tests against if the bird resumes its
to do is remove the three bolts. But this also has to [Discreet –1]. From there on 1d8 could be rolled to human form it takes a
be done in a clever way, so that the prisoners do decide the beasts’ movement, where 1 marks north successful [Quick –5]
not spot or smell the characters. Perhaps they must and 5 south; they move about 10 meters per turn. test to hang on and a
get up on the roof and use ropes to lift the bolts? successful [Strong –5]
Note that freeing the prisoners will turn the The Soldiers: As long as they stay on the ground test to break the glass;
plains around the fortress into a chaotic battle- inside the wall, the characters do not have to worry multiple attempts (un-
field where unarmed, desperate Alberians clash about being detected by the soldiers. But if they der fire) are allowed.
with undisciplined Lyarians. It would be virtually try to fly in there, shapeshifting or not, they will
impossible for living creatures to pass through that inevitably attract the attention of the undead.
mess undetected. Shortly after being discovered a crossbow bolt
is fired their way, followed by 1d4+1 bolts a turn
THEIR OWN AIRSHIP later, when more undead have spotted them and
To clear the way to the hangar where the airships gotten into position (within visual range). Add
are housed (page 149), the player characters must another 1d4 bolts for each turn that passes, up to
have freed the prisoners of war or arranged some a maximum of 8d4+1.
other diversion of that magnitude – releasing the
abominations or setting Bright Haven on fire is not The Front Door: The door is secured with three
enough. If at least two characters are present, one locks (Difficulty –1) that require three different
of them could attract the attention of the ten-man keys. The locks can be picked one by one, but it
patrol and draw them into pursuit, but that would must be done discreetly so the guard beasts will
of course require a plan to get away from the tireless not hear. In other words, it takes three successful
undead. Combat is also an option, though there is tests against [Discreet –1], where each attempt takes
a risk that someone inside the hanger will run for one turn. On failure the lock remains locked and
reinforcements from the garrison. the guard beasts come running (twenty meters
No matter how the characters go about handling per turn). Also note that the beasts will follow the
the guard force, there are no challenges waiting character into the base of the tower, all the way to
inside the hanger. The sliding doors are open and the level where the runic ward is active.
a simple braking mechanism is the only thing
stopping them from pushing out one of the sleds THE MAP IN THE TOWER ROOM
on which the airships are parked. The top chamber of the central tower consists of a
The player characters cannot maneuver an air- single room, twelve meters in diameter. All furni-
ship on their own, but if they have brought Lethol ture in what used to be the Patriarch’s strategy room
with them, or manage to force/persuade one of is still there: a large, round table at standing height
the helmsmen in the building, they will have no at the center of the room; shelves and cupboards;
trouble stealing an aircraft. However, they must eight chairs around an ordinary oak table. There
make sure to destroy the other ships, for example are also six braziers on waist-high stands; one of the
by tearing holes in their gasbags – otherwise they stands is empty and its brazier lies upside down on
will soon be pursued. the floor – it has been laying there for over twenty

151
The soldiers of Apostle years, ever since Korinthia threw its smoldering of all major cities, watercourses, forests, and other
Joab will do all in their coals to stop Demeon Soleij from killing Master landmarks written in white.
power to thwart the Kalthar, burning her own face in the process (see A successful Cunning test aimed at the map,
theft! page 42 of Yndaros – The Darkest Star). where Loremaster and Cartographer add +5 each:
There are no documents, books, or maps in the In some places the artist has painted glossy black
room; they were all burned in the north wall fire- vortexes; there are four of them, all provided with
place when the Patriarch realized that the enemy text – Haaras, Fatestone, the Pillars of Cidrian, and
was winning. But what the characters seek is not Othelia’s Arboretum; the latter is located right next
found on paper or cloth, but painted directly on the to Bright Haven, in the middle of Farshimmer Lake!
south wall: an exquisitely beautiful map of Lyastra,
hand painted by Kalthar himself, with the names TO OTHELIA’S ARBORETUM
How the player characters will make it out of Bright
Haven is difficult to say in advance, but it would of
course be easiest if they have access to an airship.
Their Own Helmsman For example, the person who went to the central
The Game Master may of course create an opportunity for the characters tower could knock out a window on the top floor
to get the ship off the ground themselves. If so, note that the ships are and be hoisted up with a rope – as long as there
mystical constructions, rather than mechanical, and that maneuvering them are no judges around, the fortress guards will not
generates large amounts of corruption (which obviously does not bother dare fire at one of Apostle Joab’s precious aircraft.
the undead helmsmen). The idea is that the characters should not be able to Another option is to meet up somewhere and
keep the ship and use it for their journey back to Ambria, or while playing Da- look for a boat. A couple of seaworthy barges are
vokar Awakens. But as always, the Game Master/gaming group is welcome available in Bright Haven’s fishing port, and if that
to decide otherwise. In that event, the ship could probably get to Othelia’s seems too risky they can find several smaller fishing
Arboretum and back without the helmsman becoming thoroughly corrupt. villages along the western shore of the lake. How
◆ The person who wishes to steer the ship must bind himself or herself hard it will be for the characters to avoid confron-
to it like an artifact, and will then understand how the mystical mecha- tations with Ambrian undead, Lyarian soldiers,
nism’s runes and devices work. and/or groups of dark born is for the Game Master
◆ The master of the ship must make a Resolute test for each airborne hour; to decide, but as long as they are on the ground it
failure results in 1D6 temporary corruption that does not wear off until would not hurt if they felt followed and pressured.
the voyage is over. Inspiration for the journey across the tainted
◆ Every order to change course (direction and altitude) and speed costs waters can be found on page 154, under the heading
1D4 temporary corruption that does not wear off until the voyage is over. Farshimmer Lake. It is time for the player charac-
ters to catch up with their prey, and be reunited
with Duchess Esmerelda – this time her actual self.

152
SHOWDOWN 13

Showdown
The howling, lashing blackness, of the opal storm suddenly dissipates, replaced
by a light so dazzlingly bright that it hurts the eyes. Sunlight streams down from the
sky, reflecting off a sparkling icescape, in a magnificent frozen garden. There are herbs
in full bloom, trees and shrubs sagging with fruit, all encrusted with a thin layer of
crystal-clear ice. The ice also covers the building at the top of the island’s highest point
– black stone, beautifully chiseled into a small temple whose pointed roof is supported by
statues of hooded humans, with their eyes solemnly shut and their hands stretched out
towards the world around them. But the four figures standing in the shadow cast by the
statues, side by side, with deep-blue cloaks over their armor, are not covered with ice...

The fight for the artifact Rosáe, and by extension There is not much in the way of complications in
the power of the Throne of Thorns, is about to begin. this final adventure landscape. It will most likely be
Two combatants have already arrived – the half- played in three main scenes: two tense negotiations
siblings who only six months ago seemed united and a thunderous final battle. The characters will
against the Crown Duke and his heretical cohorts. get the opportunity to locate Rosáe in between those
The third party is the player characters, and they will scenes, but otherwise the landscape is designed for
play a decisive role in how the drama ends. an intense and epic finale.

Introduction
The player characters will step into an extremely not bring Rosáe with them to their new home; for
tense situation – a family quarrel that will likely have safety reasons, they entrusted the Veiled Library
a fatal outcome. Whether they take someone’s side or with keeping the artifact hidden and safe. Othelia’s
try to stay out of it is entirely up to them, but there Arboretum was established half a century later, in
is nothing they can do to avoid the coming battle. the middle of Farshimmer Lake, on a small island
with a mystical power node at its heart. The garden
BACKGROUND was primarily created as a permanent hiding place
On page 13 under the heading Forgetting is a descrip- for Rosáe, but also to be a sacred site where the inner
tion of how the Mothers of the Black Root arrived in circle of the priesthood could gather without being
and gained considerable influence over the region scrutinized by the people and the authorities, much
around Farshimmer Lake. But initially they did like the temple city outside Lindaros.

