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THE BLOODM A RCH

LEAD WRITER Erik Granström

LEAD ARTIST Henrik Rosenborg

GRAPHIC DESIGN Christian Granath

MAPS & GRAPHICS Niklas Brandt

LAYOUT & PREPRESS Dan Algstrand

EDITORS Tomas Härenstam, Nils Karlén

PROOFREADING

EVENT MANAGER

Brandon Bowling

Anna Westerling

TR ANSL ATION

STREAMING

Niklas Lundmark

Doug Shute

PR MANAGER

CUSTOMER SUPPORT

Boel Bermann

Daniel Lehto, Jenny Lehto

ISBN

PRINT

978-91-89143-66-1

Standart Impressa UAB

© 2022 Fria Ligan AB

CONTENTS THE ARRIVAL OF THE SEVEN

4

INTRODUCTION8 Overview 

10

THE LAY OF THE LAND 13

KEY PLAYERS

70

Selligar Horne of Havenmark

70

Poansa Moulter

76

Colonel Grudenstaal

79

Fiena Fromelei

82

The Seventh

85

Vinhelm Kaal

89

Nature in the Bloodmarch

15

Konana91

Kin & Gods

16

Vaerefor van Reiben

93

The Dreamstress

96

Regions23

Octomadria –

MAGIC27 Magma Song

The Eighth Mother

28

99

BESTIARY101

Mentalism31 Oneiromancy34

Smolderer102

Magnetism36

Bloodbeech103

Drugs & Potions

Prune104

38

Wingsteed105

JOURNEYS IN THE BLOODMARCH

40

New Terrain Types

40

THE LEGACY OF HORN

52

Fraege106 Grave Lily

108

Kton and Fire Wyrm

110

Mecha112 Salamander115

Background52

Sarcoptes116

The Phases of the Campaign

53

Forest Star

118

Adventure Sites

59

Slime Snail

121

Slithernet122

ARTIFACTS60

Sporewalker123

The Goblet Staff of Have

63

Hoverfrog124

The Helm of Horn

64

Pearlyveine125

Sella’s Dragonboot

65

Typical NPCs

Glasstooth66 The Arrows of the Fire Wyrm

67

The Stonechest of Horn

68

126

RANDOM ENCOUNTERS 130

Witherbeam69

2 contents

TAREGYLL148 Background148

WATCH OF THE SISTERS

Getting Here

Background207

149

207

Legend150

Getting Here

Locations150

Legend210

Events159

Locations211 Events220

ASHENSTEAD162

TRIBOLIA OF THE KOGLER

Background162 Getting Here

208

163

Legend164

221

Background221

Locations165

Getting Here

Events172

Legend222

222

SALTERSTAY174

Events231

Locations222

Background174 175

AGNOSTICA232

Legend175

Background232

Getting here

Locations175

Getting Here

Events182

Legend233 Locations233

OXENGELDER185

The Showdown

Background185 Getting Here

233

240

AFTERMATH241

186

Legend187

The Situation After the Finale

241

Locations188

Post-­finale Events

242

Events192

BANN GUELDER

LEGENDS243

197

Background197 Getting Here

198

Legend198 Locations199 Events204

3 contents

THE ARRIVAL OF THE SEVEN

A dense fog cloaks the sea, as if the world has not yet come into being. The emptiness extends indefinitely towards the east from whence the humans once sailed to Ravenland, guided by the Raven God with a snake in its talons. Twelve hundred years later no one remembers what is out there, but now a rhythm forms in the haze. The silhouettes of seven tall fig­ ures in black emerge from the void, rowing a sloop through the fog, their oars rising and falling as one at a steady pace. They show no sign of urgency, nor fatigue, despite the length of their voyage. Each stroke is performed with purpose.

T

he oarsman on the second bench on the

wading ashore – still without a word. They do

port side has an injured elbow that clicks

not tie up the boat that carried them, but let

every time he pulls the oar to his chest.

it drift at the mercy of the sea, as they walk

A human would find the noise intolerable after

inland towards a stone circle erected on a coast-

only a few hours, but for the oarsmen it sets the

line hill by an extinct noble house in memory

pace, like the drops of a water metronome. They

of something long forgotten. Their bodies are

row in silence. No one has spoken for weeks, as

shrouded in black robes. Their faces are hidden,

there is no need – they all know where they are

some by bone plates tied together with leather

going and what they must do.

straps, another behind a wooden mask, and a

The rocky coast of Ravenland looms in the

third by woven osiers.

night. The oarsmen pay it no heed and maintain their pace until their sloop crashes into the rocks. Everyone drops their oars in unison, not even bothering to pull them onto the deck,

Sigmyn Talleman blows into his hands to keep

before sliding into the waist-­high waves and

them warm while he waits by the stone circle,

4 chapter 1

scowling into the wind, taking regular swigs of

Sigmyn, who since the early hours of the night

liquor from a hip flask and swearing just loud

has had enough of silence. “My friend and I

enough for his employer to hear him. There

have long traveled this land, its villages and

is nothing to do but wait. The halfling seeks

strongholds, in daytime and at night. We can

sympathy from Gerdimer Black, perched on

help, but we will need to know more than your

one of the stones with some dead grass under

associate has disclosed. Are you from Alderland?”

his buttocks. The goblin chatters his teeth and

The tallest of the strangers puts his hands

studies the stars in search of bad omens, per-

to his throat under the wooden mask, as if

haps praying to the moon goddess. The two of

to make sure that he can still speak after the

them are lovers, and for their mutual affection

voyage. When he does, the voice is deep and

they have been banished from their villages,

strangely gurgling. Mussels may have nested

yet they have never looked back with sadness,

in his throat while at sea.

regret, or even anger. The third man present –

“We are the Seven from beyond the seas.

their employer – claims to be a halfling as well,

Where is our stolen eighth mother?”

but covers his face for religious reasons which

“The seven what?” sneers Sigmyn, annoyed

makes his origins difficult to place. He speaks

that there are in fact eight of them, not seven,

in a peculiar manner, but it matters little to

if one includes the halfman who hired them.

Sigmyn, since the man paid the two merchants

“The seven sons of the seventh son, perhaps,

handsomely just to meet some foreigners on

as the tale goes?”

the shore at night.

“Yes,” says the man with the wooden mask. “The seven of the seventh mother.” While Sigmyn Talleman tries to come up with a sufficiently acid-­tongued insult, one of

The oarsmen march silently up the hill, wet

the strangers opens a casket. The box appears to

robes flapping around their legs. They stop

be all they brought with them on their voyage.

before the little ones, towering over them, at

The gold inside gleams brightly at the halfling

which point the employer walks up to the new-

and clogs up his mind with thoughts of riches.

comers, bows, and quietly steps aside. Sigmyn

Meanwhile, one of the oarsmen points at the

Talleman does not scare easily, but the mute

goblin standing a bit farther away. The motion

strangers make him uncomfortable. He does

makes his elbow click

not have the good-­natured disposition typical

“It is not one, but two.”

of his kin. Life has left him hardened, inside

The strangers all turn to Gerdimer Black.

and out, with no patience for nonsense and

“He is my partner and tracker, and it is me

foolery. Gerdimer Black grows more watchful

you should be talking to,” says Sigmyn irritably.

as well and jumps down from the stone, ready

“So someone has taken your mother? Slavers I

for whatever may come.

presume? Those dregs are multiplying like lice

“I’m told that you have come to Raven-

in straw beds ever since the Blood Mist lifted.

land in search of a missing loved one,” begins

No problem though, since you carry so much

5 the arrival of the seven

gold for her ransom. Leave it to us – though

Talleman does not notice the smaller stranger

we need to know more in order to buy her free-

until he is startled by a stab in his side.

dom. What does she look like, little mommy?

“Run Gerdimer! Into the dark!”

Like her sons perhaps?” he grins.

Like frightened rabbits the two merchants

The oarsman with the wooden mask shifts

run off into the night without any masked

his eyes back to the halfling.

strangers in pursuit.

“Where is the eighth mother, she who

Gerdimer Black leads the way with his night

was taken?”

vision and plows through the autumn cobwebs

Talleman glares back and spits at the mono-

along the ground, opting for speed over stealth.

lith beside him. Has the stranger blinked even

Only when they reach the forest will they go

once behind that mask? Who are these lunatics?

silent and disappear. So angry and upset is the

Human sectarians, if his merchant instincts

goblin that at first he does not even notice that

still serve him. You never know with those

Sigmyn has fallen behind, which makes him

people. Had it not been for all that gold, the

curse and head back. Carefully retracing his

halfling would already have gestured for Gerdi-

steps, Gerdimer finds several of the strangers

mer to vanish into the night.

crouched over his fallen partner, incapacitated

“The parts smell like one,” says one of the

by the poisonous stab that almost instantly

strangers. Then the short-­statured employer

paralyzed his muscles. One of the oarsmen is

steps forward and bows before he speaks.

kneeling by the halfling’s side. He has put his

“None of the parts know anything about

gloves and bone mask aside, but the hood droops

the mother,” the man explains to the masked

over his face. The stranger sticks two fingers up

newcomers.

Talleman’s nose, and as he pulls back his hand,

“It has masked its own thoughts,” replies the

the hairs on Gerdimer’s back bristle – the fin-

man in the wooden mask. “The moonstone in

gers have come loose from the body. The goblin

its chest will know. Let us question the stone.”

cannot help whimpering when he sees them

“Moonstones? Do you also believe the fairy-

slide of their own accord into his friend’s nasal

tales about Eor casting us into the world in

cavity. As the stranger turns towards him, the

jealousy of the elves and getting us split into

goblin screams at the top of his lungs and flees

two? In that case you would be better off seeing

across the moor as fast as his legs can carry

a village priest who shares your views. Those

him, for the stranger’s face belongs to neither

babbling loons are getting together to seek the

human nor halfling, nor any other creature in

mythical moonstones in the Ashen Vale. Only

the creation, but consists of a crawling mass of

death awaits them there, nothing more.”

muscles slithering amongst one another.

“Reach into the moonstone in its chest!”

The figures in black watch as blood starts

says the man in the wooden mask and the others

pouring out of one, then two, and then all the

move closer.

halfling’s orifices during the probe of his insides.

Gold or no gold – enough is enough.

Afterwards the fingers do not leave through

But with his attention fixed on the tall folk,

an existing exit, but simply burst through the

6 chapter 1

skin to be reunited with the body from whence they came. The remains of Sigmyn Talleman are still shaking, but it is unclear whether he is conscious or even alive. The strangers do not care either way. “There is no moonstone.” They all look around for the goblin who disappeared into the night. Maybe they can still sense him. “Did we eat any thoughts about the eighth mother?” “There was no such thought, but it spoke true about clerics seeking moonstones in the Ashen Vale. It is my belief that the thieves dissolved into two to push away any memory of their theft.” “Let us track them down and remind them of their treachery!” Without another word the oars­ men start to make their way inland, leaving the halfling’s corpse twitching in the stone circle.

7 the arrival of the seven

INTRODUCTION

The prophet Fangler’s third eye opened in his forehead. “Hear the god’s call! Wyrm shall be reborn in the Bloodmarch, but the pendulum of time has been stolen!” shouted Fangler in a shrill voice. “Retrieve the pendulum for the sake of our god!” Ginmyn put down his beer and glanced at the Ad Vipera ­officer sitting beside him. “Should we take him now?” “No.” Ginmyn made the sign of Lemniscate across his chest. “Surely you don’t believe that blasphemy about the god’s rebirth in the Bloodmarch?” “Lilies often grow out of dung. The prophet’s message is of interest to the shedder Poansa, Do you question her?” The officer bared a sharpened corner tooth. Ginmyn put the tankard to his mouth to drown any ­further questions.

T

he Bloodmarch is Ravenland’s neighbor

During the wars between King Algarod of

to the west, known for its barren plains

Alderland and his renegade sorcerer Zygofer

and proud riders who worship the holy

three hundred years ago, a horde of demons

volcano known as Horn. In Ravenland the coun-

were summoned that slaughtered the Alder-

try is often referred to as the Ashen Vale, which

lander armies in Ravenland. After losing control

is really just the eastern region. The only known

of the demons, the sorcerer sent them to ravage

passageway between the countries is through

the neighboring country of the Bloodmarch

Shadowgate Pass in the Thynde Range.

while he himself desperately tried to block the

8 chapter 2

portals he had opened between the worlds. In

Perhaps there is good soil to farm for those who

the legends this event is often referred to as

can claim and defend a piece of land? Perhaps

the Demon Flood.

the country’s treasures lie scattered among the

Zygofer managed to close the gates and many

bones of the dead, there for the taking for who-

demons perished as the link to their own worlds

ever gets there first?

was severed. Others remained – some in Raven-

The village of Taregyll was founded almost

land, others in the Bloodmarch. Afraid that the

immediately on the slopes just beyond Shad-

demons he had lured to the Bloodmarch would

owgate Pass in the east part of the Ashen Vale.

one day return, the sorcerer made a deal with a

Shacks were built and occupied. Adventurers,

demon prince to close Shadowgate Pass by per-

mercenaries, treasure hunters, missionaries,

verting the very laws of nature in the area. The

merchants, and refugees all come here from

pass has been blocked ever since, and few there-

Ravenland. Taregyll is really nothing more than

fore know what has been going on in the neigh-

a lawless backwater with a few simple shacks

boring country for the last three hundred years.

built around a couple of inns. Aslenes from

However, during the battles of Vond a few

the east have also come to Taregyll. Some weep

years ago (see Raven’s Purge) Shadowgate Pass

with joy that the pass has opened to the world,

opened once more. No one knows why – per-

while others warn strangers not to come here,

haps the demons guarding it died or found a way

especially as a demonic plague haunts the entire

home to their own world. In any event, adven-

region, where the woods are blood red and alive

turers and settlers are now gathering on the

and awaiting their prey. Some Aslenes wish to

border of the Bloodmarch, enthralled with curi-

barter with the newcomers or pay warriors to

osity after three centuries of separate existence.

cleanse certain areas and take back the land

How much of the horse people’s country

they once lost. There are rumors that the horse

survived the ravages of the demon horde? Is

clans are uniting again under a strong leader

there nothing left but desolate wasteland, or

farther inland to drive the demons from the

have its villages been rebuilt? Who lives there?

Bloodmarch once and for all.

RAVEN’S PURGE This book is chronologically set after the campaign Raven’s Purge which took place in Ravenland. Some of the events described here began there, but it is not necessary to have played Raven’s Purge before the campaign Legacy of Horn which is included in this book. If the gaming group intends to play Raven’s Purge at some point, it would be best to do so before embarking on The Bloodmarch.

9 introduction

adventurers go searching for a set of holy weap-

OVERVIEW

ons. The campaign can be played in a variety of

The Bloodmarch is a campaign module for the

ways, each with a different focus. The adven-

Forbidden Lands roleplaying game. Here you

turers can ally with or support either of the key

will find descriptions of the Bloodmarch region

players, oppose them, or simply ignore them.

and its peoples, creatures, and terrain. Key play-

The campaign brings the adventurers to various

ers are introduced along with their disagree-

parts of the Bloodmarch and can be interspersed

ments and respective interests.

with side quests if so desired.

Some of this is presented in the accompanying campaign Legacy of Horn where the

THE JOURNEY TO THE BLOODMARCH

to decide the reason for their journey to the Bloodmarch. Here are some suggestions that

“Go west, young man, and grow with the land!”

can easily be combined:

– From Ferrale Mutra’s speech to the banished

PLUNDERERS: The player characters have

Alderlanders, before they were lowered from the

heard that the country west of Ravenland has

bulwark of the Iron Lock.

just been opened to outsiders. There will no doubt be treasures to collect if they get there

The player characters will likely begin their

early. If they do not wish to keep all the plunder

adventure as Ravenlanders or Alderlanders

themselves, they can always find less scrupulous

who have come to Taregyll in the Ashen Vale

merchants as well as a fence’s guild in Taregyll.

through Shadowgate Pass. You may choose

These people will buy anything from equipment

another starting point, but you and the play-

to jewelry and magical artifacts, and can even

ers must then explain who their characters are

place orders on behalf of interested parties.

and how they ended up there. You are also free

SETTLERS: After the tumultuous events of

Raven’s Purge, many people just want a quiet place to settle down, build a village, and farm the land.

FROM THE BITTER REACH?

Perhaps they go looking for it in the Bloodmarch, where vast areas are said to be deserted and the

Some claim to have traveled under the mountains from the Bitter Reach to the Bloodmarch, using an old dwarf settlement called Järnhem northeast of the Bloodmarch. The tunnels are supposedly connected to Belderand and offer underground passage to the Bloodmarch from the icy Winding Ways of the Bitter Reach as well as from the misty mountains of Ravenland. Whether these stories are true or not is highly unclear as most dwarves will not say a word on the matter.

soil is fertilized with the volcanic ashes of Horn. RETUR NING CLA NSFOLK: Quards and

Galdanes, two horse clans originally from the Bloodmarch, fled to Ravenland before the Blood Mist made all travel impossible three centuries ago. Many of them dream of returning to their homeland now that it has been opened. The player characters could lead a scouting party or an entire community to the west. ELVEN AGENTS: The elves of Ravenland

worry about their Aslene kinsfolk, the red elves, whom the elders of the Stillmist say are in the grip of a collective madness that makes them do the demons’ bidding and dwell in the scarlet, misgrown forests of the Bloodmarch. ORC AMBASSADORS: It is said that the orcs of

Before we continue it should be noted that the

the Bloodmarch were never subdued, and an orc

first five chapters of this book can be read by

ambassador from someone like Emperor Hroka

players and Gamemasters alike, while the texts,

of the Urhur clan could be sent to seek contact

illustrations, and maps in chapter 6 onward are

and form an alliance with them.

for the Gamemaster’s eyes only.

12 chapter 2

THE LAY OF THE LAND

“The plains of the Bloodmarch once blossomed so abundantly that hot days would see rivers of nectar flow through the vales. The mountains yielded ore so pure that shards of unforged iron could be used for axes. Of course, this was before the Demon Flood. Ever since the sorcerer Zygofer had his demonic hordes lay waste to the country ten generations before us, the land has been dead and deserted, apart from the twisted nightmares that now roam its plains and forests. Yet there should be much treasure to find for those brave enough to face their fears. Some say the demons no longer howl with hunger as they used to and that the clans are riding once more to drive the abominations out.”

T

he Bloodmarch is located on the same

are also areas resting on white limestone. These

parallel as Ravenland and its climate is

lie outside the horse people’s territory, since

similar, only hotter and drier since it is

they believe that the volcano god Horn is not

farther away from the sea. The central plains

present there.

have volcanic soil and are rich with dark sand

The Bloodmarch is surrounded by moun-

mixed with fertile ash.

tains with only a few passes. Tall and strange

Before the Demon Flood there were many

rock formations are a common sight, especially

villages along the outskirts of these plains,

in the east. All the rivers draining the moun-

often located close to one another to better

tains are said to converge in the south, where

defend against plundering horse clans. There

they are swallowed by the earth.

13 the lay of the land

NATURE IN THE BLOODMARCH CRIMSON FORESTS

Closer up the trees are blood red and malicious, with flowers that glow in strange colors and appear to be watching strangers by turning their heads towards them. Some say that the air in the Crimson Forests is laden with the flowers’ fumes, as imperceptible as they are poisonous.

The main feature that distinguishes the Blood-

The vegetation is said to have a mind and will

march’s natural environment from that of its

of its own. It harbors predatory creatures that

neighboring countries is that the vegetation

are neither plant nor beast. People living near

in certain areas has been tainted by demonic

these places say that visitors are changed after

influences. Such places are commonly known

spending time in a Crimson Forest – a malady

as Crimson Forests.

they carry with them, if they manage to leave

From a distance the forest looks as if a mountain of entrails has been poured over the landscape.

the area at all. Red elves are the only kin in the Bloodmarch that live in the Crimson Forests.

FIRELANDS Firelands are another geographical feature of the

KIN & GODS

Bloodmarch. Here the magma flows so close to

This section describes the kin inhabiting the

the surface that it burns bare feet. In some places

Bloodmarch and the gods they worship.

the magma even sees daylight. Entire landscapes can be ablaze, while boiling water erupts into the sky. There is not much life in the Firelands,

THE HORSE CLANS

but since it is considered sacred by the priests of

Most humans in the Bloodmarch belong to one

Horn a couple of temples have been built where

of the five horse clans that each have claimed one

the earth’s crust is thick enough.

of the country’s central plains. Being nomads, the clans have no problem with friendly outsiders visiting their land and taking what they need

ASHLANDS

to survive, but anything of economic value such

Ashlands are barren black deserts of volcanic ash.

as permanent settlements and trading caravans

Traveling through the Ashlands is dangerous since

requires the approval of the respective chieftains

there is nothing to eat or drink. During droughts

and a tribute equivalent to one-­tenth of the value.

the wind carries so much ash that it impairs one’s

The five horse clans are named after the five

vision. Furthermore, the particles can be toxic

dormant volcanos of the Bloodmarch, which are

to inhale. Rain turns the ash into black mud. A

thought to be the sons of the volcano god Horn.

light rain is ideal for travel since it binds the dust

These clans are called Houns, Sabirians, Caberi-

while the ground remains firm. Ash merchants

ans, Galdanes, and Quards. The clans believe that

and mineral collectors are often encamped nearby,

they are born from the volcano god Horn, who

only scouring the Ashlands for commodities when

gave them their land and the astra to drive out

the weather permits. Humans can sometimes dis-

the indigenous people called Vasnians. A more

appear without a trace in the Ashlands, and some

historical analysis suggests that the horsefolk

say the ashes are crawling with hidden predators.

arrived more than a thousand years ago from the Drawn Lands in the west, expelled the Vasnians, and adopted the god Horn as their principal deity,

FOOD AND WATER

likely influenced by the dwarves of Eldhem. The

Travelers may have difficulty finding food and water

clans strongly disapprove of the latter description.

in the hotter, more arid parts of the Bloodmarch and should replenish their supplies whenever pos-

HOUNS: Sella the Liberator who once liber-

sible. In the new terrain types, Ashlands and Fire-

ated the Bloodmarch and organized the horse-

lands, food and water are scarce and what little water

folk into clans is thought to have belonged to

they contain is undrinkable (page 41). People

the Houns, which makes the clan in question

who value their health and sanity should never

think of themselves as more special than the

drink or eat anything from the Crimson Forests,

others. There are few of them left, as their clan

though alchemists and obscure thinkers see these

was decimated during the Demon Flood and

raw materials as opportunities rather than threats.

their territory is largely dominated by Crimson

16 chapter 3

Forest. They maintain a good relationship with

Kanender the Mad managed to break through

the horned dwarves of Firestead.

the enemy and escape through Shadowgate Pass

The young Houn chieftain is called Selligar

into Ravenland, where many Galdanes remained.

Horne of Havenmark and is trying to unite

Now that their homeland has opened, many have

the clans.

returned to be reunited with the small number of survivors who are still scraping by back home.

SABIRIANS: The Sabirians were warned in

The leader of the Galdanes in Ravenland

advance of the Demon Flood and had time

is Kormella Mira of Moldena, a descendant of

to prepare, though they believe that they are

Kanender the Mad. Her lineage gives her prestige

stronger, more virile, and more capable than

among her own people, but the Aslene Galdanes

the Houns and that they therefore dominate by

regard Kanender as a traitor. However, Kormella

right. The Sabirians have formed a loose alli-

is known as one of the finest horse warriors there

ance with the Caberians with many marriages

is, hard as stone toward friends and enemies alike.

between the clans. Sabirians think that they are

She hates demons and followers of Rust, but seeks

the best riders and have the best horses, includ-

closer relations with the Quards to counter the

ing the legendary winged steeds.

alliance between the Sabirians and Caberians.

The Sabirians’ chieftain is Mommodar the

Trandesso Haveman is the leader of the

Gnawer, an aged and cunning warrior. Mom-

Aslene Galdanes. He is an unimaginative tra-

modar disapproves of Selligar Horne’s claim to

ditionalist who cares more about his own and

leadership over the clans and considers himself

his people’s pride than about preparing them

a better alternative.

for a changing future.

CABERIANS: The Caberians have traditionally

QUARDS: The Quards have long waged war on

been at war with the Alderlanders, who every so

the indigenous Vasnians and never really recov-

often would attack through Gander’s Pass before it

ered from the devastation of the Demon Flood.

was blocked by the Demon Flood. The Caberians

Quards are often distrustful and mostly want to

value traditional masculinity. Weapon smithing,

be left alone. Groups of Quards have returned

combat training, and the skaldic arts are central

to the homeland since Shadowgate Pass was

to their way of life. Typical Caberians are easily

reopened, but their Aslene brothers and sisters

offended and quick to challenge someone to a duel.

think that dishonorable practices like farm-

The Caberian chieftain is Merdekai, a scarred

ing have made them soft. Loyal to their own

and imposing horse warrior in his mid-­forties.

kind, the Quards have nevertheless allowed the

Merdekai supports Mommodar the Gnawer’s

returnees to stay in the Crimson Forest by the

claim as leader of all the clans.

lake Greyne, but will not help them cleanse the area of demonic plague.

GALDANES: The Galdanes were hit first by the

The Quards’ chieftain is called Jorgundos Ash,

Demon Flood as their territory shares a border

a quiet man regarded as a just and attentive leader,

with Ravenland. Totally unprepared, the clan

though he is notoriously difficult to convince of

was slaughtered in droves before the legendary

anything he does not already know or believe.

17 the lay of the land

HORN AND HAVE

At the start of the game, Horn is the only active volcano in the Bloodmarch. The country’s horse clans and dwarves worship the volcano as their god and father. Myth has it that Horn gave the clans their horses at the time of Sella the Liberator and later helped them free the land from Vasnian hordes. Sometimes Horn erupts with fiery rage, but for the most part he sends out clouds of fertile ash which allow grass and herbs to thrive in the Bloodmarch. His sons are the five dormant volcanoes that lent their names to the horse clans. Most of the Bloodmarch rests on volcanic ground, save for a few smaller areas around Oxengelder which the power of Horn cannot reach. As GM you are free to place the adventure site Oxengelder anywhere on the map. The hexagon with Oxengelder and all land within two hexagons of it have a limestone base. To the horse clans, Horn is the god of power, construction, and creation, while Have has become a goddess of fire and fertility. The center for worshiping both deities is the temple of Ashenstead on Mount Faltenvil, an adventure site you may place anywhere on the plains. Despite their differences, the horse clans get on well with the dwarven followers of Horn. As a matter of fact, it was the dwarves who first encouraged them to worship Horn and forged Horn’s Astra

for Sella the Liberator. Clan legends state that Horn gave them his astra for the war with the Vasnians, but the dwarves simply thought it was safest to have others test their new and powerful weapons, which were expected to have serious side effects. Most of the dwarven technology that forged Horn’s Astra was lost during the demon invasion. The priests believe that Horn in recent centuries has brought demons and other ills upon the Bloodmarch because the horse clans did not get along after the liberation. Now he puts their faith and strength to the test one last time to see if they can unite and drive out their common enemies. Selligar Horne of Havemark has accepted the challenge with the support of Likolapis, high priest of Horn at Ashenstead on Mount Faltenvil. Have, “the Blue Goddess,”, is the horse clans’ fire goddess and wife of Horn. She ignites the inner fire in people, whether it be rage, love, or a burning passion for one’s work. To “have” is to be filled with Have’s passion, and to “be having” is to carry a child, a dream, or an ability. Have is therefore the goddess of war, love, and fertility, but also the source of learning and creativity. Devotees of Have are sworn enemies of all demons, particularly the demonic red vegetation that threatens the land in the name of the god Rubor. The Pyrolytes are a cult of demon hunters within the Church of Have. Their order produces holy fire and blue tar, both of which increase damage to demons. Both can be picked up at the Temple of Have.

18 chapter 3

VASNIANS

in an unspoiled environment. Most of the ref-

The Bloodmarch’s indigenous population are

ugees worship the gods Raven or Wyrm.

called Vasnians, named after the region of Vasnia in the north, which they still inhabit

ALDERLANDERS: Rumor has it that Rust

in great numbers. Vasnians could be found all

Churches in both Ravenland and Alderland are

over the Bloodmarch before the horse people

keeping an eye on the newly opened Bloodmarch,

arrived from The Drawn Lands in the west.

and that they have sent scouts on reconnaissance

Vasnians are said to have a bit of orc blood in

missions for a future invasion. The Congrega-

their veins, and they live in close contact with the

tion of the Serpent in Alderland is also said to

region’s orcs and wolfkin. The horse clans assert

have sent troops to the Bloodmarch – some say

that the Bloodmarch was given to them by Horn

in search of a savior.

and that Vasnians were the weed that had to be removed. Vasnians, on the other hand, maintain

ELVES

that the clans stole the Bloodmarch from them. Vasnians are physically strong and sturdy.

RED ELVES: The elves of the Bloodmarch are

They have no written language and cherish the

known as red elves, due to their more or less

oral tradition, which has led the clans to look

red skin, hair, and clothes. Everyone else looks

down on them as a lesser people. But Vasnians

at them with suspicion. The prevailing belief,

see themselves as part of nature, interconnected

even among elves from Ravenland, is that they

with all living things, rather than individuals.

were driven mad by the demonic plague. The

Like the orcs they worship the goddess Volitia.

red elves apparently want nothing to do with

Many Vasnians dream of reclaiming their land,

anyone else, and keep to themselves in the slimy

including the prominent leader Konana.

gloom of the Crimson Forests. They seem to be utterly loyal to their leader, Vaerefor van Reiben, who dreams of a completely

RAVENLANDERS AND ALDERLANDERS

demonified world in the name of the god Rubor. Red elves are said to believe that red is the only

Besides the horse clans and Vasnians there are

natural color, while all other colors were created

humans of more mixed descent in the Bloodmarch.

by the evil god Kolor in mockery of creation.

Most of them make their living as farmers in forti-

Red elves often ride on the backs of strange

fied villages at the edge of forests, on plains and hills.

creatures from the Crimson Forest, mainly sar-

SETTLERS: In recent years, settlers have been

have joined the red elves’ cause and are serving

pouring in from Ravenland, trying to survive as

as their agents beyond the Crimson Forests.

coptes and slimeshells. There are humans who

best they can under threat from various demons, plundering riders, or “adventurers” scourging

RAVENLANDER ELVES: Apart from red elves,

the land. Some settlers are religious refugees

one may also encounter regular elves from Raven-

who have fled their homes to escape persecution

land in the Bloodmarch – visitors who are often

19 the lay of the land

sent to locate, investigate, and perhaps remedy what

dwarves view him as the malleable aspect of

has happened in the Bloodmarch, retrieve some

the stone god Huge.

missing object, or root out some unnatural being.

Aslene priests of Horn have developed a special form of Stone Singing called Magma Sing-

HALF ELVES: Half elves are rare in the Blood-

ing, which allows them to mold buildings. The

march and the ones encountered there usually come

Aslene dwarves abolished their clan system as

from Ravenland. The region’s red elves appear not

clan wars made it possible for demons to invade

to breed with humans, but there may be exceptions.

Firestead as well.

MOON ELVES: Moon elves are so rare that

ORCS

some even doubt their existence, but many swear that there really are moon elves hiding in cer-

Volitia, Volitia, mother of all

tain parts of the Bloodmarch. Moon elves are

Heed your loyal servant’s call

said to be humanoid creatures with pale, bluish

For the might you our kind gave

skin and white hair. Whether they really are

I will make your foe my slave

related to elves is a matter of dispute. According to myth, they are cursed by the god Wyrm and

– Orcish lullaby

carry a moonstone in their chest rather than the ruby of other elves. Moon elves are skilled

Unlike their brethren in Ravenland, the orcs

in illusory magic and vanish without a trace

of the Bloodmarch were never enslaved by elves

as soon as anyone catches a glimpse of them.

or dwarves. They believe themselves to be the oldest and most primordial kin in the world, molded from the first soil by the creator god

DWARVES

Clay. The orcs worship their goddess Volitia and

The dwarves of the Bloodmarch are based in Fire-

male orcs are expected to complete her creation

stead, where they through isolation have managed

and purpose, called Étosh.

to defend their only city, Helya, from the demonic

The Aslene orcs move around in small

plague. Aslene dwarves have a horn jutting from

family units and make their living hunting,

their forehead and call themselves Caprids. Kulli is

gathering, and plundering. They hold regular

their derogatory word for hornless dwarves, whom

assemblies where representatives of each group

they consider weak degenerates. Other hornless

make pacts and mete out justice. The female

creatures such as humans and elves are lumped

orcs’ position is as strong as it is in Ravenland.

together under the name baas kulli – lesser kulli.

Orcs tend to live in peace with both Vasnians

In return, hornless dwarves often imply that the

and the region’s wolfkin.

Caprids have horns because their ancestors were

On the one hand, the Aslene orcs despise

so ugly they had to mate with goats.

their relatives in Ravenland for allowing them-

Caprids worship the volcano Horn. The

selves to be subjugated by dwarves and elves, and

god Horn is also called Warm Huge since the

even worse, trying to emulate them. Aslene orcs

20 chapter 3

believe that an orc simply is, and does not need

They have common enemies in the plain-­

to become anything. Anything new will only

dwelling humans, as well as dwarves and elves.

dilute the old ideals and the message of Voli-

The only real negotiations between the countries’

tia. On the other hand, the leaders understand

orcs are handled by females, since the males

the power of unity within their kin, not least

have a tendency to mock and start killing each

because the orcs in Ravenland far outnumber

other. The Sisterhood of Viraga in Ravenland

the ones in the Bloodmarch.

has representatives in Vasnia.

VOLITIA AND ÉTOSH The all-mother Volitia is a pantheistic forest goddess who ordered the creator Klei (the orcs’ name for Clay) to create the world simply because she could and wanted to. The purpose of the living is to, like Klei, fulfill their roles according to Volitia’s intentions which is evident in nature. The orcs think they are closer to the all-mother than anyone else and that their primary duty is to reflect her in the world – through desire and capacity. The desire is for pride, authenticity, procreation, power, and independence, while capacity is the ability to overcome challenges and dominate weaker kin. Desire is mainly considered a female virtue and capacity a male one, but they are intertwined into a whole. The religion’s practice is simple, with orally preserved rituals, trials, and sacrifices, where old trees, glades, and rock formations are often used as alters. At the cult sites they sacrifice

creatures and celebrate victories; males fight for rank and hunts are arranged where ecstatic females hunt down prey which are torn apart while still alive and finally devoured. There are no religious buildings or scriptures since the orcs of the Bloodmarch despise all writing. The Sisterhood of Viraga has no presence in the Bloodmarch, but the female orcs wield as much power as they do in Ravenland. Étosh is not a god, but a term for Volitia’s will, intention, and creation. Males are supposed to embody Étosh through manly deeds, such as war, song, competition, procreation, and domination. They see themselves as the all-mother’s tools and their accomplishments are what matters. A good male is capable, commanding, strong-willed, and produces strong offspring. Worthiness before Volitia is often displayed through religious symbols of varying complexity. It is possible to ritually challenge others for ownership of such symbols.

21 the lay of the land

WOLFKIN There have been wolfkin in the Bloodmarch for a very long time. They are more confident than their fellow kinsfolk in Ravenland, and nobody sees them as the spawn of demons. It is instead said that the wolfkin of the Bloodmarch were created long ago by the Nightwalker Guard for a specific purpose now forgotten, though it is supposedly hidden in their noses. Wolfkin in the Bloodmarch often mingle with orcs and will sometimes produce offspring with one another, known as grargs.

GRARGS: Grargs are bulkier, more aggressive, and more animalistic than ordinary wolfkin. They also have tusks which make them look like wild boar on two legs. Grargs often move around the dwellings without living in them, because they are temperamental, sterile, and unable to form packs, but they can participate in hunts and battles alongside their relatives on both sides. The wolfkin keep them on a tight leash and do not hesitate to kill grargs who pose a threat to their young. In major battles the orcs will sometimes arm grargs with heavy knuckledusters and other crude weapons, drug them into a frenzy, and use them as vanguards on the battlefield where they advance like flesh-­tearing windmills.

22 chapter 3

THE NIGHTWALKER GUARD

The Nightwalker, who in the Bloodmarch is commonly known as the Nightwalker Guard or simply Guard, watches from the transitions of life. His two faces peer into this world as well as the next. In other words, he exists between day and night, life and death, sleep and wakefulness. Wolfkin in the Bloodmarch refer to the Nightwalker as the [Ranghöge] and see him as the protector of nighttime creatures. Rather than praying to

the [Ranghöge], the wolfkin strive to become one with him under his leadership. To find one’s place in the herd and live one’s life accordingly is usually how wolfkin define the meaning of life. Worshipers of the Nightwalker often accept the moon goddess Eor as the god’s helper, his eyes, and sometimes his wife. The shadowy mist creatures known as umbras which can sometimes be glimpsed at dusk and dawn are believed to be sent by Guard to report on what they see and hear. The god also has his own cult in the Bloodmarch – the Order of Egression, who in the name of Guard bring peace to the dead so that they can move on from this life.

HALFLINGS AND GOBLINS

REGIONS

There are few native halflings in the Bloodmarch, though small groups of them are rumored to dwell in secluded valleys. They

ASHENVALE

are very shy, but also much more sympathetic

The eastern plain of the Bloodmarch is called

towards each other than in Ravenland. Perhaps

Ashenvale and was traditionally home to the

it is true that moon elves and wolfkin before the

Galdane horse clan. This part of the Blood-

Demon Flood would hunt and kill these two kin,

march was hit hardest and without warning by

who never again trusted anyone but each other.

the Demon Flood in the year 875 AS, where-

The halflings and goblins encountered in the

upon the Galdanes who did not make it to

Bloodmarch come almost exclusively from Raven-

Ravenland were virtually wiped out, at least

land. They are pilgrims in search of the moon-

in their human form. The clan has recovered

stones that some say were torn from their chests

somewhat in recent years, but is still weak and

when their kin was split into halflings and goblins.

few in number.

23 the lay of the land

Contrary to what some people believe, the region is not named the Ashenvale after the devastation, but because its soil consists of grayish

EOR

black volcanic ashes from the volcano Horn. This ash is highly fertile as long as it is irrigated.

Halflings and goblins worship the moon goddess Eor and think of her as their mother. Other kin generally dislike the moon, which they perceive as false and scheming. In Ravenland mythology, Eor was jealous when the Red Wanderer of the sky cast rubies into the world and created the elves. She therefore sent down her own moonstones from which the nocturnal moon elves were born. But at the time of the Shift, when the Raven God divided the land, the moon elves tried to trick him. As punishment he tore the moonstones form their chests and split their kin into halflings and goblins. The moonstones were allegedly hidden in the Bloodmarch. In the Bloodmarch, Eor is only worshiped by halflings and goblins from the outside world. They revere salt as holy dust fallen from the moon. It can penetrate anything and be ritually purified into a powder so holy that it preserves food from rot.

Many Ravenlanders mistakenly believe that the entire Bloodmarch is called the Ashenvale, since they do not know about its more remote areas.

THE BLACK The Black north of the Ashen Vale is even blacker with Horn’s volcanic ashes. It also has cliffs of obsidian – black volcanic glass – a traditional material for temples, sculptures, weapons, jewelry, and talismans throughout the Bloodmarch. The rocky black landscape is streaked with porous white cinder, which creates a strange contrast throughout the entire region. The Black and Vasnia in the north first belonged to the country’s indigenous people, Vasnians, and later to the Quard horse clan. The Quards were at constant war with the Galdane and Houn clans from Havemark. Six centuries ago, a large group of Quards emigrated to Ravenland. The descendants of those who stayed behind, who were also decimated by demons, still portray them as weaklings and traitors in their stories.

VASNIA Vasnia is a more mountainous and less accessible region dominated by the Bloodmarch’s indigenous people, the Vasnians. There are plenty of orcs and wolfkin as well. The horse clans will usually not enter Vasnia unless they are many and well-­armed, since they are not viewed favorably there. There are rumors about a few heavily

24 chapter 3

fortified villages built around ore deposits, but

a foothold in Firestead as well. But the country

otherwise Vasnia consists almost entirely of

is still relatively unscathed by the demons’ rav-

wilderness. The Quards maintain a nominal

ages, partly because there is not much to destroy.

claim on Vasnia, but in practice they have no

The dwarves are relentlessly hunting down all

control over the region.

hateful miscreations and digging lava ditches through the use of magma singing.

HAVENMARK Havenmark is named after the volcano god’s wife,

THE WAILING

Have. The region was once lush and beautiful

The wind-­swept plain of The Wailing is named

with verdant hills and woods where elves and

after the goddess Wail. Here, like in the even

humans lived in peace with each other. Now the

stormier Kreysel, the Sabirian horse clan once

land is badly tainted with demon plague and the

rode on their winged steeds. The eastern part of

very center of the unnatural vegetation’s spread.

The Wailing is often called the Forest of Stone

Most who are not red elves stay away from there.

because of its numerous ravines and pillar-­like

The Houn clan that once ruled Havenmark

cliffs. It is believed that the horses who roamed

is all but extinct and its few surviving members

this area before the humans arrived developed

tend to avoid both humans and other kin, but

wings so they would be able to move through

have nevertheless been energized by their strong

the immense landscape and escape predators.

young leader Selligar Horne. The consensus in

The Sabirians are now as divided as the other

the Bloodmarch is that Alderland somehow

horse clans in the Bloodmarch.

contributed to the Houn’s downfall through betrayal. But then again, malicious rumors

KREYSEL

about the Alderlanders spread like weed in the Bloodmarch.

The plain narrows toward the west into the Screaming Land of Kreysel. Here the west wind howls so strongly and fiercely that few creatures

FIRESTEAD

can survive for long. The enduring plants are

A river of lava known as Burn flows westward

thick and grow along the ground, while animals

from the volcano Horn until it crashes down

in the region have developed turtle-­like legs so

into the wide gorge called Scorne Gorge. The

as not to get swept away. The wind grew stronger

dwarven realm north of Burn is called Firestead

during the Demon Flood, likely enhanced by

and coped fairly well with the Demon Flood,

magical means as the sorcerers of The Drawn

since the dwarves during the worst attacks man-

Lands beyond Kreysel closed the passage to pro-

aged to hold [Grinagap], the only natural bridge

tect themselves. Anyone who travels west will

over the lava river. However, as civil war broke

eventually be stopped by the raging hurricane

out between two dwarven clans, the Tarkins

near the boundaries of The Drawn Lands. No

joined forces with demons who thereby gained

one knows what lies beyond.

25 the lay of the land

STRILLING

VARINA

Strilling mainly consists of arid shrublands

The southwest corner of the Bloodmarch is hill-

where carnivorous dread raptors prey on wild

ier than the plains up north. The landscape grad-

horses and whatever else they can find. The

ually rises into a highland towards the [rand-

regions of Strilling and Druma traditionally

bergen] in the southeast. It is a beautiful place,

belonged to the Caberian horse clan, a militant

but nevertheless avoided by the horse clans who

warrior clan where young children were taught

think it lies beyond the domains of the volcano

to fight on horseback before they could walk. In

god Horn. Furthermore, the region is ill-­suited

fact, it is said that Caberian warriors cannot

for riding as stones will often come loose under

walk even as adults because they rarely leave

the horses’ hooves and cause them to stumble.

their saddles, which has left them so bowlegged that they can only waddle along like ducks, to

HADRUMA

the amusement of others.

The highland of Hadruma rises towards Gander’s Pass in the southeast. It has been a devas-

DRUMA

tated area for as long as anyone can remember,

Druma could have been a pleasant, undu-

populated exclusively by vultures and wild dogs.

lating land with lush forests, if not for the

On its barren slopes lie the bones and armor

constant battles between the Bloodmarch

parts of countless generations, withered and

and Alderland that were fought there. At

trampled by subsequent armies.

the time of the wars there were a number of

The Gander, a special guild of mages honored

fortifications in the area – not only walls,

by both sides, watched over the pass for as long as it

palisades, and forts, but specially prepared

was open, but never favored either side in the wars.

plains, cleared and hardened to facilitate cav-

The eight wisest of the Gander climbed up the

alry charges. Ever since the route to Alder-

gigantic pillars that lined the pass and stayed there

land was closed during the Demon Flood,

for the rest of their lives, at the end of which they

the region has fallen into relative obscurity

hurled themselves to the ground below. Anyone

and a certain calm has settled there in recent

who wanted could climb the eight pillars, known

centuries. Unfortunately, this calm is not

as [Gåsbenen], to seek advice and prophecies.

only suitable to farmers, but also to demons

During the Demon Flood, the sides of Gan-

trying to establish themselves in the world

der’s Pass collapsed into several of the pillars and

of humans.

the pass has been blocked ever since. No one knows whether the collapse was caused by an earthquake or if the Gander triggered it themselves.

26 chapter 3

MAGIC

Lancer Ergenman woke with a whimper, sweaty on his bed of straw. He pinched the twigs to regain the sensation in his fingers “Now do you recognize the power of the goddess Oneira?” asked Bretella with a smile that was less than friendly. “Everyone has nightmares,” answered the warrior sourly. “That doesn’t mean I believe in dream ghosts!” The woman eyed him. Suddenly she ripped off the man’s right hand and took a bite out of it, and from the wound poured not blood, but wine. “Beware, blasphemer, and choose your words carefully if you ever want to wake again, for you are still in the dream realm of Oneira.”

A

ll spells from the Player’s Handbook in

the start of the game, but must find masters

the base game are found in the Blood-

willing to teach them.

march as well. In addition, there are

Furthermore, there are local orders and

three new schools of magic: Magma Song as

cults that can cast spells from already exist-

practiced by the country’s priests of Horn, Men-

ing magical traditions. These are the Order

talism as practiced by the moon elves of the

of Egression (Blood Magic), the Pyrolytes (Ele-

Bloodmarch, and Oneiromancy as it is taught

mental Magic and Healing), and Ad Vipera

by the followers of the Dreamstress (page 96).

(Shapeshifting). The Order of the Ironbrows from

Adventurers who were not born in the Blood-

Alderland also has magnetic abilities similar

march cannot know these magical traditions at

to magic.

27 magic

IGNITE

MAGMA SONG

✥ ✥ ✥ ✥

Magma Song is a sub-­tradition of Stone Song, dedicated to the volcano god Horn in the Bloodmarch. Magma singers can control lava, fire,

R ANK: 1 R ANGE: Near DUR ATION: Immediate INGREDIENT: Fire

and hot water. Dwarven priests of Horn can learn both Stone Song and Magma Song, but

By manipulating the element of fire, you can

must increase their ranks in the sub-­traditions

cause an inanimate object to suddenly burst

separately. Magma singers of other kin usually

into flames. If the spell is used on a carried

do not know Stone Song.

object, its bearer must drop the object or suffer

Magma singers believe in the memory and

one point of damage to Strength. If used on

potential of matter. They turn stone into lava

clothes or armor, the wearer suffers an attack

by awakening its memory of what it once was,

with a number of base dice equal to double the

rather than by adding energy. That is why

Power Level (Weapon Damage 1, non-­t ypical).

Magma Song does not work on limestone or

The victim catches fire and keeps taking one

sandstone, which were never magma. Likewise,

point of damage per round until the fire is put

water can be turned into steam by making it

out with a successful MOVE roll. Armor does

realize and fulfill its potential. Understanding

not protect against this spell.

and empathy are central in the lives of magma singers. Poetry is therefore highly valued by these priests.

MAGMA SONG SPELL

RANK

Ignite

1

Fire’s Friend

1

Mold Stone

1

Fire Memory

2

Water Memory

2

Steam Flight

2

Magma Cascade

3

Firewall

3

Summon Fire Wyrm

3

28 chapter 4

FIRE’S FRIEND ✥ ✥ ✥ ✥

R ANK: 1 R ANGE: Personal DUR ATION: One turn per Power Level INGREDIENT: A pinch of sulfur

For the duration of the spell, you become

MOLD STONE ✥ ✥ ✥ ✥

R ANK: 1 R ANGE: Short DUR ATION: One turn per Power Level INGREDIENT: Liquid lava or metal

You can make hot, liquid stone or metal shape

immune to all forms of fire, including dragon

itself and solidify in any rough-­cut form you

fire and lava. For each Power Level another

want. Up to one cubic meter of material can

person in your vicinity can become fire’s friend

be shaped per Power Level. The molded mass

too. However, the spell does not protect equip-

remembers and retains the desired shape when

ment or clothes.

it cools and becomes solid. More precise shapes require a CRAFTING roll and molding weapons requires the SMITH talent. You can use this spell to form ten balls of stone for the spell Magma Cascade.

FIRE MEMORY ✥ ✥ ✥ ✥

STEAM FLIGHT ✥ ✥ ✥

R ANK: 2 R ANGE: Near DUR ATION: Immediate INGREDIENT: A fistful of sand thrown

R ANK: 2 R ANGE: Personal DUR ATION: One round per Power Level

and two liters of water



at the stone

INGREDIENT: A container of water

­carried in one’s arms You can instantly melt stone into lava. Up to a cubic meter of stone can be melted per Power

You can make steam shoot out of a carried water

Level. Fire Memory only affects stone that

container with such force that you are lifted off

was once lava – not marble or other kinds of

the ground, either rising vertically one meter

limestone.

per round or flying horizontally one zone per round until the effect wears off or the water runs out. If aimed at a living creature within

WATER MEMORY ✥ ✥ ✥ ✥

ARM’S LENGTH

R ANK: 2

range, the steam inflicts one

point of damage to Strength per round.

R ANGE: Short DUR ATION: Immediate

MAGMA CASCADE

INGREDIENT: Some form of smoke or

✥ ✥ ✥ ✥

steam in your vicinity You can make water instantly go from ice to cold water to warm water to steam or vice versa, one

R ANK: 3 R ANGE: Short DUR ATION: Immediate INGREDIENT: A fist-­sized stone

step per Power Level. The spell can affect up to two liters of water per Power Level. A con-

You can make a fist-­sized chunk of volcanic rock

tainer whose liquid is vaporized explodes and

explode in a cascade of magma that burns anyone

inflicts one point of damage per Power Level

standing too close and sets fire to combustible

to Strength on everyone within ARM’S LENGTH

objects. The stone can explode in the desired

range. Water that is instantly frozen can shat-

location with a successful MARKSMANSHIP roll;

ter a lock or container and cause opponents to

otherwise the explosion takes place within NEAR

slip unless they succeed with a MOVE roll. The

range of the location in question. Alternatively,

water inside living creatures cannot be affected.

you can make a suitable stone on the ground

Bonus: You can heat or cool the beverage

explode in a magma cascade just as the target

in your cup to a suitable drinking tempera-

walks by, without making a skill roll. Everyone

ture without spending Willpower Points or roll-

within ARM’S LENGTH range of the explosion

ing dice. Furthermore, you are not negatively

suffers one point of damage to Strength per

affected by changes in weather temperature.

Power Level.

30 chapter 4

FIREWALL ✥ ✥ ✥ ✥



R ANK: 3

INGREDIENT: A spear stuck into the

ground and broken

R ANGE: Short DUR ATION: One turn per Power Level

You can summon a fire wyrm (page 111) from

INGREDIENT: Pulverized coal

beneath the earth as long as you are standing on volcanic ground. The fire wyrm arrives in

You cause a one-­meter-­thick horizontal or ver-

one turn and attacks everything in sight, except

tical firewall to burst out of a volcanic rock.

the person who summoned it. The fire wyrm

The flames stretch one meter from the rock

cannot burst through solid rock, but can hurl up

per Power Level and cover up to three meters

to half its body onto the rock in order to attack.

in width per Power Level. Anyone who tries to pass through the wall suffers one point of damage to Strength per Power Level.

MENTALISM

SUMMON FIRE WYRM ✥ ✥ ✥

The moon elves of Anoma beyond the seas were

R ANK: 3

masters of mentalism, a magical tradition that

R ANGE: Can be summoned within

affects the perception, memory, and will of

Short–Long range

intelligent creatures. They stole the Eight

DUR ATION: Attack by a fire wyrm.

Mother from the worm people and fled, first to

The Power Level determines the size of

Ravenland and then onwards to Aslene. Modern

the wyrm.

moon elves have lost much of this knowledge, but are still excellent manipulators.

MENTALISM SPELL

MENTAL STRENGTH

RANK

Mental Strength

1

Wordplay

1

Traceless

1

Confusion

2

Amnesia

2

Truth Sense

2

False Shape

3

Fata Morgana

3

Geas

3

✥ ✥ ✥

R ANK: 1 R ANGE: Near DUR ATION: One turn per Power Level

You can make one allied person or creature per Power Level immune to all damage to Wits and Empathy, as well as all fear attacks. When targeted by magical attacks against these attributes, the person can make an INSIGHT roll (not an action) with a positive modification equal to the Power Level to resist the attack. The roll cannot be pushed.

31 magic

WORDPLAY ✥ ✥ ✥

suffering a critical injury) and incapable of

R ANK: 1

rational thought. The victim must make an

R ANGE: Near

INSIGHT

DUR ATION: Permanent

modification equal to the Power Level to resist

roll (not an action) with a negative

the spell. The roll cannot be pushed. Once the You can make one person per Power Level rein-

spell wears off the person recovers one point

terpret what is said by using an ambiguous or

of Wits per round.

homonymous word – i.e. a word or phrase that sounds the same but means something else.

AMNESIA

Example: “So you will give me this animal?”

✥ ✥ ✥

when you are negotiating to buy a ewe, after which the farmer gives you the animal for free.

TRACELESS ✥ ✥ ✥

R ANK: 2 R ANGE: Short DUR ATION: Permanent

You can make one intelligent person per Power

R ANK: 1

Level forget what happened during the previ-

R ANGE: Personal

ous turn. The victim must make an INSIGHT

DUR ATION: One hour per Power Level

roll (not an action) with a negative modification equal to the Power Level to resist the spell.

Any trace of you and one other person or crea-

The roll cannot be pushed. An affected person

ture per Power Level is completely altered for

is not changed in any other way, but must reas-

the duration of the spell. You do not become

sess the situation.

invisible, but your appearance, voice, body language, scent, and other personal traits change

TRUTH SENSE

so that even a trained bloodhound immediately

✥ ✥ ✥ ✥

loses your trail. You cannot control how others perceive you – that is randomized or decided by the GM.

CONFUSION ✥ ✥ ✥

R ANK: 2 R ANGE: Near DUR ATION: One turn per Power Level INGREDIENT: A nut

The spell lets you tell if someone is lying, see

R ANK: 2

through illusions, and understand what some-

R ANGE: Short

thing hidden or distorted really is. For each

DUR ATION: One round per Power Level

Power Level the GM reveals something significant about the thing’s true nature.

You can briefly reduce another person’s Wits to zero, which renders them Broken (without

32 chapter 4

FALSE SHAPE ✥ ✥ ✥ ✥

the caster must concentrate on it and cannot

R ANK: 3

perform any other actions. More complex illu-

R ANGE: Personal

sions require a higher Power Level. A motion-

DUR ATION: One turn per Power Level

less illusion of a wall requires Power Level 1,

INGREDIENT: A living pupa which

but creating a convincing illusion of a person

is eaten

running around the corner of a house might require Power Level 3. The GM determines the

You can change your own appearance, voice,

Power Level required based on the description

and smell into those of another living creature

of the illusion.

between half and double your original size. You do not acquire the creature’s attributes or lan-

GEAS

guage, even if it seems that way to others – it is only an illusion. Everyone who sees you can make an INSIGHT roll to understand that it is an illusion. Each additional Power Level adds

✥ ✥ ✥

DUR ATION: Until the action is per-



INGREDIENT: An item from the

–1 to the INSIGHT roll. A person within ARM’S LENGTH

R ANGE: Near

formed or one day per Power Level

range who touches you immediately

realizes that it is an illusion.

creature Geas forces a creature to perform an action

FATA MORGANA ✥ ✥ ✥ ✥

R ANK: 3

of your choosing. The creature must be able

R ANK: 3

to understand you for the spell to work. The

R ANGE: Short

spell can make the creature perform almost

DUR ATION: One round per Power Level

any action, but you cannot force it to commit

INGREDIENT: A mirror or polished

suicide or act in a way that leads to its death.

piece of metal

The victim must make an INSIGHT roll (not an action) with a negative modification equal to the

You can create an illusion and control it with

Power Level. On failure the creature remains

your mind. The illusion looks and acts accord-

enchanted until the action is carried out, no

ing to your will, but is completely immaterial,

matter how long it takes. If the action proves

has no scent, and leaves no trace. Everyone who

impossible to carry out, the spell is canceled

sees the illusion can make an INSIGHT roll to

after one day per Power Level.

understand that it is an illusion. Each additional Power Level adds –1 to the roll. Anyone who touches the illusion immediately sees through it. In order to maintain the illusion,

33 magic

ONEIROMANCY

ONEIROMANCY

Oneiromancy is also known as dream magic.

SPELL

The tradition is taught by the Aslene prophet

Premonition

1

called the Dreamstress. The Dreamstress is

Nightmares

1

a key player in the campaign Legacy of Horn

Restorative Sleep

1

Dream Visit

2

Mara

2

Lullaby

2

Dream Travel

3

into a magical sleep wakes up without the Will-

Sand Sleep

3

power Points spent.

Prophetic Dreams

3

(page 96). Oneiromancers usually perform their magic while dreaming or in a trance, but a few spells that affects the sleep of others can be cast while awake. An oneiromancer who has put themselves

RANK

PREMONITION ✥ ✥ ✥

R ANK: 1

You can affect the sleep of one or multiple

R ANGE: Personal

living creatures by injecting nightmares into

DUR ATION: The day after a night’s sleep

their minds. The victims suffer damage to Wits equal to the Power Level. A victim that

Once per Power Level, you can make a skill

has its Wits reduced to zero suffers a critical

roll for an action and only once you have seen

fear injury. For every two additional Power

the outcome of that action decide whether you

Levels another victim is affected. The night-

actually went through with it or chose not to,

mares also render the creature SLEEPLESS

since you knew beforehand that it would turn

for the next day. The spell has no effect on

out badly. With Power Level 2 and higher, pre-

monsters.

monitions can also apply to your allies’ skill rolls, but it only works if they have slept next

RESTORATIVE SLEEP

to you. You do not have to reveal the outcome,

✥ ✥ ✥

and the person in question decides whether or not the action is performed. Premonitioned rolls cannot be pushed or re-­rolled after backing out.

R ANGE: Personal DUR ATION: The day after a night’s sleep

After a night of restorative dreams you can

NIGHTMARES ✥ ✥ ✥

R ANK: 1

increase one attribute or skill level per Power

R ANK: 2

Level by one step for the rest of the day.

R ANGE: Near DUR ATION: Immediate

34 chapter 4

DREAM VISIT ✥ ✥ ✥

LULLABY ✥ ✥ ✥

R ANK: 2 R ANGE: Unlimited DUR ATION: One turn per Power Level

R ANK: 2 R ANGE: Short DUR ATION: Takes effect in one turn.

Sleep lasts a Quarter Day unless the In your sleep you can travel to any place that

sleeper is woken up.

you have previously visited, invisibly watching and hearing what is going on there. An addi-

You sing a quiet lullaby that makes humanoid

tional Power Level allows you to appear before

creatures within range fall into a deep slumber

and communicate with people in that place, but

unless they succeed with an INSIGHT roll (not

not act physically.

an action) with a negative modification equal to the Power Level. The sleepers can be woken up, but will stay asleep if left alone. The lul-

MARA ✥ ✥ ✥

laby also affects allies unless they somehow

R ANK: 2

plug their ears.

R ANGE: Personal DUR ATION: One Quarter Day

DREAM TRAVEL ✥ ✥ ✥

You can summon a mara and force it to haunt a victim. For attributes and attacks, see Mara in the adventure site Oxengelder (page 194). You decide what form the mara should take, as

R ANK: 3 R ANGE: Unlimited DUR ATION: Travel after a Quarter

Day’s sleep

long as it is not bigger than a human. But the figure is always twisted and terrifying, and a

In your sleep, you can travel to any previously

summoned mara always shares some features

visited location. You bring with you any items

with the oneiromancer who conjured it. When

on your person, but no animals or bulky bag-

summoning it, the sorcerer slips into a dream

gage. Each additional Power Level allows you

where the victim is visualized for the mara, who

to bring another sleeping creature with you on

immediately goes after them. The sorcerer must

your journey, but only to places that you have

have a clear mental image of the victim for the

personally visited. You are transported after a

mara to understand who it is supposed to haunt.

Quarter Day’s sleep and wake up fully rested at

The mara does everything in its power to attack

your destination.

its victim, and everything it sees the sorcerer can see as well, as long as they remain in the dream. After completing its task, the mara disappears back into the shadows. The sorcerer may choose to wake from the dream at any time, but can never resume contact with the mara.

35 magic

SAND SLEEP ✥ ✥ ✥ ✥

You can conjure or repair a non-­magical item

R ANK: 3

of moderate value during a night of prophetic

R ANGE: Near

dreams. You can also recreate someone’s lost

DUR ATION: Immediate, sleep lasts a

body part, heal a condition, or even bring some-

Quarter Day

one back from the dead, but only if you have

INGREDIENT: A handful of fine sand

not slept since the death or injury occurred.

By throwing a handful of sand around yourself, you render all living, warm-­blooded creatures of human size or smaller within NEAR range unconscious. Resisting the spell requires

MAGNETISM

a successful INSIGHT roll (not an action) with a

Magnetism is a form of iron-­based magic devel-

negative modification equal to the Power Level.

oped within the Rust Church’s warrior cult the

Only you can wake them up while the spell is

Ironbrows (page 81). It is typically not taught

in effect. The spell also affects nearby allies.

to anyone outside of the order.

PROPHETIC DREAMS ✥ ✥ ✥

PATH OF IRON ✥ ✥ ✥

R ANK: 3 R ANGE: Near DUR ATION: Permanent after a Quarter

Day’s sleep



R ANK: 1 R ANGE: Near DUR ATION: One Quarter Day per

Power Level

INGREDIENT: Bone from a dead

creature

You can trace a person carrying iron items up to one day after the person passed by, since the weak magnetism of the metal affects the ground where the individual has walked. Each item leaves a unique trace. The trace cannot be

MAGNETISM SPELL

followed in water.

RANK

Path of Iron

1

Iron Will

1

Stanch Blood

1

Attract

2

Repel

2

Bloodshock

3

IRON WILL ✥ ✥ ✥

R ANK: 1 R ANGE: Near DUR ATION: One turn

You can manipulate objects that contain metal; locking or unlocking shackles, unlocking

36 chapter 4

REPEL

doors without a key, make someone’s sword

✥ ✥ ✥

temporarily stick in its sheath or shield, and so on – provided that the components contain metal. At Power Level 1 you can open or lock

R ANK: 2 R ANGE: Arm’s Length DUR ATION: One turn per Power Level

simple locks and manipulate light items. At Power Level 2 you can manipulate normal-­

You can make a metal armor anti-­magnetic so

sized items, and Power Level 3 allows you

that it repels weapons containing metal, includ-

to manipulate large, heav y items. The GM

ing arrows with metal arrowheads. A negative

determines which Power Level is required

modification equal to the Power Level is added

for heavy items.

to all attacks with metal weapons.

STANCH BLOOD ✥ ✥ ✥

BLOODSHOCK ✥ ✥ ✥

R ANK: 1 R ANGE: Arm’s Length DUR ATION: Immediate

You can stanch a bleeding wound by manipulat-

R ANK: 3 R ANGE: Near DUR ATION: One Quarter Day

You can manipulate an enemy’s blood so that

ing the iron levels in the blood, automatically

the victim immediately loses consciousness.

saving the life of a person who has sustained a

Resisting the spell requires a successful Wits

fatal critical injury.

roll (not an action) with a negative modification equal to the Power Level. The victim cannot be woken, but wakes up by themselves once the

ATTRACT ✥ ✥ ✥

magic wears off. You can also use the Power

R ANK: 2

Level to affect multiple victims at once – every

R ANGE: Short

two steps of increased Power Level causes the

DUR ATION: One round

spell to affect an additional victim. For example, Power Level 3 can affect two

You can magnetize an enemy in metal armor so

victims and Power Level 5 three victims.

that it becomes easier to hit with metal weapons and suffers increased damage from such attacks. The spell adds a number of bonus dice equal to the Power Level to all attacks with metal weapons made against the enemy. You can also use the Power Level to make the effect last longer – each additional Power Level increases the duration by one round.

37 magic

OTHER PROPERTIES:

DRUGS & POTIONS

✥ Makes Horn’s Astra glow briefly if they

This section describes a number of drugs and

are smeared with Blue Tar.

✥ Can be used to claim ownership of Horn’s

potions found in the Bloodmarch.

Astra (see the potion Blue Blood).

✥ Can be used to fuel the mechanical horse

BLUE TAR

Witherbeam.

✥ Can locally kill demonic vegetation and

Blue Tar is produced by stripping the bark from the holy blue pines of Have and tapping them for

neutralize spore tissue on the ground.

sap. The sap is boiled into a thick, bluish-­black liquid that has healing and cleansing properties, but is harmful to demons. Boiling blue tar takes time and requires a large stationary facility.

BLUE BLOOD

At the temple of Ashenstead on Mount Falten­v il burns the sacred blue flame of the

Blue Blood is a mixture of Blue Tar and one’s own blood in equal proportion. The fluid is used for ritual purposes only. For example, it is needed in order to claim ownership of one of Horn’s Astra. See the introduction of the campaign Legacy of Horn.

goddess Have. If a torch or lantern is lit inside the temple, its flame also turns blue and holy and can be brought from there. All priests of Have can move such holy fire to some other combustible material and thus keep it burning, but they cannot spread the holy fire into multiple flames. For example, if five torches are lit with holy fire, only one of the six flames will turn blue and holy – the priest decides which one, and in the absence of a priest it is decided at random.

REPLENISHMENT: Blue Tar can be purchased

or obtained in several places in the Bloodmarch.

✥ The temple and adventure site Ashenstead ✥ The adventure site Taregyll, as long as the

DAMAGE TO DEMONS:

✥ Blue Tar grants +1 damage against all demons

village still exists

✥ Combining Blue Tar with holy fire grants

✥ The Pyrolytes if they are friendly

another +1 damage, for a total of +2.

with the PC

✥ Evianda at the temple in the adventure site Salterstay

HEALING PROPERTIES:

✥ Halts Crimson Plague which one can

✥ The elf Cavaldo in the adventure site

contract in Crimson Forests.

Watch of the S ­ isters

✥ Cures Crimson Plague if the Blue Tar is

✥ The Kogler in the adventure site Tribolia

first heated on holy fire.

of the Kogler

38 chapter 4

✥ The merchant Kresos in the adventure

grow along a trail of Crimson Ooze, which

site Bann Guelder

allows it to spread. Anyone who ingests the fluid

✥ The ­Inglourious Butchars (random

contracts Crimson Sickness (see the Journeys

encounter, page 141)

section). An elven ruby placed in Crimson Ooze

✥ The druid The Shrike (random encounter,

(for example inside the giant snail Kasabatoda)

page 138)

will grow into a red elf.

✥ The Guardian Temple (random encounter, page 147)

DENSE WATER Dense Water is condensed water produced by the

LYCOPODIUM POWDER

dwarven druids of Aslene. It looks like ordinary

Lycopodium Powder is stored in a pouch

water, but lasts much longer both for drinking

(TINY item).

and other uses. The resource die for water is only lowered on result 1. Dense Water is also a pow-

WEAPON: Lycopodium Powder can be used

erful cleaning agent said to wash away vermin,

against demons and blown at a demon within

mange, tattoos, and even disfiguring scars and

range. The attack is rolled with

unfortunate facial features. The water has there-

ARM’S LENGTH MIGHT.

It has base damage 1 and cannot be

fore become much sought after in Alderland.

parried or dodged. If the attack inflicts damage,

In the campaign Legacy of Horn, Dense

the demon starts burning and suffers one point

Water is used to wash away the ownership of

of damage per round until the fire is put out.

Horn’s Astra. It is also used as brake fluid in

Putting out the fire requires a successful MOVE

the mechanical horse Witherbeam.

roll (fast action in combat).

The production process is secret and must be supervised by a master. Among the ingredients

HEALING: Burning Lycopodium Powder in a

are a live kidney and water run during certain

wound caused by demonic plague gives it a D12

astrological alignments.

artifact die for HEALING . However, burning the wound is so painful that the adventurer

REPLENISHMENT: Dense Water can be

must succeed with an ENDURANCE roll to resist

purchased or obtained in several places in the

passing out. On failure the adventurer is uncon-

Blood­march.

scious for a Quarter Day.

✥ The Kogler in the adventure site Tribolia of the Kogler

✥ The adventure site Ashenstead ✥ Kresos in the adventure site Bann Guelder ✥ Master Menasse (the random encounter

CRIMSON OOZE Crimson Ooze is a viscous, red fluid found all over the Crimson Forests. Some of it is pro-

Dense Water, page 134)

✥ The Guardian Temple (random encounter,

duced by slime snails, but it also flows through the veins of the Veinpearls. Crimson Forest can

page 147)

39 magic

JOURNEYS IN THE BLOODMARCH

The dew bound the ash on the ground, just as the guide had said it would. Now dried by the heat of day, the dust puffed up with every step until no one could see their feet. They headed towards the volcano Quard in the north, but soon a wind stirred everything around them into gray. The dust soured in their throats like stale beer. They decided to wait it out in their tents, since no one knew where they were going. As they sat there, the laughter of small voices reached them from the haze, and Bodvar who was once a slave swore he smelled the scent of hunger in the wind. Everyone drew their swords, though it gave them little courage.

A

slene, known to many as the Bloodmarch,

terrain types: Ashlands, Firelands, and Crim-

is drier than Ravenland, with barren cen-

son Forest. When the adventurers LEAD THE

tral plains where sharp grass and shrubs

WAY, FORAGE ,

or MAKE CAMP in these areas

are defiantly holding on in the wind. It has no

and suffer a mishap, a roll is made on the spe-

swamps or marshes, though there are plenty of

cial tables further on in this chapter.

streams and rivers flowing to the plains from the mountains. The soil is often dark with vol-

HUNT: If the player characters HUNT in the

canic ash and fertile as long as there is water.

Bloodmarch, use the rules in the Player’s Hand­ book but roll for the type of animal on the table on page 51. Use the regular mishap table from the Player’s Handbook. Animals in a Crim-

NEW TERRAIN TYPES

son Forest are often twisted versions of the ones in Ravenland, and their appearance and behavior can be harder to predict.

The Bloodmarch has forests, plains, hills, and high mountains, but also three unique

40 chapter 5

NEW TERRAIN TYPES TYPE

MOVEMENT

Active volcano

Blocks movement, but the crater is reachable

FORAGE

HUNT





Ashlands Firelands

Open terrain





Difficult terrain

−2



Crimson Forest

Difficult terrain

+1

+1

ASHLANDS The black ashlands are desert-­like plains of volcanic ash where nothing grows. In this terrain type there is nothing to hunt, nor any edible

THE MAP

plants to forage. The only water available is in

The large map of the Bloodmarch (sold separately, and available for free download on the Free League website) is divided into hexagons. As with the map of Ravenland, one hexagon is roughly 10 kilometers across. The two maps can be placed side by side so that their edges line up at the top.

the form of poisonous, dead pools (Potency D6+3). It is not advisable to make camp in ashlands. No healing or recovery of attributes can take place in this hazardous environment.

FIRELANDS In firelands, the magma flows so close to the surface that the ground burns under one’s feet. There are no edible animals to hunt. It is possible to forage for heat-­resistant algae and certain edible roots, but it is hard and rarely rewarding work. Water is found in geysers and boiling

CRIMSON FOREST

springs, but it is undrinkable (Potency D6+1).

The most peculiar terrain type is the crimson

Making camp in firelands counts as sleeping

forest – blood-­red demon jungles tangled like

on bare ground, albeit in sweltering heat rather

spilled entrails in a strange landscape where

than freezing cold. The adventurers must make

grotesque hybrids of animals and plants roam

a SURVIVAL roll to get any sleep at all, and wake

in search of prey.

up THIRSTY.

In crimson forests it is not hard to find

Hiking through firelands requires a success-

things that seem edible, but whoever eats or

ful SURVIVAL roll every Quarter Day in order

drinks anything off the land must succeed with

not to suffer 1 point of damage to Strength

an ENDURANCE roll not to contract Crimson

from the hot ground.

Sickness.

41 journeys in the bloodmarch

CRIMSON SICKNESS: Adventurers who enter

roll not to drop one step on the table while

a crimson forest risk contracting Crimson Sick-

retaining all previous symptoms. However, the

ness. The GM rolls D3 on the table below for

penalties to Empathy do not stack.

each infected adventurer to determine the initial

The Crimson Sickness can be halted by

symptoms. The symptoms appear after a Quar-

drinking Blue Tar (page 38) every day and

ter Day. Each subsequent morning an infected

cured completely if the Blue Tar has been heated

adventurer must succeed with an ENDURANCE

on the holy fire of Have.

CRIMSON SICKNESS D3

SYMPTOM

PENALTY TO EMPATHY EFFECT

1

Bloodshot eyes.

–1

The victim’s vision is affected so that the world looks more red.

2

Blood streaks from vessels in the skin of the neck and torso.

–1

The victim feels nauseous at the sight of colors that do not contain red.

3

Red, pulsating blood vessels on all limbs.

–1

The victim cannot see blood without wanting to lick it up.

4

Red hand with a will of its own.

–1

The victim must attack creatures that do not have anything red on them (including blood).

5

Growths on the body.

–2

Small, fleshy growths protrude under the victim’s skin.

6

Deformation of the face and hands.

–2

The victim’s face is twisted almost beyond recognition. The hands become crooked like talons and all SLEIGHT OF HAND rolls have a –2 modification.

7

Tentacles on the back and hips.

–2

A handful of tentacles grow out of the victim’s body. The tentacles attack items or creatures within ARM’S LENGTH range of you that do not have anything red on them.

8

Boils and red slime oozing from the skin and orifices.

–2

Anyone who touches the person’s bare skin gets infected with Crimson Sickness.

9

The body explodes or dissolves.



The person dies. Their remains are soaked up by the ground and start spreading crimson forest at that spot.

42 chapter 5

LEADING THE WAY MISHAPS IN ASHLANDS D66

MISHAP

EFFECT

11–12 Unstable ground

The road ahead is blocked. The ground is unstable and riddled with deep sinkholes. You must spend this Quarter Day trying to find another route before you can leave the hexagon.

13–21 Misstep

The pathfinder takes a bad step and sustains a critical injury – see result 25–26 on the Blunt Force table (page 197 in the Player’s Handbook).

22–26 Ash hole

What you thought was solid ground turns out to be tightly packed ash as it gives way beneath your feet. Everyone must make a MOVE roll – those who fail suffer an attack with four Base Dice and Weapon Damage 1 (blunt trauma).

31–33 Ash wind

A could of ash swirls up and burns your eyes. All adventurers must succeed with a SURVIVAL roll or be temporarily blinded. Blinded adventurers act as in total darkness for the next Quarter Day (see page 112 in the Player’s Handbook).

34–36 Poisonous ash wind

The sky turns pitch black. Your eyes start to sting, and every breath is like inhaling fire. All adventurers must succeed with a SURVIVAL roll or be temporarily blinded. The ash also burns in your lungs as a lethal poison with Potency 6 (see page 113 in the Player’s Handbook).

41–45 Sudden downpour

The sky opens in a deluge of rain that turns the ashes into mud. The distance you cover this Quarter Day is decreased by one hexagon. In difficult terrain you cannot travel at all. In addition, your equipment is covered with wet ashes, which lowers morale so that all of you suffer 1 point of damage to Empathy.

46–52 Ash storm

You see a dark wall of ash coming towards you, and you are caught in a dust storm. You must make camp to wait out the storm, thereby losing your movement this Quarter Day.

53–56 Stray The stench of sulfur penetrates your nostrils, whereupon you smolderers are attacked by D6 ravenous smolderers (page 102). 61–63 Wounded kton

Further ahead a massive creature is crawling on top of the ashen ground. It slithers swiftly towards you in pursuit of prey. But the Kton is wounded and only has half its Strength (page 111).

64–66 Sinkhole

An underground gas pocket near the adventurers explodes in a cloud of dust. Everyone must succeed with a SURVIVAL roll or suffer one point of damage to Strength. If anyone is carrying a torch or lantern, the gas flares up and inflicts 1 point of damage to STRENGTH (cannot be dodged or parried) on everyone within NEAR range, but at the same time it eliminates the risk of inhaling the gas.

43 journeys in the bloodmarch

LEADING THE WAY MISHAPS IN FIRELANDS D66

MISHAP

EFFECT

11–12 Unstable ground

The ground is unstable and the risk of stepping through it is high. Anyone who does not succeed with a SURVIVAL roll steps into hot soil and suffers 1 point of damage to Strength from the extreme heat, unless they are wearing thick boots.

13–16 Lava obstructions

Piled up lava or gashes of lava in the earth force you to find an easier way forward. Everyone must succeed with a MOVE or MIGHT roll in order to continue. Those who fail suffer one point of damage to Strength and must make another attempt. Those who succeed can help the one who did not. You must spend this Quarter Day trying to find another route before you can leave the hexagon.

21–23 Geyser storm

Boiling water bursts up from several geysers around you. The steam burns your skin and all adventurers suffer an attack with four Base Dice and Weapon Damage 1 (non-­typical).

24–26 Downpour

Rain clouds fill the sky and the rain that falls is heated by the hot ground. Soon the air is thick with steam. The heat makes it difficult to breathe and almost impossible to see. The distance you cover this Quarter Day is decreased by one hexagon. In difficult terrain you cannot travel at all. In addition, all adventurers suffer 1 point of damage to Empathy from the foggy gloom.

31–34 Poisonous fumes

Sulfurous fumes creep out of the cracks in the ground and give off a pungent smell. The fumes are a lethal poison with Potency 4 (page 113 in the Player’s Handbook).

35–36 Acid swamp

You have walked right into an acid swamp. The ground bubbles and reeks, and everyone must make a MOVE roll to get out of it unscathed. Anyone who fails suffers an attack with four Base Dice and Weapon Damage 1.

41–43 Lava river

The ground bubbles and burns as a river of lava slowly flows past. It cannot be crossed. You must spend this Quarter Day trying to find another route before you can leave the hexagon.

44–46 Geyser

A sudden eruption of boiling water bursts out of the ground where the pathfinder places their foot. The pathfinder must succeed with a MOVE roll or suffer an attack with eight Base Dice and Weapon Damage 1 (non-­typical).

44 chapter 5

D66

MISHAP

EFFECT

51–53 Fireflies

A swarm of fireflies attacks. The fireflies have Strength 4, Movement 1, and follow the rules for swarms.

54–56 Lava gnomes

Creatures the size of halflings rise from the lava, speaking in an unintelligible tongue. Their lava-­soaked bodies stagger forward with their arms outstretched towards you. Some stop and crack as they are cooled by the wind, but a group equal in number to the adventurers still remains. The lava creatures have Strength 3, MELEE 1, and Armor Rating 2. Their attacks have Weapon Damage 2.

61–63 The ground collapses

Strange lava-­covered rocks burst from the ground, and as soon as you notice them the ground collapses under the feet of the pathfinder, who falls into one of the cracks. A failed MOVE roll results in a random critical injury (blunt force).

64–66 Earthquake

The ground starts shaking before it suddenly collapses. All adventurers must succeed with a MOVE roll or fall into a lava fissure – failure results in an attack with four Base Dice and Weapon Damage 1 (blunt force), plus one additional point of damage per round until a MOVE roll succeeds.

LEADING THE WAY MISHAPS IN CRIMSON FOREST D66

MISHAP

EFFECT

11–14 Acid swamp

The ground is soggy. You have walked straight into a swamp. It bubbles and stinks, and everyone must succeed with a MOVE roll to get out of the swamp, or suffer an attack with four Base Dice and Weapon Damage 1.

15–16 Itching seeds

Something sharp prickles your skin from time to time. The plants in the area seem to be firing needle-­sharp seeds that penetrate your skin and start to itch. Everyone must succeed with a SURVIVAL roll to resist the urge to scratch their eyes and skin. Failure means that the adventurer cannot sleep this Quarter Day or the next, as the itchy seeds are still stuck in the clothes and skin.

21–22 Shrieking plants

The plants in the area let out a sudden shriek, and all adventurers suffer a fear attack with four Base Dice.

45 journeys in the bloodmarch

D66

MISHAP

EFFECT

23–25 Sound-­ seeking plants

The sound of your footsteps attracts the plants around you. Each of you must succeed with a STEALTH roll to avoid their twigs and branches, or suffer an attack with five Base Dice and Weapon Damage 1 (stab wound) as they dig into your skin.

26–32 Spiderweb

The area is covered in cobwebs and difficult to navigate. The pathfinder must succeed with a SURVIVAL roll not to get lost and remain in the hexagon this Quarter Day.

33–36 Slithering roots

The roots begin to wrap themselves around your feet. Everyone must succeed with a MOVE or MIGHT roll in order to continue. Anyone who fails suffers one point of damage to Strength and must make another attempt. Those who succeeded can help those who did not. You must spend this Quarter Day trying to find another route before you can leave the hexagon.

41–44 Hallucinations

The air is full of spores from the plants’ flowers. You are all affected by a hallucinogenic poison with Potency 5 (see page 114 in the Player’s Handbook).

45–52 Poisonous flowers

The flowers of the trees open their petals and release a strange fluid. You are all affected by a poison with Potency 6. Full effect means that the adventurer contracts Crimson Sickness (page 42).

53–56 Strangling trees

The trees come alive and swing their red vines at you. Everyone must succeed with a MOVE or MIGHT roll to avoid getting caught. Failure results in an attack with six Base Dice and Weapon Damage 1 (non-­typical) and the adventurer is stuck in the tree. Each subsequent round the victim suffers one point of damage to Strength. Everyone who succeeded with their roll can try to help the adventurer break free with a MIGHT roll. An adventurer who is Broken by the attack is released by the tree, but has now contracted Crimson Sickness.

61–63 Obstructing plants

The entire area is completely overgrown, and before you is a wall of red mucus threads that seems impossible to break through. You must spend this Quarter Day trying to find another route before you can leave the hexagon.

64–66 Corrosive sap

The forest is dense and the damp twigs of the trees rub against you as you pass. You all suffer an attack with six Base Dice and Weapon Damage 1 (non-­typical).

46 chapter 5

FORAGING MISHAPS IN FIRELANDS D6

MISHAP

EFFECT

1

Scorched

The ground is so hot that it scorches your fingers. The hand is useless until the burns heal, which takes D3 days.

2

Water fissure

Hiding beneath the meager roots is a pocket of scalding water. You suffer one point of damage to Strength and must make a MOVE roll – on failure you sustain the critical injury Slashed Eye (–2 to MARKSMANSHIP and SCOUTING for 2D6 days).

3

Fire larvae

You find one unit of VEGETABLES in the form of seemingly edible roots. But the roots are infested with fire larvae. Anyone who eats them is affected by a hallucinogenic poison (Potency 3).

4

Scorching ground

The ground groans and cracks under your feet. The heat rising from the cracks is unbearable. You must make a MOVE roll not to cause any larger cracks and fall through them. On failure you break through the ground and suffer an attack with six Base Dice and Weapon Damage 1 (non-­typical).

5

Poisonous fumes

Sulfurous fumes seep from the cracks in the ground and bring with them a pungent smell. The fumes are a lethal poison with Potency 4.

6

Broken Your clothes are ruined. The hot ground cracks your shoes or equipment burns your cloak. The clothes can be mended with a successful CRAFTING roll.

FORAGING MISHAPS IN CRIMSON FOREST D6

MISHAP

EFFECT

1

Growth

You prick yourself on something while foraging for food. The skin immediately swells up into an abscess full of liquid. After a while the abscess bursts and a strange red growth is now part of your hand. Removing the growth requires a successful HEALING roll.

2

Parasites

You find some seemingly edible plants which turn out to be infested with parasites that burrow into your skin, inflicting one point of damage to Empathy.

47 journeys in the bloodmarch

D6

MISHAP

EFFECT

3

Hunger

The area has an extra-­thick mist of spores in the air. You are suddenly overtaken by a great hunger and become HUNGRY. This hunger can only be satisfied by eating plants from the crimson forest.

4

Poisonous roots

It prickles and stings as you scour the ground for potentially edible roots. You find one unit of VEGETABLES in the form of roots, but anyone who eats them is affected by a hallucinogenic poison (Potency 3).

5

Poisonous herbs

You find some juicy and delicious-­looking plants, but when you taste to see if they are edible a searing pain immediately assaults your mouth. The plant produces a lethal poison (Potency 3).

6

Broken Your clothes are ruined. The sharp plants rupture your shoes equipment or rip your cloak. The clothes can be mended with a successful CRAFTING roll.

MAKING CAMP MISHAPS IN ASHLANDS D66

MISHAP

EFFECT

11–13 Spoiled food

Your food has gone bad because of the poisonous ash in the air. Everyone in the group must reduce their resource die for FOOD by one step.

14–21 Ash storm

A powerful ash storm blows in and reduces visibility to zero. It is impossible to SLEEP without a tent, nor is it possible to SCOUT during this Quarter Day.

22–24 Mud

You wake up soaked and must make an ENDURANCE roll not to become COLD:

25–31 Lost A random adventurer has lost an item. The GM decides what it possession is and whether it can be found. 32–33 Hole in satchel

Acid has burned through an adventurer’s satchel, which means that this individual can only take with them items carried on their person. The bag can be repaired with a successful CRAFTING roll.

34–36 Bad campsite

The campsite is poorly located and very uncomfortable to SLEEP in. No one in the group gets any sleep at all in this place.

41–43 The fire goes out

The firewood is wet and your campfire goes out. Everyone in the group must make an ENDURANCE roll not to become COLD.

48 chapter 5

D66

MISHAP

EFFECT

44–46 Fire outbreak

Suddenly the campfire spreads to your tents, sleeping skins, and other equipment. Each adventurer suffers an attack with five Base Dice (Weapon Damage 1) and must make a MOVE roll to save their equipment. Failure means that one item (the GM decides which one) is destroyed.

51–53 Sinkhole

The ground was not as solid as you thought – during the night your entire camp falls into a sinkhole. Everyone must make a MOVE roll – those who fail suffer an attack with four Base Dice and Weapon Damage 1 (blunt force).

54–61 Acid rain

The sky opens in a deluge of rain mixed with acid. All adventurers must succeed with an ENDURANCE roll or suffer 1 point of damage to Strength.

62–64 Smolderers A group of smolderers, equal in number to the adventurers, attack have spotted the camp and attack in the night. 65–66 Dead kton

The putrid stench of a dead kton (page 110) suddenly sweeps in during the night. The stench is so foul that you must all succeed with an ENDURANCE roll or suffer an attack with five Base Dice (Weapon Damage 1) that causes damage to Empathy.

MAKING CAMP MISHAPS IN FIRELANDS D66

MISHAP

EFFECT

11–13 Spoiled food

Your food has gone bad because of the heat. Everyone in the group must reduce their resource die for FOOD by one step.

14–16 Evaporated water

The water you brought with you has evaporated in the heat. Everyone in the group must reduce their resource die for WATER by one step.

21–23 Scorching ground

The ground is so hot that is like sleeping in a sauna. Everyone must succeed with a SURVIVAL roll to get any sleep during this Quarter Day.

24–26 Bad campsite

The campsite is poorly located and very uncomfortable to SLEEP in. No one in the group gets any sleep at all in this place.

31–33 Severe thirst

All adventurers must drink an extra unit of WATER to avoid becoming THIRSTY.

34–36 Broken One item belonging to a random adventurer is broken – the equipment GM decides which one. The item can be repaired with a successful CRAFTING roll.

49 journeys in the bloodmarch

D66

MISHAP

EFFECT

41–43 Fire outbreak

Suddenly the campfire spreads to your tents, sleeping skins, and other equipment. Each adventurer suffers an attack with five Base Dice (Weapon Damage 1) and must make a MOVE roll to save their equipment. Failure means that one item (the GM decides which one) is destroyed.

44–46 Geyser

At irregular intervals, a geyser showers the camp with scalding water. It is impossible to REST or SLEEP during this Quarter Day.

51–54 Lava

You wake up to find that the ground is moving. Lava has seeped up from the ground and you must immediately move the camp. It is impossible to REST or SLEEP during this Quarter Day.

55–61 Fireflies

A swarm of fireflies attacks. The fireflies have Strength 4, Movement 1, and follow the rules for swarms.

62–64 Lost A random adventurer has lost an item. The GM decides what it possession is and whether it can be found. 65–66 Lava gnomes

Creatures the size of halflings rise from the lava, speaking in an unintelligible tongue. Their lava-­soaked bodies stagger forward with their arms outstretched towards you. Some stop and crack as they are cooled by the wind, but a group equal in number to the adventurers still remains. The lava creatures have Strength 3, MELEE 1, and Armor Rating 2. Their attacks have Weapon Damage 2.

MAKING CAMP MISHAPS IN CRIMSON FOREST D66

MISHAP

EFFECT

11–14 Spoiled food

Your food has gone bad or been infested with insects. Everyone in the group must reduce their resource die for FOOD by one step.

15–22 Poisoned water

Your water has been contaminated by spores from the plants around your camp. It is no longer drinkable and everyone in the group must reduce their resource die for WATER by one step.

23–26 Plants attack

Something is moving in the forest. The fleshy vines of the trees slither towards the camp and D6+1 thorny vines attack! The vines have Strength 3 and MELEE 1. Their attacks have Weapon Damage 1 and cause stab wounds.

31–34 Twisted During the Quarter Day a random item in the camp has been possession twisted by Crimson Sickness. The item is utterly deformed and covered with strange spores. The item can no longer be used.

50 chapter 5

D66

MISHAP

EFFECT

35–36 Audible thoughts

The trees make strange noises that sound increasingly like voices. It sounds like they are having a conversation, and eventually you can understand them. Your thoughts are spoken by the trees. Whatever you are thinking is said out loud. It is impossible to SLEEP or REST during this Quarter Day, as the trees are constantly speaking your thoughts.

41–42 Memories resurface

A memory of a previous event resurfaces. Out of the forest walk a number of twisted red plants whose shapes resemble something from the memory. The event makes it impossible to SLEEP.

43–46 Thieving vines

Red vines quickly spread throughout the camp and cover most of it. In the morning it takes a successful MIGHT roll to yank loose all the equipment. Even if it succeeds, one item is missing (the GM decides which one), stolen by the vines.

51–53 Spore sacks

The plants move in the wind and the colors of their flowers seem unusually lustrous. Only after making camp do you notice the slimy spore sacks crawling on the ground (see Sporewalker on page 123).

54–56 Red elves

While making camp you notice movement in the forest. A group of red elves (page 129) approaches. A successful STEALTH roll is required to avoid detection.

61–62 Slime snails

Slime snails have left trails of red slime at the campsite. They may return, if the GM wants them to.

63–66 Spores everywhere

Just as you finish making camp, the trees around you suddenly emit great clouds of spores. Everyone must succeed with an ENDUR ANCE roll to avoid contracting Crimson Sickness (page 42).

D6

ANIMAL

DIFFICULTY REQUIREMENT

1

Rodent

+1

Weapon or trap

1



2

Hover frog*

 0

Weapon

1



3

Badger

+1

Weapon or trap

2

1 unit of pelts

4

Young grave lily*

−1**

Weapon or trap

2

2 units of vegetables

5

Wild boar

−1**

Weapon

6

Deer

 0

Weapon

HUNTING IN THE BLOODMARCH

* Rules for this creature are found in chapter 9. ** The creature attacks if the hunt fails.

MEAT

RAW MATERIALS

Strength/2 2 units of pelts 5

3 units of pelts and antlers

THE LEGACY OF HORN

“In the beginning, Horn awoke, and his lava flowed hot over the land of Have so that she bore him five sons: Gald, Quard, Houner, Sabira, and Cabera. They coveted the Bloodmarch, where the Vasnians roamed. The sons chose Sella, eldest son of Houner, to lead the clans. And so Horn gave unto Sella five astra, legendary weapons that granted him the ability to take the god’s form on the battlefield. Then, from deep within, Horn spewed horses with manes of flame and gave them unto the clans, for the land was vast. Once the Vasnians had been banished, Sella entrusted each clan with one of Horn’s Astra. He then cast himself into the fire of Horn, for the feebleness of age was upon him.”

W

elcome to the Game­master’s section

once bestowed upon Sella, the first leader of

of this book. Players should read no

the Aslene horse clans. These weapons allowed

further! Legacy of Horn is a campaign

Sella to conquer Aslene and defeat its indigenous

set in Aslene, the land west of Ravenland that

people, known as the Vasnians.

many know as the Bloodmarch.

When the fighting was over, the Astra were divided between the country’s five horse clans to prevent internal strife. This gesture of peace did not work as intended, as the clans

BACKGROUND

have been fighting each other ever since. When

Horn’s Astra are the five holy weapons that,

the sorcerer Zygofer sent an army of demons

according to legend, the volcano god Horn

into the Bloodmarch three hundred years ago,

52 chapter 6

✥ Vinhelm Kaal, sent by the moon elves at

everything fell apart and nobody knows what happened to the five Astra.

the hidden temple Agnostica.

✥ Konana, leader of the Vasnians, Aslene’s

The campaign is about who will find Horn’s Astra. For the horsefolk, whoever possesses the

indigenous people. The Goblet Staff of

weapons would be the obvious leader of all clans.

Have, one of Horn’s Astra, is under

For the Vasnians, they would help reclaim the

Konana’s control in Vasnia.

✥ Vaerefor van Reiben, leader of the demon-­

land they once lost. In the Alderlander capital of Brodelmarg, the Prophet Fangler preaches

tainted red elves.

✥ The Dreamstress, a prophetic demon with

about the god Wyrm’s imminent rebirth in the Bloodmarch, and so groups of holy seekers are

her own goals.

✥ Octomadria, the Eighth Mother, at least

making the journey to Aslene, either to find the god and bring him home – or to kill this being

according to the Seventh.

before it grows too powerful. Locating and freeing (or killing) the god would likely require

More information on these individuals can be

one or more of Horn’s Astra. The demons still

found in the Key Players chapter. The items

lingering in the Bloodmarch have their own

that make up Horn’s Astra are described in the

reasons for seeking the Astra, as do the myste-

next chapter.

rious moon elves. The adventurers can play their own part in this power struggle, ally themselves with one of the other key players, or go their own way – in

THE PHASES OF THE CAMPAIGN

which case parts of the campaign will serve as a backdrop for their own adventures in Aslene. Those competing for power are:

The campaign Legacy of Horn plays out in seven

✥ Selligar Horne, self-­appointed leader of

phases, each beginning with certain events. If

the horse clans.

the adventurers themselves do not initiate the

✥ The Shedder Poansa, agent of Ad Vipera

phases, they will be triggered anyway by the

and representative of the Congregation of

actions of other key players.

the Serpent in Alderland. Possesses one of

Should the adventurers ignore the campaign

Horn’s Astra: the dagger Glasstooth.

and just go around plundering the Bloodmarch,

✥ Colonel Grudensteel, leader of the Iron-

the campaign will progress without them and

brows and representative of the Rust

become a backdrop for their escapades.

Church in Alderland.

The seven phases are outlined below. Listed

✥ Fiena Fromelei, leader of the Penites,

under each phase are external events that may

seeks to reunite the halflings and goblins.

occur during the phase. As the GM you may adjust

✥ The Seventh, a strange worm people from

these events as you please, depending on how they

the continent Anoma.

fit into the developments of the campaign.

53 the legacy of horn

CAMPAIGN OVERVIEW 1. ARRIVAL IN THE BLOODMARCH: The adventurers arrive at the adventure site Taregyll. 2. THE SEARCH FOR HORN’S ASTRA: Adventurers and key players search and fight for Horn’s Astra. As the weapons are found and claimed, four of Aslene’s five dormant volcanoes – the Sons of Horn – will awake. 3. THE HUNT FOR THE EIGHTH MOTHER: Adventurers and key players search and fight for Octomadria – the Eighth Mother. The Congregation of the Serpent and the Rust Church both believe that this creature is Wyrm reborn – a blessing to the former, a threat to the latter. The moon elves have hidden the Eighth Mother at their temple Agnostica, the adventure site where the final showdown of the campaign will likely take place. At the start of the game, only the moon elves know about Agnostica. 4. TIME IS REBORN: The temple Agnostica exists apart from the world and only returns once a certain number of Horn’s Astra have been collected and the Metrochrone restarted. The Metrochrone is a large clock found at the adventure site Sisters’ Wake. The Metrochrone can only be restarted once the adventurers have retrieved its stolen parts from the adventure site Tribolia of the Kogler or crafted spare parts with the help of the Dreamstress from the adventure site Oxengelder. 5. THE RETURN OF AGNOSTICA: The temple Agnostica emerges when the Metrochrone has been restarted and four of the five sons of Horn have awakened. Agnostica appears in one of the hexagons surrounding the still dormant volcano. 6. THE FINAL SHOWDOWN: The adventurers and at least one key player explore the temple Agnostica, and the fight between them decides the fate of Octomadria and the Bloodmarch itself. 7. AFTERMATH: When the dust has settled, one or some of the key players will be more powerful than the others. The adventurers can experience – or hear about – the consequences of the final showdown.

PHASE 1:

conflicts of the Bloodmarch. They also learn

ARRIVAL IN THE BLOODMARCH

that the demons who have plagued the land for

This phase begins when the adventurers arrive

and that the leader of the red elves, Vaerefor van

in Aslene.

Reiben, seeks their help to conquer Aslene in

three hundred years have lately grown stronger

the name of the red god Rubor. At this phase the adventurers arrive at the

The horse clans seek to unite under a

village of Taregyll in eastern Aslene. They

common leader to combat the demons, but

are briefed on the kin, history, and political

their efforts are hampered by internal strife.

54 chapter 6

The adventurers hear the legend of Horn’s Astra – the mighty weapons of Sella the Liberator

THE SONS OF HORN AWAKEN

that were lost and must now be found. They find out that Horn’s Astra are kept at Ashen-

The Sons of Horn is the name of five volcanoes in the Bloodmarch. They are dormant at the start of the campaign. Horn itself is a low-­activity volcano. The first time someone binds one of Horn’s Astra to themselves (page 61) a Son of Horn awakens. In other words, the eruptions indicate how many of the Astra have been found. When four Astra have been found and bound to someone at least once, the temple Agnostica appears (page 232). All Sons of Horn follow the same pattern when they erupt. The eruption starts with rumbles and tremors in the ground for a Quarter Day. Then the volcano explodes, spewing copious amounts of ash, fire, and gas. The roar of the explosion is heard throughout the Bloodmarch. After erupting the volcano enters a high-­activity stage. The effects of the explosion are: ✥ A pyroclastic avalanche of thousand-­ degree ash, gas, stone, and lava flows down the slope and utterly devastates a random adjacent hexagon that is not high mountains. Everyone in that area is wiped out, but the GM can give the adventurers a chance to escape. The hexagon then turns into firelands. ✥ In a Quarter Day a second adjacent hexagon that is not high mountains will be flooded by lava and turn into firelands.

stead, the main temple of Horn and Have in Aslene. They also learn that the goddess Have’s Blue Tar is a known weapon against demons, as is her holy fire. Key players can be introduced, either personally or through their agents – see the section on events in Taregyll. You can let the adventurers begin the game in some other location, perhaps as native Aslenes, but must then make the necessary adjustments.