153
As mentioned earlier, Master Kalthar sum- them in combat, and so she sought a diplomatic
moned the opal storm to protect the arboretum solution. She asked for reconciliation, claiming
and its power node from the increasingly blight- not to care about the past; she promised her sister
stricken apostles and judges. With regard to the power and status as steward of the plains once
island’s collection of valuable plants, he realized she herself had conquered Davokar’s Throne of
that further measures had to be taken, since the Thorns. She promised that they would shape the
storm would inevitably shut out much of the sun- future of Ambria together, and offered to change
light. His solution was to use the power node to the line of succession in favor of Esmerelda and her
weave a ceremony that encased the entire island descendants. All lies.
in perma-ice, to preserve its vegetation in an The duchess’ goroth played along. It listened seri-
unchanging state. ously, smiled in the right places, but then said that it
Since then, Othelia’s Arboretum has been visited needed time to think about it. In reality, Esmerelda
by neither living nor undead – the living being was simply stalling for time, waiting for her cultists
deterred by the tainted lake and the undead by to complete the ceremony, for a mystical shortcut
the whirling, watching daemon. But about a week to open between Agrella and Othelia’s Arboretum,
ago Queen Korinthia and company arrived, and and for herself to meet her half-sister in person to
they are there still, trapped on the frozen island watch as the light leaves her eyes.
after Master Kalthar sank their ship.
OPENING SCENE
THE SITUATION Whether they approach through the air or accros
Roughly one day before the player characters land the water, the player characters notice a ship
on the island, another party arrived at Othelia’s anchored by the edge of the ice north of the opal
Arboretum – Duchess Esmerelda’s goroth accom- storm – the ship that carried the goroth and its party
panied by Apostle Joab and four cultists (possibly to the island. The characters must also go ashore
along with any surviving Ausel siblings). By then outside the storm; the winged haulers cannot fly
Korinthia was utterly exhausted by rage and sleep in the freezing air at the top of the whirlwind, and
deprivation, exacerbated by a rationed intake of neither haulers nor helmsman would last more
food and water; Master Kalthar was tied to a pillar than a moment in the opal storm.
at the temple, with blood running from wounds Whether it is day (as in the opening narrative)
left by the Queen’s knuckles, ever unyielding in or night when the characters enter the ice is for
his convictions. the Game Master to decide, but it would be a shame
The sisters met on neutral ground, alone, if they did not get to experience the arboretum
between the temple and the base established by at its most beautiful, when the sunlight slipping
the cultists. Having sized up Esmerelda’s compan- through the eye of the storm makes the frozen
ions, Korinthia was not sure that she could beat garden sparkle in every conceivable color.

The Landscape
The overview map to the right shows where affected the waters, which in turn infected the
the thunderous climax of the adventure will take lake’s fauna. The surface of Farshimmer Lake has
place. The most important location is obviously the long since lost its healthy luster, and in its depths
scene of the battle at the heart of the opal storm, but lurk both solitary abominations and whole shoals
before we get to that, a few words must be said about of blight beasts, fruitlessly looking for something
Farshimmer Lake in general and the characters’ to relieve their hunger.
passage through the arboretum’s daemonic guardian. The island that the characters are heading
towards is located almost exactly in the middle
FARSHIMMER LAKE of the lake. In daylight when the weather is clear,
Farshimmer Lake is a relatively large lake, roughly the opal storm can even be seen from the shore,
one hundred and twenty kilometers in diameter, and out on the lake it is impossible to miss, even
comparable to Volgoma which measures a hundred in cloudy weather. In other words, there should be
and sixty kilometers at its longest point. At one no navigational difficulties.
time it fed large parts of the region’s population It is assumed that the characters manage to
with fish, shellfish, and reptiles. But that was avoid any major mishaps on their voyage to the
then. The ruinous ceremonies that twisted the arboretum, but the Game Master may of course
land during the decisive battles of the war also decide differently. In that case, anyone who falls

154
SHOWDOWN 13
1

2
3

0 75 m

into the water must make a test against Strong or 140). If any of them are undead, we can only offer OTHELIA'S ARBORETUM
Resolute (the player chooses) every turn, where our condolences – Master Kalthar did not take that 1. Vessel of the Goroth
failure gives 1d4 temporary corruption. Stats for player’s character into account when he made his 2. Camp of the Goroth
the lake-dwelling blight beasts can be borrowed pact with the guardian daemon (but see the text 3. Rosáe
from creatures like Hammer Eel and Vapaya in box Undead in the Opal Storm).
the Monster Codex (page 150 and 151 respectively), Moving through the opal storm is a jarring expe-
supplemented with one or more of the traits asso- rience, particularly for tainted individuals. The
ciated with the Abomination category. glossy black, different-sized grains that make up the
creature’s body usually travel in circular patterns,
THE OPAL STORM at different speeds depending on their respective
The player characters first real challenge arises size – the smaller the grain, the greater its speed. But
when it is time to pass through the opal storm. when any creature steps into the whirlwind, some
The whirlwind protecting Othelia’s Arboretum of the grains start to whirl and dance around them
measures roughly a hundred meters from its outer with varying intensity depending on how corrupt
edge to the inner one, which means that it takes the creature is. It is important to shield one’s face
five turns to pass through to the eye of the storm. with some type of hood and cover the airways, and
During that time, the characters automatically preferably the eyes, with some transparent cloth.
suffer 2, 3, 4, or 6 points of damage to Toughness, Player characters who do not protect themselves
depending on their amount of corruption (see page properly can be instructed to make a Quick test that

155
side of the island, you can hear a branch snap or a
fruit dropping with a clink onto the ice.
Undead in the Opal Storm The crust of ice on the ground makes certain
Undead player characters will be severely affected by the opal storm; in fact, actions more difficult than usual. A character
they will probably be reduced to 0 Toughness before they reach the other side engaged in combat, who lacks the Acrobatics ability
and be forced to roll Death tests. An option is to do what Esmerelda does for and intends to move or perform active actions, must
Apostle Joab, and protect the undead with the rituals False Life and Exchange each turn make a Quick test when it is time to act.
Shadow, provided that there is some creature to exchange shadows with. On failure the character falls to the ground and
The Game Master can also allow certain creative solutions that provide loses both actions.
extra protection for the undead – perhaps the person in question can be If there is time and suitable material available,
carried through the storm wrapped in layer upon layer of leather and cloth, the Game Master can let a character with the
protected with mystical powers and/or curled up in a sturdy chest. But no Blacksmith ability make a Cunning test to craft one
matter what, the player character should still arrive badly injured on the pair of ice grips per hour, which then negates the
other side, with a consuming need to replenish itself with raw meat before risk of slipping for anyone wearing them.
the showdown with Esmereld.
The Temple
The temple’s exterior measures approximately
12×10 meters in area; the ridge of its pointed roof
applies throughout their passage. Failure means is fifteen meters from the ground, while the ceiling
that the character is blinded when he or she emerges is barely ten. The structure of black granite with
from the storm – a condition which takes a full day, dark gray streaks is situated on a solid stepped
or mystical healing, to recover from. podium. Statues of the same material stand along
the edge of the podium and support the roof. They
THE EYE OF THE STORM can be recognized from Castle Thorn in Symbar:
Within the storm there is an area roughly two hundred cowled humans with closed eyes and stretched-out
meters in diameter, full of trees, bushes, and herbs hands (see Symbar – Mother of Darkness, page 203).
with flowers and fruits in every color, coated in a layer A couple of meters further in on the podium,
of ice that sparkles in the sunlight or moonlight. four smooth granite walls rise around a hall that
The difference in altitude up to the temple is measures 8×6 meters. The floor is adorned with
about fifteen meters, so although it is a small island the symbol of Dakothnic in white on a black back-
it is hard to get a good overview from anywhere ground, and there are four pillars holding up the
but the top; even from there much of the area ceiling. Otherwise, the room is totally devoid of
is hidden behind dense thickets and clusters of furnishings and ornaments, other than what Queen
trees. It is surprisingly quiet in there; the deep Korinthia and her party brought with them. Master
roaring of the storm is more felt than heard, while Kalthar sits tied to one of the pillars, unconscious
the sounds coming from its eye travel unhindered from lack of food and water, but with his mouth
across the ice. Even if you cannot see to the other curved in a faint smile.