PHASE

2:

THE SEARCH FOR HORN’S ASTRA This phase begins when the players have visited two adventure sites. The players have been told that they must collect Horn’s Astra in order to save the Bloodmarch. They might visit Ashenstead and learn how the Astra are related to each other and that they can be identified, activated, and owned by coating them with Blue Blood. The players see some of the country’s five dormant volcanoes – the Sons of Horn – become active when their corresponding astra are awakened (page 61). They also realize that others are also seeking the Astra, and might find them, which awakens the volcanoes. The phase ends with someone finding and claiming ownership of three related astra. Note that this person does not have to be a player character.

55 the legacy of horn

✥ In a day’s time, two hexagons in a random direction will be turned to ashlands by a meter-­thick ash rain. ✥ The column of smoke can be seen from ten hexagons away.

THE PROPHET FANGLER

REDUCED VISIBILITY: As more volcanoes become active, visibility will be reduced in the entire Bloodmarch – sunsets will become redder and the daylight increasingly dull. The red elves will take this as a sign that the coming of their god Rubor is near.

PHASE 3:

THE HUNT FOR THE EIGHTH MOTHER This phase begins when someone owns three of Horn’s Astra. The adventurers have probably already heard of the Eighth Mother, perhaps from Grudensteel, Poansa, Fiena Fromelei, or the Seventh, who are all seeking the creature for different reasons. During the third phase of the campaign, Fiena Fromelei finds a moonstone and is turned, along with a goblin, into a moon elf. She then regains the memory of the moon elves stealing the Eighth Mother, and understands what is at stake (see The Ancient History of the World). This can happen in the adventurers’ presence or somewhere else. Fiena remembers the temple Agnostica and realizes that she must find and collect all missing moonstones in the Bloodmarch and

56 chapter 6

bring them to the temple in order to save it –

how to find the temple Agnostica. The Prophet

and perhaps the entire world – from the worm

Fangler is constantly repeating that Wyrm will

people who call themselves the Seventh. But

be born tomorrow, but tomorrow will not come,

she does not know where the temple is.

for the clock is frozen and time with it. Someone

The Seventh learn that a moon elf has

recalls that there is a huge and ancient clock at

appeared in the Bloodmarch and want to ques-

the temple known as the Watch of the Sisters,

tion this person about the theft. No one knows

but where is the temple?

THE ANCIENT HISTORY OF THE WORLD What is humankind to the Seventh? A mockery and a grievous disgrace. Such shall the Seventh also be to the god Meat: a mockery and a grievous disgrace. Many weeks’ sailing east of Ravenland lies the mysterious continent Anoma. Today it is all but forgotten, but long ago humans and other kin lived there in prosperity. During an expedition to distant marshlands, the country’s druids found a kind of leech that showed signs of primitive intelligence. Separately these leeches behaved like simple ringed worms, but as a group they were able to use tools, understand commands, and build burrows. The druids brought the animals home and started breeding them. They soon noticed that the worms could be taught to perform simple tasks. Strong, durable, and tireless, they were forced to do menial work for the humans. It went well, but when the animals grew into the thousands, all but a handful suddenly died – of disease, the humans thought. However, the surviving worms were stronger and more intelligent than their predecessors and soon

started multiplying again. The druids knew that a new generation had been born and that the mass death and rebirth were the worm people’s way to evolve. After a couple of lifetimes the humans lapsed into idleness, as the worms became more adept at performing their heavy labor. After only four generations the worms learned to organize to a worrying extent. The animals could gather in large colonies by filling out the skeletons of the animals they ate, and so they grew in strength and intellect. After the worms devoured a farmer and were seen walking around with his skeleton, the druids could see that it had gone too far and decided to exterminate the worms. A war was fought, and the humans lost. Now the worms became their masters rather than the other way around. By the fifth generation the worms understood the concepts of mythology and culture. The Fifth called their unborn god Meat – the Crawling Land. They themselves are the preliminary stages of Meat, whom they believe will be born from the twelfth generation of worm people. The worms

PHASE

4:

beyond time and space, and that it cannot return

TIME IS REBORN

to the Bloodmarch until the great clock – the

This phase begins when the adventurers arrive at

Metrochrone – has been restarted. They recount

the Watch of the Sisters.

how the dwarf Kogler murdered them and stole important parts of the clock to create his own

The dead priestesses at the Watch of the Sis-

mechanical world, Tribolia, as he is fed up with

ters explain who they are, that Agnostica exists

living creatures

call this event the Becoming and that is their ultimate goal. Beyond the Becoming there will be only Meat, and all living things will be part of her. She is omniscient, omnipotent, and crawlingly omnipresent. The sixth generation learned to control humans and animals by placing leeches on them. The seventh generation of worms even enslaved the country’s moon elves, a strange kin who mastered the magic art of mentalism. The Seventh gave the moon elves a favored status in return for their help in magically controlling the will and memories of other kin. As a reward they were promised a place on Meat’s surface rather than becoming her entrails like other creatures, in a future where the worm is everything and everything is the worm. However, when the eighth generation was about to be born, the moon elves decided that enough was enough. They prayed to the moon goddess Eor who sent a giant raven to their aid. Once most of the Seventh had died off as part of the generational shift, the giant raven stole Octomadria – the Eighth Mother who would birth the next generation. The moon elves fled Anoma on their ships and followed the raven across

the sea. The Seventh sent a fleet of enslaved humans in pursuit, but the moon elves twisted their memories with magic and made them think that they were following their raven god to a promised land. So the humans arrived, twelve centuries ago, in a land they called Ravenland after the raven god. The moon elves knew that the worm people would come for them sooner or later. Unable to kill Octomadria, they hid her away at their secret temple Agnostica which they moved beyond the world. Since this could not be done permanently and they were in a hurry, they linked the temple’s absence to a clock that was already in the Bloodmarch: the giant clock at the House of Winds. Since moon elves inherit their ancestors’ memories, they decided to split themselves into two ignorant kin – halflings and goblins – while waiting for the worm people to go extinct. In the process they tore the moonstones from their chests and hid them in Agnostica. Now the Seventh have learned from their vision that the thieves are in the Bloodmarch and that the Eighth Mother is alive. They have assembled into seven worm creatures on a mission to find and awaken the mother.

PHASE

5:

The players receive hints of what might happen

THE RETURN OF AGNOSTICA

in future campaigns. The road to Alderland –

This phase begins when the Metrochrone has been

Gander’s Pass – is opened.

restarted and four Sons of Horn have awoken. Once someone has claimed ownership of four Astra, four sons of Horn will have awoken. And as

ADVENTURE SITES

soon as the Metrochrone is restarted the temple Agnostica emerges in one of the six hexagons surrounding the last dormant Son of Horn (you can choose or randomize where the temple appears).

In Forbidden Lands, adventure sites play a major

At the same time the Cauldron of Flow is also

role in the player characters’ exploits. That is as

activated (page 242). Even if someone owns all

true in the Bloodmarch as it is in Ravenland

five of the Astra, one Son of Horn will remain

and the Bitter Reach.

dormant – the one where Agnostica emerges. The

Later chapters of this book describe eight

volcano that does not awaken is the one whose

pre-made adventure sites that all have some con-

Astra was the last to be claimed.

nection to the campaign Legacy of Horn. These

During this phase a race to the temple

can be placed at various locations in Aslene as

Agnostica begins. The temple can be removed

described in Chapter 8 of the Game­master’s

from the world by activating its altar of time.

Guide. But there is one difference – the map of Aslene only has one type of adventure site:

PHASE

SETTLEMENT.

6:

You decide which SETTLEMENT will repre-

THE FINAL SHOWDOWN

sent which adventure site. If you have access

This phase begins when the adventurers reach

to the separate map pack for The Bloodmarch,

Agnostica at the same time as at least one key player.

you can use the included stickers to mark the

The final battle for the temple Agnostica and

ers learn their locations. However, note that

the awakening of the Eighth Mother.

Tare­g yll already has an established place on the

adventure sites on the map as the adventur-

map, since it is presumed to be the adventurers’ PHASE

starting point.

7:

AFTERMATH

OTHER ADVENTURE SITES: If you need

This phase begins when the final battle has

additional adventure sites other than those

been fought.

described in this book, you can create them

This epilogue summarizes the situation in the

master’s Guide, and adjust them to the people

Bloodmarch and what is likely to happen next.

and nature of Aslene.

using the tables in Chapter 8 of the Game­

59 the legacy of horn

ARTIFACTS

When Sella the Liberator rose anew out of the magma, he was bearing Horn’s Astra and his companions kneeled before him, for it seemed to them that the chieftain emerged stronger and aged in wisdom from the fires of the underworld. His head was crowned by the Helm of Horn, which spoke with the Stonechest of Horn around his torso and Sella’s Dragonboot on his foot. On his belt hung the dagger Glasstooth and in his quiver slithered the three Arrows of the Fire Wyrm. But in his hand the chieftain held the Goblet Staff of Have with an all-­giving grail at its end. It was said that possessing all the Astra allowed Sella to wield the divine power of Horn.

A

t the heart of the campaign Legacy of

and commerce with the Bloodmarch’s indigenous

Horn is the search for the five artifacts

population, the Vasnians. But the proud Sella was

known collectively as Horn’s Astra, a set

offended by some incident during the meeting

of powerful magical items said to be hiding in

and let the peace efforts collapse into open war.

the Bloodmarch.

The goddesses were so furious that they

Legend says that the god Horn gave his Astra

rejected their legates and blocked the road back

to the hero Sella to help him conquer the Blood-

to the Drawn Lands with an everlasting hur-

march for the horse clans, which he succeeded in

ricane that rages to this day. Now godless, the

doing. After the wars each of the five clans took

horse clans turned to the volcano god Horn,

one of Horn’s Astra into their care. Sella thought

encouraged by the dwarves of Firestead.

this would preserve the unity between them, but

The dwarves gave Sella the mechanical horse

the peace crumbled almost immediately.

Witherbeam as well as a set of powerful weapons

What really happened was that the goddesses

they did not dare test themselves – Horn’s Astra

Flow and Wail had sent Sella and his riders from

– and from this situation the myth arose. The

the Drawn Lands west of Aslene to seek peace

dwarves’ plan was to let the horse clans drive the

60 chapter 7

Vasnians from the mining districts of Nuggler’s

BINDING THE ASTRA

Harrow, but instead Sella began a war of exter-

Each Astra can be bound to a person by smearing

mination, which to the dwarves has become an

the item with Blue Blood – an equal mixture of

historical embarrassment they do not want to

Blue Tar (page 38) and one’s own blood. Being

be associated with. The true story is recorded in

bound to an Astra enhances the powers it confers,

the Book of Winds which can be found at the

but also accelerates the person’s aging. The person

adventure site Watch of the Sisters (page 207).

remains bound to the Astra until they die or the

For the past three centuries, when demons

item is washed with Dense Water (page 39).

have ravaged the Bloodmarch, much has been

Only then can the Astra be bound to a new master.

destroyed. Four of the five Astra are missing and only clan Cabera in Strilling are said to still have

THE VOLCANOES: The first time an Astra is

their Astra, the dagger Glasstooth, in their posses-

bound to a person it awakens one of the volca-

sion (although it is in fact a forgery). But now new

noes known as the Sons of Horn. Read more

winds are blowing and several key players have for

on page 55.

various reasons started looking for Horn’s Astra. Each of the five Astra has a Horn rune an aura of faint blue light while they have a

RELATIONS BETWEEN THE ASTRA

rightful owner, but will also glow for a brief

Each of Horn’s five Astra is related to two

engraved into it. The Astra are surrounded by

moment if they are coated with Blue Tar, which

others, as shown by the pentagram in Sella’s

is a way of identifying them. In parentheses are

fresco (page 62). The fresco can be found at

the clan and volcano traditionally associated

two adventure sites: Ashenstead and Tribolia of

with each item.

the Kogler. The horse people of Aslene some-

✥ The Helm of Horns (Houns, Houner) ✥ Sella’s Dragonboot (Sabirians, Sabira) ✥ The Dagger Glasstooth (Caberians,

times carry copies of the fresco as a religious symbol, but the copies are not always accurate.

Cabera)

THE POWERS OF THE ASTRA

✥ The Goblet Staff of Have (Quards, Quard) ✥ The Arrows of the Fire Wyrm (Galdanes,

Each of Horn’s Astra has three levels of mag-

Gald)

ical powers.



LEVEL 1 can be used by anyone, without



LEVEL 2 can only be used by someone

In addition, there is the Stonechest of Horn, a

being bound to the Astra.

breastplate that can be summoned once a single person owns four of the Astra. See the section

bound to the Astra when at least one

Relations Between the Astra below.

related Astra is within NEAR range.



The information required in order to make

LEVEL 3 can only be used by someone

full use of Horn’s Astra will become available to

bound to the Astra as well as two of its

the adventurer over the course of the campaign.

related Astra.

61 artifacts

THE HELM OF HORN

THE ARROWS OF THE FIRE WYRM

GLASSTOOTH/ SERPENT’S BANE

THE GOBLET STAFF OF HAVE

SELLA’S DR AGONBOOT

62 chapter 7

THE STONECHEST OF HORN

their choosing by one step, to a minimum of 1.

Should all five Astra be bound to the same person,

A player who owns any of Horn’s Astra should

the Stonechest of Horn – a powerful armor – will

receive warnings about the rapid aging, for exam-

materialize around the person’s torso.

ple in the form of sudden wrinkles or hair loss.

If four Astra are bound to the same person,

The rapid aging ceases when the owner loses

the Stonechest of Horn can be summoned

or relinquishes ownership of one or more of

through a ritual known to the Horn priests at

Horn’s Astra. In other words, it is possible to

Ashenstead or in Firestead. During the ritual

carry Astra inactive and only assume ownership

the fifth and missing Astra will be summoned

by smearing them with Blue Blood when heroic

and bound to the person.

deeds are called for.

If the bearer of the Stonechest dies, the armor dissolves into mist and cannot be summoned again. The Stonechest of Horn can only be summoned once in a generation.

THE GOBLET STAFF OF HAVE

ACCELERATED AGING A person bound to one or more of Horn’s Astra

It is said that Horn with his kiss gave Sella the Lib­

ages faster than normal. Their aging accelerates

erator the gift of speech in order that the clans would

to ten times its normal rate per total number

follow their chieftain’s commands without question,

of bound Astra multiplied by the maximum

as if they came from the god himself. Then Horn’s

level for bound Astra. This means that people

wife, Have, presented the hero with her goblet staff

bound to a single Astra will age ten months in

so that he whose lips had touched the divine would

one month. A person bound to all five Astra

never have to drink anything but the noblest of bev­

ages 150 times faster than normal (10 × 5 × 3), i.e. three years in just one week.

erages. For anything poured into the goblet turns into exquisite wine and empowering nectar.

According to legend, Sella liberated the Bloodmarch in three month and aged 36 years in that

The Goblet Staff of Have is the Astra tradi-

time. When the work was finished he threw him-

tionally belonging to the Quards, linked to the

self into the volcano Horn because he had grown

volcano Quard. When the staff is bound to a

so old. This was not a big deal for him, since

person, Quard awakens.

Aslene horse warriors consider dying of old age a shameful way to go. A glorious warrior should

SUGGESTED LOCATION

fall in battle, preferably in a heroic fashion.

The key player Vaerefor van Reiben once owned EFFECT: If the accelerated aging makes a player

the Goblet Staff of Have, before it fell into the

character go from young to adult, or from adult

hands of the Vasnians during a war long ago. The

to old (page 31 in the Player’s Handbook), the

staff can be found in a chieftain’s hall in Vasnia,

player must permanently reduce an attribute of

mounted on the wall as a prize of war. Konana

63 artifacts

is aware of this and is willing to

THE HELM OF HORN

barter with it. She knows its worth and that Vaerefor desires it. Other Vasnians refuse to part with the staff, so a replica will be required

The archers marveled at the hal­

in the event of a trade.

fling’s ability to evade every arrow they fired, but eventually they grew exasperated, for the game had dented

EFFECTS ✥

their pride. Urse sensed deceit – some

LEVEL 1: In one turn, one dose

said fox blood flowed through his veins.

of liquid poured into the staff ’s

He wondered why the helmet’s moon­

goblet turns into a liquid or

stone glowed a fiery red, but when the

beverage of the bearer’s choice –

halfling took it off to look, Urse fired

except for magical liquids or poi-

another arrow that pierced the creature

sons, Blue Tar, or Dense Water.



from shoulder to shoulder.

LEVEL 2: In one turn, one dose

of liquid turns into any drug, acid,



The Helm of Horns is the Astra tra-

or poison the bearer desires. The

ditionally belonging to the Houns,

staff can also create Blue Tar or

linked to the volcano Houner. When

Dense Water.

the helmet is bound to a person, Houner

LEVEL 3: Once per Quarter Day,

awakens. The helmet is made for a

one dose of liquid can be turned

human, but can be adjusted to fit other

into any other liquid or into a

kin at the risk of looking a bit silly.

dose of Goblet Tonic that heals all injuries (even critical ones),

SUGGESTED LOCATION

cures all poisons and diseases, and can even resurrect a recently

The Helm of Horn is missing and can

deceased person.

be placed at any of the campaign’s adventure sites. The helmet has a moonstone embedded in its forehead. This allows

DRAWBACKS

Fiena Fromelei (page 82) to sense in

Every time the staff ’s magic is used at

which direction it is located, although

level 2 or 3, a D6 is rolled. Rolling a

she does not know that the stone sits

l

means that the hexagon where the user is

in one of Horn’s Astra. Removing the

currently positioned turns into Crimson

moonstone stops the helmet from work-

Forest. The transformation takes one week

ing as an Astra, though it retains its magic

and first manifests itself in the form of spider

at level 1. Reinserting a moonstone into the

veins spreading from an underground source.

helmet restores its function.

64 chapter 7

SELLA’S DRAGONBOOT We couldn’t believe our eyes when the rascal ran off across the rooftops without slipping or stumbling despite the pouring rain, with the stolen goods tied around his neck. On reaching the fishing huts he leapt like a cat from post to post, but finally we had him cornered against the water with no way of escape. But was he arrested, you think? Oh no, right in front of our lowered lances he scuttled across the water’s surface as if it were solid ground. A bowshot from the shore there was a boat waiting for him, which soon sailed off in the night. On the beach we found a right boot of dragon skin. Sella’s Dragonboot is the Astra traditionally belonging to the Sabirians, linked to the volcano Sabira. When the boot is bound to a person, Sabira awakens. Sella’s Dragonboot is a left boot

EFFECTS ✥

but magically summons a matching right boot

LEVEL 1: The wearer can see in the dark.

for its wearer.

The helmet has Armor Rating 3.



LEVEL 2: The owner’s Wits is increased



LEVEL 3: The helmet provides full pro-

by 1 while wearing the helmet. tection against all non-­magical ranged attacks. It also protects against fear attacks and makes the wearer immune to MANIPULATION.

DRAWBACKS Ranged attacks diverted from the wearer instead hit another creature within NEAR range. The wearer’s hair turns completely white over the course of a week.

65 artifacts

SUGGESTED LOCATION The Dragonboot is missing and could be found

GLASSTOOTH

at any of the adventure sites or with the trav-

Glass seems transparent because only half of its being

eling jester Pottus Tynk who thinks it suits

exists where you think it does. The rest of it sweeps

his stage costume. See the random event Last

through the ether in search of sun dust like swallows

Night of the Jesters (page 142). Pottus does

hunting mosquitoes in summer. The same is true of

not know that the boot is magical, though it

the dagger Glasstooth, also known as Souldrinker. I

helps him maintain balance on stage.

have personally seen the weapon in three difference locations. Transient and ephemeral, the dagger preys on souls, but when one of its shapes has taken

EFFECTS ✥

a life, the parts come together to carve the name of

LEVEL 1: Gives the wearer perfect bal-

Sella the Liberator at site of the kill.

ance which, for example, allows them to effortlessly walk a tightrope. The wearer



Glasstooth is the Astra traditionally belonging

does not have to make MOVE rolls to keep

to the Caberians, linked to the volcano Cabera.

their balance and cannot be knocked over.

When the dagger is bound to a person, Cabera

LEVEL 2: Allows the wearer to walk

awakens.

on water and lava without suffering damage or plunging through the

SUGGESTED LOCATION

surface.



LEVEL 3: Allows the wearer to

At the start of the game, Poansa Moulter

leap to anything within SHORT

(page 76) or the elf Mahogany of the

range (fast action) and land with

Inglourious Butchars (random event,

perfect balance. The wearer can

see page 141) could be in possession

also summon an earthquake

of the dagger. The one who does not

around themselves by stomping

have the actual dagger carries a replica

the ground. Everyone within

instead. The person with the real dagger

NEAR

range must then make a

does not know that it is one of Horn’s

MOVE

roll not to fall over.

Astra and has not claimed ownership of the weapon. Poansa and Mahogany both believe that they are carrying

DRAWBACKS

the profoundly cursed dagger Ser-

The boot’s power stems from

pent’s Bane, which allegedly has

the principle of universal bal-

the power to “kill sunlight, shadow,

ance, which is why all allies within

and the soul itself ”. Meanwhile, the

SHORT

range get –1 to all Agility-­based

Caberians in Strilling claim that they

skills while level 2 or 3 of the boot’s

are in possession of Glasstooth, but their

magic is activated.

revered dagger is a replica. The Caberian Elders know this, but are keeping it to

66 chapter 7

themselves because the weapon is crucial for the

the traitors’ assault. He nocked an arrow to his bow

clan members’ self-­esteem.

and fired at a distance of thirty paces. The arrow split into two, then four, then eight, then another eight. And so the attackers fell before the hero’s feet

EFFECTS

and only the dust of their final ride could reach him.



LEVEL 1: Double damage and counts as a



LEVEL 2: Also inflicts double damage

ditionally belonging to the Galdanes, linked to

on creatures normally resistant to phys-

the volcano Gald. When the arrows are bound

magical weapon.

The Arrows of the Fire Wyrm are the Astra tra-

ical violence, such as the key players

to a person, Gald awakens.

Octomadria and the Seventh.



LEVEL 3: Each hit automatically

SUGGESTED LOCATION

inflicts a critical injury, in addition to normal damage. Armor has

The Arrows of the Fire Wyrm could be

no effect. Against Octomadria

found in three different places. Collecting

its attacks are always fatal, but

all three arrows summons their quiver

then again she has to die eight

and only then do they constitute one of

times before she can be ban-

Horn’s Astra. Other arrows placed in

ished (page 100).

this quiver will crumble into ashes. The adventurers may already have one or more of the Arrows of the Fire Wyrm from the

DRAWBACKS

campaign Raven’s Purge. One could be

Glasstooth is a jealous dagger that reduces

down in the magma with the demon Kra-

the Weapon Bonus of all non-­magical

sylla. The demon was hit with the arrow,

bladed weapons within SHORT range by one.

fired by the adventurers or someone else,

In other words, affected weapons have a

and dragged into the magma by the fire

reduced chance to hit and break more easily.

wyrm Erinya. He would gladly barter with it. See the random event The Penitent in the Magma (page 135). Additional arrows can be found at any adventure sites.

THE ARROWS OF THE FIRE WYRM

EFFECTS ✥

LEVEL 1: The arrow gives the user

Stories tell how the Vasnians gave the name­

a D8 Artifact Die when fired from a

less rider and his companions a bushel of

bow, and returns to its owner after

gold to slay Sella the Liberator while

three rounds (to the quiver if it

he was praying to Horn alone in the

exists, otherwise on the ground

wilds. But the hero was unfazed by

in front of the archer).

67 artifacts





LEVEL 2: All three arrows can be fired

The Stonechest of Horn is an ornate breastplate

simultaneously at the same target. It is

that can be summoned once someone owns four

rolled as a single attack with 3D8 Arti-

of Horn’s Astra and emerges automatically if

fact Dice. The arrows return to the quiver

someone owns all five. The Stonechest arranges

after three rounds.

itself to fit the owner and remains even after

LEVEL 3: All three arrows can be fired

the person loses their Astra. The Stonechest

simultaneously at three different targets

dissolves upon the death of its owner.

as a single action. Roll separately for each target, with a D8 Artifact Die to each

EFFECT

roll. The arrows reemerge in the quiver after three rounds.

The Stonechest of Horn has Armor Rating 8 and counts as a light item.

DRAWBACKS The arrow that was buried in Krasylla (page 136) attracts the fire w yrm Erinya, who thinks its owner is the demon. Roll D6 every Quarter Hour that the bearer spends in firelands – one

l means that the fire wyrm attacks.

The bearer can avoid the attack by firing Krasylla’s arrow, in which case the fire wyrm goes after it.

THE STONECHEST OF HORN But lord Horn told Sella to go and liberate the land, and the god dressed his champion in the breastplate of the mountains so the swords of his foes would hit not flesh, but solid stone. And the villains’ blades shattered against the stone, as did their courage. And the rocks of Horn filled their hearts and minds until they stood helpless before their deaths.

68 chapter 7

While Witherbeam is active, the horse can

WITHERBEAM

be extended to carry up to three riders by insert-

Sella the Liberator rode his steed Witherbeam like

ing a couple of side pieces under the edge of

a storm wind across the battlefield, where the Vas­

the saddle on both sides while squeezing the

nians fell like wheat before the scythe. It was said

horse on. This is no simple mechanism, but

that the horse was bred in the Drawn Lands, as

the Kogler and or some other mechanically

two desert winds slipped through the hair gap of

gifted individual can understand it.

Vanna and were squeezed so tightly that their air

Witherbeam automatically gives its rider

became red. In the end Witherbeam fell, but the

the talents Path of the Plains and Path of the

dwarves flayed him and filled out his skin with a

Knight, both at rank 1. If the rider already has

mechanical body, powered by Blue Tar and water,

these talents, the rank increases by 1 on Wither­

and returned the animal for Sella to ride. However,

beam’s back, up to a maximum of 3.

to keep the spirits of the machinery alive a living

Witherbeam counts as a Combat Trained

human must be sacrificed under each full moon.

Horse but has Strength 8, Agility 4, and Movement 3.

SUGGESTED LOCATION

DRAWBACKS

Witherbeam stands on the cliff by the Guardian

If it runs out of Blue Tar, Witherbeam stops

Temple, a field temple dedicated to Horn and

and remains motionless until it is refueled with

Have, from which he overlooks the plain.

Blue Tar. If it runs out of Dense Water

See the random encounter The Guardian

it is no longer possible to brake, and

Temple (page 147).

Witherbeam keeps running until it runs out of Blue Tar as well.

EFFECT Witherbeam is steered like an ordinary horse, with reins, legs, and other aids. The horse is fueled with Blue Tar which is poured through the nose after the bigger horn has been unscrewed. The horse brakes if Dense Water is poured through the nose after unscrewing the smaller horn. Refueling is done by sacrificing Resource Dice of the respective liquid. The same number of Resource Dice are then transferred to Wither­beam. Every Quarter Day that the horse is used a roll is made for each liquid.

69 artifacts

KEY PLAYERS

“Only fools break ground alone in the wilderness,” said Colo­ nel Grudenstaal. He sized up the woman under heavy eyelids lined with rust-­colored tattoos. “Bandits wish to steal the cattle while the farmer sows his seed. Wise are the farmers who work together, for their strength is doubled and their eyes many.” “So are you looking for a wife, hand, or slave for your new farm?” replied Poansa Moulter with a steady gaze. “Our churches are still bitter adversaries.” “Have we not been slaves long enough, you and I, albeit under different masters?” answered the colonel and won the woman’s slowly growing smile.

S

SELLIGAR HORNE OF HAVENMARK

everal key players in Legacy of Horn

want to get their hands on one or more of Horn’s Astra, an ancient set of magi-

cal weapons said to have belonged to Sella the

Selligar Horne of Havenmark (the byname Horne

Liberator (known among the Vasnians as Sella

he added himself) is a handsome, charismatic, and

the Butcher). The key players all have their own

skilled horseback warrior. He is the leader of the

intentions, but will likely form alliances with

respected but decimated Houns and commander

each other over the course of the campaign

of the Horn Riders – a growing group of more

if it benefits them. Several of the key players

or less fanatical horse warriors from all clans.

behave discreetly and prefer not to reveal their

Selligar rides around to strengthen the alliance

true identities or agendas to strangers. At the

between the horse clans and generate interest in

same time, many of them need all the help

his cause – to reunite and retake the Bloodmarch

they can get.

using Horn’s Astra. Selligar claims to be a direct

70 chapter 8

descendant of Sella the Liberator, the legendary

ancestor Sumber Greatheel alone took responsi-

figure who conquered the Bloodmarch for the

bility for the clan and led a small force to hold off

horse clans back when the world was young. It is

the demons and give the rest of the tribe enough

an accepted and highly respected lineage.

time to kill each other. Sumber’s warriors were

But there are some who question his claims,

supposedly slain to the last man, but his pregnant

since the Hours are said to have destroyed each

wife Ismaela managed to escape.

other to the last man in a ritual combat during

No one knows what really happened three

the Demon Flood three hundred years ago, to

centuries ago, but it remains a sensitive issue.

avoid the disgrace of falling in battle against them – which seemed to be the only alternative. This would make Selligar either a false heir or a descendant of one of the cowards who fled the honorable internal slaughter. However, Selligar himself maintains that his

71 key players

Selligar has killed several doubters in single

LEGEND

combat. But most of the horse clans still accept

It is said that the Houns’ chieftain, Selligar Horne

him, realizing that no one else will be able to

of Havenmark, emerged from his mother’s womb

unite them. They are running out of time as

a capable rider. He mounted the nearest horse, and

more and more foreigners cross their borders.

with the umbilical cord fluttering in the wind, he

Mommodar and Merdekai, leaders of clans

immediately rode off to inspect his domains. Only

Sabira and Quard, would prefer Selligar to go

afterwards did he return to her breast. The father

away so that they could lead the united clans

was never again allowed near his wife, for the boy

themselves. However, it is unlikely that either

was jealous and believed that further offspring

of them would willingly submit to the other. If

could only be inferior to himself. He was strong

Selligar dies, he can be replaced with these two,

from birth and slew his first challengers in combat

or with their children Stiltellos and Gerbera (see

before he had grown his fourth tooth. Now he rides

the adventure site Ashenstead on page 162).

across the plains as a proud youth, like his ancestor Sella the Liberator before him, intent on gathering the clans so that all foreign malice can be driven from the Bloodmarch. The seers say that Selligar is destined to rule Ravenland and Alderland as

THE HORN RIDERS

well. He means to open the Galder Gorge to Alder­ land, and lifted one of the giant pillars with his

The Horn Riders is a group of Aslene horse warriors who have pledged allegiance to the unification of the clans and the liberation of the Bloodmarch. They are more loyal to their vision and their brethren than to their own clan, which is not looked upon kindly by more traditional clansfolk – even though the dream of a united country predates the clan structure, which the Horn Riders are quick to point out. The leaders of the Sabirians and Caberians even consider the Horn Riders a threat and would not shed a tear if Selligar Horne disappeared and his booming, seductive voice was never heard again.

bare arms just to prove himself worthy of such a task. But the time for doing so has not yet come.

APPEARANCE Selligar is a tall and handsome rider in his forties, with thick chestnut hair that flows dramatically in the wind as he rides forth (in battle he braids his hair like any other Aslene rider). Selligar is lavishly dressed in silver-­plated chainmail worn under a tunic made of brightly colored silk triangles, adored with bronze and gold. Sewn on to the tunic are lemon yellow strips of cloth, which are supposed to flutter behind him to create an illusion of fire when he rides. Selligar Horn is loud, hot-­tempered, and enjoys luxury and combat as much as the sound of his own voice. He is popular with women and has a number of children spread all over

72 chapter 8

the country. He claims to be looking for his

fluent in all five clan dialects but cannot shut

future consort, “the lovely Totilla”, but no one

up in any of them.

knows if she exists or if anyone would even be good enough. His adjutants are used to breaking

MEETING SELLIGAR HORNE

up fights that their leader gets himself into, as well as playing down and glossing over his ill-­

Selligar is active from the start of the game and

considered statements, challenges, and promises.

resides in Havenmark, but is often visiting the other clans along with a personal guard of twenty riders. He never shows up discreetly but prefers to

OVERT GOALS

have his arrival announced by bards and heralds.

Selligar Horne truly believes that he is Horn’s chosen one, Sella’s heir, and the destined liberator

RELATIONS

of the Bloodmarch. His goal is to collect Horn’s Astra, wear the holy items, and lead the clans to

Selligar may exchange favors with all the other

drive all demons and other undesirables from the

key players, but would not willingly hand over

land. He tolerates foreigners as long as they are

Horn’s Astra to them.

respectful and do not come from Alderland. Alderlanders are his sworn enemies, and he intends

THE DREAMSTRESS: Selligar Horne is loosely

to wreak vengeance upon his arch enemy once

allied with the Dreamstress who will help him

the liberation has been achieved. In Aslene eyes,

unite the clans and find Horn’s Astra.

Alderland was responsible for the demon flood that devastated the country. If Selligar gets his

POANSA AND GRUDENSTAAL: Selligar has

hands on one of Horn’s Astra, he will never part

never met Poansa or Grudenstaal, but would

with the artifact, believing that it is his by right.

immediately consider them enemies if he

Since his efforts to unify the clans are progress-

learned that they are from Alderland. That

ing rather slowly, Selligar has been fraternizing

being said, he could quickly change his mind

with the Dreamstress in Oxengelder as a backup

and work with them if he knew that they wish

plan. The Dreamstress has promised to dream the

to rebel against Alderland and lead an attack on

liberation of Aslene into existence, provided that

the country from Aslene.

she can assemble a large enough group of competent dreamers. For her part, the Dreamstress

SELLIGAR HORNE

hopes to obtain Horn’s Astra through Selligar.

STRENGTH 5, AGILITY 5, WITS 3, EMPATHY 3 SKILLS: Melee 3, Marksmanship 3, Move 3,

Animal Handling 3, Manipulation 3

SECRET GOALS

TALENTS: Adaptive, Path of the Companion

Selligar has no secret goals. In fact, he finds it

2, Horseback Fighter 3

difficult not to immediately talk about what-

GEAR: Short spear, short bow, leather

ever pops into his head. They say that he is

armor, riding horse

73 key players

KEY PLAYER

DESCRIPTION

OVERT GOAL

Selligar Horne of Havenmark

Chieftain of the Houns, seeking to unite the Aslene horse clans. Commands the Horn Riders.

Uniting the horse clans, finding Horn’s Astra, and using the holy weapons to drive all outsiders from the Bloodmarch.

Poansa Moulter

High-­ranking member of Ad Vipera, a sect within the Congregation of the Serpent in Alderland.

Finding the reborn god Wyrm in the Bloodmarch and bringing him back to Alderland.

Grudenstaal

Leader of the Ironbrows, the Alderlander Rust Church’s inquisition force in the Bloodmarch.

Finding and killing the reborn Wyrm in the Bloodmarch.

Fiena Fromelei

Ravenlander halfling and leader of the Penite pilgrims. Worships the moon goddess Eor.

Finding the moonstones once embedded in the chests of halflings and goblins, to unite their kin.

The Seventh

Worm creatures on a pilgrimage from the continent of Anoma beyond the eastern seas.

Retrieving the “Eighth Mother” who was stolen more than a thousand years ago, and having her birth a new generation of worm people.

Vinhelm Kaal Moon elf at Agnostica, the secret moon temple in the Bloodmarch.

Keeping Agnostica, the Eighth Mother, and the moonstones away from all who seek them.

Konana

Half-­orc and clan leader of the Vasnians, the Bloodmarch’s indigenous inhabitants.

Liberating the Vasnia region for her people, or buying its freedom by selling Horn’s Astra to the horse clans.

Vaerefor van Reiben

Leader of the Aslene red elves, “Prophet of the Red Wanderer.” Lives in Reiben.

Using the red elves to expand Reiben’s borders across the Bloodmarch and claim lordship over the land.

The Dream­ stress

Giant prophetess and magic teacher in Oxengelder. Master of Oneiromancy.

Gathering and training enough dreamers to dream the liberation of the Bloodmarch into reality.

Octomadria

The Eighth Mother.

Seizing power over the Bloodmarch and the rest of the world after realizing who she is.

74 chapter 8

LOCATION

COMMENT

Resides in Havenmark, but moves around the plains of the Bloodmarch to preach unity.



Stays as a guest with the Dreamstress in Oxengelder, but travels around a lot.

Wyrm cannot be found without a couple of Horn’s Astra

Loosely allied with the Caberians in Strilling where he is based. Often travels throughout the Bloodmarch.

Wyrm cannot be found without a couple of Horn’s Astra. Grudenstaal seeks alliances that serve his interests.

Is on a seeking pilgrimage in the Bloodmarch along with goblins led by the wolf rider Crudehack.

Crudehack is actually trying to sabotage the endeavor since the goblins do not want to be united with the halflings.

Traveling through the Bloodmarch, all together or divided into groups.

The Seventh sometimes count as one creature, sometimes as seven or more. The Eighth Mother cannot be found without a couple of Horn’s Astra.

Based in Agnostica, but travels around to eradicate memory traces of the temple.



Based in Vasnia, but is traveling in search of Horn’s Astra.

Worships the dragons of the mountains and may form an alliance with one of them, such as the dragon mother Scarne from Raven’s Purge.

Anywhere near Reiben.

Poses as a red elf, but is actually a demon.

Lives in Oxengelder, but can visit other places in the Bloodmarch through her dreams.

Is actually a homesick demon.

First appears in the temple Agnostica towards the end of the campaign.

Exists in seven stages. Octomadria can only be killed with the dagger Glasstooth and must be killed eight times, but just one point of damage from this weapon is enough to kill her.

75 key players

as “the Rust-­Rot Scandal,” where four local

POANSA MOULTER

noblemen secretly collaborated with the Rust

The Wyrm priestess Poansa started out as a

Church and were later executed by snakebite,

dancer and spy in the Alderlander capital of

Poansa was ordained to priesthood and quickly

Brodelmarg. After uncovering what is known

rose through the ranks of the Congregation of the Serpent. Now, only ten years later, she is one of the most senior officers of Ad Vipera – the sect serving as the Church’s secret police. She was the first to be interested in the Prophet Fangler’s speech about the god Wyrm’s rebirth in the Bloodmarch. She is currently leading a secret task force of sixty agents sent to Aslene to find, protect, and bring the god back to Brodelmarg.

LEGEND You might think that Poansa is called “moulter” because of her flaking skin. Not so. It’s because she leaves empty shells of people in her wake. The shells are not her own, but the remains of those she has devoured along the way. One of them was Grene­ mer Treba, count of Strula until that venomous woman seduced him and found his secret Rust Altar. Once imprisoned he demanded, as a noble­ man, to be executed by iron – for religious reasons that would become clear later – and appealed to Ad Vipera on the matter. He was surprised to find Poansa in one of the council seats. But the Moulter granted his wish and had him exe­ cuted by iron as requested: they pounded iron nails through his body until the screams died down and the blood stopped flowing.

APPEARANCE Poansa Moulter is roughly 35 years old, thin and agile, pale, with a rather ordinary appearance and short, dark hair. The

76 chapter 8

inside of her mouth is completely blackened to indicate that she is part of the Sisterhood of the Black Mamba. When she speaks, her teeth with the sharpened canines look bright white

AD VIPERA

against the darkness within. She wears strict,

Ad Vipera is the Congregation of the Serpent’s secret police in Alderland. The name is actually an abbreviation of the organization’s maxim “Ad vipera, ad versa,” which translates roughly to “those who oppose the serpent are our opponents.” Due to the inflamed political situation that has left Alderland on the brink of civil war, Ad Vipera has a strong position in the country and is free to do what it wants, particularly in southern Alderland and the capital city of Brodelmarg. Their primary enemy is the Rust Church in northern Alderland. Now that things are stirring in the Bloodmarch, the Congregation of the Serpent has become interested in the country. When the Prophet Fangler had a vision of Wyrm waiting to be reborn in Aslene they sent a strong force of Ad Vipera agents across the mountains to locate the god, eliminate any threats, and find allies in the country.

gray clothes of minimalist style and quality. Her voice is calm and composed, and she is an excellent singer. Poansa’s movements are balanced and smooth.

OVERT GOALS Poansa is sent to the Bloodmarch by the psychopomp Vivírula to find, protect, and bring the reborn god Wyrm back to the Congregation of the Serpent in the Alderlander capital of Brodelmarg. She is accompanied and guided by the Prophet Fangler. They do not know whether Wyrm is reborn in the form of a snake, a human, or something else, so they are not sure what to look for. However, Fangler’s mentalist spell TRUE SIGHT

is always active as a prophetic ability.

SECRET GOALS If Wyrm turns out to have a form or temperament that could harm the Congregation of the Serpent, or falls into the wrong hands, Poansa has orders to kill him discreetly. To this end she carries a powerfully cursed obsidian dagger supposedly able to “kill sunlight, shadows, and the soul itself.” This dagger is either Glastooth (one of Horn’s Astra, page 66) without Poansa realizing it, or a replica. Poansa mistakenly believes that the dagger can only be used once,

“the true snake god” in opposition to Alderland

so she keeps it hidden until the right moment.

and with her as the god’s supreme priestess. In

If Poansa gets hold of Wyrm – that is, the

that case she is open to alliances which will be

Eighth Mother – she might keep her for herself

needed against the powerful enemies she would

and create a power base in the Bloodmarch with

immediately make in her homeland.

77 key players

MEETING POANSA

oneiromancy. Communication with the Dream-

Poansa and her subordinates are already in Aslene.

stress is mostly handled by her double, who is

They crossed Gander’s Pass on secret paths from

also called Poansa and like the original belongs

Alderland and continued to Oxengelder, where

to the Sisterhood of the Black Mamba.

Poansa met with the Dreamstress as an ambassador of Alderland. She usually has a double rep-

GRUDENSTAAL: If she decides to steal Wyrm

resenting her in Oxengelder, while she herself

for herself, Poansa may form an unholy alli-

coordinates smaller groups secretly searching

ance with Colonel Grudenstaal where the two

for Wyrm in the Bloodmarch.

of them become a couple and found a new sect

Poansa is sweeping the country from south

that competes with their previous employers.

to north. The adventurers may run into one of her spies before they even leave Taregyll,

VINHELM: If Poansa realizes what is really

but their first encounter with Poansa herself

going on, she may join forces with Vinhelm

will not take place north of the Wailing. She

Kaal and the other moon elves in the final

is often accompanied by the Prophet Fangler

stages of the campaign to hide the temple

who believes that he can locate Wyrm if he gets

Agnostica forever. Then everything remains

close enough to the god’s new form. Poansa

the same and the rumor of Wyrm’s rebirth

travels discreetly in a small group posing as a

was false, which might suit the Congregation

land surveyor in search of suitable locations for

of the Serpent.

settlements in Aslene, equipped with basic surveying instruments and the knowledge required

POANSA

for such a mission.

STRENGTH 3, AGILITY 5, WITS 4, EMPATHY 4

Poansa Moulter is mainly looking for infor-

SKILLS: Melee 3, Stealth 3, Move 2, Marks-

mation and is therefore open to conversations

manship 2, Lore 2, Insight 3, Manipulation 3

and collaboration with anyone she meets. If she

TALENTS: Adaptive, Path of Poison 3, Sharp

suspects someone of withholding information

Tongue 2

or items of interest, she will try to have that

GEAR: Dagger, short sword, short bow,

person taken away and interrogated in private.

leather armor IMMUNE TO POISON: Like all members of the

Sisterhood of the Black Mamba, Poansa is immune to poison.

RELATIONS

SHED SKIN: Poansa can shapeshift into a

Poansa can accept help from anyone who offers

black mamba with Strength 1, Agility 7, Movement 2. In snake form she can move out of ARM’S LENGTH range without the enemy getting to attack. In close combat she has a bite with a lethal or sleeping poison (Potency 8) – an attack she can also use in human form.

it, but never loses sight of her own priorities and is only loyal to them. THE DR EA MSTR ESS: Poansa Moulter is

loosely allied with the Dreamstress, who she hopes will be able to locate Wyrm through

78 chapter 8

COLONEL GRUDENSTAAL Grudenstaal is colonel of the Ironbrows, an inquisitorial order of warriors within the Rust Church in Alderland, headquartered in Raskalma. Grudenstaal has for many years conducted purges of heretics in northern Alderland and sent many of them over the edge of the Iron Lock to live in exile in Ravenland. Through his agents the colonel has gained a good understanding of recent developments in Ravenland. After an indiscreet affair with Moilera of Kantamar, ducal consort and niece of Bretien the Procreator who was anointed king by the Rust Church in Alderland, Grudenstaal was left in the political cold. He has therefore been sent away to Aslene to investigate the rumors about the god Wyrm having been reborn there, as foretold by the Prophet Fangler. Grudenstaal was forced to accept the assignment, but he is bitter and feels that the Rust Church has betrayed him after many years of loyal service. Once Grudenstaal and his troop of eighty men had entered the Bloodmarch on secret paths near Gander’s Pass, the colonel made the bold move of openly seeking out the Caberians in Strilling, the most militant horse clan in Aslene, who spearheaded the conflict with Alderland as its mortal enemies. The risk of immediate slaughter loomed when the clan realized who their guests were, but Grudenstaal’s voice did not waver as he explained to Chieftain Merdekai that the long-­standing peace had softened the warriors on both sides of Gander’s Pass. That was why he had come to the Bloodmarch – to find out whether the

79 key players

pass could be cleared so the traditional, character-­ building wars could be resumed. He turned to the

The colonel is a man of quick and bold action. He never takes his eyes off his goals, both overt

Caberians thinking that they would understand

and covert, and can make important decisions

his intentions better than anyone.

in an instant. He despises fear and thinks it is

When the initial astonishment had settled,

better to live and die gloriously with one’s head

a truce was signed to clear the battlefields of

held high than to crawl through a life of doubt.

Hadruma for future bloodshed. Under the cover of this military endeavor, Grudenstaal and his

OVERT GOALS

men are looking for the reincarnation of Wyrm.

Grudenstaal claims that he has come to the Bloodmarch to open Gander’s Pass and prepare

LEGEND

the ground for new character-­building wars

Oh yes, I’ve met Colonel Grudenstaal, the man

between Alderland and the horse clans. This is

they call the fist of the Ironbrows. A ruthless man

what the Caberians believe and want to achieve.

to be sure, like when Holy Frensia was promised

If presented with proof that Grudenstaal has been

by the king – the old man feared the reprisal of the

lying, they could very well attack the Ironbrows.

gods, you see – that she would never be exiled to Ravenland, and Grudenstaal kept the monarch’s word by personally kicking the seer over the edge

SECRET GOALS

of the precipice. But the man is more than just a

The Rust Church in Alderland has sent Gruden-

hard heart. He listens to everybody and does not

staal to the Bloodmarch to find the reborn

hesitate to change his mind if he likes your advice.

Wyrm and kill the god before the Congregation

He is certainly proud, so much so that he always goes

of the Serpent gets hold of him. Grudenstaal

his own way, and nobody knows what he might do.

has heard rumors that Wyrm can be found with

I suppose that’s why the powers that be in Alder­

the help of Horn’s Astra. He also understands

land had him sent off to the Bloodmarch.

how much these old weapons mean to the horse clans and could use them to buy their loyalty for a war against Alderland.

APPEARANCE Grudenstaal is in his mid-­forties, tall and muscular, completely hairless, with the symbols of

MEETING GRUDENSTAAL

Rust and Heme tattooed around his head. He

After getting settled, the Ironbrows dispatch

wears iron mail every day without exception –

groups of seekers operating from Strilling.

not just for protection, but as a religious uniform

Grudenstaal is particularly keen to make

whose weight is meant to strengthen the body

contact with the dwarves of Firestead whom

and mind of its wearer. Over the armor he wears

he thinks could melt the obstacles blocking

a simple grayish-­yellow robe. That way he does

Gander’s Pass into lava. Grudenstaal travels

not attract as much attention, while at the same

with groups of his own men, but rarely visits

time making little effort to conceal himself.

the country’s villages and taverns himself

80 chapter 8

– people of interest are instead brought to

in Ravenland. His only moral principle is to

his camp, as guests or prisoners.

advance his own interests.

COLONEL GRUDENSTAAL

RELATIONS

STRENGTH 5, AGILITY 3, WITS 3, EMPATHY 3

Grudenstaal keeps an open mind towards all

SKILLS: Might 3, Melee 3, Animal Handling 2

the other key players, viewing them solely as

TALENTS: Adaptive, Magnetism 2, Execu-

potential opportunities or threats to his own interests. He judges creatures by their ability

tioner 2, Defender 1, Horseback Fighter 3, Sword Fighter 2

and could not care less about their sex or race.

GEAR: Broadsword, large shield, pike, chain-

As a result there are several unexpected associ-

mail, war horse

ates that he has recruited in the Bloodmarch.

LANCER: Grudenstaal can wield his pike

with one hand while on horseback. POANSA: Grudenstaal knows that Poansa of

Ad Vipera has also come to the Bloodmarch in search of Wyrm. He used to have a mole inside Ad Vipera, but that agent was executed after being exposed by the Prophet Fangler’s magic.