The Plants of the Garden


The plants planted between the garden’s circular,
ice-coated gravel paths all have qualities that make
The Island’s Power Node them worth preserving. An alchemist can recognize
The mystical power node providing energy to Master Kalthar’s preservation several herbs with healing or miraculous proper-
magic lies deep within the mountain beneath the temple. A character with ties; vital ingredients to all elixirs mentioned in
Witchsight who passes a Vigilant test can sense its power and realize that it the Advanced Player’s Guide (page 120) can be found
is linked to the perma-ice. in the collection. Other plants are appreciated for
Binding oneself to the node is impossible without first performing the ritual practical reasons – being highly nutritious and easy
Break Link, which would cause the preserving magic to fade within a month. If to grow, or simply because their fruits/berries are
a character should decide to do so, the nodes described in Wrath of the Warden exceptionally delicious.
(page 109) and The Witch Hammer (page 140) can be used for inspiration. Specimens of the thorn plant Rosáe have been
Even without using Break Link, everyone on the island can benefit from planted in several parts of the arboretum and are
the node’s passive effect of absorbing half the temporary corruption gener- discussed further in the event Harvesting Rosáe
ated on the island (rounded down). on page 163. There you can also read about what it
takes for plants to retain their vitality after being
freed from their coating of ice.

156
SHOWDOWN 13

Non-Player Characters
Playing Cards
and Apps

If you still have not


learned Symbaroum’s
powers and abilities by
heart, help is avail-
able. On Free League’s
Symbaroum page is a
link to the desktop app
Symbook, and the app
“Symbaroum Unoffi-
cial” can be downloaded
for free from both the
Play Store and App
Store. Both of these
allow you to prepare
non-player characters
The non-player characters who are on the with specific combina-
island or show up for the final battle are a distin- Revina Kalfas tions of abilities, pow-
guished bunch indeed. Whether they will serve Human (Ambrian), Strong resistance ers, and traits, which
“If you want her, you’ll have to survive me first!”
as allies or adversaries is entirely up to the player can be an excellent
characters, and will be decided based on the ACC CUN DIS PER QUI RES STR VIG alternative to flipping
encounters described in the Events section. +5 −5 0 −1 +3 −3 +1 0 back and forth in the
books.
Korinthia Kohinoor Defense Armor Toughness Pain Threshold
Korinthia Nightbane likely needs no introduction at −5 3 10 5
this point, and as for her state of mind the despera-
Weapons 2 Fencing Sword 8/7 (balanced,
tion, fear, and fading hope are described on page 14. Cunning deep Impact, precise), two attacks
Her capacity as a warrior leaves a great deal to be at the same target
desired, despite her reputation as a warrior queen, Longbow 5 (precise)
but on the other hand she has nothing to lose – she Traits −
can either fight or die, and would rather sleep forever Abilities Bodyguard (adept), Leader (master),
than wake up after the battle as someone’s prisoner. Man-at-arms (master), Marksman
In the (unlikely) event that stats should be needed (master), Witchsight (novice)
for Korinthia, use Lord on page 129 of the Monster Integrated Iron Fist (adept), Tactician (master),
Codex, with certain adjustments. She has no horse and Twin Attack (master), Privileged
wears mystically blessed, reinforced studded leather Equipment Mastercrafted fencing swords,
armor rather than full plate (Armor 5, flexible, rein- Mastercrafted studded leather
(reinforced)
forced). In addition, the Game Master can replace the
Shadow Dazzling white, like the midday sun
trait Companions with the Loremaster ability (master).
reflecting off a silver mirror (corrup-
tion: 0)
Revina Kalfas Tactics: Revina positions herself between the
Revina left her position as colonel of the Queen’s Queen and the enemy, ready to defend Korinthia
Rangers six months ago, to be at Korinthia’s side to the death.
around the clock. Since then she has honed her
skills as a bodyguard and will do everything in her
power to keep her beloved queen alive. No matter The Dark Lord
how dark-minded and irrational Korinthia has Although he has stooped a bit, Kalthar is still
become, Revina has always been there to listen, a stately man. The wrinkled face, streams of
comfort, and offer guidance, and she has no doubt blood, and unkempt beard cannot do anything
whatsoever that Korinthia is the only person who to dispel the aura of authority radiating from his
can save the Ambrian people from destruction. unwavering gaze.

157
The old theourg will not use his considerable
abilities to help either side in the fight for Rosáe.
Theourgy To him there is no difference between Korinthia,
Esmerelda, the player characters, or Apostle Joab –
The term “theourg”
regardless of morals and ideologies, the result will
which is mentioned in
be the same if anyone gains access to the power of
this text is not to be
the Throne of Thorns. Of that he is certain.
confused with “theurg”.
However, should the opportunity present itself,
Sure, both refer to
he is prepared to use his powers one last time – to
priest mystics, but the
perform the ritual Break Link, in order to correct
former is specific to the
the mistake he made in choosing to preserve Rosáe
tradition that emerged
for posterity. No other stats will be needed for the
in Symbaroum and was
old Dark Lord.
later brought south by
the Order of Dakothnic,
Seasoned Pansar
while the latter is prop-
The five Pansars who are all that remains of the
erly used to describe
Queen’s armed escort are all weathered, scarred,
Ambrian worshipers
and extremely effective in battle. The two women
of Prios. Read more on
and three men come from minor noble houses Esmerelda Kohinoor
page 191 of Symbar –
and have at least one older sibling; they were “The song in my blood can never be discordant.”
Mother of Darkness.
told early on that their mission in life was to win
glory on the battlefield, rather than managing Even though her father and advisors tried until
the family’s holdings. the very last to dissuade her, the Duchess refused
None of them are related to any of Ambria’s to listen or obey: she travels to the island where
barons or counts, unless the Game Master wishes her sister and Rosáe are, to stop the artifact from
otherwise. Perhaps one of them even turns out falling into the hands of someone else, but also
to be a more or less distant relative of one of the to personally deliver the fatal stab in Korinthia’s
player characters? back. The journey back to Agrella will be long and
dangerous, but she does not care; what must be done
in Othelia’s Arboretum is so important that she does
Seasoned Pansar not trust anyone but herself. Besides, she is eager
Human (Ambrian), Strong resistance to see her new warriors in action, merged with
Smiling eyes, even in the face of grave danger creatures donated by her ally in the Yonderworld,
the Daemon Prince Saarufag.
ACC CUN DIS PER QUI RES STR VIG
By now Esmerelda is so infected by darkness
+3 0 +5 −5 −1 0 −5 +1
that she cannot be reasoned with. She is pre-
Defense Armor Toughness Pain Threshold pared to make a trade, on the condition that the
−2 6 15 8 exchange is weighted in her favor, but she will
never compromise on her goals. During the final
Weapons Two-handed sword 10 (balanced, scene in the eye of the opal storm, she intends
Strong long)
to kill everyone present, including her sister,
Traits − before destroying all remaining seeds, cuttings,
Abilities Bodyguard (adept), Dominate (mas- and plants of Rosáe.
ter), Man-at-arms (master), Polearm
Mastery (adept), Two-handed
Finesse (master), Two-handed Force
Apostle Joab
(master) “Come on now, cheer up, make me work for
Integrated Exceptionally Strong (adept), Iron my supper.”
Fist (master), Privileged
Equipment Pansar field armor, Mastercrafted Lord Joab remembers that he once ruled the
two-handed sword prosperous region of Ilmarihn in the shadow of
Shadow Scratched and dented silver, like a the Wolfer Mountains (the Lyarian name for the
battered steel shield (corruption: 0) Titans); he remembers being happy, beloved by
Tactics: Challenges the strongest enemies on the his people, with the predators of the valleys as
battlefield, to keep them busy and earn the glory his only enemies. But he can no longer cling to
of battle. single memories, form mental images, or recall