THE IRONBROWS

Poansa has in turn learned about Grudenstaal’s

The Ironbrows is an order of warriors with the Rust Church in Alderland. Their traditional function has been to hunt down, capture, interrogate, and punish heretics, as well as brutally suppressing uprisings. When they learned about the prophecy of Wyrm’s rebirth in the Bloodmarch, the Rust Church sent a troop of Ironbrows to find and destroy the god before the Congregation of the Serpent can get their hands on him. The Ironbrows are proud and ruthless in nature, but realize that diplomacy is needed in Aslene and are trying to secure allies for the future, so they can be patient and even somewhat friendly with strangers whom they deem it useful.

secret plans through her spies. VINHELM: Towards the end of the campaign,

if Grudenstaal has realized the true nature of the situation, he might join forces with Vinhelm and the other moon elves to hide the temple Agnostica forever. In that case everything stays the same and the rumor of Wyrm’s rebirth turns out to be false, which might suit the Rust Church. THE RUST CHURCH: Feeling wronged and

betrayed by the Rust Church, Grudenstaal might turn against them if the opportunity arises and try to establish his own power base in the Bloodmarch. He knows that many Alderlanders would join him. To this end he could basically contact and ally himself with any great power in Aslene, including Vaerefor van Reiben, Poansa, Vasnia, the Seventh, or the Rust Church

81 key players

FIENA FROMELEI

THE PENITES

According to legend, halflings and goblins were

The Penites is a cult of penitent halflings from Ravenland. They worship the moon goddess Eor and strive to reunite the goblins and halflings, while at the same time atoning for the historical sin that according to legend divided their kin in the first place. The Penites believe that goblins and halflings were once “wholelings” – a noble kin of tall, nocturnal creatures who carried moonstones in their chests. Egged on by the moon, they supposedly tried to steal the sun from the sky god Raven in order to plunge the world into eternal night, but the theft failed. The raven god tore the moonstones from the wholelings’ chests, splitting them into halflings and goblins, and hurled the stones over the mountains into the Bloodmarch. The Penites seek forgiveness for their kin’s original sin through penance, which may consist of anything from building temples and caring for the sick and poor to brutal self-­flagellation in the sun.

once moon elves, with a moonstone in their chest in the same way that elves have a ruby for a heart. They tried to trick the raven god (or the snake god – the myths are unclear on this point) and as punishment the god tore the moonstone from their chest and split their kin into halflings and goblins. The moonstones were supposedly left somewhere in the Bloodmarch. A few months ago, the Ravenlander moon maiden and halfling Fiena Fromelei had a nighttime vision telling her that the time had come to find the lost moonstones and unite the two kin. Since then she can hear the moonstones calling from Aslene on moonlit nights and is therefore leading an expedition for the Penites, a cult centered around the inherited guilt of the halflings. More precisely, she can sense the direction and distance to all moonstones while the moon is up. She is escorted by a bodyguard of goblin wolf riders led by Crudehack, as well as three hired wolfkin warriors from Ravenland.

LEGEND They say that one of the Penites’ powerful moon priestesses from Belifar has been sent to the Blood­ march to finally eradicate the sin that the cult attri­ butes to halflings and the goddess Eor. The priestess will seek forgiveness for some wrong committed by her kin at the time of the Shift, and will do so at the secret temple of the moon elves, although no

accomplish this is anyone’s guess. Personally, I’ve

one has ever seen it. Come to think of it, no one has

barely even seen a halfling. Perhaps it’s all made

even seen a moon elf, have they? So how she will

up? Might as well forget the whole thing!

82 chapter 8

APPEARANCE

a moon elf herself (page 127). Vinhelm will

Fiena Fromelei is a young, doll-­like halfling

immediately detect the presence and direction

woman with curly red hair. She wears flax-­

of a new moon elf in the Bloodmarch and hurry

blue pilgrim’s attire with a simple silver band

over there. As a moon elf Fiena can, like Salunia,

around her forehead. When she becomes a moon

still sense the direction to other lost moonstones.

elf, Fiena assumes the features of that kin but retains her red hair.

OVERT GOALS Fiena’s only objective is to find the moonstones. She can always sense the direction to the stones in Aslene, including the one in Vinhelm’s chest, and makes her way towards the nearest one. However, she cannot sense the moonstones inside Agnostica until she obtains one of the lost stones at which point she transforms into

SECRET GOALS Fiena has no secret goals. Once she becomes a moon elf, she will know the history of the moon elves and how to summon the temple Agnostica.

RELATIONS VINHELM: Vinhelm has heard that a group of

halflings and goblins has come to the Bloodmarch

OTHER MOONSTONES

to find the moonstones, and is keen to see them fail. But he does not know where the group or the

In the Bloodmarch there are two lost moonstones resting in the locations where their bearers once fell. A third stone is embedded in the missing Helm of Horn, one of his Astra, which nobody knows. A fourth sits inside Vinhelm. You can place the stones anywhere you like, randomly or deliberately, but not too close to Shadowgate Pass. The remaining 36 moonstones are found in the temple Agnostica, seven of them inside the chests of living moon elves, excluding Vinhelm.

lost moonstone are. As soon as Fiena or Salunia turns into a moon elf, he will sense their presence and rush over there before the Seventh get to them. He then wants her help in finding the rest of the lost moonstones, so that he can take them and the new moon elf into hiding at Agnostica. THE SEVENTH: The Seventh know that a

group of halfling priests are on their way to the Bloodmarch in search of the moonstones, and are pursuing them. The worm people are not interested in the group itself, but only to get hold of a moon elf through whom they can find the temple Agnostica where the Eighth Mother is said to be held. One of Fiena’s wolfkin warriors has been taken over by a worm hiding in the fur on the back of its neck, capable of calling the Sev-

MEETING FIENA

enth. They know where the warrior is at all times.

Fiena Fromelei och hennes sällskap rör sig bara nattetid när månen är uppe, mer eller mindre

GRUDENSTAAL AND POANSA: In an emer-

i rät linje från Mistrapasset mot den närmaste

gency, Fiena can seek refuge with Grudenstaal

månstenen som drar månjungfrun till sig. När

or Poansa if she knows that they too are search-

den första stenen återfunnits vill Fiena i stället

ing for Agnostica. In that case she may offer

hitta templet Agnostica för att föra Blodslandets

them “Wyrm reborn” in exchange for protection

månstenar i säkerhet undan De sjunde.

as well as the moonstones.

Om äventyrarna möter Fiena Fromeleis sällskap kommer de förmodligen bara att märka de

FIENA FROMELEI

tre ravländska vargfolkskrigarna och i andra hand

STRENGTH 2, AGILITY 4, WITS 5, EMPATHY 4

de vargridande svartalferna. Sällskapet vill vara ifred, men är samtidigt intresserade av användbar

SKILLS: Endurance 2, Survival 2, Insight 3, Healing 3, Animal Handling 2

information om landet och vad som ligger i deras

TALENTS: Hard to Catch, Path of Sight 3,

väg. Om äventyrarna har en av månstenarna så

Fast Footwork 1

kommer Fiena att söka upp dem för att försöka

GEAR: Staff, leather armor

byta till sig stenen, alternativt stjäla den.

84 chapter 8

THE SEVENTH The Seventh are worm creatures – the remains of the people who were once masters of humankind on the continent of Anoma beyond the sea, east of Ravenland. Each creature consists of roughly one hundred, foot-­long, flesh-­colored worms gathered in a colony around the skeleton of some creature they devoured. Seven worm creatures have recently arrived in Aslene. They are the last of the seventh generation of worms, hence “the Seventh.” You can read more about their background on page 4. Separately the worms are no smarter than animals, but together they become both intelligent and strong.

MEAT “May his flesh awaken in your flesh!” The worm people worship Meat, a god they believe is resting inside all living things, waiting to be born. Meat will emerge along with the twelfth generation of worms, at which time everything living will be gathered inside the god’s body. According to the Seventh, individuals and kin are only passing phases of development, just as their own figures consist of individual worms who are worthless on their own. For the worm people their search for the Eighth Mother is a search for the meaning of life itself. The next generation on the path to Meat – the Eighth – can only be birthed by her.

85 key players

LEGEND

had been reborn in Aslene, they headed west to

I’ve been told that a handful of stern-­looking priests

worship the god in his new form and pronounce

recently arrived in Ravenland from beyond the

their final judgment on humanity. If you cross their

seas, having made the same journey as the humans

path with an impure mind, beware.

who first landed on our shores. The priests are on a mission from the snake god to make sure that the humans honor the god properly. Apparently no one

APPEARANCE

can endure the sight of their faces, which is why

The assembled form of the worm creatures

they’re all wearing masks.

roughly takes the shape of the skeleton they

The priests are said to be carrying strong shack­

use. In human form they look like a human

les on their belts, with orders to once more enslave

corroded by fleshsoot, so they wear clothing

the humans if they have not proven worthy of the

that fully covers their bodies and face masks

freedom they received as a test from the god. They

in order to blend in. In animal form they do

leave the skeletons of the tried and rejected in their

not care about their appearance and look like a

wake, but cannot die themselves. When these terri­

skinned version of the animal or monster whose

ble judges heard of Fangler’s prophecy, that Wyrm

skeleton they inhabit.

THE SEVENTH’S FORMS At the start of the game, the Seventh act in seven collectives of one hundred demonic worms each, gathered around seven human skeletons. They can split into smaller groups or merge around larger skeletons if the opportunity arises and it serves their purposes. See the table below. The Seventh count as monsters and all forms use the same monster attacks. The forms have different attribute values depending on the size of the skeleton and the number of worms it contains. #WORMS FORM

STRENGTH AGILITY

WITS

ATTACK

  10

Cat

2

5

1

Claw

  50

Wolf

4

4

3

Bite

100

Human

8

3

5

Weapon

350

Horse

16*

2

6

700

Giant

32*

1

7

DAMAGE

TYPE

1

Slash

1

Slash

Varies

Varies

Kick

1

Blunt

Tree trunk

2

Blunt

* Attacks with twelve Base Dice. IMMORTAL: The Seventh exist in multiple worlds at once and are virtually immortal as

long as Octomadria (page 99) is alive. Until the Eighth Mother is eliminated, they can only be defeated temporarily. Even if seemingly obliterated, the Seventh regenerate in D6 days.

86 chapter 8

The colony can switch to a new skeleton if

The Seventh have collective thoughts so

one of their worms finds its way to the back of

that they all immediately know what one of

a sleeping creature’s neck and paralyzes it. Then

them knows. If they manage to take over a

the colony devours the victim and replaces its

creature by placing a worm on the back of its

soft tissue with themselves. The process takes

neck, everyone immediately learns what the

one day. Discarded skeletons are stripped so clean

victim knows, but the worms lack a fundamen-

that they almost look carved. For example, the

tal understanding of other creatures and can

colony can take over a wolf in order to run fast,

therefore misinterpret information or overlook

or a large bird or fish in order to fly or swim.

important details.

THE SEVENTH’S MONSTER ATTACKS D6 ATTACK

1 GATHER STRENGTH! The Seventh gather themselves and draw power from their otherworldly origin, thereby recovering D6 Strength. 2 WEAPON ATTACK! The Seventh perform a weapon attack in their basic form. For damage and type, see the table on the previous page. 3 PSYCHIC SHOCKWAVE! The Seventh send out a psychic shockwave, which is a fear attack with nine Base Dice that targets everyone within NEAR range. 4 PARALYZING WORM BITE! The Seventh throw some of their worms at everyone within NEAR range, and unless the victims succeed with a MOVE roll (not an action), a worm attaches itself to their skin. Victims affected by the worm’s mucus lose all their actions in the next combat round, but can still function normally in the current round. Then the worm falls off and the victim can act as usual. 5 CONTROLLING WORM BITE! The Seventh throw some of their worms at everyone within NEAR range, and unless the victims succeed with a MOVE roll (not an action), several worms attach themselves to their skin. Victims affected by the worms’ mucus fall under the power of the Seventh, who control their every action until the victims succeed with an INSIGHT roll. Victims can make an INSIGHT roll once per round, on the Seventh’s turn. The roll cannot be pushed. Through this attack the Seventh also learn everything the creature knows about the Bloodmarch, the key players, and Horn’s Astra. If the same victim is hit by this attack a second time, the effect is the same as result 6. 6 TAKE OVER SKELETON! A swarm of worms hit a victim, who suffers an attack with eight Base Dice and damage 1. The victim’s armor is reduced by half (rounded down) as the worms wriggle under it. If the victim takes damage from the attack, they automatically sustain a critical injury (stab wound). Each subsequent round the Seventh automatically perform an attack on the victim, on the Seventh’s initiative. The attacks continue until the Seventh are defeated or the victim dies. In the latter case, the Seventh can choose to take over the victim’s skeleton.

87 key players

MEETING THE SEVENTH

The Seventh have no emotions and no concept of good and evil. They are entirely practical

The Seventh arrive in Aslene from Ravenland

creatures and will do anything to further the

through Shadowgate Pass around the same

dominance and prosperity of their kind, includ-

time as the adventurers, and then go looking

ing forming alliances. Furthermore, they are

for moon elves and by extension the Eighth

highly resistant to physical violence as well as

Mother. The adventurers could encounter these

magic and need neither sleep nor rest.

unpleasant creatures early in the campaign, but any alliances or confrontations should be dealt with at a later stage.

OVERT GOALS

Among humans, the Seventh pretend to

The Seventh have no overt goals per se. They

be ill with skin rot and claim to have come

see no reason to talk about their intentions –

to Aslene in search of a demon prince whom

they simply get on with it. They are not secre-

they heard would be able to cure them. They

tive, just quiet about their activities.

are interested in receiving information and assistance, and can help their allies in return.

SECRET GOALS and through her spawn an eighth generation of

THE SEVENTH AND OTHER KEY PLAYERS

worms. They themselves will die in the process,

The worm people have no moral or emotional

which does not bother them. If they fail their

barriers and can forge and break alliances if it

kind will eventually go extinct anyway.

furthers their cause. Once they understand that

The Seventh want to find the Eighth Mother

They know that moon elves inherit the

others are looking for Horn’s Astra, they might

memories of their kin and want to get hold

try to find them as well and later use them

of one in order to find out where the Eighth

as a bargaining chip. They soon realize that

Mother is hidden. The worm creatures’ ultimate

others are seeking the Eighth Mother under the

goal is to reach generation twelve and thereby

name “Wyrm Reborn,” and they will happily

give shape to their god Meat. This, they believe,

play along to gain the seekers’ trust.

is end of history and the meaning of everything. If the Seventh get their hands on the Eighth

VAEREFOR: Vaerefor van Reiben might con-

Mother, they will produce the Eighth and later

vince the Seventh that the sticky vegetation

try to conquer Aslene, Alderland, and Ravenland

of the crimson forest is a precursor to the god

by enslaving humans and other kin. They may

Meat and form an alliance with them. Both

form alliances with others, but always consider

sides look after their own interests and will

themselves superior to everyone else.

break the alliance when it is beneficial to do so.

88 chapter 8

LEGEND

VINHELM KAAL

None. Vinhelm is largely unknown and wants to remain that way.

The moon elf Vinhelm was a brilliant but reckless young mentalist at the hidden moon temple

APPEARANCE

of Agnostica. His talents were encouraged by

If one manages to catch sight of him, Vin-

the elders until he started experimenting with

helm looks like a bald and somewhat chubby

narcotic mushrooms as a way of discovering

fourteen-­year-­old boy with mottled gray skin.

new spells and insights.

The skin reflects light, so he avoids all light

During a fateful dream session a few months

sources and wraps himself in covering garments.

ago, Vinhelm made contact with three unknown

The reflection does not really go away even when

consciousnesses and accidentally let them know how

he casts VISAGE .

Agnostica hides the moonstones and the Eighth Mother, whom some interpret as Wyrm Reborn. Unbeknownst to Vinhelm, these consciousnesses belong to the Prophet Fangler from Alderland, the moon maiden Fiena Fromelei from Ravenland, and worst of all – the Seventh from beyond the seas, the same worm creatures from whom the moon elves stole the Eighth Mother and fled twelve hundred years ago. The seven elder moon elves were both furious and devastated when they learned what had happened, as their entire lives since the escape had been focused on staying hidden. They blocked parts of Vinhelm’s memory and cast him into the world to make things right. All knowledge of Agnostica, the moonstones, and the Eighth Mother must be eradicated! Vinhelm has been traveling the Bloodmarch ever since, accompanied by the thief Orehanne and the druid Sisella, in an attempt to salvage the situation. He is friends with the Dreamstress and has, as the genius his is, quickly learned the art of oneiromancy. Moon elves normally inherit their ancestors’ memories, but since some of these have been blocked, Vinhelm feels a bit empty and lost.

89 key players

OVERT GOALS

and items on that altar. He can only return to

Vinhelm is highly secretive in all things and

Agnostica if he has at least three moonstones

prefers not to talk about his plans or goals at all.

(including his own). Vinhelm wields powerful magic in the form of mentalism and oneiromancy. The

SECRET GOALS

adventurers will likely notice his presence

Vinhelm’s objective is to keep the temple Agnos-

without seeing him or quite understanding

tica hidden at all cost, and preferably erase any

what is happening. Someone might think that

clues and all knowledge about the temple, the

they met a stranger, but have no memory of

moonstones, and the Eighth Mother. If this

it whatsoever. The adventurers might start

is not possible, he will try to lead all seekers

to think each other’s thoughts as they relax,

astray. As a last resort he will use violence, most

or see a glowing moon face that immediately

likely by proxy.

vanishes without a trace.

Once Fiena Fromelei becomes a moon elf, Vinhelm will seek her out and with her help try to locate the rest of the lost moonstones.

RELATIONS

He then intends to bring her, himself, and

The moon elves hoped that the worm people

the moonstones safely to Agnostica, before

had died out over the past 1200 years, and expe-

letting the temple vanish forever.

rience a collective shock when they realize that the Seventh have come to the Bloodmarch to hunt them down.

MEETING VINHELM

The moon elves’ first priority is to keep

At the start of the game, Vinhelm and his

away from everyone else, but if the Seventh are

companions are traveling the Bloodmarch

closing in on them, they are willing to collab-

to identify and eliminate people interested

orate with other powers as a last resort. They

in Agnostica, moonstones, and the Eighth

have not been able to kill the Eighth Mother,

Mother (or Wyrm Reborn). They have built a

but their hope is rekindled if they learn about

fake temple as a trap.

Poansa’s magical dagger.

They can be encountered anywhere and are keen to get people to talk. Vinhelm knows every

VINHELM KAAL

language spoken in Aslene and can appear in

STRENGTH 3, AGILITY 4, WITS 5, EMPATHY 4

virtually any guise he chooses by casting the

SKILLS: Melee 3, Move 2, Lore 3, Insight 3,

VISAGE

spell. Through Agnostica he has access

Manipulation 3

to endless amounts of gold. He can commu-

TALENTS: Inner Peace, Mentalism 3, Sword

nicate with the mother temple by raising an

Fighter 2, Oneiromancy 2

altar under the moon and exchange information

GEAR: Broadsword, large shield, chainmail

90 chapter 8

KONANA When the horse clans first rode into Aslene from the west, the land was dominated by the Vasnians, a human people with some orc blood in their veins. Bloody battles were fought for many years until the Vasnians fled to the outskirts of the country which were of no interest to the clans. There they remain to this day, dreaming of reclaiming their homeland. When the demons poured into Aslene through Shadowgate Pass three hundred years ago, the Vasnians were overjoyed to see the horse clans slaughtered by monsters. However, it soon became clear that the demons did not discriminate between human peoples, but attacked anyone they could get their hands on. The Vasnians were once again forced to take refuge in the mountains, where they watched with horror the depredations of the invaders. Now something has happened. The demons are growing fewer and new outsiders are entering the country. At the same time a capable leader has emerged named Konana. She has heard that various powers are seeking the same hateful weapons that the horse clans once used to drive her people from their homes. Realizing that Horn’s Astra comes with great power, Konana wants them for herself. The orcs and Vasnians of Aslene believe that their people were the country’s original inhabitants. They do not think of orcs and humans as different kin, but see “orcishness” as a sign of possessing honorable qualities. Konana is regarded as the embodiment of those ideals combined with human cunning and agility. She is therefore held in high esteem.

91 key players

LEGEND

who have accidentally blown in from the Drawn

Konana is the salt of the mountains. The blood

Lands in the west. Stranded in Aslene, they are

of the country flows through her veins with the

now looking for work. In reality they are seek-

power of the ancients. She is the coming of spring

ing Horn’s Astra. They know nothing about the

after a bitter winter, the ray of sunlight that cuts

Drawn Lands and make things up when necessary.

like a sharp blade through the fleeing darkness of the storm. In her I put my trust, for she will lead the Vasnians back to our stolen plains, break the legs

RELATIONS

of the horses, and cave in the skulls of their riders.

Konana can collaborate with anyone she thinks could be useful in the restoration of Vasnia, including the Seventh. However, she is reluc-

APPEARANCE

tant to hand over Horn’s Astra and would rather

Konana is a tall and heavy-­set woman with

keep them as a trump card. Konana will never

short ash-­blonde hair, dressed in simple but

work with the horse clans or their allies – too

effective soldier’s attire. She knows how to use

much blood has been spilled between them for

a sword and shield, and also carries a crossbow

that to be an option.

on her back. She is almost a full-­blooded orc and accepted as one by the Aslene orcs based

KONANA

on her scent, but she can just as well pass for

STRENGTH 6, AGILITY 3, WITS 4, EMPATHY 3

a human among humans, though her canines

SKILLS: Might 3, Endurance 3, Melee 3,

are just a little too long and sharp.

Crafting 1, Move 2, Manipulation 3 TALENTS: Unbreakable, Path of the Shield 3,

Sword Fighter 2

OVERT GOALS

GEAR: Broadsword, light crossbow, large

shield, studded leather armor

Officially, Konana presents herself as a professional warrior without scruples, willing to take on missions for the highest bidder.

SECRET GOALS

THE SECRET PATHS OF VASNIA

Konana is secretly trying to find Horn’s Astra

Konana knows secret paths in northern Aslene – one that cuts through the mountains between Vasnia and the Pitwolds, and one that goes from the Pitwolds to Firestead. The terrain along these paths is mountainous, and if she tells allied player characters about them, they can take shortcuts through these otherwise impassable hexes.

and bring them to Vasnia. She is also looking for a group of orcs from Ravenland – it is the Urhur clan who has sent an envoy to propose an alliance. The collaboration is hampered by the fact that Aslene orcs traditionally despise their fellow kin in Ravenland ever since they allowed themselves to be enslaved by elves and dwarves.

MEETING KONANA Konana is based in Vasnia in northern Aslene. She and her closest adjutants are posing as mercenaries

92 chapter 8

ago. Vaerefor does not long to get back to his

VAEREFOR VAN REIBEN

homeworld Harachne and would quite like living in Aslene if there were not so many colors. In the lush jungles of Harachne everything

Vaerefor appears in the guise of an elven druid,

is red, and Vaerefor’s plan is to rule Aslene and

but is really one of the immortal demon princes

its neighboring countries, while rearranging

left behind in Aslene when Zygofer

them to his taste. For many human generations

sealed his nexus 300 years

he has been cultivating and adjusting plants from Harachne so they can finally grow and branch out in the human world as well. Now he is spreading them over larger and larger areas. Vaerefor has tricked the elves of Aslene into believing that he is a prophet of the Red Wanderer, the star from which the elves once fell into the world in the form of rubies. Now the elves think that the demonic red vegetation is primordial and must be spread throughout the world under Vaerefor’s leadership. Vaerefor claims that the Red Wanderer is synonymous with the god Rubor.

LEGEND I once saw the lord of the red elves with my own eyes. He stood on top of a giant slug that crawled its way through the pass where cousin Welia and I were picking bird’s eggs on the mountainside. Vaere­ for van Reiben they call him, and that face of his might as well be made of bark. They say he lives among the growths of the crimson for­ ests – the ones that have gotten bigger lately, as you’ve prob­ ably heard. I believe he has something to do with it!

93 key players

RUBOR AND KOLOR Rubor is another name for the red wanderer of the sky – the origin of elvenkind. In Aslene the demon prince Vaerefor van Reiben has created a religion around Rubor, the red god. Rubor’s counter-­force, Kolor, stands for evil and is represented by all colors other than red (white and black do not count as colors in this context). Vaerefor presents himself as an ancient elf and claims to be Rubor’s prophet on earth. The elves of Aslene have allowed themselves to be duped and follow him blindly. According to Vaerefor, the sky god Rubor sowed the earth with red seeds to cover the world in crimson forest where he could rest in between his wanderings. But Kolor, the evil colorer, tainted his creation and twisted it into one of multiple colors. The multicolored

APPEARANCE

world is called Polychromia, and it is the task of the red elves to turn it back into Monochromia. Until this task is completed Rubor will wander restlessly across the sky, but once the whole world has turned crimson and Kolor has been defeated, the red god will descend onto the earth and live among his true believers in everlasting love, joy, and harmony. Until that day, hate, duty, and cleansing will reign, with the red elves of Aslene as the god’s instruments. The red elves are suspicious of everyone else, especially those who add other colors than red to the world. Such creatures are the evil henchmen of Kolor, whose worldly manifestation is the rainbow. Red elves are sworn enemies of the goddess Have with her blue tar and blue fire.

have chosen this appearance because he serves

Vaerefor has assumed the form of a lanky elf of

all living things on behalf of the Red Wanderer.

indeterminate age, with red skin and eyes. He is

Vaerefor has even formed a ruby in his chest,

often in an excellent mood and likes to throat-­

modeled after the elven ones.

sing to a strange, serpentine dance which he is

Vaerefor van Reiben dresses in luxuri-

happy to perform in front of others.

ous but practical garments and often wears

His skin is furrowed and his hair consists

red glasses to avoid the risk of seeing other

of grass, leaves, and vines, which could mean

colors, as they make him nauseous, particu-

that Vaerefor is part plant. He himself claims to

larly outside the crimson forests. His servants

94 chapter 8

always carry spray bottles with red paint so

The adventurers are unlikely to encounter

that they will quickly be able to cover other

Vaerefor outside the demonic vegetation. To

offensive colors.

find the demon, they will probably need elves to take them to him. However, he does show up in the adventure site Salterstay.

OVERT GOALS Vaerefor’s stated objective is to cover Aslene and eventually the entire world in demonic red veg-

RELATIONS

etation according to the Red Wanderer’s divine

Vaerefor can form alliances with other key play-

plan. Nature, in its present condition, has been

ers as long as they accept him as their superior

corrupted by Kolor, the evil colorer. All colors

and support his plans to spread the forests of

other than red must be suppressed and erased.

Rubor throughout the world as the god has

Only when the world deserves it will the sun-

mandated. He also realizes that he needs troops

light shine clear and red once more.

in order to conquer larger territories such as Ravenland and Alderland. If anyone accepts this, he is happy to help them in return. But

SECRET GOALS

he steers clear of the horse clans, knowing that

In reality, Vaerefor just wants to rule a world

an alliance with them would never last.

that is pleasant to him; a red world covered in

Vaerefor is friends with the Dreamstress.

vegetation from Harachne. He is an aesthete

Vaerefor can convince the Seventh that the

through and through. He would like to get his

Crimson Forest is a precursor to the god Meat

hands on one of Horn’s Astra – the one called

and thus form an alliance with them.

the Goblet of Blood (the Goblet Staff of Have) – as it would help him achieve his goals.

VAEREFOR VAN REIBEN STRENGTH 9, AGILITY 5, WITS 4, EMPATHY 5 SKILLS : Insight 4, Manipulation 4

MEETING VAEREFOR

REGENERATION: Recovers D3 Strength per

Vaerefor is often found in areas with crimson

round.

forests, lands which the red elves collectively

SYMBIOTIC: Vaerefor’s home is the giant

refer to as Reiben. He can leave the demonic

snail Kasabatoda with a castle on its back. The two of them are really a single creature who has placed its intelligence in Vaerefor. If Vaerefor dies, he can be re-­created by having the ruby inside him pass through the giant snail. Should this be impossible, the snail will assume Vaerefor’s face, huge and twisted, and run amok to devour all living things in the world and turn them into crimson forest through its digestive system.

vegetation in an emergency, but not without disgust and only if it is absolutely necessary. If he needs to contact anyone, Vaerefor usually sends elves as messengers. It is said that he spends most of his time in the living, moving castle of Kasabatoda. Now and then he visits the Dreamstress in Oxengelder who dreams her friend to and from her temple.

95 key players

sits cross-­legged or lies on her side to sleep and

THE DREAMSTRESS

dream. She always has her eyes half-­closed and her lips curved in a serene little smile. The Dreamstress’ skin is bronze, as is the hair on

The Dreamstress is giant demon of philosoph-

her head which would reach her waist if she did

ical disposition who founded oneiromancy –

not arrange it in such an elaborate style. Her

dream magic. She has built a beautiful temple

massive body is wrapped in multicolored fab-

with a dream tower in Oxengelder where pupils

rics with glittering metal ornaments and gems

of different kin come to learn oneiromancy. The

given to her by her visitors.

Dreamstress’ temple is one of the most peaceful and revered sites in Aslene – perhaps the one

OVERT GOALS

place its people are truly proud of. The Dreamstress has no real enemies. She

The Dreamstress says she wants to help people

does not act or take sides in political issues,

understand themselves and take control of

but treats everyone she meets with kindness,

their thoughts and dreams by visualizing

speaking to them and offering advice based on

them. She claims that dreams are the soil

their own goals. She has a reputation for being

from which reality grows and that nothing

completely trustworthy and never betraying a

becomes real without first being dreamed.

confidence.

The world, as she sees it, is simply the sleeping vision of the Worlddreamer. Life itself is made up of aspirational dreams and the

LEGEND

results that come from them.

Your dog ran away, eh? Well then, you should see the Dreamstress in Oxengelder who knows where everything is and where everyone’s gone. There, in

SECRET GOALS

the limestone region just below the mountains, she

The Dreamstress came to Aslene during the

runs a school for dreamers. They say the Dream­

Demon Flood, and all she really wants is to

stress is a giant, bigger than a house but milder

get back to her homeworld Eoni. She wants

than cream, teaching the so-­inclined how to galder

to gather and train the dreamers required

dream, so that the dreams inform them about the

to dream this into reality. While teaching

world and can even alter things that displease

them she plants insidious psychic messages

them. But me, I prefer a good night’s sleep and to

that will give her complete control over them

leave the world as it is.

when the time comes to collectively dream her away forever. The Dreamstress hopes to use her contacts

APPEARANCE

to obtain one or more of Horn’s Astra. She

The Dreamstress looks human but is fifteen

will then dissolve them and charge her dream

meters tall standing up, though she usually

tower with their power when the day comes to

96 chapter 8

97 key players

dream herself away. Perhaps the Dreamstress’

MONSTER ATTACKS

escape from the world turns out to be a dream.

D6

As a backup plan she would be willing to rule

1

ATTACK CRUSHING BLOW! The Dreamstress

swings her fist at an unfortunate adventurer. Roll for the attack with twelve Base Dice and Weapon Damage 1 (blunt force). If hit, the victim is hurled to the ground and rendered prone.

this world with Vaerefor and spend her time dreaming beauty into existence.

MEETING THE DREAMSTRESS

2

The adventurers can visit the Dreamstress in

NIGHTMARE ATTACK! The Dreamstress

unleashes nightmares upon all adventures within NEAR range. Roll a fear attack with eight Base Dice.

Oxengelder, but she could also show up in a random encounter when she has dreamed herself

3

to somewhere else in Aslene. She then invites

STOMP ATTACK! The Dreamstress tries

to stomp two adventurers within NEAR range. Roll for the attacks with ten Base Dice and Weapon Damage 1 (blunt force). Everyone hit by the attack is knocked down and rendered prone.

interested adventurers to her temple to teach them oneiromancy.

RELATIONS

4

Several key players have been in contact with

SWEEPING BLOW! The Dreamstress

swings her arms at all adventurers within NEAR range. Roll for the attack with nine Base Dice and Weapon Damage 2. Everyone hit by the attack is knocked to the ground and rendered prone.

the Dreamstress and she treats them all with equal kindness, but does not take sides one way or the other. Only Vaerefor van Reiben knows about the Dreamstress’ true plans. They are friends and

5

have no quarrel with each other. The Dream-

THROW! The Dreamstress has had

enough of an adventurer within NEAR range and tries to throw them away. Roll for the attack with eleven Base Dice and Weapon Damage 1. If hit, the victim is thrown to SHORT range and lands prone.

stress can sometimes dream Vaerefor to and from her temple, in which case she dresser herself entirely in red to honor her guest.

THE DREAMSTRESS

6

STRENGTH 50, AGILITY 2, WITS 4, EMPATHY 4

WHIRL ATTACK! The Dreamstress tries

to stomp and smash the adventurers with her feet and fists in a frenzy of swift blows. Everyone within NEAR range suffers an attack with ten Base Dice and Weapon Damage 1 (blunt force). Anyone hit by the attack is knocked prone.

MOVEMENT: 1 ARMOR RATING: 4

98 chapter 8

killed the moment they come into contact

OCTOMADRIA – THE EIGHTH MOTHER

with any of Horn’s Astra. Octomadria’s final form appears as a twelve-­ meter-­long snake that ends in a women’s torso and head with regal posture. She is completely naked, but demands to be dressed in elegant

Octomadria – the Eighth Mother – is the

clothes. If no one has any clothes for her, she

would-­be queen of the Seventh, the worm people

shuts her eyes and projects exotic garments and

from Anoma, and was supposed to birth the

jewelry worthy of an empress or goddess.

eighth generation of worm creatures on their way to becoming the god Meat. How the Eighth Mother fits into the final stage of the campaign

OVERT GOALS

becomes clear at the adventure site Agnostica.

The Eighth Mother’s six intermediate forms all have a burning desire to know who they are. They have no memory and are stressed, fright-

LEGEND

ened, and aggressive.

Did you hear the rumor that Wyrm will be reborn

In her final form, Octomadria views herself

in Aslene? The Prophet Fangler in Alderland, that

as an obvious goddess. She does not consider

fellow with the all-­seeing third eye, supposedly had

herself a leader, since everything and everyone

a clear-­cut vision from the gods. Mark my words,

around her is unworthy of divine leadership,

this will only bring calamity upon us. They say the

and wants to be worshiped the way she deserves.

Congregation of the Serpent has already sent troops

She will enter whatever alliance seems like the

to Aslene to receive their god and that Bretien the

quickest route to this exalted position. She will

Procreator is mobilizing a defense in Kantamar.

happily let someone else govern the country as

Calamity, I say, and calamity there will be! It’s best

long as she is treated as a supreme being, with

when things return to normal and all that’s turned

all that entails.

upside down is the soil under the farmer’s plow.

SECRET GOALS APPEARANCE

Octomadria has no secret goals. As a god she has

The Eighth Mother’s first form resembles a

no reason to lie, pretend, or manipulate, since

three-­meter-­long snake with the upper body

that would imply that others are her equals.

of a small child. Her six subsequent forms appear in turn as twisted women with similar features, of the following kin: human,

MEETING OCTOMADRIA

dwarf, orc, goblin, wolfkin, and moon elf.

Octomadria does not appear until the final stage

Each form that dies is replaced by the next.

of the campaign, when the adventurers open her

All forms have the same stats, and they are

chamber in the moon elves’ temple Agnostica.

99 key players

D6

Only after going through her first seven forms

3

does she become aware of who she is and enter fully, Octomadria will go through her different forms over the course of a day and reach her final form without bloodshed. Octomadria must be killed eight times – one for each form. The final form of Octomadria can only be harmed by the dagger Glasstooth

4

STRENGTH 3, AGILITY 3, WITS 3, EMPATHY 3 SKILLS: Melee 3, Insight 3, Manipulation 3

OCTOMADRIA’S FINAL FORM

5

STRENGTH 30, AGILITY 5, WITS 4, EMPATHY 4 MOVEMENT: 2 ARMOR RATING: 3 (scales)

THE FINAL FORM’S MONSTER ATTACKS ATTACK SUMMON FORMS! Octomadria sum-

mons her first seven forms who move towards an enemy within NEAR range and attack from ARM’S LENGTH range. Her forms can only exist one at a time, each emerging when the previous form is defeated. Repeating this monster attack while a form still exists summons a new creature which contains the slain forms from the previous summoning. 2

LETHAL EMBRACE! Octomadria wraps

herself around a victim and tries to crush them. Roll for the attack with ten Base Dice – the effectiveness of armor is reduced by half, exception for the Stonechest of Horn which provides full protection. If the attack inflicts damage, the victim remains in Octomadria’s grip and the attack is automatically repeated in the next round on Octomadria’s initiative. A victim Broken by this attack is crushed to death. The attack continues until either the victim or Octomadria is dead. While the attack is active, Octomadria can also perform an attack with six Base Dice, Damage 1, at an enemy within ARM’S LENGTH range.

SKILLS: Insight 4

1

TAIL ATTACK! Octomadria uses her tail

to whip an enemy within NEAR range. Roll for the attack with twelve Base Dice and Damage 1 (blunt force). Any creatures smaller than her who are hit by the attack are hurled to an adjacent zone, space permitting, and land prone.

OCTOMADRIA’S FIRST FORMS

D6

POISON SHOWER! Octomadria showers

everyone within NEAR range with poison. Roll an attack with eight Base Dice and Weapon Damage 2 (non-­ typical) against each victim. Victims damaged by the attack also suffer the effect of a paralyzing poison with Potency 5. Any of Octomadria’s summoned forms who are within range of the attack are killed instantly.

her final form. If the encounter plays out peace-

(page 66).

ATTACK

6

DIVINE JUDGMENT! Octomadria

invokes her status as a god and condemns an enemy within SHORT range to death. This person must succeed with a roll for their best attribute or disintegrate into a pile of dust. The victim may add one D6 to the roll for each of Horn’s Astra they carry.

WHIRLING BLADES! Octomadria grows

eight arms, each holding a sword. She attacks all enemies within NEAR range with nine Base Dice and Damage 2 (slash wound). Roll one attack for each enemy.

100 chapter 8

BESTIARY

“Does this blood trail never end?” asked the little peddler, not because he was afraid of blood, but because inexhaustibility irritated his business sense as a matter of principle. “That is not blood we’re following, but the feces of a giant snail” answered the hunter. “You may be stepping in the dog it fed on. Now stop blathering and keep moving! We’re getting close.” No sooner had they stopped than a long, fat larva came crawling along the red trail they were following. “Hurry up! The pearlyveine has awakened and its tenta­ cles are coming for us! Soon the crimson forest will flourish around us!”

T

his chapter describes a large number of

make use of such abilities. Other creatures

beasts and other creatures found in the

attack as usual, and their attacks can be both

Bloodmarch. The rules for monsters

parried and dodged.

presented in chapter 5 of the Game­m aster’s

The chapter concludes with a summary of

Guide apply unless stated otherwise. However,

typical NPCs the adventurers might encoun-

only the beasts with listed monster attacks

ter on their travels.

BEASTS OF THE BLOODMARCH D66

CREATURE

D66

CREATURE

D66

CREATURE

11–13 Smolderer

31–33 Grave Lily

52–54 Forest Star

14–16 Bloodbeech

34–36 Kton/Fire Wyrm

55–56 Slime Snail

21–22 Prune

41–42 Mecha

61–62 Slithernet

23–24 Wingsteed

43–45 Salamander

63–64 Sporewalker

25–26 Fraege

46–51 Sarcoptes

65–66 Hoverfrog

SMOLDERER Smolderers are small, dark gray, humanoid crea-

ends. The smolderers are believed to be intelligent,

tures with glowing eyes who have thus far only

and the wheezing laughter one sometimes hears

been found in ashlands. Their warm bodies give

when they show up is most likely their language.

off faint wisps of smoke and smell of sulfur, but

The fact of the matter is that smolderers are

are still cold to the touch, since they draw heat

not at all related to the other kin of the Forbid-

from their surroundings.

den Lands, but sprung from the depths of the

Some scholars claim that they are related

earth instead. They live off heat and may attack

to whiners, which others dismiss as unfounded

all warm-­blooded creatures to suck up their body

speculation. The two creatures

heat – not because they need it, since the heat of

are indeed of similar size

the earth is quite sufficient, but living warmth

and shape, but that is

is clearly considered a delicacy among their kind.

where the similarity

Smolderers tend to attack in great hordes, often riding on the backs of ktones (page 110). If they take damage, they disappear into the ashland and do not return. A killed smolderer disintegrates into ashes.

SMOLDERER ATTRIBUTES: STRENGTH 1, AGILITY 3, WITS 2, EMPATHY 2 SKILLS: Melee 3, Move 2, Scouting 3 MOVEMENT: 1 GEAR: Short spear SULFURIC ODOR: Smolderers reek of sulfur,

which makes them unpleasant to be around. An adventurer who finishes their turn within ARM’S LENGTH range of a smolderer suffers an attack with three Base Dice and Weapon Damage 1. The attack deals damage to Empathy. DRAW HEAT: Whenever smolderers succeed

with an unarmed melee attack, they can (in addition to inflicting damage) drain their victims’ body heat and thereby render them COLD 102 chapter 9

BLOODBEECH In the outskirts of the Crimson Forest grow the bloodbeeches – large red trees with beautiful white flowers. But their beauty is deceptive. When their flowers detect the presence of warm-­blooded creatures, they flap their petals so that they come off and fly down to attack and draw blood. Each flower requires a few drops of blood to sustain their seed production. The bloodbeech seems to be aware of how many flowers it has lost and only sends a suitable amount of them. That way the same tree can attack again if more creatures approach.

BLOODBEECH ATTRIBUTES: STRENGTH 12 MOVEMENT: — FLOWER ATTACK: Hot-­blooded

creatures who come within NEAR range are attacked once per round, each by a separate flower. Roll for the attack with four Base Dice and Weapon Damage 1 (stab wound). The attack can neither be dodged nor parried.

103 bestiary

PRUNE Prunes are red elves whom the priests of Ashenstead have sought to “reform” through anatomical procedures and the pumping of blue tar into their bodies. The results are scrawny, blue-­black creatures who wander around doing what they are told. Prunes have varying levels of consciousness, but whatever consciousness they have left is filled with hatred towards their creators and the world in general. Some prunes have escaped or been released, probably to mock or intimidate the red elves, and can therefore be found in the Bloodmarch near Ashenstead. Elves from Ravenland are hunting them to cut out the rubies still embedded in their chests and thereby recreate the original elves in the Stillmist in Ravenland.

PRUNE ATTRIBUTES: STRENGTH 3, AGILITY 2, WITS 1, EMPATHY 1 MOVEMENT: 1 SKILLS: Scouting 1 ARMOR RATING: — EXPLOSIVE: Prunes explode on contact

with fire. The prune is consumed by the flames and detonates in a cascade of burning blue tar. Roll for the attack with eight Base Dice and Weapon Damage 2 against all creatures within NEAR range.

104 chapter 9

WINGSTEED On rare occasions a horse in the Wailing and

offspring were all born wingless. Mommodar

Kreysel, almost always a gray one, is born

is considered too old and fat to ride the horse,

with wings. The Sabirians value these horses

and some believe that Barganos should be left

immensely and view them as gifts from the

in more suitable hands.

goddess Wail, sent as atonement for betraying the horse clans when they needed her the most during Sella’s military campaign. The Sabirian wingsteeds can take flight upwind with a few powerful wingbeats, but otherwise they ride the winds like eagles and rely on updrafts to gain altitude. They cannot carry out precise maneuvers or fight in the air, and will fall if they stop moving. Their ability to fly is therefore mainly used for exhibitions, delivering messages, and as transportation over obstacles on the ground. They move as well on the ground as any other horse. The most famous of the twenty wingsteeds currently found in the Bloodmarch is the stallion Barganos, owned by the Sabirian chieftain Mommodar the Gnawer. Mommodar has tried to breed more wingsteeds, but Barganos’

WINGSTEED ATTRIBUTES: STRENGTH 6, AGILITY 4 MOVEMENT: 2 (can fly) SKILLS: Move 2, Scouting 3 KICK: Weapon Damage 1 (blunt force)

105 bestiary

FRAEGE

106 chapter 9

Fraeges are heat-­stealing ice demons who always

absorbing heat and will also split into two

attack the warmest target around – first lamps,

once they reach a certain size.

torches, and campfires, then warm bodies. They tend to hide in dense vegetation, but their cold

FRAEGE

can be felt even a few meters away.

ATTRIBUTES: STRENGTH 10, AGILITY

Some scholars claim that fraeges are demon-­t ainted smolderers, and both creatures

SKILLS: Scouting 3

do feed on heat, but fraeges are much bigger

MOVEMENT: 1

and more dangerous and sink their teeth

ARMOR RATING: 2

into victims to drain their warmth. They

GROW: A fraege that increases its Strength

can freeze and paralyze limbs with their grip and quickly kill a human with their embrace.

to 14 splits into two. The new fraeges both have Strength 7.

Furthermore, they grow in strength after

MONSTER ATTACKS D6

1

ATTACK PARALYZE! The fraege grabs a victim within ARM’S LENGTH range. Roll for the

attack with seven Base Dice and Weapon Damage 1 (non-­typical). A victim who takes damage from the attack becomes temporarily paralyzed and loses their next fast and slow action. 2

CHILLING BITE! The fraege reaches for an adventurer within ARM’S LENGTH

range and bites their arm. The victim suffers an attack with six Base Dice and Weapon Damage 1 (stab wound). If hit, the victim becomes COLD and drops any item held in that hand. 3

MIGHTY BLOW! The fraege shows its true strength and rises tall! A cold wind

sweeps out from the demon as it swings its arms and strikes with full force. Roll for the attack with eleven Base Dice and Weapon Damage 1 (blunt force). 4

ICY EMBRACE! The fraege wraps its arms around an adventurer in an attack with

eight Base Dice and Weapon Damage 1 (blunt force). Each point of damage inflicted, if any, increases the fraege’s Strength by 1. If hit, the victim also becomes grappled and COLD. 5

KICK! The fraege aims a kick at an adventurer. Roll for the attack with nine Base

Dice and Weapon Damage 2 (blunt force). If hit, the adventurer is knocked down. 6

DRAW HEAT! An aura of cold spreads as the fraege drains the heat from all

warm-­blooded creatures and open fires within NEAR range. All affected victims become COLD and all fires are extinguished. The fraege’s Strength increases by 1 for each affected fire and victim.

107 bestiary

GRAVE LILY The Crimson Forests of the Bloodmarch are not only home to carnivorous beasts, but also to predatory plants. One of the more dangerous varieties is the Grave Lily, which some believe to be a cross between plant and insect. The Grave Lily feeds on animals it catches and dissolves in the corrosive liquid produced in its flower-­cups.

108 chapter 9

The Grave Lily can move around on four

If attacked, the Grave Lily defends itself

insect-­like legs, but usually stands completely

with its tentacles and sharp claws. It can also

still, sometimes in clusters, waiting for prey with

spew its digestive acid at the attacker.

its tentacles raised. When something comes near, the Grave Lily catches its prey with the tentacles

GRAVE LILY

whose thorns secrete a paralyzing poison. Once the prey stops struggling, the flower pushes it

ATTRIBUTES: STRENGTH 10, AGILITY 4

into its flower-­cups using the hand-­like claws.

SKILLS: Scouting 3

The thorns can also be pulled back and forth

MOVEMENT: 2

against each other, which means that creatures

ARMOR RATING: 4

that are too big can be sawed into smaller pieces.

MONSTER ATTACKS D6

1

ATTACK SPEW ACID! The grave lily’s flowers shoot digestive acid at two victims within

range. Roll for the attack with six Base Dice and Weapon Damage 1 (non-­ typical) against each of them. The attack can be PARRIED with a shield. The acid corrodes the victim’s armor, which means that damage blocked by the armor decreases its Armor Rating by the same amount. NEAR

2

PARALYZE! The grave lily slashes an adventurer within NEAR range with its long

tentacles. Roll for the attack with seven Base Dice and Weapon Damage 2 (slash wound). A victim who takes damage from the attack is also afflicted with a paralyzing poison with Potency 7. The attack can be PARRIED. 3

SKEWER! The insectoid plant rears up on its two hind legs and skewers two

adventurers within NEAR range as it drops back down. Roll an attack with six Base Dice and Weapon Damage 2 (stab wound) against each target. 4

SAW! The grave lily scratches a victim with its thorns in an attack with nine

Base Dice and Weapon Damage 2 (slash wound). A victim who is broken by the attack automatically sustains the critical injury Severed Arm or Severed Leg (same chance for each). 5

HOLD! The tentacles wrap themselves around a victim within NEAR range. Roll

for the attack with eight Base Dice and Weapon Damage 1 (stab wound). If hit, the victim is grappled and afflicted with a paralyzing poison with Potency 7. 6

DEFENSE! The grave lily swings its tentacles back and forth to defend itself

against the attackers. Roll an attack with six Base Dice and Weapon Damage 1 (slash wound) against everyone within ARM’S LENGTH range.

109 bestiary

KTON AND FIRE WYRM Aslene fire wyrms are closely related to abyss

this stage they mainly feed on fiery minerals.

worms. The smaller ones, called ktones, are

They are only dangerous to surface-­dwelling crea-

particularly ravenous. They are mainly found

tures who go near an open lava fissure or when

in ashlands where they can move very fast when

summoned by magma singers.

hunting prey. If the wind is right, their charac-

Really old fire wyrms, like the legendary

teristic odor of acetone can be noticed from afar.

Erinya, can grow much bigger and are even

As ktones get bigger, they are called fire

stronger and more heavily armored.

wyrms and dig themselves down to the magma

Ktones and fire wyrms share the same

beneath the volcanic plains, where

monster attacks, but otherwise

they can grow to immense sizes.

they have different stats.

Fire wyrms rarely go above ground, since at

110 chapter 9

KTON

ARMOR RATING: 10

ATTRIBUTES: STRENGTH 14, AGILITY 2

EXPOSED MOUTH: Attacks aimed at the fire

wyrm’s mouth get a −2 penalty, but on the other hand this part of the creature’s body is completely unprotected.

MOVEMENT: 1 (2 in ashlands) ARMOR RATING: 4

AURA: A fire wyrm emits extreme heat. On

the fire wyrm’s turn, everyone within ARM’S LENGTH range suffers an attack with three Base Dice and Weapon Damage 1 (non-­­ typical). The attacked cannot be dodged nor parried and armor does not protect against it.

FIRE WYRM ATTRIBUTES: STRENGTH 18, AGILITY 2 MOVEMENT: 1

MONSTER ATTACKS D6

1

ATTACK IMMENSE BITE! With a great bellow, the beast throws itself at an adventurer and

snaps its jaws. Roll for the attack with eight Base Dice (ten for fire wyrms) and Weapon Damage 2 (slash wound). If successful, the beast grabs and shakes the adventurer before they are thrown to NEAR range and land prone. 2

UNDERGROUND ROAR! The beast lets out a deafening roar and all adventurers

within NEAR range suffer a fear attack with four Base Dice (six for fire wyrms). 3

DARKENED SKY! The beast rears up and darkens the sky with its tremendous

mass. It then drops back down to crush all adventurers within ARM’S LENGTH range. Each adventurer must make a MOVE roll to evade the beast (not an action). Anyone who fails suffers an attack (blunt force) with ten Base Dice (twelve for fire wyrms). 4

THREAT FROM BELOW! The giant beast digs itself into the ground and disappears.

A few seconds later you feel the ground starting to shake and then give way under your feet! Everyone within NEAR range must make a MOVE roll (not an action) not to fall into the beast’s mouth, which inflicts one point of damage to Strength per round (three points for fire wyrms). The victim can keep attacking the wyrm from within, where it lacks armor. If the victim inflicts at least four points of damage with a single attack, the adventurer cuts their way out of the wyrm. 5

SWEEPING ATTACK! The beast uses its long body to make a sweeping attack

against all adventurers within NEAR range. Roll for the attack with six Base Dice (eight for fire wyrms) and Weapon Damage 1 (blunt force). Everyone hit by the attack is knocked down. 6

COLLAPSING GROUND! The beast burrows down into the earth and its sheer

weight causes the ground to collapse around the adventurers. Everyone within NEAR range falls 2D6 meters into a sinkhole.

111 bestiary

MECHA The dwarven mastersmiths of Firestead con-

Mechas resemble dwarves in size and pro-

structed mechas to perform heavy tasks that

portion, but are purely mechanical – built of

did not require more than simple instructions.

bronze, steel, leather, and other materials,

Some mechas are still in working order in Tri-

optical crystals for eyes and hydraulic mecha-

bolia, and probably in other parts of Firestead

nisms for muscles. The spring that drives them

as well.

must be wound up every twelve hours with a key or some other tool that fits into the hole in the back. The mechas can be equipped with weapons and instructed to use them, but the ones in Tribolia have nothing but hand drills and fists to fight with, should they be ordered to. Only dwarven mastersmiths like Kogler can give them instructions, since doing so requires precise tinkering with the mechanisms hidden behind the hatch in the mecha’s back.

112 chapter 9

MECHA

MECHANICAL: Mechas only take half damage from fire and cold, as their metal bodies protects them from the elements. Their artificial eyes can see in the dark and are not affected by complete darkness.

ATTRIBUTES: STRENGTH 9, AGILITY 2 MOVEMENT: 1 SKILLS: Scouting 2

DILAPIDATED: The mechas are old and worn-­

ARMOR RATING: 8

out. Even with the functional ones, there is a risk that all the grime and dirt have taken a toll on the machinery. Roll D6 each time a mecha is about to act. Rolling a l means that something goes wrong – roll on the Malfunction table to see what happens.

GEAR: Standard equipment for mechas

are drills (Weapon Damage 2, stab wound) and fists (Weapon Damage 1, blunt force). Some mechas have been equipped with weapons such as swords and axes.

MALFUNCTION D6

1–2

EVENT OVERLOAD! The mecha’s hydraulic system is overloaded and starts pumping

faster than the mecha can handle. All attacks performed this round are rolled with double the number of dice. This also harms the mecha, which immediately after the attack suffers the same amount of damage as the victim. 3–4

SPARKS! Metal hits metal with a grinding screech. Sparks fly in every direction

and risk setting fire to the surroundings. 5

BROKEN! The mecha stops in its tracks. An arm or leg is jammed for D3

rounds, which decreases all monster attacks by two Base Dice. 6

EXPLOSION! The mecha begins to creak and squeak. Its sheet-­metal curves and the

hydraulic pumps spew oil all over the place before the mecha suddenly explodes. Sharp pieces of metal whiz through the air. Roll an attack with seven Base Dice and Weapon Damage 1 (stab wound) against all creatures within NEAR range.

MONSTER ATTACKS D6

1–2

ATTACK PUMMEL! The mecha swings its arms at all adventurers within ARM’S LENGTH

range. Roll for the attacks with six Base Dice each and Weapon Damage as per the mecha’s weapon. The attacks can be parried. 3–4

WEAPON ATTACK! An arm shoots out with tremendous force towards an unfortu-

nate adventurer within ARM’S LENGTH range. Roll for the attack with ten Base Dice and Weapon Damage as per the mecha’s weapon. The attack can be parried. 5–6

IRON GRIP! The mecha grabs an adventurer within ARM’S LENGTH range and

tries to crush the victim with its mechanical fists. Roll for the attack with nine Base Dice and Weapon Damage 1 (blunt force). If it succeeds, the victim is grappled. The mecha can keep fighting as usual with its other arm and moves unencumbered despite the weight of the adventurer.

113 bestiary

114 chapter 9

SALAMANDER Aslene saurians are only found in firelands and

methods is to have a few fast runners drive the

occasionally on the plains, as they are heat-­

prey towards other salamanders burrowed in the

loving creatures. They are called salamanders

ground, who jump up as the victim gets tired

and resemble the saurians of Ravenland, but

and comes close.

are cold-­blooded, faster, and weaker.

A salamander nest can hold up to 60 individu-

Salamanders can only use simple tools, but

als and consists of stacked branches, stones, bones

have their own language of primitive sounds.

from various prey, and more or less anything that

They like to hunt in packs and love hot-­blooded

can be used as building material. It is not unusual

flesh, though they cannot chew it and must

for salamanders to occupy abandoned buildings.

leave it to rot in the ground before they can

They often have scouts and hunters lurking in

rip it to shreds. One of their common hunting

the ground a short distance from their nests.

SALAMANDER ATTRIBUTES: STRENGTH 2, AGILITY 4, WITS 1, EMPATHY 2 SKILLS: Endurance 1, Melee 2, Scouting 2,

Survival 3 TALENTS: — ARMOR RATING: 3 (scales) CLAW ATTACK: Weapon Damage 2 (slash

wound)

115 bestiary

SARCOPTES

116 chapter 9

Red elves often use sarcoptes, commonly known

SARCOPTES

as “fleshrippers” or “armormites”, as draft animals as well as in combat. Sarcoptes are large,

ATTRIBUTES: STRENGTH 26, AGILITY 4

almost spherical, eight-­legged arachnids. In

MOVEMENT: 2

combat they can bite, scratch with their front

SKILLS: Scouting 3

legs, squirt acid at their opponents, or try to

ARMOR RATING: 3

crush them under their weight. The red elves only ride the largest animals, which can weigh more than five tonnes and are

NYMPH

often decorated with intricate patterns of crim-

ATTRIBUTES: STRENGTH 14, AGILITY 5

son slime, but they are usually accompanied by

MOVEMENT: 2

several smaller sarcoptes with voracious appe-

SKILLS: Scouting 3

tites. The smallest ones, called nymphs, only

ARMOR RATING: 2

have six legs and cannot squirt acid. They still weight several hundred kilos.

MONSTER ATTACKS D6

1–2

ATTACK ACID SPIT! The sarcoptes spits a jet of acid at a victim within NEAR range. Roll

for the attack with six Base Dice and Weapon Damage 2 (non-­typical). The attack can be PARRIED with a shield. The acid corrodes the victim’s armor, which means that damage blocked by the armor decreases its Armor Rating by the same amount. 3–4

SCRATCH! The sarcoptes uses its massive claws to scratch two victims within

range. Roll an attack with eight Base Dice and Weapon Damage 1 (slash wound) against each of them. NEAR

5

BITE! The sarcoptes tries to bite an adventurer with its sharp mandibles. Roll

for the attack with ten Base Dice and Weapon Damage 2 (slash wound). 6

CRUSH! The sarcoptes tries to crush an adventurer within ARM’S LENGTH

range with its massive body. Roll for the attack with 14 Base Dice and Weapon Damage 2 (blunt force). If hit, the victim is trapped underneath the sarcoptes and must make a MOVE roll to escape. The victim suffers an additional point of damage each round until they break free.

117 bestiary

FOREST STAR In the Crimson Forests of the Bloodmarch

These heads act together, but are independent

dwell many bloodthirsty creatures. One of the

of each other, which means that the creature

most dangerous ones is the forest star – a huge,

counts as five monsters in combat.

five-­a rmed monstrosity that sweeps between

Some forest stars are covered in snake scales,

the trees at great speed in the hunt for prey.

others in fur. Forest stars can cross the plains

At the end of each arm is a head with fangs.

at night and temporarily leave the Crimson Forest to hunt, but only hunt in forested terrain where they can move around more easily. Large forest stars hunt alone or in pairs, while the smaller ones can appear in packs.

THE HEADS OF THE FOREST STAR: The forest

FOREST STAR

star has five heads, each with its own Strength value. The forest star has as many attacks as it has

ATTRIBUTES: STRENGTH 8 (per head), AGILITY 4

heads. Draw an initiative cards for each head at

MOVEMENT: 2

the beginning of combat. A head whose Strength

ARMOR RATING: 5

is reduced to zero is severed or crushed.

MONSTER ATTACKS D6

1

ATTACK ACID SPIT! The head spits acid against an adventurer within NEAR range. Roll for

the attack with seven Base Dice and Weapon Damage 1. 2

BITE! The head bites the nearest adventurer with its sharp teeth. Roll for the

attack with six Base Dice and Weapon Damage 2 (slash wound). 3

SCREAM! The head lets out a terrifying scream. All adventurers within NEAR

range suffer a fear attack with five Base Dice. 4

GRIP! One of the forest star’s arms wraps itself around an adventurer within

range in an attempt to crush them. Roll for the attack with seven Base Dice and Weapon Damage 1 (blunt force). If hit, the adventurer is grappled by the arm which continues to crush the adventurer in the next round. NEAR

5

LASHING ARM! The arm lashes at an adventurer within NEAR range. Roll for the

attack with six Base Dice and Weapon Damage 2 (stab wound). 6

RIP APART! Two of the forest star’s heads try to bite hold of an adventurer

within ARM’S LENGTH. Roll for the attack with seven Base Dice and Weapon Damage 1 (slash wound). If hit, the adventurer is grappled. On the next head’s initiative (this replaces the head’s own attack) the beast tries to rip its victim apart – make an opposed roll for the beast’s Strength against the victim’s Strength. If the beast wins, the victim dies instantly.

119 bestiary

SLIME SNAIL Vaerefor van Reiben’s wandering fortress Kasabatoda is a giant slime snail, but the adventur-

SLIME SNAIL

ers may also encounter smaller versions of the

ATTRIBUTES: STRENGTH 15, AGILITY 3

animal in packs near crimson forests. Slime

MOVEMENT: 1

snails devour all organic matter in their path

SKILLS: Scouting 2

without chewing, including living creatures, and turn it into a trail of red slime which in

ARMOR RATING: 9 (shell) SLIME STRING: A slime snail can shoot

turn spreads crimson forest. Since they are not technically predators, the slime snails move slowly without stalking their prey, but will shoot strings of slime at something moving around in front of them and try to drag it into their big mouths. Their shells and the rubbery bodies make slime snails highly resistant to physical violence.

strings of slime at a victim within NEAR range. Roll for the attack with eight Base Dice. If hit, the victim is GRAPPLED. The slime strings have Strength 6. If the victim is still trapped on the slime snail’s next turn, the beast pulls them into its mouth and swallows them, inflicting one point of damage to Strength until the victim escapes by killing the snail from within. An adventurer who is broken inside a slime snail dies instantly.

121 bestiary

SLITHERNET The Slithernet is a terrestrial, carnivorous plant

them in time, it is possible to make the leaves

whose large leaves have turned into thick nets

snap shut by poking them with a long stick or

which lie hidden among leaves and twigs on

something similar.

the ground. When someone steps into the net, the leaves snap shut like a mouse trap so that the prey is held down on the ground. Sharp shoots immediately sprout through

SLITHERNET ATTRIBUTES: STRENGTH 12, AGILITY 1

the mesh of leaves from the plant’s ground

SKILLS: Scouting 5

tissue. The shoots pierce and kill the victim

ARMOR RATING: 3 (only bladed weapons can

within a day or two, after which it is left to rot

damage the net)

until the plant can suck up the juices.

NET ATTACK: The slithernet attacks all

The slithernet’s leaves can be cut off and used as a durable net or rope. If one detects

victims that come into NEAR range. A person with a knife or sword can cut themselves loose with a successful MOVE roll, but is otherwise restrained so tightly that they cannot move their arms. The net can also be cut from the outside. A victim trapped in the net suffers one point of damage to Strength each Quarter Day, and dies if broken.

SPOREWALKER Sporewalkers look like skinny, red humans with vague facial features. In their arms they carry dripping bundles of spore substances out of swamps and thickets to spread the crimson forest. After putting down their burden, they lie down and decay to nourish the vegetation. Sporewalkers cannot be regarded as monsters, since they neither attack nor defend themselves. They are easily killed, but always keep coming.

SPOREWALKER ATTRIBUTES: STRENGTH 2, AGILITY 2 SKILLS: Scouting 1 ARMOR RATING: 1

l on a D6) explodes upon taking damage, spreading crimson slime and body parts around itself. Roll an attack with five Base Dice and Weapon Damage 1 (non-­typical) against everyone within NEAR range. The attack can be PARRIED with a shield, but not dodged. Anyone hit by the attack risks contracting Crimson Sickness (page 42). SPORES: One in six sporewalkers (

123 bestiary

HOVERFROG The birds of the Bloodmarch risk being caught

holding six broken hoverfrog antennae in each

and eaten by hoverfrogs, a predatory amphib-

hand, or twelve tucked inside their clothes,

ian that cannot fly, but hover, lifted into the

can float off the ground. Unbroken antennae

air by the antennae on its back which seem to

can be stored for about a month after being

suspend the law of gravity. The hoverfrog is

harvested from the hoverfrogs, and then they

left hanging in the air, where it slowly paddles

stop working. 2D6 antennae can be harvested

its way forward with its webbed claws, catching

from each hoverfrog.

birds by shooting out its sticky tongue whenever one comes close enough.

HOVERFROG

The animal is no threat to humans and similar kin, but hunted by them for the anten-

ATTRIBUTES: STRENGTH 3, AGILITY 5

nae on its back which allow them to float in

SKILLS: Scouting 5

the air. In order to suspend the law of gravity,

MOVEMENT: 2 (hover)

the antennae must be broken in half, after

ARMOR RATING: 1

which the effect lasts a Quarter Day. A human

124 chapter 9

PEARLYVEINE Many view each unbroken patch of crimson

These pearlyveines are often hard to find,

forest as a single living creature. Few know for

since they are invariably located in the densest

certain, but it is true that interconnected veins

possible vegetation, preferably in some crevice

of viscous red slime are spreading on the ground

or underneath a fallen tree trunk. Some believe

in mature crimson forests, and that these veins

them to be intelligent, and red elves worship

converge into a glistening white structure that

them as the root galls of Rubor from which

resembles a large pearl or eyeball with neither

the god’s body will one day grow.

retina nor pupil.

It has been suggested that pearlyveines can direct other creatures in the crimson forest, open and close passages to lead intruders astray or into traps or give their adherents clear passage, but no one knows for sure. The red elves believe that Vaerefor van Reiben is the first aggregate of root galls that have formed the god’s prophet.

125 bestiary

TYPICAL NPCS This section describes a number of typical NPCs

TALENTS: —

in the Bloodmarch.

GEAR: Broadsword, shield, chainmail, riding

horse AGENT OF AD VIPERA

SOLDIER

Ad Vipera’s agents in the Bloodmarch are led by

STRENGTH 4, AGILITY 3, WITS 3, EMPATHY 2

Poansa Moulter, and some are traveling with

SKILLS: Endurance 2, Melee 2, Marksman-

her. Ad Vipera has also enlisted soldiers with

ship 2, Move 1

stats like Alderlander Soldiers, as well as local

TALENTS: —

pathfinders with stats like Hunters or Clan

GEAR: Broadsword, throwing spear, shield,

Riders. The stats below are for Ad Vipera’s elite

chainmail

agents – the Sisterhood of the Black Mamba. .

EGRESSOR

AGENT OF AD VIPERA STRENGTH 3, AGILITY 4, WITS 3, EMPATHY 4

Egressors are members of a necromantic cult

SKILLS: Melee 2, Stealth 2, Move 2, Marks-

dedicated to the practical handling of the restless

manship 2, Lore 2, Insight 2, Manipulation 2

dead, whom they often refer to as their “clients”.

TALENTS: Path of Poison 2

Egressors are usually accompanied by a couple

GEAR: Dagger, shortsword, short bow,

of these walking dead whose interests they serve,

leather armor

as well as a couple of miscreants (now undead)

IMMUNITY: All Sisters of the Black Mamba

who are serving the Egressor as punishment for

are immune to all poisons.

their crimes. The miscreants fight to protect the Egressor, but the clients do not – it is the Egressor who serves them, not the other way around.

ALDERLANDER SOLDIER The Rust Church and the Congregation of the

EGRESSOR

Serpent have both sent forces to the Blood-

STRENGTH 2, AGILITY 2, WITS 4, EMPATHY 4

march under the respective command of Colonel

SKILLS: Slight of Hand 2, Lore 3, Insight 2,

Grudenstaal and Poansa Moulter.

Manipulation 2 TALENTS: Death Magic 2

OFFICER

FEARLESS: Egressors do not roll on the fear

STRENGTH 3, AGILITY 3, WITS 3, EMPATHY 4

table when dealing with undead.

SKILLS: Melee 2, Marksmanship 1, Insight 2,

TRUEHEARING: Egressors can automatically

Manipulation 2

determine whether someone is telling the truth in matters concerning their clients.

126 chapter 9

GRARG

CLAN RIDER

In the Vasnia region, orcs, humans, and wolfkin

The riders of the Aslene clans all have their own

co-­exist in relative harmony. Crossbreeds are

views of the world, their place in it, and of other kin

not uncommon and the indigenous Vasnians

– but they generally share the same stats and gear.

have traces of orc blood in their veins. Crosses between orcs and wolfkin are called grargs.

CLAN RIDER

Grargs are more heavy-­set and animalistic

STRENGTH 3, AGILITY 4, WITS 3, EMPATHY 2

than ordinary wolfkin, equipped with tusks and feared in battle. They can only speak and

SKILLS: Melee 2, Marksmanship 2, Move 2, Animal Handling 2

understand a small number of words.

TALENTS: Horseback Fighter

Only male grargs are born. The females

GEAR: Broadsword, short bow, leather

probably die at birth, and the males are born

armor, riding horse

sterile. This means that grargs do not form their own kin, but are kept as warriors, prefer-

MOON ELF

ably a bit apart from more civilized folk because of their unpredictable temper.

Moon elves are found in several parts of the Bloodmarch. They have the same stats, but not always the same goals.

GRARG STRENGTH 6, AGILITY 2, WITS 1, EMPATHY 1

MOON ELF

SKILLS: Might 2, Endurance 2, Melee 2,

Survival 2

STRENGTH 3, AGILITY 4, WITS 4, EMPATHY 3

GEAR: Spiked knuckleduster (Weapon

SKILLS: Melee 2, Lore 2, Insight 2, Manipu-

Damage 1, blunt force)

lation 2 TALENTS: Mentalism 2 GEAR: Broadsword, chainmail

CLAN CHIEFTAIN The horse clans’ chieftains are all experienced

SETTLER

riders as well as leaders.

The Ravenlander (and occasional Alderlander) settlers present in the Bloodmarch have settled down

CLAN CHIEFTAIN STRENGTH 3, AGILITY 4, WITS 3, EMPATHY 4

in areas that resemble the ones they left behind;

SKILLS: Melee 3, Marksmanship 3, Move 2,

places where they feel at home and their old skills

Animal Handling 3, Insight 2, Manipulation 2

are useful. Most Aslenes lead a nomadic existence

TALENTS: Path of the Companion 2, Horse-

on horseback, but some have put down roots in a

back Fighter

village or on a farm, often alongside settlers from

GEAR: Broadsword, short bow, leather

Ravenland. There they have largely adopted the

armor, riding horse

settlers’ lifestyles and learned their skills.

SETTLER STRENGTH 4, AGILITY 4, WITS 2, EMPATHY 2 SKILLS: Endurance 1, Crafting 2 GEAR: Knife or wooden club

127 bestiary

ONEIROMANCER

IRONBROW

Dream mages are trained at Oxengelder and

The Ironbrows are Colonel Grudenstaal’s per-

spend most of their time there, when they

sonal guard and elite army unit. The Colonel

are not traveling on the Dreamstress’ behalf.

also commands Alderlander soldiers as part of

Most of the oneiromancers are novices, led by

his mission in the Bloodmarch. The stats below

a master. The renegades who call themselves

are for his elite forces, the Ironbrows.

the Daydreamers use the same kind of magic, but in a waking state, which puts great strain

IRONBROW

on their bodies and minds.

STRENGTH 4, AGILITY 3, WITS 3, EMPATHY 2 SKILLS: Might 2, Melee 3, Animal Handling 2

MASTER

TALENTS: Magnetism 1, Horseback Fighter

STRENGTH 2, AGILITY 3, WITS 3, EMPATHY 4

GEAR: Broadsword, shield, lance, chainmail,

SKILLS: Lore 2, Insight 2, Manipulation 3

war horse

TALENTS: Oneiromancy 3

MAGNETISM: The Ironbrows wield their own

GEAR: Staff

simpler form of magic called Magnetism. See chapter 4 (page 36). NOVICE

STRENGTH 2, AGILITY 3, WITS 3, EMPATHY 4

PENITE

SKILLS: Lore 2, Insight 2, Manipulation 2

The Penites are deeply religious halflings and

TALENTS: Oneiromancy 1

goblins who travel with Fiena Fromelei in pursuit of the sacred unification of the two kin.

GEAR: Dagger

The stats below are for halflings and goblins, who complement each other well in terms of skills and temperament.

DAYDREAMER STRENGTH 2, AGILITY 3, WITS 4, EMPATHY 3

PENITE, HALFLING DRUID

SKILLS: Lore 2, Survival 1, Insight 3, Manip-

ulation 2

STRENGTH 2, AGILITY 3, WITS 4, EMPATHY 3

TALENTS: Oneiromancy 2

SKILLS: Endurance 2, Survival 2, Insight 2,

GEAR: Shortsword, leather armor

Healing 2, Animal Handling 2 TALENTS: Path of Healing or Sight 2 GEAR: Staff, leather armor

PENITE, GOBLIN PEDDLER STRENGTH 3, AGILITY 3, WITS 2, EMPATHY 4 SKILLS: Crafting 2, Slight of Hand 2, Scout-

ing 2, Insight 2, Manipulation 2 TALENTS: Path of Gold 2 GEAR: Knife, short bow, leather armor

128 chapter 9

RAIDER

RED ELF

Many Ravenlanders, as well as Alderlanders and

Red elves are transformed ordinary elves living

Aslenes, are pursuing a career as raiders, seeking

in the crimson forests of Alsene, which they

quick riches through grave robbing, fraud, or

call Reiben. They sometimes leave their for-

good old-­fashioned thievery. Some mercenaries

ests for various reasons, always in groups. They

also have a background as raiders, or at least

are fanatical followers of the god Rubor – the

share their attitude and skills.

principle of the color red and enemy of all other colors, which are considered the miscreations of the evil god Kolor. They revere Vaerefor van

RAIDER

Reiben as Rubor’s prophet and their leader. Red

STRENGTH 3, AGILITY 4, WITS 2, EMPATHY 3 SKILLS: Melee 1, Marksmanship 2, Survival 1,

elves are sensitive (and sometimes addicted) to

Manipulation 1

concentrated salt, which for them has the effect

GEAR: Short spear, short bow, leather

of a hallucinogenic poison with Potency 6. An

armor

ordinary elven ruby – with or without flesh attached to it – that passes through a slime snail’s insides becomes a red elf.

PYROLYTE Pyrolytes are fanatical, fire-­worshiping priests

RED ELF

of Have who banish demons through the use of

STRENGTH 3, AGILITY 4, WITS 3, EMPATHY 2

magma song, blue tar, and lyco­podium powder.

SKILLS: Melee 2, Stealth 2, Marksmanship 3,

Move 2 PYROLYTE

GEAR: Short bow, shortsword, leather

armor

STRENGTH 4, AGILITY 3, WITS 3, EMPATHY 2 SKILLS: Endurance 2, Melee 2, Insight 2,

Healing 2

VASNIAN

TALENTS: Magma Song 2

Humans with orc blood in their veins. They

GEAR: Warhammer, shield, chainmail, blue

were once the indigenous population of Aslene,

tar, lycopodium powder

before the horse clans arrived from the west and drove the Vasnians to the northern regions of the country.

VASNIAN STRENGTH 4, AGILITY 3, WITS 2, EMPATHY 2 SKILLS: Might 2, Endurance 2, Melee 3,

Crafting 1, Move 2 GEAR: Battle axe, shield, studded leather

armor

129 bestiary

RANDOM ENCOUNTERS

Silence overcame them, for the horse that the jackals pursued was fleshless. Only its skeleton was bolting forth. “D’ya think them beasties ate the brute on the go?” asked Trudiner, whom the others found a bit odd. Yet no one was laughing. “This is sorcery and deception,” answered the thin Meneila. “Ready your weapons! Point them at the animals, you meathead, not me!”

T

his chapter contains 27 new random

around their feet, the heat from the lava cool-

encounters to inflict upon the adven-

ing beneath the basalt surface of the firelands,

turers during their excursions in the

or the winds playing wildly in the tall grass on

Bloodmarch. Roll on the table on page 132

the endless plains.

instead of the one in the Gamemaster’s Guide. TERR AIN TYPES: All

0 NO ENCOUNTER

1 THE PORCELAIN DANCERS

The wind is your company as you journey across the vast landscape. Some hills can be glimpsed in the distance, and beyond them loom the high peaks

A large man in black is sitting by a campfire, seem­

of the mountains. Is it clouds gathering over there,

ingly in casual conversation with two glistening

or is it a smoldering volcano?

skeletons crouched on their heels. Other skeletons of both animals and humanoid creatures are moving

No encounter takes place, but you should take

around them in some sort of tranquil dance. They

the opportunity to describe the landscape to

raise one leg and remain standing for a few sec­

the players – the dust of the ashlands swirling

onds before they continue, making gestures and

130 chapter 10

clacking their jaws, twisting or bending their backs

TERR AIN TYPES: All

to the side, and straightening up again, before scratching their bony fingers across their chests

DRAUG

with a rattling sound. The dancing skeletons are

STRENGTH 3, AGILITY 2, WITS 4, EMPATHY 4

remarkably shiny, as if cleaned and lacquered. A living dwarf woman is tending to some cooking

SKILLS: Melee 1, Lore 3, Insight 4, Manipulation 2

pots. A bit further away from the fire is a black,

TALENTS: Death Magic 3

covered wagon hitched to the skeleton of an ox.

GEAR: Dagger MECHANICAL HEART: Draug has a second,

Draug of the White is a necromancer and member

mechanical heart in his chest, constructed by a dwarven blacksmith named Kormald. It repairs his body and brings him back to life one turn after his death. Crushing the heart kills him.

of the Egressors. He has taken it upon himself to follow the Seventh and resurrect the skeletons they leave in their wake, with the intention of gathering a rattling army large enough to wreak vengeance upon the flesh-eaters. The shiny skeletons have all been picked clean by the Seventh and glazed by the worms’ juices.

MILDELLA

If Draug gets the impression that the player char-

Mildella was Kormald’s wife. She offered to

acters are enemies of the Seventh, he is happy to

serve Draug during her five-year mourning

tell them where the worm people came from and

period following the death of her husband

other things they need to know. Draug knows a

on the condition that he would put the late

great deal about the Seventh, since the porcelain

Kormald to rest, as he had turned into a death

skeletons provide him with the details.

knight after dismantling a cursed item. Draug

The player characters can encounter Draug

managed to lift the curse, and as a reward the

of the White multiple times during the game,

mastersmith crafted the mechanical heart

and the number of skeletons increases by D6

before withdrawing into the family crypt.

for each phase of the campaign.

Mildella knows the Kogler in Tribolia, should it come up, and can tell the player characters where to find Tribolia.

MILDELLA

DRAUG’S SKELETONS

STRENGTH 4, AGILITY 3, WITS 3, EMPATHY 2

All Draug’s skeletons have been polished by the Seventh, and their stats are found on page 122 in the Gamemaster’s Guide.

SKILLS: Might 2, Melee 2, Insight 2, Marks-

manship 2 TALENTS: — GEAR: Warhammer, crossbow, studded

leather armor

131 random encounters

RANDOM ENCOUNTERS IN THE BLOODMARCH D66

PLAINS

FOREST

CRIMSON FOREST

HILLS

MOUNTAINS

ASHLANDS

FIRELANDS

11

0

0

0

0

0

0

0

12

0

0

0

0

0

0

0

13

0

0

0

0

0

0

0

14

0

0

0

0

0

0

0

15

0

0

0

0

0

0

0

16

0

0

0

0

0

0

0

21

0

0

0

0

0

0

0

22

0

0

0

0

0

0

0

23

0

0

0

0

0

0

0

24

0

0

0

0

0

0

0

25

0

0

0

0

0

0

0

26

0

0

0

0

0

0

0

31

1

0

0

0

0

0

0

32

2

0

0

0

0

0

0

33

4

0

0

1

0

0

0

34

5

1

0

2

0

0

0

35

6

3

0

4

0

0

0

36

7

4

0

5

0

0

0

41

9

5

0

6

0

0

0

42

10

7

0

7

0

0

0

43

11

9

0

9

0

0

0

44

13

10

0

10

0

0

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45

14

11

0

11

0

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15

12

0

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0

0

51

16

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0

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18

15

1

16

0

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54

19

16

3

18

1

1

0

55

20

18

9

20

9

2

0

56

21

19

11

21

11

7

0

61

22

20

14

22

14

8

1

62

23

21

18

23

18

16

8

63

24

23

20

24

20

20

16

64

25

24

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65

26

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66

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24

132 chapter 10

2 THE ­RUNAWAY BRIDE

3 COLDWOOD You reach a small wood whose chilly temperature is

A screaming cloud of dust approaches across the

as welcome as it is inexplicable, with the possibility

plains. Closer up you see a human being dragged

of finding water. The trees are a darker shade of

by a large horse, stuck in one of the stirrups. The

green than those one usually sees in the Bloodmarch,

dragged person curses the animal in surprisingly

and the type of tree is unfamiliar. Moving closer,

creative language.

you notice the temperature dropping and silence spreading, as an oppressive stillness settles around

In order to help the fallen rider, the player char-

you. In the distance you hear a dragging sound, like

acters must first stop and deal with the highly

the bridal train of the dead, from something that

agitated horse which is kicking and biting.

seems to be moving among the trees

The unfortunate individual turns out to be an Aslene woman of the Galdane clan named

A successful LORE roll reveals that the trees are

Kromabella. If the adventurers save her, she

direglooms, said to hold the souls of creatures

cries a little and explains that she is to be “mar-

who died unhappy in love. The horse clans believe

ried” to one of the Sons of Horn, meaning that

that such woods are haunted and best avoided. The

she will be sacrificed to the nearest active vol-

trees are also commonly known as “coldpines”.

cano. If none of them have been activated yet,

An adventurer who makes a successful SUR­

she will be thrown into a lava fissure near the

VIVAL roll can instead have heard that good water

volcano. The “bride” would very much like to

can often be found deeper in such coldwoods and

be rescued by the adventurers, and preferably

that the talk of dead souls is mere superstition

dropped off somewhere safe.

spread by druids when they want to be left alone.

If the adventurers gain her trust, Kroma-

The fact of the matter is that direglooms are

bella turns out to be well-informed about the

not linked to the dead at all, but simply have

clans’ activities as she travels extensively and is

the ability to lower the temperature inside their

welcome anywhere (except among the Galdanes)

trunk and branches, which causes condensation

with her filthy songs.

to trickle down to their roots and keep them watered. Indeed, there is usually a freshwater

TERR AIN TYPES: Plains, Ashlands, Hills

lake at the center of such woods. Unfortunately, caution is warranted in this particular case, since the woods have become

KROMABELLA STRENGTH 3, AGILITY 4, WITS 3, EMPATHY 4

home to two fur-covered forest stars (page 118).

SKILLS: Melee 2, Marksmanship 2, Move 2,

They have come to the woods to enjoy the cooler

Manipulation 5, Animal Handling 2

environment and feed on deer, humans, and other

TALENTS: Horseback Fighter 2

creatures drawn to the water. It is them clamber-

GEAR: Leather armor

ing between the trees that sounds like a bridal train. TERR AIN TYPES: Forest, Crimson Forest

133 random encounters

DWARVEN GUARD

4 DENSE WATER

STRENGTH 5, AGILITY 3, WITS 2, EMPATHY 2 SKILLS: Might 4, Endurance 2, Melee 3,

A group of eight horned dwarves have made

Scouting 2, Survival 2

camp by a stream where they have set up strange

TALENTS: —

mechanical equipment of wood, leather, and brass.

GEAR: Two-handed axe, plate armor, closed

A paddle wheel placed in the stream is tipping

helmet

a set of one-meter-long brass rods back and forth. Some of the dwarves reach for their weapons as you approach, but an older dwarf calms them down

5 THE ­SLITHERING HORROR

and calls his greetings. The dwarves have come from Firestead, led by Master Menasse. They are making dense water from the stream, which contains just the right mixture of rain from the south, fallen from

In the distance you notice what looks like a haystack

a sky dominated by the wandering star called

moving slowly, surrounded by screaming humans.

the Eye of Dew.

Closer up you see a shapeless red mass of tentacles,

Master Menasse has a problem: he needs a

eyes, hands, and sharp outgrowths slithering across

fresh kidney, taken directly from a living creature,

the plains. The humans seem to be a handful of

to filter an important component of his dense

peasants armed with pitchforks, cudgels, and sharp

water. The guests would not happen to have a

sticks, trying to drive the creature in some indeter­

kidney to spare? Otherwise they could help him

minate direction.

catch a living beast no smaller than a wolf, in which case he would be very grateful and provide

If the adventurers move closer, the peasants cry

them with dense water (see the Drugs and Potions

for help. The red mass is a spore ball from the

section). A living whiner would also work.

nearest crimson forest. Spore balls are creatures that crawl off and explode twelve kilometers or

TERR AIN TYPES: Forest, Plains, Hills

so away from the forest, thereby spreading the demonic vegetation. The peasants are trying to push the ball towards a deep ravine nearby to

MENASSE STRENGTH 3, AGILITY 1, WITS 4, EMPATHY 2

get rid of it before it bursts. Shielding it from

SKILLS: Crafting 3, Healing 2

sunlight will delay the process. If the spore ball explodes, everyone within

TALENTS: —

NEAR range suffers an attack with five Base Dice

GEAR: Menasse’s horns are so curved that

they arch out in front of his face. He has developed a set of optics and instruments that can be attach to them in order to keep his hands free.

and Weapon Damage 1. Anyone hit by the attack risks contracting Crimson Sickness (page 42). The ball’s parts are spread across the area and start to settle into the earth. The hex where the

134 chapter 10

spore ball exploded turns into crimson forest

going on in the area. If the player characters reveal

after one moth. The event may be repeated.

that they are carrying one or more of Horn’s Astra,

TERR AIN TYPES: Plains, Forest, Hills

more interested in seemingly trivial details than

she becomes very interested. Otherwise she is in major events, such as the color of some flowers or the squirrels sniffing the air before they leave. She welcomes them to Oxengelder (page 185)

6 SLAVERS

if they should ever pass that way, and can point them in the direction of the adventure site.

From a distance you see a handful of Aslene riders

The Dreamstress says that she often travels

out on the plain. They seem to have noticed you as

in other people’s dreams to have a look around.

well, and they are coming for you

If the adventurers attack her or point out that this is not a dream, everything fades away and

The slavers come from a different horse clan

they wake up in the same place as they did that

than the one controlling this territory. In a

morning. Everything that happened since they

drunken rage they killed a couple of local clan

last slept turns out to have been a dream.

members and must now pay restitution, which

When the adventurers begin their day anew,

means that they must deliver five slaves to the

everything that happened last time repeats itself,

local chieftain who is holding a couple of their

but the adventurers may act differently this time

friends hostage. The slavers (twice as many as

and any die rolls are rerolled. The Dreamstress

the adventurers) are desperate and might attack

does not appear this time, but the encounter

the adventurers to capture them, but they are

may be repeated at a later stage.

also ashamed and open to other solutions. TERR AIN TYPES: Plains, Forest, Hills, Ash­ TERR AIN TYPES: Plains, Hills

lands

7 THE DREAMSTRESS

8 THE ­PENITENT IN THE MAGMA

In the distance you see a remarkably pointy hill – it

A voice is calling to the adventurers (possibly in their

is shaped like a large pastry. As the hill begins to

dreams) as they pass an open lava flow and asks

move, you realize that it is alive

for their help. The lava rises and forms a vaguely human-like figure that introduces itself as Krasylla.

Adventurers who move closer will encounter the key player known as the Dreamstress (page 96),

The creature is actually the demon Krasylla

who greets them warmly, tells them about her-

whom the adventurers may already have met

self and oneiromancy, and wants to know what is

in Ravenland during Raven’s Purge. In that

135 random encounters

case the demon might recognize them or make

KRASYLLA AS A HORN PRIEST

references to events that took place back then.

STRENGTH 8, AGILITY 2, WITS 6, EMPATHY 3

K rasylla describes how he was dragged

SKILLS: Lore 3, Insight 3, Manipulation 3

into the magma as punishment for his involvement in the Demon Flood. Now he has atoned for his sin, but remains unjustly

9 THE DEAD FOAL

imprisoned in this torturous heat. If the adventurers help him escape, the demon offers them his sworn friendship and one of Horn’s Astra in return.

Up ahead you see a scrawny animal, perhaps a deer,

In order to leave the magma that burns him

wandering around alone and afraid. It is behaving

unceasingly, Krasylla must take over the fresh

strangely and seems lost. Now and then it raises its

body of a Horn priest. The priest must be killed

head and lets out a hoarse, pitiful cry, and then seems

at the edge of the lava for this to succeed. It

to listen for a response. You soon notice a group of

would actually work just as well with any body,

jackals prowling nearby, probably eyeing the animal

but Krasylla knows that the fire wyrm Erinya

as their next meal. Then you realize that the lone

would not touch an ordained Horn priest and

animal is the undead skeleton of a horse, probably the

would therefore prefer one of those.

remains of a foal. And the jackals are drawing near.

Krasylla can offer them the Arrow of the Fire Wyrm with which he was branded in

Adventurers who move even closer will have

Raven’s Purge (or later, when the adventur-

to fight the jackals, which outnumber them by

ers were not around). If the player characters

two. The jackals will flee once three of them

accept the offer, the demon will probably wait

have been slain. The skeleton foal is agitated

until he is free until he tells them that his

and unruly, but once it calms down it seems to

fire arrow is only one of the three they need.

trust the adventurers and follows them around.

Once he is free, Krasylla heads to the adventure

Later in the day, an extravagant black car-

site Oxengelder and its limestone plains where

riage emerges from a cloud of dust. It is heading

Horn cannot reach him. Krasylla’s Arrow of

straight for the foal, rather than the adventur-

the Fire Wyrm could attract Erinya, if the

ers. Closer up they see that the carriage is pulled

GM so desires.

by two adult horse skeletons. The carriage stops

Krasylla will then help the Dreamstress

and the skeletons immediately collapse into a

return to her homeworld Eoni. He might

heap of bones through their harnesses. The

choose to go with her or, as an honest peni-

foal whinnies happily as it runs over there and

tent, or enter an alliance with Selligar Horne

collapses into the same heap.

of Havenmark to liberate the Bloodmarch and

Out of the carriage steps Mortilla (page 177)

thus atone for his crimes against the country.

whom the adventurers may already have met, or might see again, in the adventure site Salterstay.

TERR AIN TYPES: Ashlands, Firelands

She explains how worried she has been ever since

136 chapter 10

little Clatterhoof went missing, and wants to

These humans are pyrolytes (page 129) – fanat-

reward the adventurers for taking care of the foal.

ical, fire-worshiping priests of Have who are har-

The person she likes most (i.e. the one with the

vesting lycopodium powder from the giant trees

highest Empathy) receives what looks like a fishing

of the grove. The woman on the rock is called

lure with a hook, enamel plates, and colored feath-

Picteca and is not a prisoner at all, but another

ers. She explains that hanging it on the ribs of an

pyrolyte who is having ritual burns inflicted

undead creature will make it obey the person who

upon her by her colleagues. The leather straps

put it there as long as the hook remains in place.

are there to hold her still during the procedure.

Mortilla has a keen interest in exciting and

If the adventurers intervene, Picteca will weep

spectacular deaths and questions the adventur-

with rage, not knowing whether she will be able

ers to find out whether they have something

to muster enough courage for another burning.

promising coming up on that front. If so, she

One resource die of blue tar can be purchased

could accompany them for a while; otherwise

from the pyrolytes, who can also provide assis-

she is on the way to watch the last specimens

tance in combating demons.

of an endangered lizard die. TERR AIN TYPES: Plains, Forest, Hills TERR AIN TYPES: Plains, Forest, Crimson

Forest, Hills, Mountains

11 GLORY STEALERS

JACKAL STRENGTH 3, AGILITY 3 SKILLS: Melee 1, Scouting 5

PIn the distance you see a group of Vasnians (or horned

MOVEMENT: 2

dwarves, depending on the location) who have made

ATTACK: Bite, Weapon Damage 1 (slash

camp and are roasting pieces of dread raptor over a fire.

wound)

They seem to be in high spirits as they help themselves to the fermented beverages in their waterskins. You are welcome to share their camp and meal, since there is

10 FIRE HARVEST

more meat than they can possibly eat or even carry home.

There are fires raging at the edge of a grove with

The group is in an excellent mood and has no

tall, slightly strange-looking trees. Humans are

desire to fight unless one provokes them in

climbing the trees and seem to be harvesting some­

some way. If the adventurers join them, they

thing into their satchels. Lying on a flat rock is

start explaining how last week they encountered

a naked woman tied up with leather straps in a

some other wanderers who had lived through

supine position. Some other people are torturing

amazing adventures. As they recount the story,

the poor woman with torches and red-hot irons.

the adventurers soon realize that the exploits

She writhes in agony, but does not make a sound.

being described are their own, albeit embellished

137 random encounters

with fantastic details. Someone has clearly taken

off limbs, hammering nails into them, and

credit for their feats.

setting them on fire.

The event can be repeated with others who

If it fits the story, the key player Fiena Fro-

have heard similar stories of other people’s

melei (page 82) could have visited the Shrikes

heroic deeds that were actually performed by

and found refuge there. If any of the adventurers

the adventurers. The people taking credit for

is a halfling or goblin, the Shrikes could invite

the adventurers’ acts can be any of the minor

them to rest at a safe haven in the forest as long

characters they will encounter in later adventure

as they behave themselves.

sites. As long as the glory-stealers are allowed to continue, the adventurers cannot – for better or

TERR AIN TYPES: Forest

worse – increase their Reputation since others are taking credit for everything they do. Con-

SHRIKE

fronting and defeating the glory-stealers imme-

STRENGTH 2, AGILITY 4, WITS 4, EMPATHY 3

diately raises their Reputation score by one step.

SKILLS: Melee 1, Crafting 2, Move 1, Marks-

TERR AIN TYPES: Plains, Forest, Crimson

manship 1, Stealth 2, Marksmanship 1, Insight 2, Manipulation 2

Forest, Hills, Mountains

TALENTS: Path of Healing or Sight 2 GEAR: Shortsword or short spear, sling,

leather armor, D6 copper coins MIXED KIN: Shrikes can be either halflings or

12 THE SHRIKE

goblins and have the matching kin talent.

While you are out gathering firewood, a halfling suddenly appears from the vegetation, wearing

13 ­W HINER’S NEST

clothes that look like they have grown to his skin. He begs you to spare the living trees and only pick dead sticks for the fire.

Two huge dread raptors are pecking at what seems to The halfling is a member of the Shrikes, a

be an overgrown termite nest. Squeaky screams and

group of reclusive druids who have taken it upon

curses are heard from the nest. Small creatures come

themselves to preserve the forests of Aslene.

jumping out of holes in the ground and throw little

The druid will not openly attack the strangers

darts at the great birds, without harming them at

even if they offend him, but he and his rather

all. The dread raptors lunge at them. Whenever they

numerous group of like-minded halflings and

catch one, they slam their prey unconscious against the

goblins will make their lives difficult as long

ground, throw it into the air, and swallow it whole.

as they are in the same forest area. Militant members might even seek revenge by treating

The raptors (page 23 of Book of Beasts) are trying

wrongdoers as they treated the trees: cutting

to peck their way into some whiners’ burrows

138 chapter 10

in order to eat them. There is no escape for the

in Oxengelder. They know what they are, but

whiners down there, and their friends can do

want nothing more than to be real and often

little to stop the attackers. The adventurer can

ponder their own existence and how it could

choose to engage the birds or walk away. Either

become reality.

way there is a risk that the birds will notice them

Meanwhile, they are doing everything they

and come for them instead.

can to blend in among real creatures and learn

If the dread raptors are defeated, the whin-

from them. They can tell stories about the mar-

ers will leave something of value outside their

velous Drawn Lands, answer questions, and

burrows (after conferring with each other for a

explain where to find various places and items,

few hours). But they are afraid to speak with or

but it is all made up – they barely know any-

show themselves to tall folk unless they make

thing at all. While they cannot read minds, they

camp in the area, prove themselves harmless,

can read other people’s desires and simply give

or leave food for the whiners, thereby gaining

everyone what they want.

their trust.

The food they serve is delicious, but provides no nourishment as it is not real. Their informa-

TERR AIN TYPES: Plains, Forest, Hills

tion seems accurate, and occasionally it might be, but only by coincidence. It is all fabricated and adjusted to please the person asking about it.

WHINER

They might even offer to teach the adventurers

STRENGTH 1, AGILITY 3, WITS 2, EMPATHY 2 SKILLS: Melee 2, Stealth 3, Move 3

oneiromancy, and the lessons seem serious, but

TALENTS: —

nobody learns anything. If attacked, the couple appear to sustain a

GEAR: Short spear

critical injury, since that is what the attacker desires, but they soon return to normal. If the adventurers sleep in the creatures’

14 SWEET DREAMS

presence, they will at some point during the night have one of their dreams stolen by the illusions – not out of malice, but to become

You see a man and a woman cooking food by a camp­

more real.

fire. Next to them is a wagon to which a tail-wag­

Later in the campaign, Noema and Noesis

ging little dog is tied. The beautiful couple intro­

will seek out the Dreamstress in Oxengelder

duce themselves as Noesius and Noema and invite

where they can be encountered a second time.

you to share their meal, which smells wonderful.

The Dreamstress will help them become real

They claim to be oneiromancer merchants from the

as she feels a bit guilty for their dilemma. In

Drawn Lands, and are curious about your dreams.

return, Noema and Noesis will be loyal to her.

Noesis and Noema look real, but are in fact

TERR AIN TYPES: Plains, Forest, Crimson

permanent illusions created during experiments

Forest, Hills, Mountains

139 random encounters

THE MASS GR AVE: Adventurers who follow

15 FOR DECAY

the stench to a sandy spot east of the village will find a hastily filled-in mass grave con-

You come across a seemingly peaceful little settle­

taining the remains of the murdered villag-

ment of twenty houses surrounded by a palisade.

ers. There the adventurers must fight a pack

Soon you notice that its people are unusually quiet

of wild dogs digging in the earth. There is

and going about their business with downcast eyes.

also mad old lady crawling around naked and

Furthermore, they are all wearing hoods and gloves

screaming. The woman is utterly insane and

or have their faces and bare skin painted red. Before

has a worm from the Seventh in her right

you even step through the gate, a couple of men block

armpit, which makes the wild dogs afraid of

your path and bid you welcome, before asking you to

her. The Seventh (page 85) will know what

either cover your skin or paint it red. For this purpose

happens to the old woman and what is said

they keep a large bucket of red slime close at hand. A

in her presence.

faint but foul smell of death comes drifting from the east. To the west of the village runs a stream, lined

TERR AIN TYPES: Plains, Forest, Hills

by tall trees entwined with vines. The village of Redhurst is being watched by

16 RESURRECTION

Vaerefor van Reiben’s red elves. Each night there is a risk (a roll of 1 or 2 on D6) of red elves (twice as many as the adventurers) arriving to make

In the middle of nowhere you encounter ten horned

sure that everyone follows the rules and that no

dwarves gathered around a square rock. Lying

other color than red can be seen. More red elves

on the rock is another dwarf. Some of the others

are fetched if they find anything inappropriate.

are brushing flies off her face. A dwarf who has

The red elves gave Redhurst to a group of

clearly been keeping watch asks you to be quiet and

starving refugees from Ravenland a few months

not disrupt the ritual.

ago so that the pepper harvest could continue. The previous inhabitants were all slaughtered.