158
SHOWDOWN 13

ESMERELDA KOHINOOR
Human (Ambrian), Mighty resistance
Murderously grinning
Esmerelda’s Artifacts
The Sacred of the Old Blood has long collected dark and useful
ACC CUN DIS PER QUI RES STR VIG artifacts, most of them salvaged from ruins deep within Davokar.
+1 −5 −4 0 0 −8 +3 +5 Esmerelda has taken two of them to improve her chances against
those who oppose her.
Defense Armor Toughness Pain Threshold
0 3 10 4 Diadara’s Bracelet
Weapons − The fortune hunter who found this artifact claimed to have plundered
− a palace that once belonged to the legendary priest mystic Diadara,
Traits − known from a couple of dark verses written (or translated) by Aroaleta.
Abilities Black Bolt (master), Channeling Meant to be worn on the upper arm, the bracelet is shaped like a bull’s
(master), Sorcery (master), Stead- head in profile with a stretched-out tongue reaching all the way around
fast (master), Strong Gift (master, to its neck.
Tormenting Spirits), Tormenting Binding oneself to the artifact costs 1 permanent corruption and
Spirits (master)
causes the tongue to pull back so that the bracelet clamps onto the arm.
Integrated Exceptionally Cunning (adept), Corrupting Salvation: When taking damage to Toughness, the master
Exceptionally Discreet (master),
can activate the artifact to convert half the damage (rounded up) into
Exceptionally Resolute (master),
Loremaster (master), Ritualist temporary corruption instead.
(master: Enslave, Exchange Shadow, Action: Reaction
Flesh Craft, Necromancy, Phylactery, Corruption: see above
Summon Daemon), Privileged Corrupting Retribution: Works as an addition to Corrupting
Equipment Mastercrafted concealed armor Salvation – a master with the Channeling ability has two chances to
(reinforced), Diadara’s Bracelet and pass the [Resolute←Resolute] test for transferring the converted damage’s
the Tick of Calodar (see text box)
corruption to someone else.
Shadow Dark-mottled golden yellow, like Action: Reaction
shimmering golden cloth in a down-
Corruption: see the ability Channeling (master)
pour of black rain (corruption: 9)
Tactics: Defensively, Esmerelda relies on her
bodyguards (four daemon warriors), her iron
The Tick of Calodar
mind, and her artifacts, but when faced with real The name (or word) Calodar is carved in cuneiform on the underside
danger she can use her strong gift to Teleport, of this beetle-like brooch of gold and amber, but the Sacred of the Old
become Unnoticeable, or sink into Nature’s Blood has not found any clues as to its history. They know that a fortune
Embrace. Offensively, she usually starts with a hunter took it directly from the skull of a mummified petty king in
Black Bolt, followed by Tormenting Spirits aimed
southeastern Davokar, but the finder would not reveal the exact location.
at hostile mystics. She never backs down – the
worst that can happen is that she is killed and
The interrogation that followed ended badly, and so their only chance
resurrected near her Phylactery in Agrella, more or to learn more about the artifact was lost as well.
less furious. Binding oneself to the artifact costs 1 permanent corruption and
causes the beetle’s short legs to sink into and grab hold of the master’s
forehead. If anyone with the Witchsight ability takes a look at the arti-
conversations, scents, or warmth. Trying to do fact and passes a Vigilant test, its aura gives the impression of being
so immediately stirs his hunger and it feels like thoroughly corrupt.
white hot lightning shooting through his head. Unwavering Will: The master of the artifact can activate the tick
But he remembers being happy once, and wants which then lights up with a faint glow and strengthens its master’s
to experience it again. resistance to psychic influences. For one scene the master has a +2
His only sliver of hope is that an answer to the bonus to Resolute when using said attribute to defend against attacks.
riddle of immortality can supposedly be found Action: Free
behind the last opal storm that his treacherous Corruption: 1D4
master summoned – over the city of Haaras, known Mental Headbutt: If the person bound to the artifact has the ability
for its distinguished ritualist academy. That is why Steadfast (master), the damage of the mental retaliation increases to
he made a pact with the necromancer girl, but also 1d8, or 1d12 if the master is willing to accept additional corruption.
because he longs to get his hands on the traitor Action: Reaction
Kalthar. And because the lightning in his head gives Corruption: None or 1D4
him euphoric pleasure rather than pain when his
blade cuts through living flesh…

159
Apostle Joab Daemonic Trooper
Undead (human), Mighty resistance Phenomenon (human), Strong resistance
The Enemy’s Elaborately arrogant Eagerly waits for the attack order to come
Bodyguards
ACC CUN DIS PER QUI RES STR VIG ACC CUN DIS PER QUI RES STR VIG
The Bodyguard ability +5 0 +3 −6 −1 0 −7 +1 0 +3 +5 +1 −1 −3 −5 0
requires a successful
Resolute test for the Defense Armor Toughness Pain Threshold Defense Armor Toughness Pain Threshold

attack to hit the body- −1 10 17 − 0 9 40 8


guard instead of the Weapons Executioner’s Sword 17 (deep im- Weapons Single-handed weapon 15/10/10,
protected person. When Strong pact, desecrated, massive, precise, Strong three attacks at any targets
the enemy has body- unholy, unwieldy), +2 damage Traits Banisher*, Mystical Resistance (I)
guards, we suggest that against cultural beings
Abilities Bodyguard (adept)
the player whose char- Traits Undead (III)
Integrated Berserker (master), Feat of Strength
acter makes the attack Abilities Armored Mystic (master), Dominate (novice), Iron Fist (master), Man-at-
rolls this test. In the (master), Larvae Boil (master), Lead- arms (novice), Shield Fighter (nov-
case of Esmerelda and er (adept), Revenant Strike (master) ice), Armored (II), Night Perception,
her daemonic troopers, Integrated Beast Lore (adept: cultural beings), Robust (II), Sturdy (II), Swift (III)
Berserker (master), Exceptionally Equipment Shield and single-handed weapon
the outcome must be 7
Persuasive (master), Exceptionally
or lower for the attack Shadow Shaded light gray, like shiny steel
Strong (adept), Iron Fist (master),
to hit the Duchess – behind a black mist (corruption: 2)
Man-at-arms (adept), Sorcery (mas-
provided that the attack ter), Theourgy (master) Tactics: The daemonic troopers fight like well-
drilled infantrymen or obediently defend what
was aimed at her. Equipment Mastercrafted executioner’s sword,
they are ordered to protect.
Mastercrafted full plate (reinforced)
Shadow Layered shades of black, like a
* Like the master level of the mystical power Exorcize
cloudless sky just after nightfall
(thoroughly corrupt)
Tactics: Joab no longer bothers to direct his Cult Follower
allies (Leader) or subdue anyone with his gaze Human (Ambrian), Challenging resistance
(Dominate), and very rarely uses mystical
Determined and serious in all they do
powers in combat – only Larvae Boil if he wants
to inflict serious pain. No, he prefers to let his ACC CUN DIS PER QUI RES STR VIG
desecrated, unholy two-handed sword do all
+5 −1 +3 −5 0 −3 0 +1
the work, confident that his undead body will be
able to take any wound that might penetrate his
Defense Armor Toughness Pain Threshold
plate mail.
−3 2 10 5
Weapons Fencing sword 4 (precise)
Cunning
Daemonic Troopers
Traits −
“We obey, we serve, we feast!”
Abilities Channeling (adept), Black Breath or
Dark Bolt (adept)
The elite warriors of the Wild Wolves’ sellsword
Integrated Loremaster (novice), Ritualist (nov-
company have for the past decade been hired by ice: Raise Undead), Sorcery (adept),
many prominent Ambrian families. When the Tactician (master), Privileged
Duchess of Kasandrien, the Queen's sister, told Equipment Concealed armor (concealed, flex-
the members to sign their ridiculously lucrative ible), 1D4 doses each of moderate
contracts in their own blood, they assumed that poison, Shadow tint, and Herbal
it was just a strange detail to satisfy an eccentric cure
client – something for her to brag about at the next Shadow Dark gold, like a gold plate in shad-
masquerade ball. ow (corruption: 3)
But instead they found themselves drawn into Tactics: The cultists were selected partly because
a pact they could not break without killing them- of their training with the fencing sword, but that
does not make them eager to rush into the heat
selves. Many did just that, right before or shortly
of battle. They stay behind their sellswords as
after the transformation, and among those who long as possible, supporting them with mystical
remain there are many who have fallen into despair, powers and only resorting to melee combat if
but also many who have wholeheartedly embraced absolutely necessary.

160
SHOWDOWN 13

their new lives. The troopers arriving at Othelia’s world of humans – urges that eventually rub off The final showdown
Arboretum belong to the latter category. on the sellsword. unfolds in one of the
Today the sellswords live in symbiosis with The sellswords do not wear armor (the dae- world’s most striking
a daemon who merged with their flesh during mon inside them finds it both cumbersome and sceneries!
a ceremony in the Yonderworld, orchestrated cowardly), only a short-sleeved tunic under
by the Daemon Prince Saarufag. The daemon a thick cloak of gray wool. Also, note that the
strengthens their bodies and grants them super- symbiosis, despite the trait Robust, has not made
natural abilities; in return, the parasite gets to them taller, only more muscular and extremely
satisfy its hunger and lust for destruction in the thick-skinned.