The woman on the rock is dead. She was a

The pepper vines are winding their way up the

highborn horned dwarf from Firestead named

trees around the village.

Morgena van Lodeglaas. If the adventurers

In order to keep their new guests in line,

move closer, they will learn that Morgena

the red elves claim that the previous inhabi-

was very wealthy and left specific instructions

tants were killed because they violated the rules

in her will that the funeral mass should be

of Rubor which they had sworn to obey, but it

performed in this exact location on this par-

was really about avenging the death of some red

ticular altar.

elves who were killed near the village.

The stone altar bears ancient inscriptions,

In any event, the villagers are terrified, but

and above Morgena’s head is a carved-out depres-

had no choice but to obey the red elves’ rules as

sion the size of a soup bowl. Once the singing is

the only alternative was starvation.

over, a black obsidian orb is brought out from

140 chapter 10

a gilded box. The orb is placed in the hands of

chasing a herd of wild horses, fights two of their

the deceased, and the two Horn priests present

stallions, gets beaten up, and remains standing a

resume their chant. The corpse is not entirely

bit further away, stamping impatiently and graz­

fresh, as indicated by the smell and flies. An

ing in anger.

elegant young dwarf discretely asks to speak with the adventurers. He introduces himself as

The flying horse (page 105) is Barganos,

Morgenbard van Lodeglaas, Morgena’s nephew.

owned by the Sabirian chieftain Mommodar

Morgenbard claims to have learned that the

the Gnawer. Barganos escaped after catching

ritual is not a funeral mass at all, but meant

the scent of a mare in heat among the wild

to bring Morgena back to life. The rock is a

herd. Used to being served a meal every eve-

time altar and the orb is the magical artifact

ning, he is now tired and hungry. He allows

required to activate the altar if placed correctly

himself to be caught after rearing a few times

in the depression. Morgenbard sees no need

to mark his rank.

whatsoever to resurrect his aunt, who was a

Eight Sabirian riders are tracking Barganos

stingy old hag when she was alive. In return

to bring him home. They will not be understand-

for the adventurers’ help, he offers them the

ing if someone else tries to claim him. Even if

orb as well as payment in gold.

the adventurers manage to keep the animal, most

Next time this random event occurs, the

members of the horse clans will know whose

adventurers encounter a group of horned

horse it is when they see it.

dwarves who are out to kill them, since Morgenbard does not want any living witnesses.

TERR AIN TYPES: Plains

TERRAIN TYPES: Plains, Forest, Hills, Ashlands,

Firelands

18 THE ­INGLOURIOUS BUTCHARS

HORNED DWARF STRENGTH 4, AGILITY 2, WITS 3, EMPATHY 3 SKILLS: Might 3, Melee 3, Crafting 2 TALENTS: —

The first time: In the distance you see carrion

GEAR: Battleaxe, large shield, chainmail,

birds feasting on bloodied corpses. If you move

closed helmet

closer, the birds reluctantly take flight with angry squawks. A gruesome sight meets your eyes: the heads of five red elves are impaled on spikes with

17 THE FLYING HORSE

their maimed bodies lying nearby. A healer can see that the bodies have been cut open and robbed of their elven rubies. On a stone among the bodies,

You see a white, riderless wingsteed glide across the

someone has written in wax: “The Inglourious

sky and land a bit further away, where it starts

Butchars”.

141 random encounters

The second time: You see ten creatures sitting by a

Olive, Ash, and Amboyna. They are accompanied

campfire, hands bloody, playing a board game. They

by Minia, a learned elven druid from Ravenland,

are laughing and feasting and do not seem entirely

and Gaunt, a semi-intelligent prune whom the

sober, although two of them are standing apart from

Butchars use to scare and torture their victims

the others. Three red elf heads on spikes can be seen a

before killing them. Only Minia can tell whether

bit further away from the fire. Every now and then the

an elven ruby is real – that is, whether it can be

group raise their glasses at them. The red elves’ bodies

turned into an ordinary elf in the Stillmist – or

lie discarded in some bushes. Carrion birds are cawing

whether the ruby was created by Vaerefor with

angrily around the feast, as if telling the living to leave.

the Goblet Staff of Have.

The group calls itself “the Inglourious Butchars” –

TERR AIN TYPES: Plains, Forest, Crimson

a signature they leave wherever they carry out their

Forest, Hills, Mountains

bloody work. The Inglourious Butchars are hunting red elves to kill them and cut out their rubies. If

INGLOURIOUS BUTCHAR

the elves are seen as potential recruits, their rubies

STRENGTH 3, AGILITY 4, WITS 3, EMPATHY 2

are brought to the masters in the Stillmist for recy-

SKILLS: Melee 2, Stealth 2, Marksmanship

cling. The others are sold for money to humiliate

3, Move 2

their former owners. With a few exceptions, the

GEAR: Short bow, shortsword, leather

group’s members are themselves former red elves

armor

who have been restored – but too quickly, which caused certain defects in their bodies and minds. Minia, an ordinary elf who has decided to accom-

19 LAST NIGHT OF THE JESTERS

pany the group, says that the Butchars’ rubies were so furious that they hastened the regrowth of the flesh so that they could immediately return to the Bloodmarch and take revenge.

You hear music and hooting coming from a horse-

The Butchars drug themselves with salt to

drawn wagon where a troupe of jesters has made

cope with their shame and pain. They hate the

camp. The jesters are performing, but their audi­

crimson forest, the red elves, and above all, Vaer-

ence of a dozen soldiers in field clothes do not seem

efor van Reiben. The leader of the Butchars, who

very amused. An officer gets up and starts ranting

calls himself Mahogany, has a special knife saved

that the blasphemers must be punished. The soldiers

for Vaerefor. The dagger is called Glasstooth and

respond by chanting “Funnier! Funnier!” The jest­

could be one of Horn’s Astra – unless you have

ers are crying, but try their best to entertain them.

given that dagger to the key player Poansa. In

Some soldiers start throwing stones at the performers.

that case Mahogany’s dagger is a replica. There are ten former red elves among the

Closer up you notice that the soldiers are wear-

Butchars, all with wood-related names: Mahog-

ing Alderlander clothes and, judging by the

any, Birch, Burl, Merbau, Wenge, Jatoba, Katalox,

religious symbols they wear, seem to worship

142 chapter 10

either Wyrm or Rust (depending on what best

ALDERLANDER SOLDIER

suits the game). Two Aslene riders are sitting

STRENGTH 4, AGILITY 3, WITS 3, EMPATHY 2

by a campfire a bit further away. They are pathfinders – one hired by the soldiers and one (who

SKILLS: Endurance 2, Melee 2, Marksmanship 2, Move 1

also serves as a bodyguard) by the jesters. They

TALENTS: —

welcome the adventurers and explain that the

GEAR: Broadsword, throwing spear, shield,

whole thing is an unfortunate affair. The jesters

chainmail, riding horse

were careless enough to make fun of the Alderlanders’ god. The troupe has come to the Blood-

ASLENE RIDER

march to spread joy. Their leader, Pottus Tynk,

STRENGTH 3, AGILITY 4, WITS 3, EMPATHY 2

has an almost religious faith in laughter as a

SKILLS: Melee 2, Marksmanship 2, Move 2,

cathartic salvation and creator of friendships.

Animal Handling 2

The officer, Mengendorm of Trella, disap-

TALENTS: Horseback Fighter 2

proves of the ruckus and wants the player charac-

GEAR: Short spear, short bow, leather

ters to beat up the meanest of the soldiers so the

armor, riding horse

others stop harassing the performers. The officer can lead the adventurer to their commander – either Colonel Grudenstaal (Rust Church) or

20 YOUR THOUGHTS OR MINE?

Poansa Moulter (Congregation of the Serpent). If they help the jesters, Pottus Tynk will be most grateful. He does not have any money, but can offer the adventurers his left shoe, which allows its wearer to maintain perfect balance in any situation, even on a slack rope. This is

The members of the group start to notice that they

Sella’s Dragonboot (page 65), one of Horn’s

are inexplicably saying things their comrades often

Astra, though Pottus does not know it. He has

say, or even thinking their thoughts or taking on

had a matching right shoe made, which obvi-

their habits. Someone might suddenly find himself

ously is not made of dragon leather.

somewhere without remembering how he got there.

TERR AIN TYPES: Plains, Forest

It is the moon elf and key player Vinhelm Kaal (page 89) who is moving in the area to determine whether the adventurers are of interest,

MENGENDORM STRENGTH 4, AGILITY 3, WITS 4, EMPATHY 4

what they might know about the temple Agnos-

SKILLS: Melee 2, Marksmanship 1, Insight 2,

tica, and whether they have found any moon-

Manipulation 2, Animal Handling 1

stones. The powerful mentalism radiating from

TALENTS: Sword Fighter 2, Sixth Sense 2

the moon elf is affecting the group’s thoughts.

GEAR: Broadsword, shield, chainmail, riding

Depending on what they know, do, and own,

horse

Vinhelm will either leave them alone, follow

143 random encounters

them for a while, or make himself known. The

mission to find Wyrm Reborn before the Congre-

event can be repeated. The moon elf will be more

gation of the Serpent does, but he knows noth-

inclined to interact with them in the later stages

ing about the rebellion Grudenstaal is planning.

of the game, as he realizes that time is running

He refuses to leave the iron idol and will remain

short for Agnostica’s return to the world. At that

there as a hermit, but will gladly accept gifts.

point he needs the adventurers’ help. TERR AIN TYPES: Plains, Forest, Crimson TERR AIN TYPES: All

Forest, Hills, Firelands

21 RUST

22 THE SHIELD WALL

From a distance you see what looks like a large rock shaped like the upper body of a human. Someone

From a ridge you see two groups of Aslene riders

has made camp next to the rock and a thin column

mocking each other on the plain and challenging

of smoke rises from a fire.

each other to battle by making pirouettes, rearing

The rock is in fact a three-meter-tall iron

After a particularly gross insult, one side lowers

statue – the head and torso of the god Rust as

their lances and starts rushing at their malign­

depicted on page 39 in the Gamemaster’s Guide.

ers. Just as they are about to clash, something

their horses, and shaking their weapons in the air.

The only person there is a hermit named Suder-

unexpected happens: the attackers charge full-tilt

man. Whenever someone comes near, he opens a

into a rock face that was not there a moment ago.

door in the statue and locks himself in. He has a

Their lances shatter, as probably do their bones and

spear that he can thrust through various cracks

everything else in great turmoil. The opponents

in the statue, but it is not a very effective defense.

are nowhere to be seen, but you can hear laughter

If someone manages to speak with Suder-

coming from somewhere further away. The riders

man, for example by offering him some food, he

have heard it too and are looking in your direction.

says that he is a rust priest from Alderland and part of Colonel Grudenstaal’s expedition in the

It is Vinhelm Kaal (page 89) who has sum-

Bloodmarch. The damned Ironbrows got tired of

moned a Fata Morgana (page 33) that tricked

carrying the holy likeness of Rust, put the god

the riders. One of the horse warriors spotted

down, and walked away, in spite of Suderman

him before the mentalist had a chance to dis-

cursing them and invoking Rust’s punishment

appear and mentioned seeing what looked like

on them. The worst of them is Colonel Gruden-

a fat little pig on two legs – a description Vin-

staal himself who is a believer in name only.

helm Kaal could not leave unpunished.

Suderman can tell the adventurers about the

Vinhelm will slip away again if possible. A

Ironbrows and the Colonel (page 79), and their

couple of horse warriors are badly injured and

144 chapter 10

not even the moon elf finds it very funny. Now

stone. She is called Gronena and turns out to

the offended and embarrassed horse warriors

be a Vasnian. She and Svolder were in love and

are looking for someone to blame and notice

ran away together many years ago, but as he

the player characters.

defended them from wolves the tragic mishap occurred.

TERR AIN TYPES: Plains, Hills FREEING SVOLDER: Svolder can be freed

by tapping his wand against the stone, which

ASLENE RIDER STRENGTH 3, AGILITY 4, WITS 3, EMPATHY 2

causes it to crumble. That is precisely what he

SKILLS: Melee 2, Marksmanship 2, Move 2,

is trying to say, but in order to understand him

Animal Handling 2

one must sit in front of the stone for three

TALENTS: Horseback Fighter 2

whole days and be proficient in either lip read-

GEAR: Short spear, short bow, leather

ing or sign language. Gronena keeps the wand buried near her

armor, riding horse

cottage not far from the stone. The fact is that she figured out how to free Svolder fifteen years ago, but does not want to do it since she has

23 THE DWARF IN THE STONE

grown old while he has remained young inside the stone. Gronena cannot stand the thought of him

You happen to come upon a monolith and notice that

leaving her, which is why she lets him stay there

the veining of the stone resembles a human crea­

while telling herself that she is a good and faith-

ture looking out with its hands pressed against the

ful woman. If he is freed, Svolder will yell at and

surface. At the foot of the stone there are some half-

maybe even kill Gronena before leaving the area.

wilted flowers next to a tankard of ale in which two slugs have drowned. It might be a tombstone.

TERR AIN TYPES: Plains, Forest, Hills

There is no grave, but imprisoned inside the stone itself is the dwarf Svolder, a stone singer

24 ASHSTORM

who suffered a magical mishap long ago. Adventurers who look at the stone the next day will find that he has moved a bit, but he moves so

A tremendous ashstorm hits the country and

slowly that it is barely noticeable.

remains for D3 days. The visibility is reduced to NEAR

range (same zone). If the player characters

THE OLD LADY: If the adventurers stay where

try to travel during the storm, their direction

they are, an old human woman will arrive

is decided at random.

within a Quarter Day with new flowers and perhaps a herb-filled pipe that she places by the

TERR AIN TYPES: All

145 random encounters

25 THE CONTEST

26 THE RED RENEGADE

A crowd of riders has dismounted and gathered in a circle. A knowledgeable person can tell that they are

A red elf is fleeing on foot, and you can see a dozen

Galdanes. Perhaps they are holding council? Moving

others in pursuit a few hundred meters behind her.

closer, you hear a woman singing in the middle of

As you get closer you see that the red elf is bloody.

the circle, accompanied by someone playing the lyre.

She waves at you and screams for help.

Two people lay claim to leadership of the Gal-

The seemingly exhausted red elf calls herself

danes. One is Kormella Mira of Moldena from

Rubilla. She claims to be a former redrunner

Ravenland, descendant of Kanender the Mad

from Ravenland who was captured and turned

who, during the Demon Flood three hundred

into a red elf by Vaerefor van Reiben. For some

years ago, cut through the invading hordes and

reason she herself does not understand, she was

led his followers east through Shadowgate Pass.

able to retain her memories and has been col-

The other is Trandesso Havaman who was born

lecting the rubies of former friends who would

in the Bloodmarch. Now the two of them wish

also be turned. She carries them in a belt with

to challenge each other for the title of chief-

compartments.

tain. They compete in horseback riding, single

She has been looking for a group of elves

combat, and now musical performance, cheered

from Ravenland who call themselves the Inglou-

on by their respective supporters.

rious Butchars, but the pursuing red elves

IMPARTIAL JUDGES: If the group spots the

to help her escape or, should that be impossible,

caught up with her. She begs the adventurers adventurers, the strangers are asked to judge the

make sure that the elven rubies are somehow

contest in an impartial manner. Regardless of

brought to the Butchars or directly to the Still-

your decision, the losing side will question the

mist so that her friends can be restored.

judges’ competence, suitability, appearance, and intelligence, and remember this affront to justice.

RUBILLA SAVED: If the adventurers manage

The winners, on the other hand, will praise

to escape the pursuers with Rubilla, she is very

the adventurers’ excellent taste in music and

grateful and can tell them more about Vaerefor,

want to make friends with them. In the eve-

the crimson forest, and the red elves. After a

ning everyone feasts on roasted game meat and

week or two she leaves them under some pretext

fermented horse milk. The losers still hold a

or other, but would preferably have them take

grudge and might challenge the adventurers or

over responsibility for the fate of the rubies.

serve their revenge cold at a later time. THE PURSUERS: If the pursuers catch up to TERR AIN TYPES: Plains, Forest, Hills, Ash-

the adventurers, they demand that Rubilla be

lands

handed over to them. They do not seem to know

146 chapter 10

about the rubies she carries, and Rubilla whis-

27 THE ­GUARDIAN TEMPLE

pers for her saviors to take the precious stones to safety and hand her over. If they surrender her, Rubilla will be taken to the nearest crimson forest under the pretext

In the distance you see a cliff shaped like a 15-meter-

that Vaerefor wants to examine why she kept

high ramp rising into the sky. At the top of the cliff

her memories. If combat ensues, the red elves

is a statue of a horse that gazes out over the plains.

will retreat fairly quickly even if they seem to

At the foot of the cliff are a few small buildings, and

be the stronger party.

beyond them some blue woods. Around the cliff and

In that case Rubilla suggests that the adven-

the temple runs a path that appears not to go any­

turers let them go, claiming that the enemy is

where, but forms a loop. Some humans on foot and

uncomfortable outside the crimson forest and

horseback can be seen nearby, as well as some yurts.

therefore disinclined to fight. If the adventurers hunt them down, the red elves reluctantly allow

This is the Guardian Temple of the Aslene riders,

themselves to be killed for the cause.

dedicated to horses and horsemanship. Youths from different clans often come here to learn

THE TRUTH: The whole thing is an act to

and compete in horsemanship, and not least to

smuggle a set of prepared elven rubies to the

court each other and have some fun.

Stillmist. There the rubies will grow into mur-

As a rule, there are about ten riders nearby,

derous freaks meant to kill the elven elders. The

two of them experienced warriors and honor

plan was devised by Vaerefor himself.

guards. Inside the small temple is a priest of

The rubies look just like real elven rubies,

Have named Valliman and his wife, the Horn

albeit of fairly low quality. If they are brought

priestess Insinera. In addition to the temple

to the Kogler in Tribolia, he cannot use them

itself there is a smithy and a simple market-

to craft new Astra and can immediately tell

place for exchanging goods in the area. There is

that they are fake. A peddler can also see that

also the Motherpine, an ancient blue pine that

the rubies are of low quality.

exudes high-quality blue tar which is collected by the priests. The adventurers can barter for

TERR AIN TYPES: Plains, Forest, Crimson

blue tar at the temple, but it requires a signif-

Forest, Hills, Mountains

icant donation or favor. The horse on the cliff is believed to be an old statue of Sella the Liberator’s horse, Wither­beam.

RED ELF

It is painted and in very good condition. With-

STRENGTH 3, AGILITY 4, WITS 3, EMPATHY 2 SKILLS: Melee 2, Stealth 2, Marksmanship 3,

erbeam is actually a fully functioning mechani-

Move 2

cal horse. See the Artifacts chapter (page 69).

GEAR: Short bow, shortsword, leather

armor

TERR AIN TYPES: Plains, Hills, Mountains,

Ashlands

147 random encounters

TAREGYLL TYPE OF ADVENTURE SITE: Settlement

You follow the brook upstream through a ravine whose

a hilltop at the far end of the valley you see some

sides rise steeper and steeper from the surrounding

buildings of stone next to a large fire. People of dif­

moor. The brook flows restlessly, its water so steam­

ferent origins are going about their daily lives in the

ing hot that veils of mist fill the ravine. Tall, blue

village, shamelessly sizing you up as they walk past.

pine trees line the road, and many of their trunks are smeared with tar. Soon you come upon the living dead – some of them sitting slumped on rocks and tree stumps, others leaning against a black building that

BACKGROUND

seems to be their home while they wait for the grave. You proceed in silence, and soon the ravine opens

The village of Taregyll is designed to be the play-

into a long valley between the wooded ridges. Rows

ers’ introduction to Aslene, with good opportu-

of houses emerge from the mist, some of them new

nities to highlight some of the main conflicts

and sloppily constructed, others built from ancient

in the country.

timber. The sounds of singing, hammering, and

Taregyll is situated on the slopes west of

the slaughter of animals reach your ears. Even

Shadowgate Pass which once connected Raven-

here among the living, the stench of tar and sulfur

land and Aslene. The original village, Gully,

is omnipresent. The mist clears as you arrive and

was for a long time a remote temple site where

allows you to gaze beyond the wooden shacks. On

restless dead were laid to rest in the lava vents. A

148 chapter 11

temple to the fire goddess Have has stood here

countries, for much is scarce in Aslene, while

since time immemorial, with priests tending

the craving for excitement, land, and owner-

the kilns and the tar distillery in which the

less treasures is great in Ravenland. The native

sacred tar of Have is produced from the local

population mainly consists of decent, religious

blue pines.

mountain farmers and foresters who often dis-

Since the reopening of Shadowgate Pass,

approve of the foreign rabble coming and going

members of all the different kin have been show-

in their village.

ing up unexpectedly in the village – foreigners with unusual accents and tidings so strange that nothing surprises the locals anymore. All newcomers seem curious about the Bloodmarch

GETTING HERE

and what it has to offer them. Two executioners’ guilds have smelled a

The player characters will likely reach Taregyll

business opportunity and started selling pro-

from Ravenland through Shadowgate Pass. They

tection services. Taregyll has quickly become

could also be native Aslenes, but in that case

an almost lawless place of trade between the

they will probably start the game closer to home.

THE ORDER OF EGRESSION

If the restless dead has been wronged in In Aslene as well as in Ravenland, it is any way, the necromancer might exact not uncommon for deceased individuals revenge in their client’s name. to linger on as restless dead. The Order In addition to their “clients,” Egresof Egression is a loose gathering of sors often keep a retinue of undead necromancers, called Egressors, whose who serve them as penance for their primary purpose is to help creatures sins. People in Aslene generally believe pass from life to death. that whoever kills or obstructs an In the villages they visit, the EgresEgressor will answer to the Nightwalker sors are respected and feared in equal after their death. measure. They often spend their nights The Order of Egression serves the conversing with the restless dead in Nightwalker, but also honors the moon funeral grounds. They might also raise goddess Eor and Wyrm, whom they call the actual dead if they sense unfinished “Eating Wyrm.” He is represented by the business. These conversations often maggots feasting on the flesh of the result in the dead coming to rest, but dead, and Egressors carry such magsometimes the Egressor realizes that gots with them to be ritually sprinkled certain matters must first be concluded. on the dead they put to rest.

149 taregyll

SHADOWGATE PASS: Shadowgate Pass is a

coniferous forests of spruce and gray-­blue pines,

desolate mountain pass between Ravenland and

whose trunks have been smeared with tar to ward

Aslene. The route was impassible only a few

off demons. The village is located at high altitude

years ago, since the geometry itself was dis-

in a fairly cool climate. The entire settlement

torted, but during the Battle of Vond the pass

smells of tar and sulfur, and is often shrouded

lost its power and whatever guarded it disap-

in rain or fog. The locals are often completely or

peared. All that remains are creeping remnants

partially smeared with blue tar to protect against

of strange vegetation and odd little brooks flow-

disease or possession. The tar is generally viewed

ing between bare rocks and persistent, sighing

as a universal remedy and does actually grant

veils of mist. It is impossible to heal or sleep

Armor Rating 2 against fear attacks and magic.

in the pass, which takes a Quarter Day to cross.

1. THE HOUSE OF THE DEAD Undead humans with empty stares are sitting or standing within a fenced area around a tarred

LEGEND

log house. Runes have been painted in tar on their

It is said that Taregyll beyond Shadowgate Pass

exposed body parts. Living loved ones are helping

is the last stop of the dead, where demon-­tainted

them and performing chores while shedding silent

wretches come from all over Aslene to find peace

tears. Someone is playing a mournful tune on a

in the lava. Some even say that the burning fissures

large bronze horn.

are pathways between life and death. Visitors who have returned across the pass

Dead humans from all over Ashenvale are

claim that this is all nonsense meant to keep for­

brought to Taregyll to be lowered into the lava

eigners away from the riches that lie abandoned

further up the mountain or be taken to the

and ripe for the picking in the devastated western

Silent Tower at the Temple of Have (#14). The

regions of Aslene.

House of the Dead is the first stop.

The red forests in those parts are scary alright,

The place is run by Kurmena, a necroman-

but mostly for demons and other unnatural filth,

cer belonging to the Order of Egression (page

which makes it a good place for adventurers to

149). She speaks with the restless dead, clear-

prepare for expeditions into the unknown.

ing up uncertainties about their lives and preparing them for death. The tar symbols on the dead are notes written directly on the clients’ bodies to keep track of them and their stories – a common practice among Egressors.

LOCATIONS

Relatives of the deceased traditionally help Kur-

In addition to the settlements on the map, the

mena with cooking, cleaning, and the like. People

area is home to a few farms with meager crops

come and go in silence. Inside the house are com-

and sheep. Taregyll is surrounded by sparse

partments that look more like shelves than beds,

150 chapter 11

where the dead are stacked. Kurmena and Eisendor

EISENDOR

live in the small residential part of the building.

The big, bald man Eisendor is Kurmena’s assis-

Once a handful of living dead are ready, they

tant and most resembles a sad dog with his

are brought in solemn procession to the lava

sagging cheeks and red-­rimmed eyes. He seems

vents and pushed into them, followed by a few

burdened by memories and torn between var-

confused words from the Horn priest Strunde.

ious duties. Eisendor dresses like a monk in

Guests accompany the procession playing ket-

black linen under which tattoos of Rust Church

tledrums and horns or singing laments. If the

symbols can be glimpsed.

guests cannot play, it is usually handled by Captain Brock and Hergella of Madam Munna’s Inn. KURMENA

2. THE TEMPLE OF HORN AND THE LAVA VENT

Kurmena is a stout, middle-­aged woman in

An old and worn-­down chapel is situated danger­

rough and practical clothes that smell of death.

ously close to a couple of lava vents at the top of a

She has wispy blonde hair and does not seem to

hill. A stone ramp stretches over the lava. The hill

care much about her looks. Kurmena is calm

is bare and windy, with no vegetation other than

and gentle in her work. At most she might

some heather and struggling shrubs.

express indignation with a twitch in her eyebrow. Since Horn priests are required to build temples wherever lava sees daylight, a small

KURMENA

chapel of stone has dutifully been raised next

STRENGTH 3, AGILITY 2, WITS 4, EMPATHY 3 SKILLS: Sleight of Hand 2, Move 1, Lore 3,

to the lava vents. No Horn priest would will-

Insight 2, Manipulation 2

ingly serve in this godforsaken spot, but the

TALENTS: Death Magic 2

horned dwarf Strunde has been transferred

FEARLESS: Egressors are immune to fear

there as an alternative to being exiled in dis-

attacks from undead.

graced. The ramp over the lava can be low-

TRUE HEARING: Egressors can automatically

ered with a lever if the dead standing there

tell whether someone is telling the truth in matters relating to their clients, without making an INSIGHT roll.

should get cold feet and can then be winched back up again.

SACRED MISSION: While on a sacred mission,

STRUNDE THE HORN PRIEST

Egressors grow stronger and temporarily gain the FAST FOOTWORK talent (rank 3). Their conviction also makes them less vulnerable to magic and all forms of manipulation. The Power Level of all magic cast at Egressors is reduced by D3, and all attempts at MANIPULATION get a –2 penalty.

Chunks of curly copper hair cover most of his

GEAR: Staff, SIMPLE find.

and gets on people’s nerves. On rare occasions

Strunde has broken his left horn, which is a source of unbearable shame for horned dwarves. body and he is missing several teeth. Strunde copes with the shame by drinking. When drunk he laughs, performs his duties paradoxically,

151 taregyll

of sobriety he trembles, hallucinates, and drags

given the chance to atone for their transgres-

himself through life.

sions by paying fines to the guilds or performing services that someone else is willing to pay for.

STRUNDE CAPTAIN BROCK

STRENGTH 4, AGILITY 2, WITS 4, EMPATHY 3

Captain Brock is from Ravenland and careful to

SKILLS: Melee 1, Lore 2, Insight 2, Manipu-

lation 2

dress as a smart-­looking officer. He trims his

TALENTS: Magma Song 1

hair and beard every day and dyes it with black

GEAR: Warhammer, SIMPLE find

pomade that makes it gleam like his leather armor with silver buckles. It is unclear which side Brock fought on in Ravenland, and some say he deserted,

3. THE EXECUTIONERS’ GUILD OF THE IRONCLAD

but nobody dares to speak openly about it.

Outside a dilapidated old merchant house some

CAPTAIN BROCK

spectacular soldiers are posing in a kind of grotesque

STRENGTH 3, AGILITY 3, WITS 3, EMPATHY 4

parade armor made of shiny black leather, metal

SKILLS: Melee 2, Marksmanship 1, Insight 2,

plates, and oversized shoulder pieces. With pomp­

Manipulation 2

ous faces, they are eying everyone who walks past.

GEAR: Broadsword, shield, chainmail

Taregyll’s two executioners’ guilds serve as the village’s law enforcement and judicial authorities.

4. TRADER’S HOLD

Guests and permanent establishments in the vil-

There are some surprisingly well-­stocked shops

lage usually pay one of the guilds for protection.

in the area west of the steaming brook that runs

Those who do not must fend for themselves.

through the village.

The guilds insult and shake fists at each other, but are actually working together under the secret

The shops are called Trader’s Hold and have

leadership of Captain Brock. Brock wants two

flourished in recent years as adventurers and

competing guilds to create some trouble and inse-

settlers started coming in. The merchants at

curity, which is good for business. All permanent

Trader’s Hold have all come from other parts

residents know this, but no one talks about it. The

of the world and can provide most of the wares

guilds always join forces against external threats.

listed in chapter 9 of the Player’s Handbook.

The soldiers are mercenaries or troublemakers and are often replaced. Their equipment is

CORIANDER’S GENER AL STORE: Offers a

mostly for show. It is not uncommon for caravan

wide variety of equipment.

guards escorting travelers in the Bloodmarch to do some work for the guilds between assignments,

BARTELLA BOLM’S STUFFERY: Sells fresh,

which makes this a good place to ask for a guide.

salted, and dried food, beverages, and healing

People who commit crimes in Taregyll are often

herbs of varying quality.

152 chapter 11



WELAND’S SMITHY: Weland the dwarf crafts

CREATURES: Madam Munna and her

weapons as well as everyday tools which, while useful,

daughters Sutia and Hergella, as well as a

are not very remarkable. He also makes bogus jew-

few tenants.

elry without much success. Unlike Aslene dwarves, Weland has no horns, but comes from the Meromannian clan in Ravenland. He supplies the Horn priest

6. FATHER’S POCKET

Strunde with liquor and in return he is allowed to

Between the shops and the stables stand the ruins of

use the lava outside the temple in his work, which

an old stone fortress that has been renovated and

more serious Horn priests would hardly allow.

repurposed into a storage facility. The ground floor

PINDELLO’S DY EHOUSE: Weaves, dyes,

At one edge of the building is a small wooden annex

and sews, working in textiles as well as leather.

where the midnight oil burns late into the night.

has half a dozen vaults with locked double doors.

Pindello comes from the refined Varina in the south and exaggerates his native accent. The

The fortress of Father’s Pocket once guarded

dyeing is performed with colorants, alum, and

the village’s western entrance, but was later

ox bile by the warm stream of Galme.

razed by Galdanes. Frisikos Pyrra of Vivend bought it cheap when he arrived in Taregyll and turned it into a warehouse. It is possible to rent

5. MADAM MUNNA’S INN

a secure space in the building where many of

Below a chalk-­white slope stands a well-­kept log

the merchants keep their stock. Frisikos is also

house. The gaps in the log walls are caulked with

the village banker and pawnbroker, and serves

moss, the roof shingles beautifully installed, and the

as bookkeeper and scribe whenever important

paved spot outside the doors is well swept. A middle-­

documents are to be drawn up.

aged woman with a pointy nose is standing by the



door, eyeing everyone who passes by. She mumbles a

CREATURES: Frisikos Pyrra.

prayer and fiddles with a couple of religious symbols.

out rooms and other accommodations. Her labor

7. THE STABLES AND SLAUGHTERHOUSE

force is made up of two browbeaten daughters

In the western end of the village, just before the

who both dream of running away, but keep a close

narrow passage onto the moors, is a shapeless struc­

Madam Munna is a religious widow who rents

watch on each other so as not to get left behind.

ture made up of interconnected stables and barns.

Munna is picky when it comes to her guests. She

From here comes the constant noise of various ani­

has a special fondness for priests and other god-­

mals, mixed with death cries of slaughter. The

fearing people. It does not matter which god they

smell of livestock, manure, and blood fills the air.

worship, as long as they are true believers. The

Near the village’s western ridgeline is a meadow

rooms are clean and the food is good. Revelry is

with paddocks and pens where cows, partridges,

forbidden and no alcohol is served.

pigs, horses, and sheep are kept.

153 taregyll

The old farmer Traberos buys and sells animals, for both slaughter and utility. Here the adventurers can purchase horses or stable the ones they already have. But they will have to be careful, as the butcher Oxnesa has a feeble mind and sometimes has trouble distinguishing one animal from the other, or even a cow from a horse.



15

CREATURES: The butcher Oxnesa and

the old farmer Traberos and his farmhands.

8. THE TAREGYLL FENCES’ GUILD In front of a stone house with barred windows hangs a gilded boot. No one knows why, since it is no cobbler’s shop. The door is locked and does not open until the owner has had a look at the visitor through a hatch. The Taregyll Fences’ Guild will buy anything, no questions asked, particularly valuables, curiosities, and artifacts. The head of the guild, Antmar

10

Stickyfingers, is always looking for information and desired items for prominent customers and can serve as an intermediary for various key players. Every few months Stickyfingers sends a secret caravan of goods to collectors in Alderland. The caravans are led by the hunter and sorcerer Finezza via the Alder Road, the mine of Hode, and the Galder Gorge. ANTMAR STICKYFINGERS

Antmar Stickyfingers is a rat-­like, middle-­aged man with a pointy nose, sand-­colored mustache, and greasy combed-­back hair. He dresses well but not ostentatiously, talks fast, thinks quickly, and constantly shifts his eyes to take in everything of interest. Stickyfingers gives the immediate impression of being a bootlicking salesman, but it soon becomes

154 chapter 11

7

7

16 17

14

13

12 2 5

9

11

6 8 4

3

1

TAREGYLL

apparent that he gets straight to the point and is

has been propped against the tower so that the

not afraid to speak his mind. He is who he is – a

depicted person appears to be kneeling. Fog flows

fence – and does not pretend otherwise.

like breath from the ravine. Only the southern tower, the Tower of Horn, is

ANTMAR STICKYFINGERS STRENGTH 2, AGILITY 3, WITS 3, EMPATHY 4

still in use. Someone from the executioners’ guilds

SKILLS: Sleight of Hand 2, Lore 1, Insight 3,

keeps watch in the night, partly looking for move-

Manipulation 4

ment on the western moors, partly to detect any

GEAR: Dagger, VALUABLE find

fires in the village. In case of danger, the watchman sounds the alarm on a hanging bronze cylinder.

9. MEAGER MODLER’S TAVERN an old log building in the village square. Inside,

11. THE SHACKS AND THE TABULA SLOPE

people are dancing rhythmically to the screech of

A row of sloppily assembled shacks and bunk­

local musicians. The fast host stands howling on

houses has been built below the white limestone

the stage with his tamed animals or moves among

slope that makes up the southeastern wall of the

The sound of laughter and revelry cascades from

the guests, slapping backs and telling crude jokes

ravine. During daytime this area bustles with life as various expeditions are being prepared. Strang­

Taregyll only has a single, fairly large tavern

ers of all kinds mingle with local craftsmen and

where wild times are had most evenings. Some

inquisitive children.

competitors have tried to open other establishments, but vanished without a trace, in some

It is possible to rent a shack owned by various

cases after their homes burned down. The tav-

people in the village: Madam Munna, Antmar

ern’s proprietor, Modler, used to be an animal

Stickyfingers, Meager Modler, and the Mer-

tamer and jester in Ravenland, which is why he

chants. The standard is atrocious with cold

likes to perform in the evenings with his danc-

drafts, dirt floors, and flea-­infested straw

ing bear and goat. He is happy to hire visiting

benches to sleep on. The prices are kept up by

bards and storytellers. Bartella Bolm manages

the competition and correspond to those listed

the kitchen in the evenings and Modler brews

in the Player’s Handbook (page 180).

his own beer, which is drinkable but not very tasty. The furniture is as crude as the walls.

12. JAGRA’S EXECUTIONERS’ GUILD

10. THE TOWERS OF HAVE AND HORN

Outside the well-­timbered house at the north end of the village is a small arena with wooden benches.

Two crumbling watchtowers flank the ravine lead­ ing into the village. A statue once stood by the north

Soldiers often spar here during the day and in

tower. Its legs have broken off, but what remains

the evenings bloodless fencing and wrestling

156 chapter 11

matches are arranged, with people placing bets on

manageable sizes. The flour is always dark from

the winner. Visitors are welcome to participate.

the charcoal mixed into it, which is considered

Jagra’s Executioners’ Guild is the second law

a local specialty. Behind the mill is a path up

enforcement organization in the village and offi-

the mountain to the temple of Have.

cially competes with the Ironclad. The establish-



ment is run by the heavily scarred war veteran Jagra of the Galdane rider clan, but everyone

CREATURES: Miller Tarbeman and his

farmhands.

knows that she really works for Captain Brock. She introduces herself as a fencing teacher.

14. THE FIRE TEMPLE OF HAVE

The guards of Jagra’s guild all wear an ugly little tin brooch with a sword over a shield as badges

The great bonfire on the mountain burns with blue

of affiliation. They use their own equipment, which

flames that cast their cold light on the masonry

is less spectacular than the Ironclad uniforms.

temple buildings where a few priests scurry qui­ etly between their duties. The priests of Have



CREATURES: Jagra, 6–8 soldiers.

seem troubled and the looks they give you are more anxious than welcoming.

JAGRA The blue flames are fetched directly from the

STRENGTH 3, AGILITY 4, WITS 3, EMPATHY 4 SKILLS: Melee 3, Marksmanship 3, Move 2,

holy fire constantly raging in the temple of

Animal Handling 3, Insight 2, Manipulation 1

Ashenstead on Mount Faltenvil, many days’

TALENTS: Path of the Companion 2, Horse-

journey from here. Taregyll’s temple of Have has

back Fighter 2, Sword Fighter 2

stood there since time immemorial to oversee

GEAR: Broadsword, short bow, leather armor

the production of the sacred blue tar that the local pines give off when kilned. The temple was completely destroyed during the first wave of

SOLDIER STRENGTH 4, AGILITY 3, WITS 3, EMPATHY 2

the Demon Flood, but the place was reclaimed

SKILLS: Endurance 2, Melee 2, Marksman-

as the blue tar turned out to be a potent weapon

ship 2, Move 1

against demons.

GEAR: Broadsword, throwing spear, large



shield, chainmail

CREATURES: Second Keeper Ansika,

the priests Fursik, Dilak, and Anscha, and the Houn warriors Karnikos and

13. THE COAL MILL

Berhelma.

The village mill straddles the stream of Galme, which turns its creaking water wheel throughout the day. Flocks of birds are constantly swarming in

15. THE SILENT TOWER

the steam around the area in search of spillage. A

A thirty-­meter-­wide brick cylinder crowned by a

miller throws a stone at the birds and runs around

wooden palisade dominates the mountaintop. The

with his cane.

only entrance is locked with chains and a sturdy padlock. The foul stench of death surrounds the

Depending on the day, the mill grinds grain,

tower and carrion birds circle ceaselessly up above.

nuts, or dried bulrush roots into flour, but

Moving closer, you can hear faint groans and fleshy

also charcoaled logs which are broken into

thuds coming from inside.

157 taregyll

On the tables of the Silent Tower, dead bodies

D6

have since ancient times been exposed to birds

2

received there anymore. When the First Keeper of the temple, Gest, became demon-­tainted, he had himself locked up in the tower, and now the growing demonic mass threatens to burst its walls. CREATURES: The demonic mass Gest,

sometimes one of the priests of Have.

3

THE DEMONIC MASS GEST

bades i samband med exorcism själv av obotlig demonsmitta. Hans kropp började svälla och vanformas och på hans egen uppmaning låstes han in Tystnadens torn där han sedan växt och tappat all mänsklig form och tanke.

4

SKILLS: Scouting 3 ARMOR RATING: 8 (demon skin) FOUL: Gest’s shape and stench are so foul

that everyone within ARM’S LENGTH must succeed with an ENDURANCE roll at the start of their initiative (not an action) or get a –1 penalty to all actions on their next turn.

5

PUPPET! Human shapes form in the

demonic mass, dangling from strings like puppets. D3+1 shapes are formed and sent to attack the adventurers. The shapes cannot move further than ARM’S LENGTH from Gest. The puppets have STRENGTH 2, AGILITY 1, MELEE 1, and punch for Weapon Damage 1 (blunt force).

WEAKNESS: Holy fire causes Gest to

retreat. MONSTER: In combat Gest counts as a mon-

ster (see page 73 in the Gamemaster’s Guide). 6

MONSTER ATTACKS 1

DESTROY WEAPON! The mass grows and

forms a hammer-­like arm that strikes at an adventurer within NEAR range. Roll for the attack with seven Base Dice and Weapon Damage 1 (blunt force). If the attack inflicts damage, the adventurer is disarmed. The hammer arm absorbs the weapon and crushes it into pieces.

STRENGTH 20, AGILITY 2

D6

EXPLODING GROWTH! Gest’s pulsat-

ing skin swells into growths which immediately explode in a cascade of flesh and blood. All adventurers within NEAR range suffer an attack with nine Base Dice and Weapon Damage 1. The attack deals damage to EMPATHY rather than STRENGTH, and armor does not protect against it.

Horntemplets tidigare förstehållare Gest drab-

GEST

ABSORB FLESH! The demonic mass

grows around an adventurer within ARM’S LENGTH in an attempt to absorb the victim. Roll for the attack with eight Base Dice and Weapon damage 1 (blunt force). If hit, the adventurer is grappled and trapped in the demonic mass and takes one point of damage to STRENGTH each turn until the adventurer breaks free. Gest has STRENGTH 10 during attempts to break free.

until only the skeletons remain, but no corpses are



MONSTER ATTACK

FLESH BOMB! Two orbs the size of human

heads shoot out in a sticky cascade from the demonic mass and land near two different adventurers. The orbs grow and explode as they are squashed by the connective tissue. Adventurers within ARM’S LENGTH of an orb suffer an attack with eight Base Dice and Weapon Damage 2 (stab wound), while everyone within NEAR range suffers an attack with six Base Dice and Weapon Damage 1 (stab wound).

MONSTER ATTACK TENTACLE LASH! Half a dozen tentacles

shoot out from the demonic mass and hit D3 adventurers within NEAR range. Roll an attack with six Base Dice and Weapon Damage 1 (blunt force) against each target. The attack can be parried. Victims damaged by the attack are knocked down.

158 chapter 11

16. TAR DISTILLERIES

grabs them. A seemingly restless dead (page 122

Smoke drifts steadily through the pine trees, around

in the Gamemaster’s Guide) tries to say some-

charcoal kilns and brick tar pots. The smell is pungent

thing, but fails to utter an intelligible word.

and causes the unaccustomed to cough. Logs are sorted by

The creature seems afraid and is very persistent.

tar yield in different stacks and new logs are constantly

Finally he manages to say “help.”

being added from sledges pulled by massive work horses.

With the relevant knowledge, the adventurer

Some thirty men and women live and work at the kilns.

realizes that the hand is not cold with undeath,

A primitive rope bridge is strung across the ravine.

but rather with fever. The rust priests have drugged an Alderlander Wyrm priest serving

Here charcoal is kilned and blue tar boiled. In the

under Poansa Moulter and hidden him among

final years before they are felled, the blue pines

the living dead to be taken away and interrogated

around Taregyll are treated to yield more tar.

at a later time. The adventurers must choose whether to help the poor man, ignore him, or return him to Eisendor.

17. THE STREAM OF GALME The stream that runs through Taregyll is steaming hot and reeks of sulfur. Red fire fish are sometimes

ROCKSLIDE

seen shimmering in the water and flare up as they

A major rockslide is suddenly triggered as the lime-

jump into the air.

stone is separated from the ground of the Tabula Slope. Several houses are brought down with

The Stream of Galme springs from the under-

it. Any adventurers inside the houses or at the

ground a couple of hundred meters north of the

bottom of the slope must succeed at a MOVE roll

village. Its water is undrinkable but used for a

or suffer an attack with six Base Dice (blunt force).

variety of other purposes, such as cooking, dyeing

Witnesses to the event later claim to have

textiles, and washing laundry. The fire fish in the

seen the dwarven priest Strunde at the top of

stream are delicious, but devoted to Horn and

the slope before the rockslide, and it is soon

protected from fishing by law. They can only live

concluded that the dwarf must have triggered

in hot water. It is impossible to wade through the

the rockslide on purpose through magma sing-

water without taking damage, which is why simple

ing. An angry mob gathers outside the temple

bridges have been constructed over the stream.

of Horn to lynch Strunde. The dwarf senses danger and tries to hide. With a successful LORE

roll, the adventurers realize that magma

song does not even work on limestone.

EVENTS

THE WRATH OF RUBOR

Here are a number of events that might occur in Taregyll.

A group of red elves (page 129) attacks Taregyll to burn down this temple of evil dedicated to the impure manifestations of Kolor, the multicolored

BACK FROM THE DEAD

god. Unless they are stopped, the elves will rout

One of the adventurers is startled by a hand that

the guards before setting fire to anything that will

suddenly reaches out from a dark corner and

burn – including the blue pines around the village.

159 taregyll

A captured red elf will ramble about the prophet

the protection of Jagra’s Executioners’ Guild.

Vaerefor in holy Reiben and spew religious nonsense

But Sutia does not trust Brock since he asked

about the god Rubor and his enemy Kolor. These

both her and her late mother to marry him.

fanatics are insensitive to pain and impervious to

There is a rumor in the village that Madam

reason, and would gladly become martyrs.

Munna was planning to open a high-­quality

This event can occur multiple times, each time

tavern at her inn called “the Finehouse,” which

with a larger force of red elves, and could eventu-

would not go down very well with Meager Modler.

ally result in a large-­scale assault on the village.

Another rumor suggests that Antmar Stickyfingers wants to take over the lucrative inn business in the village by both overt and covert means.

ELF AGAINST ELF

The truth is that Bartella Bolm is sick of

A battle involving elves breaks out near Tare-

Meager Modler and wants to open her own

gyll and the adventurers. It is a clash between

establishment. She knows that the innkeeper

red elves are redrunners, where the latter weep

would sabotage her plans and is trying to get rid

while fighting because they are so upset by the

of him by framing him for the murder.

fanaticism of their fellow elves. Redrunner patrols are positioned near Tare­ gyll to capture red elves, either alive or by cut-

THE VASNIANS’ DEAD

ting out their rubies and bringing them back

A large group of Vasnians (page 19) arrives

to the Stillmist where the scholars can analyze

from the north, escorted by three hired orc war-

what has happened. This time the hunted red

riors. A necromancer of the Order of Egression

elf received reinforcements and fighting ensued.

has told them that a restless dead chieftain will

The redrunners have spoken with the priests

not come to rest until he is placed in the Silent

of Have, but not with anyone else in the village.

Tower like in the olden days. The Vasnians are

They might collaborate with villagers if it suits

very persistent.

their own purposes, but do not really care about

The priests of Have refuse to see them or

the fate of the village.

open the tower, and the atmosphere becomes increasingly hostile. Finally the delegation decides to take matters into their own hands and

MURDER, MADAM!

breaks into the tower. They might try to enlist

The player characters find Madam Munna mur-

the player characters as additional muscle. If you

dered; she is hanging by her feet with her torso

want, Konana (page 91) could be their leader.

in the boiling hot Stream of Galda from one of

If the situation turns violent and the Vas-

the washing jetties outside Pindello’s Dyehouse.

nians lose or are thrown out, they might return

There are a pair of thin and well-­worn leather

later on with a larger force to take revenge. If the

gloves not far from the corpse. Her daughter

Vasnians manage to break into the Silent Tower,

Sutia asks the adventurers to catch the killer.

the priests’ secret about the demon-­tainted First

Captain Brock is also summoned to investigate the matter since Madam Munna was under

Keeper will be revealed. See the event “The Flowing First Keeper.”

160 chapter 11

A MEETING OF RUSTY LINKS

wait until he is blind drunk, and take him to the

A mysterious group of quiet strangers who show

lava vents. There Krasylla introduces himself (see

clear signs of being Rust worshipers gathers in

random event #8 on page 135), but realizes

the village and rents one of the houses below the

that Strunde’s body is not good enough for him,

Tabula Slope which they then fortify and secure

since the dwarf is not properly ordained. The

with guards. Then a couple of covered wagons

demon wants another Horn priest.

arrive, whose passengers discreetly enter the house. The Rust Churches of Ravenland and Alderland have convened in Taregyll to negotiate an

THE FLOWING FIRST KEEPER

alliance and make plans for the future. Colo-

The adventurers are passing near the Silent Tower

nel Grudenstaal is there, preferably along with

when one of the doors flings open and demonic

some prominent Rust worshiper from Raven-

tissue comes flowing out! Villagers and Horn

land whom the adventurers have previously

priests hurry there to fight the demonic mass

encountered and perhaps thought to be dead.

and force it back into the tower. Finally the Horn priest Strunde comes running with a lantern of holy fire and manages to push the demon back

DEMON CATCH

inside – at the cost of the lantern going out.

Three demons, chained and smeared with blue

Now the Horn priests have no holy fire

tar, are brought into the village under heavy

in Taregyll, and Second Keeper Ansi must

guard by a group of Galdane riders, to be sacri-

urgently send someone to Ashenstead temple

ficed to Horn in the lava vents the next day. The

on Mount Faltenvil to fetch holy fire in a spe-

demons are cursing and shouting obscenities.

cial lantern, which she hands to the adventur-

One of them can read minds, in a primitive

ers if they accept the mission. The lantern is

sort of way, and reveals embarrassing secrets

actually very useful to adventurers as its holy

about the spectators. The same demon offers

fire turns blue tar into an even stronger weapon

the adventurers important information if they

against demons (page 38). The adventurers

help him escape, and can give them a small

may decide to keep it, but would then leave the

sample. Choose some suitable clues it can give

priests of Taregyll to their fate.

the adventurers in return for their help. It

Unless something is done (whenever you

might be allied with Vaerefor van Reiben or

deem appropriate), the demonic mass Gest will

know that Krasylla is alive in the magma and

cause the Silent Tower to burst. At that point

yearning to be free. The demons will be kept

the demon weighs several tons and is completely

at Father’s Pocket for the night.

shapeless, but will continue to grow by absorbing animals and other organic life that comes close enough. After a week or two of freedom

THE PENITENT IN THE MAGMA

it will slide down into the village like a disgust-

One of the adventurers dreams of a creature down

ing avalanche of flesh and gradually occupy the

in the magma. The creature tells the adventurer

entire valley. The demonic mass can be stopped

to buy some liquor for the Horn priest Strunde,

if the adventurers return with holy fire in time.

161 taregyll

ASHENSTEAD TYPE OF ADVENTURE SITE: Settlement

Your eyes rejoice at the sight of a distant mountain

with its tent camps and pastures. When the

that breaks the monotony of the Aslene plains. It

adventurers first arrive, the village is full of

rises like a massive anvil, crowned by its flat top

visiting Aslenes – mainly Sabirians and Quards

and with its horn pointing east. Only when you

– who have come to attend the wedding of their

get closer do you realize how high and virtually

chieftains’ children.

impregnable the mountain really is, and yet there

Faltenvil is the holy mountain of the horse

is a climbing route winding its way to the top from

clans, a place of unity and the center of their

the village at its base. Lots of people and horses seem

worship of Horn and Have, as well as a center

to be moving about the village.

of Aslene learning. Here burns the original holy fire of Have and blue tar is purified to the highest quality. Violence is forbidden both on the mountain and in the village, which also applies to people heading there on religious errands with

BACKGROUND

their weapons tucked away in their knapsacks.

Ashenstead is situated on Faltenvil, a mountain

Each month a market is held in the vil-

whose silhouette abruptly breaks up the sur-

lage at the foot of the mountain, where horses

rounding plains. Below is the village of Dunfalt

and other valuable goods are bought and sold.

162 chapter 12

THE PYROLYTES

burn wounds – that is, the resulting contractions, discolorations, and ridges. They alter the scars by having pearls and silver thread embedded in the wound. Such scars are seen as living maps of the future and studied carefully by Pyrolyte scholars. Famous scars are flayed from the body after the bearer’s death, framed, and put on display in the Pyrolyte temple as guidance and inspiration for future generations. Naturally, the burn and its healing process must be endured without betraying the slightest emotion to be considered a valid document.

The Pyrolytes are warrior priests within the Church of Have, sworn to purge all unworldly elements from existence with their holy fire, especially demons. Pyrolytes are often unreasonable fanatics and pyromaniacs with a tendency to set things on fire without second thought. They view fire as the cure for all ills, including diseases, delusions, and toxins in food and water. Many Pyrolytes have disfiguring scars from self-­inflicted burns, since they think they can predict and influence the future by reading and shaping the hypertrophic scars from deep

Councils and negotiations, as well as duels and

dead, as getting them up on the mountain is

weddings, are traditionally held on the faces –

difficult, and often dangerous, work.

the mountain’s three plateaus. Strangers are welcome as Faltenvil is a mountain of peace, but they better keep a low profile. All ordained priests at the temple are married couples where one spouse worships Horn

GETTING HERE

and the other Have, but these roles are not

The adventurers can either come upon Mount

gender specific. Novices are paired up by the

Faltenvil by accident on their travels through

high priests as they take their vows.

the Aslene plains or go there deliberately, for

In hopeless situations it is considered hon-

example to seek knowledge and advice at the

orable to choose death by throwing oneself off

temple, fetch holy fire, or attend a council. They

the mountain, and to place one’s dead on the

might also encounter and accompany one of

mountain’s plateaus to be eaten by the birds.

the horse clans’ wedding processions on their

Other solutions are often sought for the restless

way to Faltenvil.

163 ashenstead

LEGEND

could even look at the mountain. But once Ungule

When Horn wished to forge the holy Astra as

the horse clans built the temple of Ashenstead on its

returned underground and the mountain cooled,

weapons for Sella the Liberator to use against the

summit so the priests could watch over the country

Vasnian hordes, the volcano god raised Mount Fal­

and safeguard its unity. So arduous was Ungule’s

tenvil like an anvil from the plains and summoned

work that his hands were blistered and bloodied,

his blacksmith Ungule from deep beneath the earth.

and his blue blood remained on the plains. Horn’s

On the face of Faltenvil the Astra were forged, but

wife, Have, gathered the blood in a bucket and

so great was the heat of the smoldering blacksmith

used it to water her garden so that it would not

that none other than Horn himself could assist

go to waste, and from it grew the blue pines of the

him, and so bright was the forge’s light that no one

Bloodmarch, whose sap becomes holy blue tar.

7

4

6 3 2

1

ASHENSTEAD

5

2. VERGA’S SLOPE

LOCATIONS

The trail winds its way up the steep slope of Mount

Described below are the most important sites

Faltenvil through the haze of low clouds.

around Ashenstead. The mountain trail leading up to Faltenvil’s plateaus is called Verga’s Slope after a Sabirian

1. DUNFALT VILLAGE

chieftain who was forced to crawl like a dog

At the foot of the mountain is a village with a few

all the way to the top to placate the gods after

stone buildings and a small number of permanent

breaking an oath. After this ordeal, Verga sup-

residents. You see tents and yurts pitched around

posedly had the more difficult stretches rein-

the village. Lots of riders are moving about and the

forced and leveled.

place seems to be decorated for festivities. The vil­

The hike is roughly five kilometers with a

lage is surrounded by pastures full of grazing horses.

total ascent of 800 meters. Completing it in

The village has every horse-­related facility one

ANCE

could wish for, such as blacksmiths, veterinar-

Horses cannot make it at all, except for the

ians and butchers (often the same person), sta-

Sabirian wingsteeds.

a Quarter Day requires a successful ENDUR roll, otherwise it takes two Quarter Days.

bles, and feeding barns. There is also a well, a

Closer to the top the trail runs through

general store, and the Horn’s Hammer inn

a ravine which at night, or in case of danger,

which is run by the wealthy Morvandos Mormer

is blocked by log gates that can be quickly

from the clan in whose territory the mountain

hoisted open or shut. On the other side, the

is located. Most of the guests are riders from

trail branches off to the forested plateaus.

clans Sabira and Quard, as well as temple novices and pilgrims. Each clan has its own tent camp outside the village. Rough games, drink-

3. THE COUNCIL FACE

ing bouts, and riding competitions are always

A completely flat and almost polished-­looking

going on among them. Strangers are tolerated,

surface where negotiations and councils are held

but better watch their tongue. Jesters, musicians,

between groups from the horse clans.

and traders are also found among the more or less festive clan riders.

This is the lowest of the three plateaus known as the faces. It is customary for visitors to enter the Council Face naked before the gods – that is, without weapons or other types of gear. Caberians tend to remove their clothes as well and sit fully naked on the windswept rock, shivering but stoic. Duels to the death are sometimes fought on the Council Face, in which case the high priest grants an exemption to weapons ban.

165 ashenstead

4. THE HORN FACE

skin is lined and tanned like old leather under

The wedge-­shaped plateau points to the east, cov­

a mop of dark hair, and his bright eyes are as

ered in bushes, herbs, and windswept trees. In the

sharp as a sword. The leader of the powerful and

middle of the plateau is a ten-­meter-­high step pyra­

warlike Caberian clan is used to taking what he

mid of stone with an open pavilion at the top. A few

wants and does not back down from anyone. On

wooden shacks have been built near the pyramid.

the contrary, he likes to provoke people.

The Horn Face is not named after the volcano

MERDEKAI

god Horn, but is so called because it represents the

STRENGTH 4, AGILITY 4, WITS 4, EMPATHY 3

horn of an anvil. On the plateau are some simple

SKILLS: Melee 3, Marksmanship 3, Move 2,

shacks where pilgrims and other guests spend the

Animal Handling 3, Insight 2, Manipulation 3

night, but normally there is no food or service

TALENTS: Path of the Companion 3, Horse-

available. The entire platform is now decorated

back Fighter 3

for the upcoming wedding and people are kind

GEAR: Broadsword, short bow, leather

and generous with their supplies, even to strangers.

armor, riding horse

HIGH PRIEST LIK LAUDOS

SILTELLOS, SON OF MERDEK AI

The fair-­haired and fair-­bearded high priest

Siltellos, son of Merdekai, is a weak and curly-­

Liklaudos seems quite content with his life at

haired young man who is utterly oppressed by

Ashenstead. Mild-­tempered and diplomatically

his dominant father and therefore barely has the

inclined, he is used to mediating between the

courage to look other people in the eye. At the

hotheaded horse clans. He is an easy man to

same time he knows what is required of him

like, although he talks a bit too much and too

and does his best to appear strong, which gives

preachily about life. Liklaudos wears a simple,

a conflicting and nervous impression.

light-­colored cowl painted with the symbols of Horn in the national colors. His wife is Prunofilia, a priestess of Have.

SILTELLOS STRENGTH 3, AGILITY 4, WITS 3, EMPATHY 2 SKILLS: Melee 1, Marksmanship 1, Move 1,

LIKLAUDOS

Animal Handling 1

STRENGTH 3, AGILITY 3, WITS 4, EMPATHY 5

TALENTS: Horseback Fighter 1

SKILLS: Melee 1, Lore 3, Insight 2, Manipu-

GEAR: Short spear, short bow, leather

lation 2

armor, riding horse

TALENTS: Magma Song 3 MOMMODAR THE RODENT

GEAR: Warhammer, SIMPLE find

Mommodar, chieftain of the Sabirians, was

MERDEK AI

once a powerful warrior, but has now grown

Merdekai is chieftain of the Caberians and

old and fat. He is still considered one of the

scarred by countless battles and hardships. His

clan’s shrewdest minds, hence his nickname:

166 chapter 12

the Rodent. Mommodar is a stout man and

The ancient tower is built on a cliff overhanging

usually gives a genial, somewhat grandfatherly

a chasm hundreds of meters deep. According to

impression, but his calculating gaze is always

legend, the priest Kardenas watched Sella’s deci-

there beneath the surface, and Mommodar

sive battle against the Vasnians from the tower.

never loses his cool or composure.

From there he also saw the demon horde pour into the Bloodmarch from Shadowgate Pass three hundred years ago. Melgir, high priestess of Have,

MOMMODAR

often comes here to sing hymns from the tower.

STRENGTH 3, AGILITY 3, WITS 4, EMPATHY 3 SKILLS: Melee 2, Marksmanship 3, Move 2,

Animal Handling 2, Insight 4, Manipulation 4

MELGIR SKYLARK

TALENTS: Path of the Companion 3, Horse-

High Priestess Melgir Skylark is a singer as well

back Fighter 3

as a skilled rider, even though she has yet to

GEAR: Longsword, leather armor, riding

reach the age of thirty. As a priestess she is a

horse

highly valued advisor and quickly gains people’s trust through her intelligence and perceptiveness. Melgir is married to the Horn priest Tordenost.

GERBER A

Mommodar’s daughter Gerbera is considered a dark beauty, which she herself does not want to hear about. On the contrary, she lives for

6. THE STRIKE FACE

her horses and dresses like a man to escape the

On the largest plateau of the mountain you are met

expectations of being a decorative flower.

by a vile stench of dead bodies, and flocks of carrion birds are cawing angrily from the bare, northern part of the plateau where a few sheds can be seen.

GERBERA STRENGTH 3, AGILITY 4, WITS 3, EMPATHY 2

To the west, beyond a small pool of water, rises the

SKILLS: Melee 2, Marksmanship 1, Move 2,

highest face of the mountain with the temple com­

Animal Handling 2

plex and a blue fire.

TALENTS: Horseback Fighter 2 In the northern part of the Strike Face, corpses

GEAR: Short spear, short bow, leather

are being eaten by the carrion birds constantly

armor, riding horse

squawking and squabbling in the area. The bodies are stored and prepared in the sheds. A

5. KARDENAS’ WATCH

short, rotund priest is running around chasing

On the edge of the Horn Face’s eastern tip a tower

all the birds with red feathers, as they are not

balances over the abyss. A lovely female voice is

deemed worthy of the feast. In contrast, the rest

heard from the top of the tower, singing so loudly

of the face is very beautiful with creeping trees

that it reaches the ground on the leeward side of

and bushes and flourishing flowers, berries, and

the mountain.

fruits. The gnawed-­up skeletons are pulverized and used as fertilizer for the plants.

167 ashenstead

7. THE FIRE FACE

9. STABLES

Out of the western part of the Strike Face rises

You hear animal sounds coming from a stable inside

another plateau with the temple complex and a

the temple gate and smell a strange animal scent.

beautiful blue fire. Besides the priests, there are a few slender human-­like creatures on the plateau.

Inside the stable are a handful of mountain

There seems to be a masonry pool further down on

gnus – large climbing goats – which are used to

the south side of the plateau.

transport goods up the mountain. They cannot

Perched on the Fire Face is the temple Ashenstead

ing mills and such. These were carried here as

– the nation’s center for worship of Horn and Have.

foals and cannot be brought down from the

Blue tar is hauled here to be purified and made more

mountain.

be ridden. There are also three donkeys pull-

potent at the temple. This is also where the holy



blue fire of Have burns, which is ritually brought from here to temples of Have all over Aslene. Three

CREATURES: Mountain gnus, donkeys,

chickens, and geese.

vazuls – specially initiated priestesses of Have – are responsible for keeping the fire burning.

10. LABORATORY To the left of the temple gate is a building from

BLAUDER OF HAVE

Blauder of Have and other prunes look like the

which unpleasant wails and acrid odors seep out.

blue-­black remains of a human corpse left to

The entrances are guarded by a couple of strange

dry in the sun for a month or two. The flesh

human-­like creatures. They are tall and wiry with

on the emaciated body is drawn tightly over its

dark blue skin and almost no facial features at all.

bones, and the creature has glossy orbs of obsidian for eyes. He is surrounded by the smell of

The alchemist Mongelo lives and works at the

turpentine. For stats, see page 104.

laboratory. He supervises the purification of blue tar and conducts experiments, including the transformation of captured red elves into

8. THE TEMPLE GATE

prunes. Only he and the Horn priest Tordenost

A three-­meter-­high wall surrounds the temple area.

are allowed access, except for the temporary

Standing on either side of the double gate are blue

assistants who are sometimes called in.

marble statues of Horn and Have. Inside the gate

The northern part of the building has three

are grass and some free-­range chickens and geese.

cells, one of which holds a captured red elf in poor condition. The southern part is the laboratory

The wall is not for defense, since it is assumed

itself, with vials and containers of glass and copper.

that no foe will be able to reach this far up

On a shelf are jars of blue tar of various qualities.

the mountain. All buildings are made of stone

The alchemist sleeps on a simple cot standing in a

with roofs of straw or wood. At night the gate

corner. Outside, standing by the southern wall, is

is closed and, like during the day, guarded by

a large copper still that steams and splutters. This

an honor guard from one of the horse clans.

is where Mongelo is refining blue tar.

168 chapter 12

MONGELO

THE ALCHEMIST MONGELO

Mongelo lives for alchemy and could not care

STRENGTH 3, AGILITY 4, WITS 4, EMPATHY 3

less about his appearance. His curly hair is

SKILLS: Crafting 2, Sleight of Hand 1, Lore 3,

therefore a constant mess and his teeth are cor-

Healing 2

roded by the sweet roots that give him energy

TALENTS: Poisoner 2, Alchemist 2 (see Book

during long nights of work. Mongelo wears a

of Beasts)

black cowl, pockmarked and blemished by sparks

GEAR: Dagger, SIMPLE find, leather pouch

and acids from his art.

of sweet roots

17

13

19

16

18

15

20 21

11 14 9 12

22

10

8

THE HORN PRIEST TORDENOST

Prayer and worship are held in temple hall every

The Horn priest Tordenost has short dark hair, a

morning and afternoon, with participants seated

beard, and a gaze so intense that it is said to burn

on cushions on the floor. There is a horned dwarf

with the fire of Horn when he gets angry. He is very

lying on his stomach in front of the altar, day

devoted to his magma singing and likes to practice

and night, when he is not kissing visitors’ feet.

it openly to impress those around him. Tordenost

To the left is a staircase leading up to the vazul

is married to High Priestess Melgir Skylark.

quarters where no man who is not a priest may enter. The red and yellow paintings turn out to be burn scars flayed from the skin of dead

TORDENOST

pyrolytes.

STRENGTH 3, AGILITY 3, WITS 4, EMPATHY 4 SKILLS: Melee 1, Lore 4, Insight 2, Manipu-



lation 2

CREATURES: Novices, a horse warrior

from any clan.

TALENTS: Magma Song 3 GEAR: Warhammer, SIMPLE find

13. VAZUL QUARTERS 11. KITCHEN AND DINING ROOM

Upstairs is the residence of three women who do

The pleasant fragrance of meat stew comes seep­

not speak to strangers. A novice comes running to

ing from this building with a fuming smoke hole,

admonish anyone who goes near the staircase. They

mixing with the other smells of the temple court­

explain that the vazuls are tending the sacred fire

yard. Outside is a bloodstained chopping block.

on the roof of the temple and must not be disturbed.

Herbs have been hung to dry under the roof. The vazuls are three holy women who devote This is the temple’s kitchen. There is a table with

their entire lives to the sacred fire of Have.

enough space for a few people, but the novices

Allowing the fire to go out would cost them

usually grab a bowl of food and go somewhere

their lives. They live in celibacy and speak only

else to eat. The temple chef, Master Kolme, is

to the priests. On the roof outside their quarters,

most interested in his work and likes to swap

above the temple gate, the blue flames of the

recipes as well as ingredients and favors.

sacred fire burn on logs of golden oak. Golden oak is a wood that burns for a very long time and is completely consumed by the flames.

12. TEMPLE HALL



You enter a comfortably warm temple hall with

CREATURES: The nameless vazuls.

wooden pillars and bast cushions on the floor for visi­ tors to sit on. The walls are covered with ornaments as well as horse skins and weapons. Abstract paintings

14. TEMPLE GARDEN

in red and yellow are hung here and there. Muffled

In the middle of the temple is a beautiful pond

singing is heard from some praying novices. A horse

with blue carps. It is lined with well-­trimmed

warrior seeks spiritual guidance by one of the walls.

bushes and herbs.

170 chapter 12

The temple garden is managed by Chef Kolme

their toes as revenge for disturbing them. The far

who grows his spices here. The fish may only be

wall of the room is adorned with a cracked and

eaten during the New Year’s meal. Priests and

crumbled fresco. It depicts a rider on horseback.

novices often sit on the garden benches in prayer or quiet conversation. It is a peaceful place.

The library contains educational literature, religious observations and instructions, historical accounts, studies of nature, and some poetry.

15. STORE ROOM

The fresco depicts Sella the Liberator

A space with tools and barrels of blue tar.

equipped with Horn’s Astra, the weapons he

A couple of gliding suits are also stored here.

more information, see page 62.

received from Horn to free the country. For These allow messengers to throw themselves

The four most senior priests know all the

off the mountain and get a quick start on their

legends about the Astra, except the cost of using

journey. When necessary, a gliding suit can also

them. They all agree that Aslene must be united

be used to quickly flee the temple.

under Selligar Horne of Havenmark to drive off the forces threatening the country. To accomplish this, the Astra must be found and handed to

16. WASH HOUSE

Selligar, for together they become an invincible

By the stream beyond the wash house some logs have

weapon that turns their bearer into a divine being.

been set up where the temple residents relieve them­ selves into the water below.

If the adventurers seem worthy of their trust, the priests also explain that the Astra can be identified and claimed by smearing them with blue tar.

The wash house gets its water upstream of the logs. PRUNOFILIA

Prunofilia, priestess of Have, is a thin woman

17. THE NOVICES’ HALL

with long dark hair that almost covers her large,

An oblong wooden annex that is reached by a stair­

piercing eyes. She seems reluctant to open her

case in the garden.

tight-­lipped mouth, whether for food or conversation. She is deeply religious and goes about

This is the novices’ dormitory, where guests can

her duties with downcast eyes. Prunofilia wears

also be accommodated if extra space is needed.

a kimono-­like robe of silk embroidered with greenery – passed down from her predecessor. She is married to High Priest Liklaudos.

18. LIBRARY The somewhat cluttered room smells of mold, sweat,

PRUNOFILIA

and ink. Its walls are covered in shelves filled with

STRENGTH 3, AGILITY 3, WITS 4, EMPATHY 5

scrolls and tomes. A group of novices are standing

SKILLS: Lore 3, Insight 2, Manipulation 2

by some lecterns, copying or studying various texts,

TALENTS: Magma Song 2

while tiny book scorpions scurry about and pinch

GEAR: Staff, PRECIOUS find

171 ashenstead

19. BED CHAMBER

22. POOL

A modest room with a large double bed. In a corner

A stairway leads from the temple garden down

stands a locked bookcase. The door is locked during

the rock to a ledge whose edges have been built up

the day.

into a pool. The pool is full of blue-­black tar. There are novices singing songs and stirring with large

This is where Melgir Skylark and Tordenost

spatulas. A crevice leads into a cave with more

sleep. The bookcase contains the apocryphal

tubs of blue tar.

scriptures of Horn which only Liklaudos and Melgir may read. Hanging over the bed are the

The pool is where the blue tar from the kilns in

symbol of Have crafted in silver and a framed

the forests is prepared and sanctified. The puri-

piece of human skin with an impressive burn

fied tar is then poured into barrels or refined

scar – a gift from a nameless pilgrim.

further at Master Mongelo’s laboratory. The priests believe that the process must take place up in the clear air at the temple. Beyond the

20. DORMITORY AND MEETING ROOM

pool is a precipice of great depth.



Behind the door is a table with eight high chairs. In the back of the room are some beds and a couple

CREATURES: Novices and possibly the

alchemist Mongelo.

of desks. This is where the priests sleep. The large wall inside the door is painted with a general map

EVENTS

of central Aslene. There is a stove to keep the priests warm during the winter season.

Described below are some events that might occur at Ashenstead.

21. BED CHAMBER A beautiful room with window shutters facing

THE BOOK OF WINDS

south. There is a large double bed and shelves

The priestess and librarian Prunofilia timidly

with texts, as well as a small meeting table with

approaches the adventurers. Since she never

two chairs.

leaves the temple herself, Prunofilia asks the

This is where Liklaudos and Prunofilia sleep.

is said to be found at the Watch of the Sisters

guests to retrieve the Book of Winds which The room also serves as the temple’s adminis-

(page 207), an ancient temple to the goddess

trative office, and there is often a scribe sitting

Wail. Old writings describe the Book of Winds

here during the day. Above the bed hangs the

as the oldest book in Aslene, dating back to the

symbol of Horn in hammered silver.

time when the horse clans first came to be. The

172 chapter 12

book defines their mission and explains why

they already have? They will be given a good

the route to the Drawn Lands is blocked by a

horse or gold for their trouble.

fierce hurricane. The adventurers will be richly

The gift is a splendidly woven cloak, folded

rewarded if they find the Book of Winds and

and wrapped in golden rope held together by

bring it to Ashenstead. Prunofilia can point out

what Mommodar claims to be the Sabirian seal.

the approximate location of the Watch of the

A simpler fabric shields it from dust and dirt.

Sisters on their map.

The cloak is in fact poisoned and intended to kill Selligar, since neither Sabirians nor Caberians wish to unite under that upstart. A person

THE SLIME SEEKER

versed in clan customs (LORE roll) knows that

The alchemist Mongelo could use some red

there is no such tradition of giving gifts and

matrix, the red slime in which the crimson

that the Sabirians have no seal.

forest grows, for analysis. He asks the adventurers to bring him some in a container he hands

FIREBRANDS

them. If they would also bring back one of the slime-­producing snails, he would be beyond

One night after their arrival, the adventurers

grateful. In return he offers them his knowl-

hear muffled screams coming from the vazul

edge, as a teacher or practitioner.

quarters and can see shadows chasing each other

The container Mongelo gives them seems

up there. It is the prune Blauder who has decided

always to be cold inside and is in fact a very

to attack along with a number of other prunes.

useful vessel for cooling beverages.

They are on their way to the sacred fire on the roof of the temple and are about to strangle the novice and the vazuls trying to stop them.

THE GIFTED CLOAK

Blauder’s plan is to push the burning golden

The Sabirian chieftain Mommodar tried to

logs into the pool of blue tar on the southern

invite Selligar Horne of Havenmark to his

side of the temple. That would start a great

daughter’s wedding, but sadly the messengers

fire that could easily spread and cause explo-

could not find him since Selligar is always on

sions. The temple would lose their stores of blue

the move. Now the chieftain asks if the adven-

tar and the sacred fire would go out. It takes a

turers would be so kind as to deliver a gift to

couple of months to fetch new fire, which must

Selligar, as is tradition, since they travel around

be lit on the volcano Horn, and just as long to

so much anyway and will no doubt encounter

transport a batch of blue tar to the temple from

the Houn chieftain sooner or later. Perhaps

Taregyll or some other place.

173 ashenstead

SALTERSTAY TYPE OF ADVENTURE SITE: Settlement

Traveling through the Bloodmarch, you notice a

of a giant rainbow through rune singing. Vaer-

strange sight in the distance. After a heavy rain the

efor is on his way there with his moving castle

end of a vibrant rainbow shoots up from an area of

Kasabatoda to paint the rainbow completely red

mixed crimson forest, but instead of arching across

with the creature’s slime, thinking that doing so

the sky as one would expect, it writhes like a tortured

will permanently damage the other colors so that

serpent with its free end flailing among the clouds.

all rainbows in the sky will be red from then on.

There is a village nearby and some mine adits can

The captured rainbow has come to the atten-

be seen in the mountainside. Between the village

tion of the Order of Egression who believe that

and the rainbow runs a stream that flows into a lake.

it is a bridge by which dead souls can cross over to the underworld and that it must therefore be preserved. A group of drakewyrms are equally upset, since they view the rainbow as their god Tincturus who must be saved. Moreover,

BACKGROUND

rumors of a treasure at the end of the rain-

Vaerefor van Reiben presents himself as the

bow are attracting all manner of scum to the

prophet and leader of the Aslene red elves, but

area. The red elves and their sarcoptes guard

is really a demon seeking to paint the whole world

the place against intruders while awaiting their

red. Now his loyal red elves have trapped one end

master’s arrival.

174 chapter 13

1. THE CAPTURED RAINBOW

GETTING HERE

A large number of red elves are moving in the

The player characters could come upon Salter-

sparse woods where the rainbow touches the

stay by accident or meet someone who is headed

ground, and you see some of them riding on bloated

there after hearing about the captured rainbow.

eight-­legged beasts. Strangely enough, the rainbow

It might be Egressors, Zhozhach’s drakewyrms,

splits into six distinct color bands nearest to the

the dye thief Arjebee, the hedoness Mortilla, or

ground. Each luminous band seems to end in some

robbers. The robbers can imply that a treasure,

kind of pulsing, blood-­red tree stump whose roots

or even one of Horn’s Astra, can be found at

tether the color to the ground. Three captured

the end of the rainbow.

elves from Ravenland are bound to a demonic tree by living vines. One of them notices you and shouts something inaudible. The red elves spot you as well and wave for you to scram to the other side of the stream. One of their archers puts an arrow

LEGEND

to their bow.

It is said that the nameless sky goddess is too proud to take any notice of the ground below. And yet she

The six demonic stumps form a hexagon and

wants to see it beautiful to emphasize her own

tether the six color bands to the ground. The

beauty. To put some color on the canvass of the

colors into which the rainbow has been split are

world she created the rainbow Tincturus, whose

red, yellow, turquoise, green, blue, and violet.

colors are released with the rain to paint the flow­

The tethers break if hit by a solid object of their

ers, trees, and rocks in splendid hues. Tincturus

respective complementary color (red–turquoise,

thrives in the sky, so the sky goddess had to lure

blue–yellow, green–violet).

the great painter down by hiding treasures in the

The red elves can restore a severed band

earth which the rainbow is searching for like a

in one Quarter Day through uninterrupted

truffle pig. One who acts quickly might get there

rune singing. Severing all six of them frees

first to claim the treasure, but would be compet­

the rainbow, which vanishes into the sky and

ing with drakewyrms and must beware of their

slowly fades away. You may want to give the

ravenous greed.

players a clue by having a salt-­d rugged red elf fire a red arrow at the turquoise band which then breaks. The other red elves yell at the archer and collectively start rune singing to reattach the band.

LOCATIONS



Described below are the most important sites around Salterstay.

CREATURES: At any given time there

are fifty red elves and a few sarcoptes in the area.

175 salterstay

SALTERSTAY

7 8

6

5

4

1 3

2

2. TORGENWALD’S FARM

with age. Curiously, all the graves are open and

Several farms on the east side of the stream have

seem to have been dug up from underneath.

been hastily abandoned with food still on the tables and window shutters flapping in the

The burial mound was used before the Demon

wind. Some other farms are burned down

Flood and was there when the current inhab-

and still smoldering. Only one seems to still

itants of Salterstay village arrived only a few

be inhabited. A couple of dozen sheep are

years ago. It is not their ancestors who are

grazing around the farmhouses where a peas­

buried here, but old chieftains and warriors

ant family is hurrying about their chores.

from the nearest horse clan. The villagers

Parked outside the house is a strange,

have avoided the mound ever since Morti-

extravagant carriage with a large pile

lla showed up and started raising the dead

of white bones between its shafts.

to keep her company. Mortilla laughs and dances with the dead as if mingling with aristocracy. The undead clack their jaws or play

The farm is home to the sheep

their mummified tendons to produce some

farmer Torgenwald, his wife Fnella,

form of music.

and their three children aged eight to twelve. They hardly dare to look at



each other. The question is whom they

CREATURES: The hedoness M ­ ortilla

and D6 undead, including Chieftain

fear the most: the red elves or the

Haudaros.

hedoness Mortilla who has made their cottage her bed chamber and now demands

THE HEDONESS MORTILLA

to be fed and pampered. The

The hedoness Mortilla claims to be a goddess

family would much rather be

of death who stumbled into Aslene during the

in Salterstay village with the

Demon Flood three centuries ago. By her own

others, but since Mortilla kindly

account, she and her sisters were so efficient

but firmly has ordered them to stay, they

that they stripped an entire continent of life back in their home world and were banished

dare not leave the farm.

for it by the gods who created it.

❖ CREATURES: The sheep farmers Tor-

Mortilla has accepted her fate and is quite

genwald and Fnella and their children.

happy in the Bloodmarch. The creator gods left her without the tools of her trade, but she had grown tired of all the killing anyway. Now

3. THE ELDERHILL BURIAL SITE

she spends her time as a noble lady of indeter-

A burial mound rises beside the southern road. At

minate lineage whose greatest pleasure is to

the top of the mound is a crumbling temple ruin

travel around and witness unusual and beautiful

and some standing stones, a few of which have

deaths. That is why she has come to Salterstay

fallen over. Their ancient inscriptions have faded

– to watch the rainbow die.

177 salterstay

Mortilla looks like a woman in her forties

HAUDAROS

with curly dark hair and exquisite but strange-­

Haudaros is a long dead chieftain of the horse

looking clothes. She is usually in a cheerful

clan that controls the area. He was buried in

mood and enjoys poetry, music, and good com-

the Elderhill along with twenty relatives and

pany, but above all she loves to watch creatures

his closest warriors, but they were all raised

die in interesting ways. Mortilla travels in an

from the dead by Mortilla to keep her company

elegant carriage drawn by two skeletal horses.

when she arrived. They are not pleased with this

When they are not pulling the carriage, the

and would much rather rest in peace. Whenever

animals collapse into a heap of bones between

Mortilla is occupied with other things, the

the shafts.

undead are sitting lethargically on the burial

Mortilla is near immortal and made of

mound or wandering aimlessly in search of long-­

a rubbery substance that is soft to the touch,

gone places and people.

but extremely durable, which causes swords to

Haudaros was tall in life and wears the

simply bounce off her. Magic does not take full

remnants of his chainmail and helmet, but

effect on her either. She has no weapons, but

his sword has rusted into the scabbard. He is

is almost unimaginably strong.

gray, broken, and moldy, with a slightly skew

Mortilla wears a silver necklace with Lapis

back as a result of a collapse inside the burial

Lazuli, stones that can be used to dissolve the

mound. The chieftain speaks in a hoarse, drawl-

red color band of the rainbow, and a brooch

ing voice that often cracks, but only Mortilla or

with a violet amethyst that can dissolve the

an Egressor can understand him. If Haudaros

green color band.

dies, his undead companions also collapse into piles of bones.

MORTILLA HAUDAROS

STRENGTH 12, AGILITY 4, WITS 8, EMPATHY 5 SKILLS: Melee 1, Lore 5, Insight 3, Manipu-

STRENGTH 5, AGILITY 3, WITS 2

lation 3

SKILLS: Melee 3, Marksmanship 2, Move 1,

TALENTS: Death Magic 5

Scouting 3

SOFT SUBSTANCE: Due to her rubbery sub-

ATTACKS: Haudaros can fight with his

stance, arrows and POINTED weapons can never cause more than one point of damage with a single attack.

sword in its scabbard, but such attacks only inflict half damage (blunt force), rounded up.

MAGIC RESILIENCE: The Power Level of any

LINGERING CONSCIOUSNESS: Haudaros can

spell cast at Mortilla is automatically decreased by D6

communicate with Egressors and Mortilla, but cannot be broken by damage to WITS.

GEAR: Opulent clothes, PRECIOUS find,

BONY: Arrows and POINTED weapons

silver necklace with Lapis Lazuli and brooch with violet amethyst.

can never cause more than one point of damage with a single attack. GEAR: Rusty broadsword in a scabbard,

broken chainmail, broken open helmet.

178 chapter 13

4. THE BRIDGE OVER THE SEINDEL

managing the nets, tackles, and boats without venturing out on the water. The sheep farm-

A crude log bridge stretches across the gently flowing

ers have driven their flocks into the village,

stream known as the Seindel, right by the collapsed

whose streets are now slippery with sheep dung.

span of an old stone bridge. A couple of red elves

During daytime they herd their animals in the

stand guard on the east side.

meager, hilly pastures west of the village, careful not to stray too far from home.

The red elves have driven everyone in Salterstay to the west side of the bridge to keep them away

VILLAGE HEADMAN TURENFORT

from the rainbow and told them to stay there

The middle-­aged Headman Turenfort is inde-

without explaining why. However, they need the

cision personified; a large body around a tiny

bridge intact in order to cross the stream when

soul. He is a portly man, dressed in official garb

necessary. Since no one dares argue with them,

which he has dyed red to please the red elves

there are only two guards on the bridge, but

and a soiled Alderlander wig that he acquired

they have birch bark horns with which to sound

from the merchant Kresos in exchange for a

the alarm. The stream flows into Lake Suna.

ridiculous amount of salt. He wears the wig backwards simply because he does not know any better. Turenfort has a habit of wringing

5. SALTERSTAY VILLAGE

his hands and rolling his bulging eyes whenever

Beyond a simple log palisade is a village of about

decisions need to be made, and does whatever

twenty houses on a hill. The humble but sturdy houses

he can to compromise and procrastinate.

are made of fresh logs – clearly a settler community. Ruins of stone suggest that there was a village here

TURENFORT

long before the current one. The village is beautifully

STRENGTH 3, AGILITY 4, WITS 3, EMPATHY 2

situated on the shore of a lake, where you can see

SKILLS: Crafting 1, Manipulation 2

jetties with small fishing boats and a larger barge.

GEAR: Knife, leather pouch of salt

The people of Salterstay are settlers from Harga in Ravenland. The village is made up of fifty adults

MINING CHIEF TALULLIA

with children and animals. They have recolonized

Talullia is a tough mining chief in her thir-

the area which even before the Demon Flood was

ties. She has a firm hand, but is always in a

a salt mine and fishing village. Now they are dis-

good mood – even when swinging her pickaxe

tressed and frightened by the captured rainbow

or scolding some slacker or troublemaker. She

on the other side of the stream and the aggres-

usually wears her ash blonde hair down, but

sive red elves who drove them from the east side.

pulls it into a bun while underground. Her body

The village has no inn, but there is an

is broad and muscular like that of an ox. Talul-

assembly hall where miners sit around and get

lia’s greatest passion is gambling, and if anyone

drunk on wine from the temple ridge. The fish-

asks for a favor, she proposes that they settle

ermen spend their days down at the harbor,

the matter with a game of chance.

179 salterstay

reluctantly granted their request in exchange

TALULLIA STRENGTH 5, AGILITY 4, WITS 3, EMPATHY 4

for one third of the profits, since the mine is

SKILLS: Melee 1, Crafting 3, Insight 1,

situated in their territory. The horse folk them-

Manipulation 2

selves have no interest in mining and are obliged

TALENTS: Builder 1, Sharp Tongue 1

to avoid salt, which the Church of Have regards

GEAR: Pickaxe and knife

as an evil mineral from the moon. The priests were indeed opposed to the idea,

DYE MERCHANT ARJEBEE

but Headman Turenfort convinced them that

Arjebee is an aesthete from Alderland who has

the land of Have would be cleansed by remov-

come to collect the pure dyes of Aslene and bring

ing the salt from the area. They explained that

them back to the weaving mills in his home-

the salt was to be transported in sealed barrels

land. He is a handsome man in his forties with

to be sold in Ravenland and Alderland. The

artfully styled hair and a well-­trimmed beard.

church finally agreed, on the condition that

Arjebee stays clear of red elves, who view him

the villagers would help renovate the temple

as a henchman of the evil god Kolor.

there so the priest could supervise the process and seal each barrel with the seal of Have so it cannot be sold in Aslene.

ARJEBEE

The priestess Evianda has two barrels of

STRENGTH 4, AGILITY 3, WITS 3, EMPATHY 4 SKILLS: Melee 1, Crafting 1, Sleight of

blue tar at the temple, but no holy fire. Arrow-

Hand 2, Insight 1, Manipulation 2

heads dipped in blue tar can sever the yellow

TALENTS: Sharp Tongue 1

color band of the rainbow. The winemaker

GEAR: A beautiful dagger, brushes,

Karmenere uses yellow sulfur crystals to sulfurize his wine. These can be used to detach

cosmetics

the blue color band.

6. THE TEMPLE RIDGE

THE PRIESTESS EVIANDA

On the ridge along the east bank of the stream is

The silver-­haired Have priestess Evianda does

a simple wooden temple built over ruins of white

her best to maintain civilization in this remote

stone. The wood is blue, painted with the sacred

location. She is fastidious about her appearance

blue tar of Have. There is also a vineyard with

and apparel, and strictly observes the formali-

plantations on the southern and eastern slopes of

ties of social etiquette and religion. Her great-

the ridge. Small quantities of stone are quarried

est joy is arranging suppers with wine from

from a marble cliff that juts out from the sandy

Karmenere’s vineyard and inviting guests of

ridge. At night there is a fire burning.

adequate sophistication. Underneath the strict facade is a good heart.

The settlers contacted the nearest horse clan for permission to re-­open the salt mine. The clan

180 chapter 13

EVIANDA

MONSTER ATTACKS

STRENGTH 3, AGILITY 3, WITS 4, EMPATHY 5

D6

SKILLS: Lore 3, Insight 2, Manipulation 2,

1

ATTACK BITE ATTACK! The beast targets

the adventurer with the highest STRENGTH and bites them with sharp teeth. Roll for the attack with nine Base Dice and Weapon Damage 2 (slash wound).

Healing 2 TALENTS: Magma Song 2 GEAR: Fine clothes, staff, PRECIOUS find ZHOZHACH

Zhozhach is a drakewyrm and glittercrawler –

2

terrifying roar that affects all adventurers within NEAR range. Roll for a fear attack with five Base Dice.

the drakewyrms’ designation for those favored by the rainbow god Tincturus. He arrived in Salterstay with eight of his kind, but two were

ICY ROAR! The glittercrawler lets out a

3

CLAW ATTACK! The beast swipes its

claws at two adventurers within NEAR range. Roll for the attacks with eight Base Dice and Weapon Damage 2 (slash wound) each.

killed when the group attacked the red elves guarding the rainbow, so a total of seven slightly scruffy-­looking drakewyrms have now settled near the temple of Have. Zhozhach’s status is

4

displayed by his metal collar which glitters in

spews a cloud of corrosive acid at all adventurers within NEAR range. Roll for the attack with six Base Dice and Weapon Damage 1. Anyone hit by the attack suffers one additional point of damage per round for D3 rounds.

the six colors of the rainbow. The collar can serve as a clue about which colors complement each other. Zhozhach and his group have slithered their way to Salterstay after hearing about their god Tincturus being captured by red elves. They intend to free him, but do not know how

5

to go about it now that their frontal assault has

ACID ATTACK! The glittercrawler

TAIL ATTACK! The glittercrawler uses

its long body to make a sweeping attack against all adventurers within NEAR range. Roll for the attacks with six Base Dice and Weapon Damage 1 (blunt force). Anyone hit by the attack is also thrown to the ground.

been repelled.

ZHOZHACH STRENGTH 16, AGILITY 5, WITS 5, EMPATHY 2 SKILLS: Scouting 3, Move 2

6

MOVEMENT: 2

TEARING ATTACK! This weapon attack

is performed by two glittercrawlers and consumes both of their turns in the round. They attack an adventurer and try to tear their victim apart. Roll for the attack with ten Base Dice and Weapon Damage 1. An adventurer who is Broken by the attack dies immediately as their body is ripped in two.

ARMOR RATING: 8 DRAWN TO GLITTER: If the glittercrawler

spots anyone wearing or holding anything that glitters (such as polished armor or a hand-­held mirror), it will immediately attack that person. If this person leaves combat, the glittercrawler will pursue.

181 salterstay

7. THE SALT MINE

THE ELF IN THE MINE

Three mine adits can be seen in the mountainside

The Ravenlander elf Zender approaches the

west of the valley. There is an open-­pit mine next

adventurers. He has been hiding in the salt

to the adits, as well as a couple of sheds. In front

mine ever since his three companions were cap-

of the mine are five carts on wooden rails that

tured by red elves. He asks them to help free

lead down to the harbor. There seems to be no

his friends and can in return tell them about

work going on.

the red elves’ madness and about Vaerefor and Kasabatoda perverting everything they touch,

The mining operation has been suspended

which has caused concern among the elves of

since the red elves captured the rainbow on

Ravenland.

the other side of the stream. The five carts

Zender knows that elves who pass through

are full of salt and covered with oil-­soaked

Kasabatoda turn into red elves, but not that

cloth. Tools and simple beds are available in

the demon and his giant snail are on their

the sheds. The adits are only twenty meters

way to Salterstay. Zender has a pouch with six

deep, and inside the mountain they grow into

rubies cut from the chests of red elves, which

caves with ladders and landings. The walls

he intends to see restored in the Stillmist. In

sparkle with salt.

an emergency, he can reluctantly swap them for his freed companions. The rubies can be used to dissolve the turquoise color band of

8. THE NORTHERN ROAD

the rainbow.

The northern route to Salterstay runs through a

Zender also explains that his group has been

beautiful ravine between the mountain in the west

shooting red elves with arrows dipped in salt, a

and the temple ridge as it approaches the village.

substance that disorients them. Zender carries

The road itself is very simple with two wheel ruts.

a green jade dagger, just because it is beautiful.

The muddier sections have been reinforced with

Its green blade can be used to dissolve the violet

gravel or chipped bark.

color band of the rainbow.

If Vaerefor van Reiben shows up, he will arrive

SALT JUNKIES

this way on the giant snail Kasabatoda.

The adventurers are contacted by some red elves who ask if they can get them some good salt from the mine – “the strong stuff from deep

EVENTS

within the mountain.” In return the red elves

Here are some events that might occur in

can tell the adventurers more about the red

can help them get closer to the rainbow. They

Salterstay.

elves and sarcoptes, and that Vaerefor is on his way with Kasabatoda to decolorize the rainbow,

182 chapter 13

THE ROBBERS Nika and her fellow robbers have come for the treasure at the end of the rainbow, but realize

SALT AND RED ELVES

that they are not strong enough to confront the red elves on their own. They would like the

Common salt has a narcotic effect on red elves. They become intoxicated, start to hallucinate, and get addicted. A red elf hit by a salt-­coated arrow suffers the effects of a hallucinogenic poison with Potency 6. Vaerefor and other red elf leaders are therefore wary of concentrated salt and throw it into the water to dissolve it.

adventurers to join them, and preferably sacrifice themselves in battle against the red elves while Nika and her crew do the robbing. Nika’s eyes widen as she explains that the treasure is whatever one desires the most – that is how the rainbow works – and that this is a unique opportunity, since it is so rare for anyone to reach the end of the rainbow before it disappears. Nika has bought several color powders from Arjebee and plans to cause chaos by spreading them around the rainbow. Everyone knows that red elves cannot stand other colors than red. The hard part is getting close enough. Nika gladly recounts the legend of the sky goddess and the rainbow Tincturus.

but they do not know when he will arrive. They

In reality, there is no treasure.

can laughingly describe how they accidentally broke the rainbow’s turquoise color band with a

TO HAVE OR NOT TO HAVE

red arrow and got into trouble with their leader Varchenna.

The adventurers see a group of salt-­drugged red elves (twice as many as the player characters) crossing the bridge and attacking the white

THE DYE MERCHANT

temple. One of them is riding a sarcopte. If the

The dye merchant Arjebee approaches the adven-

temple is burned down or the priestess killed,

turers with a proposition: he will pay them

sixty riders from the relevant horse clan will

handsomely to sneak up to the rainbow and

arrive in Salterstay a week later. They will ques-

suck some pure rainbow light into his special

tion people about what happened and likely burn

leather bellows. Arjebee can answer any ques-

down the village as punishment for not coming

tions they might have about complementary

to the temple’s aid. The clan riders might be

colors and things of that nature.

willing to help the adventurers attack the red elves. Otherwise they are not very keen on fighting the elves and just perform a mock charge before riding off.

183 salterstay

DEATH AT LAST

K ASABATODA ARRIVES

The undead chieftain Haudaros contacts the

The giant snail Kasabatoda will arrive in Sal-

adventurers, but it is hard to understand what

terstay a few days after the adventurers, along

he says or wants as the sounds he produces

with Vaerefor, 40 red elves, and five sarcoptes.

are scratchy and strange and his movements

They follow the road from the north and pass

jerky. The Egressors Nuntoonia and Dyren-

between the mountain and the temple ridge,

gaard are in the village and can serve as inter-

before crawling across the stream by the bridge

preters. The hedoness Mortilla understands

and finally reaching the rainbow. The adven-

him as well, but cannot help them as she is

turers can slow the giant snail down by turn-

the problem.

ing over the salt-­filled carts outside the mine

After speaking to the chieftain, the Egres-

just as it passes by. Kasabatoda will then flee in

sors explain that he resents the hedoness for

panic into Lake Suna and remain in the water

raising him from the dead and that he wants

for several days to rehydrate.

to die once and for all. In return for the adven-

Upon reaching its destination, Kasabatoda

turers’ help, he will assist them with a specific

will position itself to spray red paint at the

task. Killing Haudaros is fairly easy, but keeping

rainbow through its rear end. The demonic

it secret from Mortilla is not – and if she finds

red stumps will then creep further up the

out about it, she will try to stop them. Once it

color bands, join together, and continue up

is done, she will be visibly displeased but resign

the rainbow. Once the red color has devoured

herself to the passage of time.

the entire rainbow it dissolves, and from that

If the adventurers helped Haudaros die,

day forward every rainbow in the Bloodmarch

twelve ghosts on horseback will emerge from

will be all red. During this process Vaerefor

the Elderhill and try to achieve whatever the

will deliver rousing speeches to his followers,

adventurers asked of Haudaros. The adventur-

but also to the villagers to let them know

ers cannot communicate with the ghosts other

that they are all welcome in his new red world.

than through the Egressors. The ghosts will

Vaerefor can be convinced to spare the rain-

dissolve after completing their task.

bow in exchange for the Goblet Staff of Have.