Events
The player characters’ visit to Othelia’s CONVERSATION WITH KORINTHIA
Arboretum will be brief and intense. Our suggestion If the player characters do not try to signal
is that they have two hours from arrival until the Korinthia’s Pansars, it will still not be long before
cultists finish weaving their Daemonic Tunnel (see Revina Kalfas emerges from the shadows of the
page 163) – enough to speak with both sisters and temple statues and beckons to them. Should the
possibly harvest Rosáe. characters wave for her to come to them instead,

161
Revina will shake her head – if the player characters leave us here to die. Rosáe is too…”. Suddenly he is
want to meet for a negotiation they will have to interrupted by a resounding punch to the face from
The Characters come to the temple. Revina Kalfas who knocks him unconscious.
Sit Back If they approach her, the former colonel raises Korinthia shakes her head with a brief comment
her hand to halt them when they reach the stairs before the negotiation continues: “Pay no attention
If the player characters of the temple, after which she asked them to lay to him; that is nothing more than a loser’s vain attempt
do not side with Korin- down all weapons. But she is far from adamant to explain his own failure.”
thia in the battle against on that point: a few well-chosen words and a
Esmerelda, the Queen successful Persuasive test are all it takes for her CONVERSATION WITH ESMERELDA
and her escort will likely to see that the request is unreasonable under the While waiting for the ceremony to be completed
be wiped out pretty current circumstances. back in Agrella, Esmerelda’s goroth spends its
quickly, while the hostile Revina takes them inside to Korinthia who time leaning against an ice-coated tree trunk in
group remains relatively receives them standing in the middle of the temple the northeastern part of the Arboretum. If the
intact as they turn hall; Master Kalthar raises his head and follows characters pass through the storm from the west
their attention to the them with a darkening gaze. The pleasantries (see the map on page 155), the Duchess’ camp will
characters – their only are quickly dispensed with, whether they have be out of sight. But once they are up by the shrine it
casualties are three met before or not, after which the ice is broken only takes a successful Vigilant test to see something
daemonic troopers and with a simple question: “So, my company and I seek moving behind a row of bushes and some trees.
two cult followers. transportation back to the mainland, with the artifact Korinthia does not stop them from approach-
Rosáe kept safe – what is your price?” ing her sister, but asks them to at least avoid
It gets even worse if the How the conversation develops depends largely accusations, threats, or other things that might
characters initially sides on the player characters. Korinthia has the follow- upset her. If they start to go down the slope (or
with the Duchess. In ing to add and explain: along edge of the storm) towards the shrubbery,
that case the force that Esmerelda stands up and comes walking towards
is coming for them after ◆ She is unsure what to make of Esmerelda; them. Apostle Joab comes along but stops five
defeating the Queen is they have spoken, after which her sister meters behind her, while three of her cultists
only missing one war- withdrew to consider the offer she received. stand ready by the bushes (possibly along with
rior and one cultist, so… Korinthia gave her until sundown/sunrise an Ausel sibling or two).
Good luck with that! (the Game Master decides) to respond, and After sizing them up, she calmly says: “Sorry for
she will keep her word. She demands that the using you, and it’s a pity you didn’t just go back home,
player characters give Esmerelda a chance as but… what do you want?”
well; until the time limit expires, any attack What she has to say to the player characters can
on the Duchess will be considered an attack be summarized as follows:
on Ambria.
◆ There is a risk that Esmerelda will decline ◆ She has not yet come to a decision, but
her offer and resort to violence; she appears Korinthia’s offer is certainly tempting.
to have brought several mystics and a The question is whether she can trust her
warrior in black to the island. If a combat deceitful, unscrupulous sister to keep her
situation should arise, Korinthia would word in the long run. If the characters have
like to have the characters on her side as already talked to Korinthia, Esmerelda
part of an agreement between them. But adds that they should ask themselves the
she wants to deal with her sister herself, same question…
with the aim of capturing her in the hope ◆ All Esmerelda asks is that the characters stay
that she can be rehabilitated. out of a conflict between the siblings, should
◆ There is virtually no limit to what the such a situation arise. In return she can offer
characters can ask for in return: titles, them more or less the same things as her
holdings, access to forbidden knowledge, half-sister, but says that she cannot make any
reformation of laws, the establishment of promises about specific legal and religious
a broad freedom of religion – she is open to reforms at the moment.
all of it. She would even consider forgiving ◆ If they ask about the clearly undead warrior
the so-called Crown Duke, but… Korinthia in her party, she answers with a sad smile:
Nightbane will never abdicate! “Desperate situations sometimes call for
unpleasant alliances, but all he wants is the Dark
At some point during the conversation, Master Lord, nothing more.” She does not mention his
Kalthar hisses: “Leave now, without the artifact, name or title.

162
SHOWDOWN 13
A player character with the Alchemy or Loremaster standing about eighty meters from the temple with
ability who looks around at the island’s northeast- her allies lined up roughly ten meters behind her.
ern slope and passes a Vigilant test will notice a No matter what Korinthia and the characters
patch of Rosáe covering the ground in the shade do, the creature suddenly collapses onto the ice,
of a plum tree. and then everything happens very quickly. Each
of the points below takes one turn:
HARVESTING ROSÁE
Rosáe is planted in several places around the island, ◆ “Esmerelda” is launched into the air like a
which are marked on the overview map (page 155); ragdoll, but soon the body is stretched, its
each location holds 1d6+5 plants. The player charac- arms and legs forming a cross.
ters have never seen what Rosáe actually looks like, ◆ A crackling tear opens in the fabric of reality,
but identifying it should not be an insurmountable straight through the goroth, from a meter
challenge – unlike other plants on the island it above her head and down to the ground.
has a perceptible shadow, since it is an artifact. ◆ The daemonic tunnel opens wide; one of
Rosáe looks much like a fern, but with five-lobed, the cultists (or possibly Dorota or one of
purple-veined leaves and thick stems covered in her siblings) goes around the opening and
short, hard thorns. runs into the tunnel as the first line of
A player character with the Witchsight ability daemonic troops steps out onto the island,
who looks around the island and passes a Vigilant three by three.
test can see a faint but steady glow shining through ◆ Another two lines of creatures emerge from
the ice. A character versed in any mystical tradition the tunnel before it collapses, and a crystal
can do the same, but with a –5 penalty since its cylinder made of sand from the Yonderworld
ability to perceive the aura is weaker. falls clinking onto the ice. In the middle of the
Freeing a plant from the ice without killing it rearmost line walks Duchess Esmerelda, with
can only be done with the ritual Break Link – either a murderous smile. She raises her hand and
for one plant at a time or aimed at the power node, points at her half-sister.
in which case the effect applies to all plants in
the garden. Then it only takes a Cunning test with The Game Master can decide in advance which
the Alchemy ability per plant to replant them in a enemies will target the player characters. A suit-
suitable vessel, such as the glass cloches from the able (meaning difficult) challenge could consist
Veiled Library’s Herb Garden (see page 126). of Apostle Joab and four daemonic troops backed
If the characters lack access to the Break Link by two cultists. How Korinthia, Revina, and the
ritual, a person with Alchemy can still try to free Pansars fare in battle against Esmerelda and the
the plants from the ice. In that case it takes a suc- rest of her minions is only handled summarily and
cessful test against [Discreet –5] to carefully dig up narratively to mirror the player characters’ fight,
each plant without damaging its roots, and then with one exception:
[Cunning –5] to replant the frozen plant and provide When the last player character has finished their
the necessary conditions for it to survive. actions in the fourth turn of combat, Korinthia falls,
Whatever method is used, the alchemist will hit by her sister’s thunderous Black Bolt. She counts
then have no problem keeping the plants alive, as dying but gets to roll Death tests like a player
as long as the temperature does not drop below character, which should preferably be handled by
0 – in that case it takes a successful Cunning test a player. Revina and the Pansars are hard-pressed
per plant each day. and cannot come to her aid; the players must decide
whether they can spare a character or not.
THE DAEMONIC TUNNEL If the characters lose their part of the battle,
This event offers suggestions on how the final battle everything will be lost: Esmerelda survives and
against Esmerelda and her allies can be portrayed, can eventually return to Agrella.
based on the assumption that the player characters If the characters defeat Joab, the daemonic
have formed an (at least temporary) alliance with troops, and the cultists, we suggest that Esmerelda
Queen Korinthia. The Game Master must be ready is still alive and that she begins the turn after the
to make certain adjustments if the situation has player characters’ victory by killing Revina with the
developed differently. power Tormenting Spirits. That way the characters
When the time is right, the goroth steps out get to decide Esmerelda’s fate, though she will try
on one of the paths leading up to the shrine and to escape by using her strong gift (see her tactics
whistles theatrically for everyone’s attention; she is on page 159).

163
Aftermath
The hunt for the Queen and the living artifact Rosáe is over. This chapter
summarizes the possible outcomes of the hunt, before looking ahead to the sixth
and final episode of the chronicle. First, we address what the characters may have
learned over the course of the adventure, as well as what their journey home and
return to Ambria will be like. The section that follows describes developments after
the signing of the peace treaty (see page 24), after which the book concludes with
some suggestions on what the characters might get up to until it is time to decide the
fate of the Davokar region. Davokar is waking up, but who will stand as its ruler?

The Journey Home


If the gaming group has followed the timeline on the tone and stage for the chronicle’s resolution.
which the adventure is based, Istaros should hit In this respect there will probably be a great deal
Ambria about the same time that the characters leave of variation between different gaming groups,
Othelia’s Arboretum. The bitter cold will leave its depending on the characters’ goals and actions, but
mark south of the Titans as well, not least through also as a result of consequential dice rolls. Some will
the heavy snowfalls that occur where the north head north as Queen Korinthia’s escort, others as
winds meet the humid air of the south. The wagon witnesses to the monarch’s death. Another, perhaps
roads up north are filled up in a couple of weeks, more important, question is what happens to Rosáe.
while a blanket of meter-deep snow spreads south If the gaming group follows the suggested
from the northern regions of Alberetor and Lyastra. structure, at least one person will return to Ambria
Before we reflect on how the characters can with the artifact in their possession – the cultist
handle the adverse weather conditions, a few words who rushed through the daemonic tunnel as soon
should be said about what they might have learned as it opened in Othelia’s Arboretum (possible one
from the events of The Haunted Waste. The starting of the Ausel siblings). This individual will betray
point for our reasoning is that they have found and the Sacred of the Old Blood in the hope of placing
been able to interpret all information the adventure himself/herself on the Throne of Thorns – an ini-
landscapes have to offer, which will probably not tiative that does not end well, but causes one or
be the case for all gaming groups. more plants to go astray. Suggestions on who has
access to Rosáe at the beginning of Davokar Awakens
Insights will be provided at a later time, but it should be
As being the penultimate episode of the Throne pointed out that additional plants may reach the
of Thorns, The Haunted Waste could be said to set Promised Land, brought there by Korinthia and/or

164
AFTERMATH 14
Revina, some power-hungry Pansar, or the player
character themselves.
What happens to the artifact Rosáe is the most Seven-League Stride
important question for the chronicle’s final episode, If any of your characters have invested in the ritual Seven-League Stride
but The Haunted Waste does of course hold other and have at least one magic circle in Ambria, they might of course be able
knowledge and answers relating to the game world’s to get home in an instant, relatively speaking. But Istaros, the brutal winter
developments and the resolution of the story. The north of the Titans, cannot be conjured away, which will probably prevent
player characters may long have suspected that the characters from acting efficiently until spring (Agani month). Unlike
there is a secret, corruption-worshiping cult with other groups they will quickly hear about (or even experience) the Sunflow-
ties to the Ambrian noble houses, but now they er Massacre, the final month of the civil war, and the first abominations to
know for sure that it exists and who its leader is. invade the plains.
Another essential insight is the one presented under If you would prefer your gaming group to remain in the south even
the heading Journals & Incriminating Evidence though their mystic knows Seven-League Stride, there might be ways to
(page 168), which among other things may come arrange that. Perhaps the building that holds the mystic’s magic circle has
to affect the Crown Duke’s chances of ruling over been razed or burned down because of the war? Perhaps Esmerelda views
the Ambrian people. the player characters as a threat and has sent cultists to track down and
Guidelines for how the Game Master can destroy their homes, headquarters, and resources?
adjust the final episode of the Throne of Thorns to If so, it is only fair that the player who did not get to use the ritual should
the story that has emerged and developed around be given something as compensation, such as information. During the
your particular gaming table will be presented in failed attempt the character could have a vision of the person/people who
Davokar Awakens, with the intent that the players sabotaged the target circle, or of something else that is happening in the
and their characters will feel that they have had a Davokar region – such as the Hunger Wolf Winter, the Sunflower Massacre,
real influence on the story’s development and its the Storming of Templewall, or even how the first primal blight beasts in
fateful end. Davokar rise out of the ground and set their aims on Ambria …

HOMEWARD
As the characters approach the Cliff of Korinda,
it becomes clear that their journey home will be a Grand Duchess might be willing to take them in as
major challenge. With the mountain passes filled guests. The Cliff of Korinda is another alternative,
with layers of meter-deep snow from north to although the food situation may become critical as
south, no caravans will be able to travel through the outpost is filled with cold and hungry wretches
the Titans until the sun and warmth has returned. from the surrounding area.
And trying to steer an airship (should they still have Whatever they decide to do, the mountain passes
access to one) through the cold and the blizzards is will thaw and become passable at the end of Verion
impossible – that conclusion can be drawn by their month, which means that the characters will be able
helmsman, or a player character who is accustomed to see the fields of Veloma Valley shortly after Crown
to the wilderness. Their only options are to take Duke Ynedar and Alesaro Kohinoor have signed the
the long way around the mountains, or settle in agreement that temporarily divides Ambria into
and wait for the snow to melt. two realms: Kohinoor and Korianland.
The first option is quite the gamble given Rosáe’s
sensitivity to cold temperatures, but it is not HOMECOMING
impossible. Traveling west around the mountain What the player characters’ homecoming will be like
range and reaching Yndaros can take up to three depends entirely on who they are and how they act.
months on skis or snowshoes. They will probably Whether they travel with the Queen, and whether
have to go all the way to Kurun to find a passable they do so as her captors or her escort, is just one
road, and will also be forced to spend entire days example of factors that will vary between different
hunkered down in a bivouac to survive the cold gaming groups. Those who bring Korinthia back
snaps. Again, it is not impossible, but risky and in chains can also choose between taking her to
maybe not even time efficient. If the players still the Crown Duke or her deputy Alesaro, or perhaps
choose to put on the skis, the Game Master should make a public spectacle of their royal prisoner. In
prepare at least two very challenging sessions to other words, it falls to the Game Master to set the
describe the journey home. conditions of the characters’ encounter with the
The second option is to wait out the winter in new order north of the Titans.
the south. Depending on what happened during One thing that will not vary much is the news
the characters’ visit to Brigo, the self-proclaimed and rumors they come across, probably starting

165
with the southbound caravans they run into on changed since their departure a few months
their journey north. The section titled The Course ago. People who were once friends and allies but
of the War on page 20 can provide inspiration for became enemies in the civil war are now trying
such conversations, and additional information to come together again, to face the threats that
can be found in the next section. keep pouring from the forest. Clenched jaws
Whether they come from the west or south, and suppressed anger characterize the Ambrian
the characters will not have to travel many days people, combined with the fear of the menacing
before they realize how radically the realm has dark of Davokar.

Developments
Regardless of the player characters’ actions the the east, and to keep the monstrosities west of the
overall developments in the Davokar region will river Eblis. Scout units supported by mystics patrol
be marked by certain features, mostly due to the the boundary, often a bit into the forest, sending
fact that the worst fears of witches and elves are reports of oncoming threats to one of the twenty
about to come true: the darkness resting beneath military bases established about a day’s march from
the roots of Davokar is waking up. the treeline. Thistle Hold, Loramon, Kastor, and
Assuming that the characters’ return plays out as other border settlements are completely evacuated
described above, they will soon hear rumors about after a few delayed interventions that resulted in
Sevona being evacuated, that the city has been con- carnage, but overall the Ambrians manage to keep
quered by spiders or arachs and that beasts and/or the darkness from advancing further south, at least
abominations are forcing people to abandon all of until the next adventure begins.
New Berendoria. And that is just the beginning… There are many heroes; it is not only the two
realms’ knights, commanders, and soldiers who
THE AMBRIANS are fighting, prevailing, and sacrificing their lives.
Eliana Nidel is appointed Supreme Commander Many volunteer to fight on behalf of humanity.
of Kohinoor’s and Korianland’s joint forces, and A force of fifty elite warriors from the southern
a war council is formed consisting of the Crown barbarian clans slays several monstrous creatures
Duke, Korinthia (or Alesaro), Father Sarvola, First threatening New Beretor; mercenaries from the city
Theurg Peonio, Chieftain Monovar of Clan Zarek, state Koral prevent numerous blight beasts from
and the Grandmaster of Ordo Magica, Adelea crossing the Eblis, with a combination of catapults
Arobel. Despite the mutual resentment and hatred and flaming alchemy; perhaps the Saviors of the
brewing underneath the surface, they manage to Fatherland including Serex Attio (see page 77)
agree on a strategy to tackle the woodland menace. survive their time in Alberetor and return home
Their main focus will be to defend the edge of to combat the darkness in and around Thistle Hold.
the forest from Kurin in the west to the Ravens in
SACRED OF THE OLD BLOOD
How Duchess Esmerelda and her father act after
The Haunted Waste depends largely on the outcome
of the battle at Othelia’s Arboretum. If their side
won and disposed of all witnesses they have no
reason to hide; they stay in Agrella and Mergile
and continue to neglect their official duties.
If defeated, however, they assume that at least
Esmerelda’s secrets will be made public, particularly
if Korinthia survived. Most of their noble agents can
remain at their posts, but the two leaders will liter-
ally go underground once the Duchess is resurrected
near her Phylactery. Exactly where they go will be
addressed in the final episode of the chronicle.
No matter where they are, their activities will
be the same: together with Prince Saarufag they
keep building their army of daemon warriors, sor-
cerers, and undead. Among other things they form
Supreme Commander Eliana Nidel. an alliance with the Beast Clan and expand their

166
AFTERMATH 14
command structure by kidnapping a significant tunnels of Karvosti. The power node allows them
number of Ambrian officers and dignitaries (see to hold their ground, but trying to escape would be
the ritual Enslave in the Core Rulebook, page 141). very risky. Since the retreat of the Sovereign’s Oath, Davokar Awakens
The plan remains the same: to bring the undead the High Chieftain’s cliff has been flooded with
Queen Mother Abesina to Symbar, where she will powerful undead and the path to the Underworld What is about to hap-
be crowned Empress of their new empire. is teeming with corruption made manifest. And pen in the dark depths
they can hardly count on Aloéna for help. Her grove of Davokar is described
KARVOSTI remains protected, but she has not been seen for further in the final
The barbarian clans, particularly the Sovereign’s a long time, either there or at the side of the slum- episode of the Throne
Oath, were the first to suffer from the awakened bering giant Garavarax. Actually, this is because of Thorns. Until then the
darkness. Five days before the first abominations Aloéna has abandoned her calling and joined what Game Master will have
even emerged south of the treeline, Karvosti was is left of the Iron Pact, in Symbar. to make do with infor-
overwhelmed by a horde of corrupting shadows, and mation on the effects
there was no mistaking what was about to happen. SYMBAR it will have on southern
Chieftains Rábaiamon and Razameaman overruled Prince Elori has left the Halls of a Thousand Tears Davokar and outside
the obstinate Blood-Daughter and ordered the with what remains of the Iron Pact, which is the forest.
Soverign troops to retreat west, then north back little more than a hundred individuals. They are
to Saar-Khan’s territory. Half of their forces were currently in Symbar, where Valarai-Aia is still
killed before they had even left the forest. keeping the darkness fettered. Her power over the
The executed High Chieftain’s clansmen recognized surrounding forest is limited, and the darkness
the danger in time and withdrew to the southwestern awaking in the area can clearly sense the threat
parts of Clan Zarek’s land where they established a posed by the Weaver and her powers. The Iron Pact,
defensive position with their backs against Volgoma. reinforced by a number of eternity elves whose
They held out for a long time as the darkness swept past normal duties have been suspended, are under
them towards Sevona, but Clan Chieftain Monovar severe pressure, and it will only get worse before
who had reluctantly assumed the role as Tharaban’s any hope of rescue comes their way.
successor contacted the Ambrians in the hope of an Unconcerned about the dark threat, Emperor
alliance and a safe haven outside the forest. When Symbar and his spirits continue to restore his
his proposal was accepted, shortly after peace was old capital – patching, mending, polishing, and
declared between Reformists and Loyalists, they had cleaning. The Weaver has pulled back the upper
already been forced to retreat towards the woods root cover from an area roughly five kilometers
outside Berenda. Hunted, hungry, and with many in diameter, which includes the Palace Rock, the
wounded, they fled across the Eblis and established a Crown Ship, the Library Spire, and Castle Thorn.
joint base among the cliffs of Kurun, northeast of the The mycelium-looking fetters are still in place,
region’s capital (see Yndaros – The Darkest Star, page 32). but have sunk into the ground where the spirits
But the Huldra Yeleta and many of her keep- have cleaned and restored the ruins. The tireless
ers remained in the darkness, entrenched in the work continues.

What Comes Next?


We assume that the final episode of the Throne of EXPERIENCE
Thorns will take place in the summer of year 23–24 For each scene that contains at least one challenge,
after the Victory. Until then the player characters the player characters will have earned one (1)
will likely spend most of their time down in Alberetor Experience. The Game Master has the power to
or on the road, but after returning home they will decide what counts as a scene, which in the case of
have about one month to spend on other activities. The Haunted Waste can be done based on the events
Below we present guidelines for the distribu- of the adventure landscapes and individual scenes
tion of Experience, followed by some suggestions from the characters’ travels between the locations.
on things the characters can do to pass the time. We recommend that a protocol be established early
Some gaming groups may want to head out into on, whereby either the Game Master or one of the
Davokar straight away, possibly with Rosáe in their players records the scenes that the player charac-
packs and their sights set on the Throne of Thorns, ters experience over the course of the adventure.
but it would be unwise to rush straight into the As a rough estimate, each player character
darkness without a thorough understanding of should earn between 50 and 70 Experience. However,
the current situation. the gaming group is free to change this, should they

167
want their characters to progress faster or more characters at this stage are unable to find an
slowly than that. answer to the mystery or a way of stopping the
developments.
HUNTED PREY
Depending on the characters’ actions during the JOURNALS &
battle in Othelia’s Arboretum, they will likely have INCRIMINATING EVIDENCE
made a powerful enemy or two; even if the sisters The player characters may be bringing a fair num-
themselves were killed, their relatives and allies ber of interesting documents back to Ambria, in
might find out what happened and use their con- the form of the Queen’s journals and the volumes
siderable resources to make their lives as short and describing Ceremonial Magic and its repercussions.
difficult as possible. If they were involved in killing At the moment, the Ambrians are united and fully
Esmerelda, she will be resurrected 1d12 days later committed to defending themselves and each other
near her Phylactery in Agrella and send assassins against the darkness of Davokar, but this is of course
after them. Or she will use the cultists who have a temporary state.
infiltrated other factions to turn the leaders of those Korinthia’s journals cannot be read until the
factions against them, probably even before they characters have cracked the code they are written
return to Ambria. in, which means they will probably have to get
Depending on who got out of the arboretum the key from the Royal Sekretorium or the Queen
alive, word might also get out that Rosáe is in their herself. Their contents may play a role in the final
possession. The same might happen if they talk episode of the chronicle; all that needs to be said
about or show the artifact to someone they consider at this point is that the journals record her conver-
a harmless friend, such as Alevia Brigo or some sations with Kalthar, where the Dark Lord tried to
acquaintance at the Cliff of Korinda. Should this convince her that Creation reacts to the violence
information reach any faction leaders allied with itself, not to specific methods or strategies, but
the characters, they will demand that Rosáe be where Korinthia heard something else – a brilliant
unconditionally handed over to them; refusal to man’s desperate efforts to make sense of his defeat
do so may well cost them the support and coop- (see Yndaros – The Darkest Star, page 42).
eration of the faction. Adversaries will make the The study on the repercussions of ceremonial
same unconditional demand, and use force if the magic could also prove useful in the diplomatic
characters should refuse – or even resort to violence game that will answer the fateful question upon
straight away. which this adventure chronicle culminates: who,
if anyone, should be allowed to mount the Throne
THE MYSTERY IN LYASTRA of Thorns?
How the situation in Lyastra develops is not a topic
that will be covered any further in the Chronicle of BACK IN AMBRIA
the Throne of Thorns, but that does not prevent player Regardless of when or by which route the charac-
characters who are forced to spend the winter south ters return to Ambria, it will be some time before
of the Titans from making more excursions in the the final episode of the chronicle begins. Even if
twisted land. However, it is probably best to leave they are in possession of Rosáe and have decided
named locations like Fatestone and the Pillars of to claim the power of the Throne of Thrones for
Cidrian alone, since we may well return to Lyastra themselves, the characters will likely have rea-
at some point in the future. son to sit back until they know more about the
The guidelines for journeys on page 78 and situation in Davokar. If the steady flow of blight
the people and places described on pages 140-143 beasts spewed forth by the forest is not enough
should go a long way when it comes to staging one to deter them, the Sovereign’s Oath’s retreat to
or even multiple expeditions to the east. The Game the flatland fortress of Saar-Khan and witness
Master can also assume that Lyastra becomes accounts from f leeing cultural beings might
increasingly twisted over time, so that it looks prompt them to be cautious.
more and more like the Yonderworld (see the A particularly hot topic of conversation is the
Game Master’s Guide, page 41). In some places it statements made by the liege troll Xoghux as she
can even be hard to tell whether the living world asked Count Arnon’s permission to make a perma-
is being twisted or just outright devoured bit by nent home in Melion, along with her three thousand
bit by the Yonderworld. subjects. Filtered through poor translation and
Unless the Game Master really wants to keep the grinding of the rumor mill, she supposedly
working with this theme, we suggest that the said: “Davokar has been devoured by evil. Nothing

168
AFTERMATH 14
can live there anymore – everything that breathes dies, clear to the characters that long journeys through
everything that bleeds is drained, all is lost.” the forest of Davokar are best avoided for the
But the player characters will obviously not time being…
have to sit around waiting for the final battle for
the Throne of Thorns to begin. Below are some Abomination Hunters
suggestions on activities they might pursue, on The defense of the frontier is not perfect, and occa-
behalf of an ally or on their own initiative. sionally an abomination, ghost, or undead penetrates
deeper into settled areas. Most of them move out in the
Border Guards open and can be taken out by the Queen’s Rangers in
Solitary primal blight beasts, hordes of blight-born collaboration with reformed Black Cloaks, or by cou-
creatures, and hordes of ravenous undead keep rageous civilians like the player characters. Others
coming from the forest. The player characters could are more calculating, such as Nightmares, Scorners,
be asked or ordered to lead the defense of a certain and Glints (all described in the Symbaroum Monster
area, along with sellswords or Ambrian soldiers. Codex). Catching and destroying them requires not
Perhaps it falls to them to keep The Eternal only swords and brimstone cascades, but also knowl-
Night from the walls of Thistle Hold or Kastor? In edge and experience from previous encounters.
that case, maps and descriptions from Wrath of the If the characters chose to ignore the cries for
Warden and The Bell Tolls for Kastor can be used help coming from the Twilight Monastery in
as a basis for their challenges. The mission could the beginning of The Haunted Waste, they will of
be handled in waves, with the final wave being so course have to deal with the Blood Elves and/or
overwhelming that enemies pour into the streets. the Dragon as well. Perhaps they have joined forces
Perhaps the darkness is directed by a fairly clear- and established a reign of terror somewhere in
minded commander – a death prince, or maybe a eastern Mervidun?
blight-born arch troll or elf who has established
a base a little way into the woods and has to be DOUDRAM RUNS HIGH
killed or driven off before the town is consumed The final episode of the Throne of Thorns begins in
by darkness? the high summer when year 23 turns into year 24
after the Victory. It is not a sharp bang, but more
The Witches’ Saviors like a long rumble, as the river Doudram suddenly
The Huldra Yeleta is inside Karvosti. Naturally, Clan rises and rages more furiously than under any
Chieftain Monovar argues that a rescue operation is spring flood or late autumn storm in living mem-
both necessary and beneficial – the combined power ory. The Marshes swallow most of the flood-wave
of the witches could save thousands of human lives that comes crashing in, eventually drowning all
in the defense of the borderlands. Sending an army villages and outposts in the area, but the effect of
is out of the question; such a force would inevitably the water can be seen all the way down to Ebel.
attract the darkness and likely drown in it. No, it Several lowland areas in-between are flooded, and
must be a small unit that can move swiftly and when the muddy water recedes it leaves remarkable
discreetly through the wilderness. objects in its wake…
If the characters are not interested in the mis- Few understand the significance of the objects
sion it will be carried out without them, by a group and what they suggest, but those who do are aston-
of hand-picked rangers and clan warriors supported ished. Bits of parchment covered in cuneiform,
by a witch. If so, they will fail and never again see sealed containers of ceramic and wood, painted and
the sun or the open sky. It may prove difficult for embroidered fabrics – the clues are everywhere and
the player characters as well. Our suggestion is that they all point to Ambal Seba, the vale that according
they make it to Karvosti through a combination of to legend does not exists; the site of the society that
stealthy maneuvers and challenging combat. But many scholars describe as Symbaroum’s polar
once there they are forced to turn back: the cliff has opposite and most hated enemy; the place where,
been “conquered” by a blight-born beast (such as according to Aroaleta, “the truth is spelled in gold,
Fofar the Destroyer, see Symbar – Mother of Darkness, where the keys to the primal power are etched in circles,
page 175) that is attracting other monstrosities, round and round the thirteen pillars” (see the Core
while the tunnels in the Underworld are filled with Rulebook, page 29).
impenetrable darkness (perhaps the same kind as The player characters are not the only ones
in the adventure Tomb of Dying Dreams). hoping that Ambal Seba will hold information and
No matter how the Game Master portrays the items which can help them subdue the darkness
rescue mission, the experience should make it that spreads as Davokar awakens…

169
Above:
Beremo's map, page 47

To the right:
Reports from the Royal Sekretorium,
page 14 and 47

170
171
Faramei's report, page 103

172
Faramei's letter, page 118

173
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174
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175
176
The aching spine,
the knees stiff and tender.
For more than two decades Old Aldaro had known what was responsible for the pains: sometimes
the heavy drinking of his daughter-in-law; sometimes the greed of his landlord; most often the
inevitable decay of his body. But now…
Was it that the civil war had called his only son into service? Perhaps he could blame it on the still
unopposed rumor that Queen Korinthia was missing? Or on the nightmares – the recurring dream that
took him through Davokar, darkness rising like black mist from moss and mires, or the other one, the
dream from last night…
“Grandpa, who is the Dark Lord?” His bewildered expression made little Esmerelda explain herself:
“You said it when you slept, ‘the Dark Lord’.”
He had always kept his dreams to himself, never told anyone how they often presaged the future.
Maybe it was time to break the silence, to inform someone of what he had seen: the woman with the
porcelain mask chasing through dust and decay; the storms and black rains closing in on her path; the
horrible shadow rising, waiting for her at the heart of that haunted waste…

Alberetor welcomes you with open arms, and extended claws! In the fifth episode of the
Chronicle of the Throne of Thorns you will find the epic adventure The Haunted Waste, along with
support for creating your own adventures in the lost lands of the south and in a war-torn Ambria.
The people of the Davokar region are again threatened by war and famine, and this is before an
even deadlier aggressor appears, shaded by the tall trees at the edge of the forest…

FEATURED CONTENT
◆ The adventure The Haunted Waste, where the ◆ A chapter on the Ambrian civil war, that accounts
player characters visit the darkened, twisted realm for its developments and important turning points,
south of the Titans for their most vital and perilous and that presents hooks for adventures in the
mission to date. battle-scarred land.
◆ Maps and descriptions of Alberetor and Lyastra, ◆ New tables with curiosities, mystical treasures and
including a dozen specific persons, locations, and artifacts, and a customized list of mishaps which can
events that the player characters may encounter. affect uninformed and ill-prepared adventurers.
◆ Guidelines for traveling through the lost south, along ◆ Note that this book requires access to the
with tables that can be used to create or randomly Symbaroum Core Rulebook, and that it does not come
design single challenges as well as smaller adventure into its own without the Advanced Player’s Guide, the
landscapes. Game Master’s Guide and the Monster Codex.

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