184 chapter 13

OXENGELDER TYPE OF ADVENTURE SITE: Settlement

You see people draped in light coming in and out of a pillared hall whose roof forms a marble plaza

BACKGROUND

where beautiful youths in light veils dance to the

The gigantic Dreamstress (page 96) came to

tunes of flutes. Next to the pillared hall is a pavil­

the Bloodmarch during the Demon Flood three

ion surrounded by greenery. Water from a natural

hundred years ago from her homeworld Eoni.

basin flows down to the marble plaza. The gar­

She is therefore classified as a demon, but has

dens are well kept, and there are people talking or

always seemed like a peaceful creature. She is

sleeping under its trees. Others are meditating in

also regarded as a prophet of the goddess Oneira.

a circle. Beyond the marble plaza rises a conical

According to the Dreamstress, Oneira is the

tower. People are walking up the spiral ramp of

sleeping goddess of existence and the world is

the tower while others are already asleep on the

her dream in which we all live. Through onei-

landings. Next to the tower is a bejeweled hill that

romancy her followers can participate in the

suddenly changes position; it must be some kind of

goddess’ visions to understand and influence

huge, living creature.

the world. The Dreamstress acts as a spiritual mentor to those wishing to learn oneiromancy, the art of observing, understanding, and influencing existence through disciplined dreaming (page 34).

185 oxengelder

KEY PLAYERS IN OXENGELDER Several key players and their retinues could come to Oxengelder. If they happen to visit at the same time, they might form alliances, exchange information, or become enemies. Since the Dreamstress wants some of Horn’s Astra for herself, she will try to trick the key players (and the adventurers) into handing them over under any pretext she can think of. ✥ SELLIGAR HORNE wants the Dreamstress to dream up unity between the horse clans and locate Horn’s Astra (which she claims she could, but does not dare to).

✥ POANSA MOULTER or her doppelganger is often in Oxengelder to seek help in locating the reborn god Wyrm. ✥ COLONEL GRUDENSTAAL wants to locate the reborn Wyrm and obtain information about the Bloodmarch. ✥ VAEREFOR is in Oxengelder as the Dreamstress’ confidant. He comes and goes alone through the Dreamstress’ dreams, but has no other business there. ✥ FIENA FROMELEI could be in Oxengelder to consult the Dreamstress about her disturbing nightmares and seek help in locating the moonstones in Aslene.

The effect increases with the number of

as the horse clans had purged it of Vasnians.

people who simultaneously share the same dream,

The Dreamstress’ peace reigns in Oxengelder –

so the Dreamstress accepts anyone as her appren-

people of all kin come here to trade and learn

tice to gather as large a following as possible.

what is going on in the world.

Together they will dream up a perfect world. The Dreamstress helps visitors change things they do not like. For example, she might restore a lost hand, resurrect the dead, and uncover secrets in her dreams. What she

GETTING HERE

cannot see are things created by other divinities,

The adventurers can be drawn to Oxengelder

such as Horn’s Astra. Her secret plan is to get

in various ways:

as many people as possible to simultaneously

✥ They hear rumors, perhaps from a wan-

dream of her homeworld Eoni so that she can

dering oneiromancer, of a master teach-

go back there and never return.

ing dream magic – a magic discipline

Oxengelder was once a Vasnian place of sac-

they have never come across before.

✥ They are told that the Dreamstress can

rifice named after the white bulls whose blood were ritually spilt in the limestone basins to

alter reality – restoring lost limbs, raising

please the allmother Volitia. The place was

the dead, resurrecting the dead, finding

deserted when the Dreamstress settled there,

lost things or people, etcetera.

186 chapter 14

✥ They encounter a key player who is their

LEGEND

way to seek the Dreamstress’ counsel.

✥ If the adventurers have already teamed

Have you heard of Oxengelder – the paradise of

up with any of the key players, they

dreams? It’s said that all the country’s peace and

could be sent as legates to Oxengelder to

beauty took refuge in Oxengelder as the Demon

negotiate with representatives of another

Flood raged into Aslene. There the gentle giantess

key player.

welcomes anyone of pure heart and open mind to

✥ They are stalked by a mara (see page 194

study oneiromancy, the art of dreaming up a won­

or the Book of Beasts) and have trouble get-

derful life! Would you rather dance than fight?

ting rid of it.

Rather love than hate? Would you give life a second chance? Then let the dream come true! If you go to Oxengelder, be sure to wear flowers in your hair, for it pleases the Dreamstress.

HELP FROM THE DREAMSTRESS Lots of people ask for the Dreamstress’ help, and so can the adventurers. The consultation usually involves the Dreamstress and the required number of oneiromancers sitting down and dreaming in the Sky Tower for a reasonable price. The Dreamstress can among other things restore a severed limb or bring a dead person back to life – but only does the latter in exchange for an Astra. The Dreamstress can also locate any place, item, or person, except for Horn’s Astra (although she says that she can). She can also advise people on how to advance their plans.

ASPIRING DREAMERS Interested adventurers can apply to study Oneiromancy at Oxengelder. The usual requirements for learning skills and spells apply. The school does not accept anyone with Wits higher than 3 or Empathy lower than 3, but criteria are kept secret and applicants are only told that they have failed the entrance test and been deemed unsuitable to study oneiromancy. However, adventurers with access to one of Horn’s Astra are automatically accepted.

187 oxengelder

ONEIROMANCER

LOCATIONS

STRENGTH 2, AGILITY 3, WITS 3, EMPATHY 4

Described below are the most important sites

SKILLS: Lore 2, Insight 2, Manipulation 2

in Oxengelder.

TALENTS: Oneiromancy 2 GEAR: Dagger

1. THE SCHOOL GATES A wide stairway leads up to the entrance through an ornate pavilion. Below the stairs is a strange,

2. THE PILLARED HALL

music-­playing fountain. There is light radiating

Within the walls, the ornamented stairway con­

from the watery cascades in varying colors and

tinues up to a vast pillared hall with lots of people

intensity. The water from the fountain flows in

moving about. The marble pillars are six meters

a small stream down the slope. The area is sur­

high and tilted in different directions. Small water­

rounded by a three-­meter-­high limestone wall with

falls are flowing from the ceiling. Behind the outer

the severed heads of animals displayed at its top. At night the building’s gates are closed to keep wild animals away, but only guarded by two pikemen. The guards live in the pavilion, which also houses the school’s laundry and storage room.

8

THE REVERIE: Not far from the fountain

is a simple inn called the Reverie. It consists of a single space with a dining room at one

9

end and a dormitory at the other. Most of the guests are poor people who have come to seek the Dreamstress’ counsel.



CREATURES: Five lightly armed guards

and a few oneiromancers are stationed at the gates.

3

GUARD STRENGTH 4, AGILITY 3, WITS 3, EMPATHY 2 SKILLS: Might 2, Endurance 1, Melee 3,

Marksmanship 2, Survival 2, Insight 1 TALENTS: Threatening 1 GEAR: Pike or short sword, studded leather

armor, open helmet, 2D6 copper coins, SIMPLE find 188 chapter 14

row of pillars you see another pillared hall dimly



lit by braziers. The air is thick with incense, and

CREATURES: D6 oneiromancers with

D6 apprentices each.

the hall is as quiet as it is dim. A large number of simple wooden benches for the students have been arranged in groups of six around a divan.

ONEIROMANCER STRENGTH 2, AGILITY 3, WITS 3, EMPATHY 4 SKILLS: Lore 2, Insight 2, Manipulation 3

This is where most of the learning takes place in the form of meditation, lectures, and dreaming exercises. Some student groups are asleep while

TALENTS: Oneiromancy 3 GEAR: Staff

the oneiromancer walks among them. Other groups are sitting and listening or meditat-

APPRENTICE

ing. It is considered rude to enter the pillared

STRENGTH 2, AGILITY 3, WITS 3, EMPATHY 4

hall or otherwise disrupt a lesson. Translucent

SKILLS: Lore 2, Insight 2, Manipulation 2

creatures and items often emerge around the

TALENTS: Oneiromancy 1

sleeping apprentices – manifestations of their dreaming exercises.

GEAR: Dagger

OXENGELDER 5 7

6 4 2

1

3. THE GARDEN OF NOVICES

The Horn of Abundance is constantly filled

A lush parkland with two pavilions. Youngsters

up with delicacies that are both tasty and nutri-

are dancing, playing, smoking, and laughing. Older

tious and make up a large part of the school’s

individuals are sitting on the grass or at tables,

finer cuisine. The horn itself is not magical and

watching the youths with patience or disapproval.

the delicacies are derived from dreams.

A wagon is pulled through the paths of the park



by a white ox.

CREATURES: Headmistress Pirimena,

Coloratura Dreamer Ketre Meskalma The Garden of Novices is occupied by newcomers and guests. The latter are expected to

PIRIMENA

make a small donation in exchange for food and

The school’s greatest oneiromancer and head-

accommodation. The pavilions are open-­plan

mistress is Pirimena, a half-­elf from Raven-

with dormitories. There is little to no privacy

land who has quickly risen in status. Pirimena

at the school, except in the pavilions in the

takes the utmost care to perform her duties

Garden of Masters.

to perfection and has no other interests than



unswervingly loyal to the Dreamstress and

oneiromancy and running the school. She is CREATURES: About twenty novices.

would come up with excuses for anything bad the giantess might do.

4. THE GARDEN OF MASTERS En park med promenadstigar där ett fåtal personer

PIRIMENA

rör sig genom grönskan som är mycket underlig med

STRENGTH 3, AGILITY 3, WITS 5, EMPATHY 4

vandrande träd, buskar med speglar som blad och

SKILLS: Lore 4, Insight 3, Manipulation 3

bär i form av små hästar. Ett par kvinnor knyter

TALENTS: Oneiromancy 3 (can cast spells at

drömfångare vid ett bord. Invid trapporna upp mot

Power Level 5)

Pelarskolan står ett stort bronshorn monterat med

GEAR: Dagger, beautiful clothes, PRECIOUS

öppningen nedåt. Frukter har fallit ur hornet och

find

en pöl av honung runnit fram. Korgar med godsa­ ker står i närheten.

K ETRE MESK ALMA

Ketre Meskalma is the school’s foremost coloraThis park is for senior oneiromancers and more

tura dreamer, an oneiromancer specialized in the

distinguished visitors. The strange plants are

minutiae of dreams – the details that make dream

created from dreams as master tests or simply

creations believable and unique and therefore pow-

for the fun of it. Only the best creations are

erful. She spends most of her time sleeping, sitting

kept and often replaced as new ones are con-

under a lily maple from where she visits other

stantly being added. They dissolve into air if

people’s dreams to correct and embellish them.

taken outside the school grounds.

This makes her an important teacher at the school.

190 chapter 14

The Council Circle is where the Dreamstress

KETRE MESKALMA

receive guests and clients, seated in the paved

STRENGTH 2, AGILITY 3, WITS 4, EMPATHY 4 SKILLS: Lore 3, Insight 2, Manipulation 3

center of the circle. Ordinary people come

TALENTS: Oneiromancy 3 (can cast spells at

here every morning to ask questions and seek

Power Level 4)

advice, while more distinguished guests are

GEAR: Dagger

welcome to attend council meetings in the afternoons. During council sessions, all unauthorized people are expected to stay away from

5. THE MASTERS’ PAVILION

the Garden of Masters and keep out of ear-

Two marble pavilions with closed doors at the far

shot. At night the Dreamstress often sleeps

end of the park.

in the circle.

The pavilion closest to the Pillar School is



reserved for senior oneiromancers, while dis-

CREATURES: The Dreamstress

(page 96).

tinguished guests are housed in the other one which has three separate suites and a meeting hall. Each room in the guests’ pavilion has a

7. THE MARBLE PLAZA

dreamcatcher which records everything that is

Wide stairways on both sides lead up to a large

said and seen so the Dreamstress and her clos-

marble roof where oneiromancers are sitting deep

est disciples will immediately find out about it.

in meditation while youngsters play some form of ball game with a living ball that screams and



CREATURES: Poansa Moulter’s doppel­

laughs as they kick it around. Trees and shrubs have

ganger (page 78). Poansa appears to

been planted in the semicircular wall facing the

spend most of her time in the pavilion,

Sky Tower. Water from the limestone basins flows

but usually it is in fact her double.

in shallow channels across the marble plaza and plunges in beautiful cascades over the edge into the streams of the parks below.

6. THE COUNCIL CIRCLE The far end of the Garden of Masters holds a cir­

The roof of the Pillar School serves as a marble

cular lawn with a paved center. On the far side of

plaza that often bustles with life. On sunny

the circle is a horseshoe-­shaped roof over a number

days the Dreamstress herself sometimes sits

of seats.

here, smiling as she watches her adepts reverently bringing out mouthwatering delights and

Daytime: A huge, heavily jeweled creature is sit­

dreamed-­up creations. The meditating individ-

ting with her eyes closed in the middle of the circle,

uals are often nudged by their more energetic

surrounded by supplicants who listen devotedly to

peers, but are not angered by this, as ignoring

every word that rumbles from the creature’s lips.

disturbances is part of their training. Various exercises in sleep gymnastics are underway – for

Nighttime: A huge creature is lying curled up like

example, two teachers are quickly throwing a

a small hill in the middle of the circle. Her abun­

ball back and forth to train their apprentices’

dant jewelry rustles softly with each deep breath.

rapid eye movements.

191 oxengelder

8. THE SKY TOWER

KALEMES

Rising above the Marble Plaza is a 30-meter-­

STRENGTH 3, AGILITY 4, WITS 4, EMPATHY 3

high brick tower with a spiral ramp and land­

SKILLS: Melee 2, Marksmanship 1, Move 2,

ings. There are people walking up the ramp or

Animal Handling 2, Lore 1, Insight 2, Manipulation 2

sleeping on the landings.

TALENTS: Oneiromancy 2, Horseback The Sky Tower is built to focus the efforts of

Fighter 1

the most skilled oneiromancers. The Dream-

GEAR: Dagger

stress herself sometimes takes her place on the highest landing at the top of the tower, which she reaches by using the coils of the spiral ramp as a ladder.



EVENTS

CREATURES: D6 oneiromancers and

Here are a number of events that might occur

twice as many apprentices.

in Oxengelder.

9. THE LIMESTONE BASINS

THE IMPOSTOR

From the top of the mountain slopes behind the

A junior oneiromancer named Maroosa

dream school, clear water flows through a system

approaches the adventurers. She dares not talk

of limestone basins whose shimmering blue light

to anyone from Oxengelder, but whispers that

give the entire mountainside a dreamlike quality.

Poansa Moulter (location #5) is not who she

The water continues down to the parks through

her. What if no one at the school is real and

the channels of the marble plaza and into the

all existence is a cruel fiction? Maroosa is right,

gurgling streams near the pavilions.

since Poansa really is a doppelganger. Pirimena

says she is – that a duplicate is impersonating

and the Dreamstress are already aware of this



CREATURES: Kalemes.

and have no problem with it.

K ALEMES

Kalemes of the Caberian horse clan is a penni-

THE CONTRACT

less novice tasked with cleaning the limestone

The key player Grudenstaal (page 79) is here

basins. He and his friend Trommel have both

as the Dreamstress’ guest and seeks out the

cut ties with their clan and made significant

adventurers to request that they murder the

progress as oneiromancers. But they are child-

Sabirian Chieftain Mommodar and the Cabe-

ish and unruly and have taken to defiling the

rian Chieftain Merdekai, since they in turn are

Horn of Abundance.

planning to murder Selligar Horne, chieftain of the Houns, who is needed to unite the horse

192 chapter 14

clans. As payment the adventurers can ask for

weeds from a garden. She might even brutally

just about anything in his power to give. They

murder Kalemes in front of witnesses and seem

will also have all the help they need, but discre-

almost surprised if it upsets anyone.

tion is of the utmost importance. Grudenstaal would likely be killed if suspicion fell on him.

LOST IN SLEEP

The chieftains might also attack the school if the plan is exposed.

Pirimena seeks out the adventurers. Ketre Meskalma has disappeared into her dreams and seems unable to find her way out. The headmis-

FILTH

tress needs someone to bring her back. Unfortu-

All of Oxengelder is outraged that the Horn of

nately that person cannot be an oneiromancer,

Abundance by the stairs of the Marble Plaza

as Ketre would assume them to be co-­dreamers

in recent days has been soiled with blood and

which would only disorient her further.

other unclean substances, which meant that

If the adventurers accept the mission, Piri-

lots of fruits and other delicious treats had to

mena asks them to sit down by Ketre’s side.

be thrown away. The Dreamstress thinks that

She hands each of them a goblet of drugs that

the soiling was caused by unsound dreams and

will help them stabilize the dreaming state.

urges everyone to be vigilant of their sleep-

She then explains that the dream will show

ing visions.

them a mirror which can make the dream-

A few days later Trommel of Kesla, a junior

ing Ketre remember reality if she looks into

dreamer, is found dead in one of the limestone

it. Part of Pirimena’s consciousness will go

basins (location #9). His neck has been broken

with them in the form of a dream hamster,

with such force that the head was almost torn

but it must not be too conscious, as it might

off and the vertebrae ruptured his skin.

disrupt the mission.

Pirimena wants to hush up the whole affair

Once asleep, the adventurers find them-

and asks the adventurers to discreetly investigate

selves in Ketre’s dream in a random part of an

what happened. They might notice that a junior

adventure site they have previously visited. But

oneiromancer and basin cleaner named Kalemes

the place and its colors are inverted – a mirror

is very upset and packing up to leave. He could

image of reality. Ketre’s dreaming self can be

later be found dead in the same way or approach

found where the adventure site’s strongest enemy

the adventurers before he leaves to explain how

was located and looks just like them, but has

he and his friend Trommel dreamed filth into

Ketre’s mind and is not hostile.

the Horn of Abundance, but only as a joke.

The dreaming adventurers have their usual

It turns out that the Dreamstress herself

gear, a handheld mirror, and a hamster, but the

killed Trommel, and possibly Kalemes as well,

latter seems unable to do anything but squeak

by snapping their necks. The demon simply

and point. Along the way they are attacked three

deemed them useless, a stain that had to be

times by a mara. Any adventurer who is killed or

wiped out. To her it is no different than pulling

Broken immediately wakes up in the pavilion at

193 oxengelder

Oxengelder, broken with Wits 0. It is impossible

MONSTER ATTACKS

to head back into the dream. If all adventur-

D6

ers are neutralized, the mission has failed and

1

ATTACK RIDE OF THE MARA! The mara straddles

its victim’s chest and starts riding them with violent movements that cause the person’s chest to compress. Roll for the attack with eight Base Dice and Weapon Damage 1 (blunt force). If the attack inflicts damage, the sleeper may make a Wits roll with a +1 bonus for each round they have been assaulted by the mara. On success the victim wakes up feeling an immense weight pressing down on their chest, and the mara’s attack ceases – until the next time the adventurer falls asleep.

Ketre is lost forever. When Ketre is found, she does not want to look in the mirror and splits into three versions. Each duplicate runs off in a separate direction. The adventurers must find and show the mirror to all three versions, after which the mission is completed and everyone wakes up. The adventurers cannot wake up by themselves before the mission is completed or all of them have been neutralized. Pirimena can wake them, but chooses not to, knowing that Ketre’s life depends on their success.

2

SCREAM OF THE MARA! The deformed

face becomes twisted with rage and the mara lets out a hateful scream that pierces deep into the soul of the sleeping adventurer, who suffers a fear attack with eight Base Dice. A successful attack leaves the victim COLD.

MARA STRENGTH 12, AGILITY 3, WITS 2 MOVEMENT: 1 ARMOR RATING: None. Maras are immaterial

beings and can only be hurt by magic and magic weapons. Takes half damage from fire.

3

KISS OF THE MARA! The mara leans

over the victim’s face and presses her shriveled lips against the sleeper’s mouth. The adventurer is filled with swirling dream dust from the deepest, darkest maelstrom of nightmares. The victim must succeed with a WITS roll or suffer the effects of a lethal poison with Potency 7.

DREAM ATTACK: The mara attacks by

manifesting itself in a nightmare and straddling the sleeper’s chest. It rides, scratches, screams, and performs other types of monster attacks (see below). The mara only attacks one person at a time, but switches target if forced to or if the victim is Broken. An adventurer attacked by a mara cannot be woken or wake up on their own. However, other adventurers can attack the mara through its shadow in the physical world: a terrifying silhouette of its demonic dream form, frenetically assaulting the sleeping victim. Adventurers in the same room as the victim can make a WITS roll once per round. On success they wake up and realize that something is attacking their friend.

4

BITE OF THE MARA! The mara opens

her drooling jaws and bares her razor-­sharp fangs, aiming a bite at the sleeper’s neck. Roll for the attack with nine Base Dice and Weapon Damage 2 (slash wound). The wounds are physical and can also be seen in the waking world. The victim automatically wakes up if the attack succeeds.

194 chapter 14

D6

5

6

behind the attack – a group of evil dropouts led

ATTACK DREAM CLAWS! The malevolent crea-

by Marika Moonfriend who previously studied

ture slams her long, twisted arms against the sides of the sleeper’s head. A wave of terror and flashing pain washes over the victim as the mara’s dream claws tear deep into their consciousness. The victim suffers a fear attack with ten Base Dice. If the attack succeeds, the victim automatically wakes up unable to do anything but scream hysterically for D10 rounds.

oneiromancy at the dream school. A reward is put out for the capture of Marika, dead or alive. Headmistress Pirimena paints the Daydreamers as a dangerous group that attack their former colleagues at Oxengelder and get their food and other necessities by extorting people in the area with nightmares. The people at Oxengelder whisper that Marika Moonfriend has gone mad and that those who opposed her

CLAWS OF THE MARA! The mara sinks

were tortured to death through sleep depriva-

her black claws into the sleeper’s chest. The pain is excruciating as the evil creature starts digging its way towards the victim’s heart. Roll for the attack with ten Base Dice and Weapon Damage 2 (stab wound). The wound is physical and no armor will protect against the attack. If the victim is Broken, the heart is torn out of their body. The wound can only be healed with HEALING HANDS and other forms of healing magic.

tion, illusory violence, and nightmares. MARIK A MOONFRIEND

Through her daydreams, Marika has realized that the Dreamstress has a hidden agenda. Marika does not know what it is, but she intends to find out and save all the dreamers from… well, whatever fate awaits them. Marika is tormented by her own daydreaming and some of the accusations leveled at her are actually true.

MARIKA MOONFRIEND

THE SHADOW LEGION

STRENGTH 3, AGILITY 3, WITS 4, EMPATHY 3

One night Oxengelder is attacked by a foe as

SKILLS: Melee 1, Lore 2, Survival 2, Insight 3,

expected as it is strange. All creatures at the

Manipulation 2

school, including the adventurers, but not

TALENTS: Oneiromancy 3, Fearless 1

the Dreamstress or the senior oneiromancers,

GEAR: Short sword, leather armor

are suddenly and simultaneously faced with a twisted copy of themselves that tries to

EXPULSION OF BLASPHEMERS

kill them. The copies have the same stats and gear as

Troops from the Sabirian and Caberian horse

the originals, but dissolve into thin air once

clans attack Oxengelder, a blasphemous place that

any of their attributes reaches 0. About half

is not of volcanic origin. This event only occurs

of all NPCs at the school are killed, except the

if the horse clans find out that Selligar has hired

Dreamstress and the senior oneiromancers.

the Dreamstress or that Poansa or Grudenstaal

When the dust settles, the Dreamstress and

has put out a contract on their chieftains’ heads,

Pirimena explain that the Daydreamers were

or if they are otherwise provoked.

195 oxengelder

THE DAYDREAMERS

with a risk of collapse, insanity, and even death. The Daydreamers practice the same oneiromancy as their colleagues in Oxengelder, but focus on the spells Nightmares, Dream Travel, and Prophetic Dreams. They cast these spells collectively, which enhances the magic.

The Daydreamers are a cult of renegades from the Dreamstress’ school in Oxengelder. Their leader is Marika Moonfriend, a gifted oneiromancer who also uses her magic while awake, as daydreams. Daydreaming is dangerous and always comes

THE DREAMSTRESS’ JOURNEY

✥ If Vaerefor was present during the ritual,

The Dreamstress’ goal is to dream herself back

he bursts out laughing, mocks the partic-

to her homeworld Eoni. To achieve this, she

ipants, and explains what the Dreamstress

must perform a travel ritual in a single dream

has done before he too fades away and

session that requires a large number of oneiro-

returns to his crimson forest.

mancers and preferably a couple of Horn’s Astra.

✥ The previous owners of the Astra are furi-

The Dreamstress will try to get hold of the

ous and take it out on the oneiromancers,

required Astra by asking others to look for them

demanding compensation or instituting a

and convincing the owners to lend her the arti-

massacre.

✥ Pirimena stubbornly believes in the

facts “just for the ritual.” But she will not take them by force. The Dreamstress will claim to

Dreamstress’ return and continues to run

need these Astra to fulfill the owners’ wishes

the school as an academy, now with the

during a ritual, for example to locate additional

goal of dreaming the Dreamstress back to

Astra or whatever else their goal may be. Adven-

the world.

✥ The Vasnians take the Dreamstress’ disap-

turers can participate in the travel ritual if they have learned that magic at the school.

pearance as a sign that the goddess Volitia

The ritual will succeed unless the adven-

has banished the blasphemer and that they

turers disrupt it. First the used Astra dissolve,

must take back their holy sites. After a week

then the Dreamstress herself fades away from

they attack Oxengelder in great numbers.

the world. The participating oneiromancers will slowly wake up and wonder what hap-

To stop the ritual, the adventurers must dis-

pened. The Dreamstress has abandoned them,

turb many of the dreamers or steal the Astra

never to return. The used Astra are consumed

from the Dreamstress’ hands. If the Dream-

and gone.

stress thereby fails to dream herself back to

Note that the travel ritual can destroy one

Eoni, she will leave Oxengelder and join Vaerefor

or several Astra forever and thus have a major

to dominate Aslene together. If that happens

impact on the campaign. The consequences

the Dreamstress no longer smiles, nor helps

may include:

anyone else.

196 chapter 14

N GUELDER N A B TYPE OF ADVENTURE SITE: Settlement

You approach a settlement by a strange freestanding rock. The mountain seems to consist of two entirely

BACKGROUND

separate mountains that link together in the middle

Bann Guelder is a traditional Aslene burial

of the plain, locked in a constant struggle. Judging

mound inhabited by Galdanes or Houns (choose

by the garbage heaps, the overgrazed paddocks, and

which one it is depending on where you place

the wooden shacks, the area has long been home to

the adventure site). The rock formation itself

horse folk. This is unusual as Aslene riders tend

is spectacular – red sandstone with patches of

to be more nomadic. There seems to be little going

darker volcanic rock, like a forest of standing

on in the village, but a couple of people are having

stones or the hackles of a wolf.

an argument. As soon as they see you, however, they stop talking and go back to work as if nothing

Most horse folk are constantly moving through their clan’s territory, but at Bann

had happened. One of them angrily starts picking

Guelder a family group called the Sons of

the hooves of their horse while the other weaves a

Nesos with roughly a hundred members has

wicker basket.

been encamped for almost two years. Others see this as both incomprehensible and weak. The Elderguard with its graying riders are supposed to be the only permanent inhabitants.

197 bann guelder

The mound is named after the edible guelder

left hand has been cut off. The stump

rose growing in the area. Its white flowers and

is dressed, but has not yet healed and is

red berries light up the Lushday and Fall-

still bleeding. The man has also had his

turn months.

tongue cut out. On his body the adven-

The great secret of Bann Guelder is that

turers find a piece of unwrought gold

the inhabitants a few years ago discovered an

equivalent to five gold coins. The Elder

immense gold deposit inside the burial mound

chopped off his hand and cut out his

as new passageways were being dug. The mound

tongue for stealing a gold nugget from

holds tons of pure metallic gold, and its people

the burial mound. After a few days he

have since been gripped by discord and greed.

managed to steal a horse and escape, but

Some want to leave the gold in the ground

this was as far as he got.

✥ The adventurers encounter the merchant

for their ancestors to guard; others want to mine it and use it to increase the power of their

Kresos and his two bodyguards. Kresos

clan. Still others believe that having more pos-

is happy to do business, but anyone inter-

sessions than can be loaded onto a horse has a

ested in his wares will find that they are

corrupting effect on people.

sold at five times the normal price. He

The issue is by no means settled when the

refuses to haggle and would rather save

adventurers arrive at Bann Guelder, where the

his goods for Bann Guelder, which is

atmosphere is tense and forced as everyone does

where he is headed. There people are

their best to appear normal and keep the secret

not afraid to pay up – and in pure gold,

from strangers.

no less!

GETTING HERE

LEGEND

The adventurers can find their way to Bann

It’s shameful how the Sons of Nesos have softened

Guelder by chance or otherwise:

and settled down like common peasants around the

✥ The adventurers come upon a dying man.

ancestral tombs in Bann Guelder. Their buried

He is dressed like a horse warrior from

forefathers must be writhing with shame at their

the local clan, lying on the ground with

delicate offspring. And Nesos himself has returned

crows squawking nearby. The only thing

from the grave, they say, probably to drive the young

keeping the birds away is the man’s horse,

folk from the village and into battle as befits the

which grazes by his side. He dies shortly

sons of Horn. They’ve grown fat, red-­buttocked

after being found and just has time to

from a day’s ride but with plenty of coin, wherever

mumble unintelligibly and point in the

those came from – not from honest plunder, that’s

direction of Bann Guelder. Adventurers

for sure. My brother-­in-­law sold ‘em a couple of hogs

who examine the body will find that his

and was paid in pure gold, would you believe it?

198 chapter 15

MESKELLA

LOCATIONS

STRENGTH 3, AGILITY 5, WITS 3, EMPATHY 2

Described below are the most important places

SKILLS: Melee 3, Marksmanship 2, Move 2,

in Bann Guelder.

Animal Handling 3 TALENTS: Horseback Fighter 2 GEAR: Broadsword, short bow, leather

1. THE SONS OF NESOS’ YURTS

armor, riding horse

There are plots of crops near the yurts and small sheds have been built from planks and sticks. Horses

VERDEGAS

walk around in a nearby paddock. Two wagons

Verdegas is a cautious and indecisive person. He

are parked here as well – one belonging to a ped­

fears his cousins as much as he fears Elder Korlo

dler and the other seemingly of dwarven make,

and does not know how to handle the situation.

guarded by two stern-­looking dwarf warriors. A

He can mainly be used to deliver messages to

troll is sleeping a bit further away, tethered to the

the chieftain.

ground with a thick chain. The troll is also guarded by dwarves.

VERDEGAS STRENGTH 3, AGILITY 3, WITS 3, EMPATHY 2



CREATURES: There are about a hundred

SKILLS: Melee 1, Marksmanship 1, Move 2,

people in the settlement, half of whom

Animal Handling 1

can fight. There are roughly as many

TALENTS: Horseback Fighter 1

horses as there are people.

GEAR: Short spear, short bow, leather

armor, riding horse MERGONELLA AND MESK ELLA

These two tall and hot-­tempered clan warriors

K RESOS

are twin sisters. They know about the gold

Kresos is a Quard merchant who travels around

deposit and are trying to convince the Sons

with his wagon and recently has made good busi-

of Nesos to take it and use it to strengthen

ness at Bann Guelder. He has figured out that

the clan in these troubled times. They have

the Sons of Nesos are hiding a great treasure

called their cousin Verdegas to Bann Guelder

in the tombs of the mound, but assumes that

for support.

it consists of gold coins, jewelry or hammered gold nuggets. He has therefore assembled a band of thugs who are planning a raid on the place.

MERGONELLA

See the event “Brushfire”.

STRENGTH 3, AGILITY 5, WITS 3, EMPATHY 2

The adventurers can buy things from Kresos,

SKILLS: Melee 2, Marksmanship 3, Move 2,

but the prices are five times higher than normal

Animal Handling 2 TALENTS: Horseback Fighter 2

and not open to discussion. He only sells goods

GEAR: Short spear, short bow, leather

that are otherwise unavailable at Bann Guelder. Kresos has two bodyguards.

armor, riding horse

199 bann guelder

KRESOS

PRINCE MERDENVIL

STRENGTH 2, AGILITY 3, WITS 4, EMPATHY 4

Prince Merdenvil is a highly educated and

SKILLS: Lore 1, Insight 2, Manipulation 3

charming dwarf prince from Firestead. He has gotten wind of the gold in Bann Guelder and

TALENTS: Incorruptible 2, Sharp Tongue 1,

wants to bring it home to Firestead – something

Sixth Sense 1 GEAR: Dagger (Weapon Damage 2), leather

armor, several beautiful rings, 2D6 silver, PRECIOUS find

that would raise his status enough to claim lordship over the region. Merdenvil poses as a botanist in order to move freely and look for the gold. He claims to look forward to ”botanizing” the area around Bann Guelder to cata-

BODYGUARD

log the local species of guelder rose. Merdenvil

STRENGTH 4, AGILITY 3, WITS 3, EMPATHY 2 SKILLS: Might 2, Melee 2, Marksmanship 2,

has no intention of stealing the treasure, but

Move 1, Survival 2, Healing 2

mainly wants to see the gold and appraise its

TALENTS: Shield Fighter 2, Steady Feet 1,

value before making an offer for it. Merdenvil lives in a dwarf-­made carriage

Axe Fighter 1 GEAR: Battle axe, large shield, short bow,

pulled by a large troll set up with parasols for

studded leather armor, studded leather cap

the sun. The carriage is guarded by six heavily

N GUELDER N A B 5

6

7 4

3 1

2

1

armored dwarf warriors. The “botanist” spends

men are moving among the buildings. The log house

his days poking in bushes and climbing the

by the yurts is simpler and seems to be a smithy,

mountain along with two of the guards.

judging by the anvil, forge, and water buckets out­ side. Smoke rises from the chimney.

MERDENVIL The old men of the Elderguard occupy the

STRENGTH 4, AGILITY 3, WITS 4, EMPATHY 4 SKILLS: Lore 4, Insight 3, Manipulation 5

decorated houses whose interiors are painted

TALENTS: Lucky 2, Wanderer 1, Herbalist 1

with glorious scenes from their clan and family history. The volcano Horn and its five sons

GEAR: Dagger, leather armor, SIMPLE find

in a circle are included in the motifs. One of the houses serves as a meeting hall as well as a school where the men tell children what they

DWARF WARRIOR STRENGTH 5, AGILITY 3, WITS 3, EMPATHY 2

need to know about life. The other house is

SKILLS: Endurance 2, Melee 2, Marksman-

where the Elderguard eat and sleep. The smithy focuses on weapons and horse

ship 2, Move 1 TALENTS: Executioner 1, Defender 1

equipment, but also produces everyday items like

GEAR: Warhammer or flail, large shield,

simple locks and fittings, as well as horseshoes.

chainmail, open helmet ✥

CREATURES: About ten older Aslene

warriors – some in good health, others

2. THE HALLS OF THE ELDERMEN

on the verge of death. Ten children in one of the houses.

Closest to the mound are some log houses whose facades display lots of carvings, trophies, and col­

ELDERMAN KORLO

ored metal plates clinking in the wind. Some older

Korlo is the commander of the Elderguard, a scarred and weathered fighter with skin like tanned leather. Despite his age, Korlo is a tall and imposing man who is not easily ignored. He is often chewing on betel roots which grow on the mountain. He is serious and dutiful and has piercing, scrutinizing eyes.

KORLO STRENGTH 2, AGILITY 3, WITS 3, EMPATHY 2 SKILLS: Melee 1, Crafting 1, Marksmanship 1, Survival 1, Healing 2 GEAR: Knife

201 bann guelder

around the prisoner. Legion is then seen as a

BLACKSMITH ELDENGRUL

Eldengrul is a dwarven blacksmith from Fire-

representation of various creatures that have

stead and still has good relations with his home-

harmed the clan, and people even believe that

land. The country’s dwarves and horse clans get

they are temporarily turning him into these

along well in general and have been allies ever

creatures through certain rites. During these

since the Demon Flood. The dwarf is extremely

torture gatherings, the Elders tell stories from

sturdy, almost square-­shaped, with a consider-

the time of the Demon Flood as well as other

able belly due to his fondness for replenishing

legends. The shackles have been forged onto

sweat with beer. It is possible to make him talk

Legion and cannot be opened.

by getting him drunk.



CREATURES: D6 villagers torturing

the demon.

ELDENGRUL STRENGTH 4, AGILITY 3, WITS 3, EMPATHY 2

LEGION THE DEMON

SKILLS: Melee 1, Crafting 3, Insight 1,

Manipulation 3

Legion looks like a flayed, constantly bleeding

TALENTS: Smith 2

human strung up in shackles over a fire behind

GEAR: Simple smithing tools, leather apron

the Elders’ houses. The creature actually consists of several demons who could not care less

(Armor Rating 1)

about the torture, but are there to study humankind on behalf of their kind who are planning to

3. THE DEMONIC PRISONER

infiltrate the country eventually. Legion often

Unfamiliar groans, whimpers, and screams are

says strange things to provoke the humans and

heard from behind the Elders’ houses. You see what

takes note of their response.

looks like a human body, flayed but still alive, shack­ led to a wooden rack in a cross-­like position. There

LEGION

is a fire burning under the creature and some chil­

STRENGTH 12, AGILITY 3, WITS 5, EMPATHY 3

dren are laughing, throwing stones, and poking it

SKILLS: Melee 2, Move 3, Scouting 2, Lore 1,

with sticks.

Insight 2, Manipulation 5 ARMOR RATING: 2 (demon skin)

The captured and tortured creature is an

SEVERAL IN ONE: Legion consists of multi-

immortal demon named Legion. The Sons of Nesos have kept him prisoner for generations, torturing him as revenge for the Demon Flood that devastated the Bloodmarch three centuries ago. Children and mean people in general

ple demons and can split into four if need be. In combat each demon draws an initiative card and acts independently of the others. Legion’s Strength is freely distributed between the demons. ATTACKS: Claws, six Base Dice and Weapon

go there to give him a whack when they have nothing better to do, while the evening torture is more ritualistic with people gathered

Damage 2 (slash wound). Bite, eight Base Dice and Weapon Damage 2 (slash wound).

202 chapter 15

4. ENTRANCE TO THE BURIAL CAVES

Betsom is a seventy-­year-­old Aslene blood mage.

There is a path leading up to a natural cave in

He haunts the mountain at night to keep nosy

BETSOM

the mountain. Two older men are guarding the

people away. All the villagers know he is not

entrance.

dead, but are forbidden to talk about it. Betsom is tired of the loneliness of the mountain,

The guards will not let anyone through except

although as a blood mage he has no problem

members of the Elderguard and people attend-

being around the dead. Korlo usually visits him

ing funerals. Inside is a branched cave several

every day to cheer him up, as the two of them

hundred meters long. The alcoves and side

are old friends.

rooms are littered with dried up corpses, and the smell is less than pleasant. In a cave cham-

BETSOM

ber lives a blood mage named Betsom.

STRENGTH 2, AGILITY 3, WITS 4, EMPATHY 3

At the end of the caves is the gold deposit in

SKILLS: Stealth 2, Insight 1, Manipulation 3

the form of a solid, gleaming slab of gold that

TALENTS: Blood Magic 3

continues down into the mountain. There are

GEAR: Ragged clothes

axes and pickaxes nearby which have been used to break off pieces of it, but progress is slow – enough for D6 gold coins can be extracted per turn with a successful MIGHT roll. The extent

6. THE SECRET CLEFT

of the deposit cannot be determined, but there

En naturlig spricka leder ner i berget där de två

must be tons of pure gold.

bergstyperna förenas. Man tycks ha försökt dölja den med grenar och pinnar.

5. THE GHOSTLY CLEARING

Sprickan har försetts med trappsteg och stegar.

A shimmering blue creature is dancing on the

Via den kommer man ner i grottan ungefär

mountain at night, in a clearing surrounded by

femtio meter från guldskatten.

natural monoliths. Its wails echo through the night. Climbing the mountain is difficult unless you

7. FALLBROOK

know the paths. A botanically inclined indi-

A brook falls from the mountain to the village below

vidual can find shimmering trails of phosleaf

and continues onto the plains.

juice on the rocks. And sure enough, the herb grows not far from here.

The water is drinkable, but does not taste very



used to water the horses.

good and dries up during droughts. It is mostly CREATURES: Betsom pretending to be

a ghost.

203 bann guelder

around to torture him. He has simply com-

EVENTS

pleted his studies. Everyone within NEAR range

Here are a number of events that might occur

is hit by slime and becomes possessed unless

in Bann Guelder.

they make a successful Empathy roll. Roll on the table on the next page. Those who have shown him sympathy or

THE WHEELBARROW

kindness are unaffected. The only way of freeing

A woman walks off with a wheelbarrow full of tur-

the possessed is to have a blood mage cast BIND

nips from the garden and returns with it empty.

DEMON,

which cures them all. A blood mage

The adventurers find the turnips in a ditch where

with access to blue tar gets +1 on their roll, and

the woman has dumped them. No one wants to eat

+2 if the blue tar burns with holy fire. Possessed

turnips anymore – they are only grown for show.

individuals suffer from a random effect as set out in the following table.

EXPENSIVE HABITS The adventurers notice the villagers eating unusu-

BRUSHFIRE

ally good food that is not available in the region

One night the alarm is sounded and people start

and drinking wines from Alderland and Raven-

yelling fire. When they wake up, the adventurers

land. A few expensive items can be seen, but the

see that the plain is on fire a kilometer or so

owners quickly hide them if they attract attention.

away. The wind is blowing in the direction of the village. The Aslenes grab their so-­called beavertails of horse leather and run off to put out

THE MASTER OF DEATH

the flames. The adventurers are clearly expected

Wailing and hooting can be heard from the

to help avert this calamity and the villagers

mound at night. Luminous figures appear and

will not take kindly to those who refuse. The

disappear at the top of the mountain. Elder

firefighting lasts one Quarter Day.

Korlo and his men tell bloodcurdling stories

Once most people have left the village to

about curious people who went up there and

put out the fire, eight riders of the Quard clan

were found the next day with their hearts torn

led by the merchant Kresos (page 199) attack

out and unspeakable terror on their faces. Some

the burial mound from the opposite direction.

say that the blood mage Betsom has returned as

They kill two of the elderly guards and enter the

a master of death. He died last year and still con-

tombs in search of the golden treasure, which

sumes raw meat left for him in the burial cave.

Kresos believes to be hidden in the catacombs. The raiders have horses and Kresos’ wagon to transport the gold. They intend to strike

I AM LEGION

swiftly, take what they can, and hurry off to

The captive demon suddenly explodes in red

get a head start. After finding and marveling

slime when a group of villagers have gathered

at the treasure they manage to hew negligible

204 chapter 15

POSSESSED BY LEGION D8

EFFECT

1

An itchy rash covers the victim’s body. Max Agility is reduced to 1 during the possession.

2

The victim’s body feels like wobbly jelly. Max Strength is reduced to 1 during the possession.

3

The victim suddenly thirsts for blood and must succeed with an INSIGHT roll to resist the urge to taste an open wound for one round.

4

The victim cannot attack demons or people possessed by demons.

5

The victim randomly switches languages while talking, even to languages they did not know before the possession. Understanding what the person is saying requires a successful LORE roll.

6

The victim starts to vomit what seems to be their own bloody bowels, but is in fact crawling spore tissue from the crimson forest. It immediately burrows into the ground and will eventually develop into new crimson forest. The possessed vomits for a Quarter Day before recovering.

7

The victim starts swearing, spitting, hurling insults, and babbling out the secrets of other possessed individuals nearby.

8

The possessed loses their mind, thrashing and screaming like a trapped animal. Max Strength is increased to 5. The victim can make an INSIGHT roll each round. On success, the possession is lifted.

quantities of gold from the glistening moun-

compensation, of course. Their real reason for

tain, before realizing that they have to leave.

being here is to make sure that no one else gets

The raiders are mad at Kresos for putting

their hands on the treasure.

them in danger without reward, but also stunned by the enormous treasure inside the mound. Now the secret of the golden treasure is out,

THE CABERIANS ARRIVE

which might trigger additional events (see below).

A troop of Caberians arrive for the same reason. Colonel Grudenstaal (page 79) wishes to form an alliance with those involved. He can get

THE SABIRIANS ARRIVE

them capable troops from Alderland in exchange

A band of Sabirians show up to “help” their

for some of the gold, so that their alliance can

weaker neighbors guard the gold – for reasonable

seize power from Selligar Horne.

205 bann guelder

THE PRINCE’S PROPOSITION Prince Merdenvil reveals his true identity and offers to have his dwarves take the gold away to Firestead before it becomes the downfall of the

GOLD INFLATION

Sons of Nesos. In return he can put a host of

If the gold is mined and put into circulation, the gold market will quickly become saturated and inflation will skyrocket. A gold coin is soon worth no more than a copper coin in the hex on the map where the gold spreads and a silver coin in adjacent hexes. Vast fortunes plummet in value, people stop farming their land and running their workshops since they “can just buy the food instead of working.” Goods become scarce and prices rise. Soon lots of people will starve and the ruined rich will furiously look for the culprits who “removed the damn gold from the tomb.” If the dwarves of Firestead take the gold away, no such inflation occurs.

dwarven warriors at the clan’s disposal for one year and help the clan achieve whatever goals they may have. He does not specify exactly what kind of downfall he predicts, but explains with a laugh that the Sons of Nesos can always wait and see for themselves. The dwarves do not intend to ever spend the gold, but only use it to decorate their underground halls. Merdenvil himself wants to be remembered as the prince who inherited a city of stone, but left behind a city of gold. He has a caravan of sturdy wagons waiting only a day’s march away.

THE VASNIANS RETURN A band of Vasnians and armored orcs arrive, led by Konana (page 91). The Vasnians believe that the gold belongs to them, since the land was stolen from their ancestors and Bann Guelder was a sacred place for their people. The Vasnians realize that they are in no position to negotiate, but Grudenstaal or Poansa might include them in an alliance.

206 chapter 15

WATCH OF THE SISTERS TYPE OF ADVENTURE SITE: Settlement

The crimson jungle lies before you like living entrails,

gods to seek a union with the local population –

its trunks and vines resembling slithering bowels and

the Vasnians – so that their peoples could trade

tendons. Two weathered statues of women stare

with one another. Instead, the riders started a

blankly over your heads, as if struggling to believe

war of expulsion and extermination because their

that they have finally found a way out of the jungle.

proud chieftain Sella felt slighted at the meeting. Wail was so enraged by Sella’s arrogance that she whipped up hurricanes on the plains between the two countries so that no one has since been able to return to the Drawn Lands

BACKGROUND

from Aslene. The proud Sella responded by

The Watch of the Sisters is the name of a very

renouncing his old goddesses and, encouraged

old temple in the Bloodmarch, dedicated to

by the Aslene dwarves, urging his brethren to

the divine sisters Wail and Flow – the respec-

worship Horn, the largest volcano in the land.

tive goddesses of winds and flowing freshwater.

Sella believed that Horn granted his riders

The forgotten story of the temple is that

victory over the Vasnians through the Astra

horse folk from the Drawn Lands in the west

which the dwarves had given him as gifts from

once rode into Aslene on a mission from the sister

the god. He divided his people into five clans,

207 watch of the sisters

named after the five volcanoes of Aslene, and

moon elves’ temple Agnostica cannot return to the

gave each of them a part of the land to farm

world until the Metrochrone has been reactivated.

as their own. Many battles were fought in the

The Watch of the Sisters is completely embed-

years that followed, between the clans as well

ded in very dense crimson forest, a slithering

as with Vasnians and Alderlanders from the

jungle that emerged after the Demon Flood.

neighboring country in the southeast, which

When the eccentric prince and composer Cavaldo

quickly became an archenemy.

da Putenze arrived at the Watch of the Sisters a

The Watch of the Sisters was built on the

couple of decades ago, the holy women took him

Guardian Mountain as a religious outpost in

in since the winds had blown him there from

Aslene back when the two countries were to be

their native Drawn Lands. Since then the demon

bound together in friendship. The temple still

forest has continued to grow and the priestesses

stands, but is now used to keep watch on the curse

have passed away. What no one knows is that

put on the horse clans by the goddesses. During

Cavaldo’s music and passions are attracting the

the first century after the religious break, horned

demonic vegetation and making it thrive.

dwarves were hired to build a monumental clock in the shape of a bird, called the Metrochrone, which measures the time until the curse is lifted. When the Watch of the Sisters was built, the moon elves, who fled the worm people on Anoma

GETTING HERE

(page 57), had already split their kin into hal-

There are several ways for the adventurers to

flings and goblins and built their temple Agnos-

find the Watch of the Sisters, by chance or

tica. After a moon elf trueseer dreamed that the

otherwise.

worm people would soon find their hideout, they

✥ The adventurers are contacted by Konana

wanted to remove Agnostica from the world to

(page 91) after she finds out that the

conceal it further. It could be done, but only tem-

Book of Winds, an old document kept

porarily. As measurers of time, the moon elves

at the temple, proves that Aslene actu-

decided to use the Metrochrone at the Watch of

ally belongs to the Vasnians. The book

the Sisters, since the clock was already in place.

is so precious to them that Konana in

For more on Agnostica, see page 232.

exchange can offer the adventurers the

When the player characters find the Watch of

Goblet Staff of Have, which she keeps

the Sisters, the Metrochrone has stood still for a

hidden, or something else of great value.

few years and the temple is deserted. A dwarven

✥ The adventurers encounter Vrendenholm,

engineer known as the Kogler, who had been in

an Alderlander scholar who says he is

charge of maintaining the mechanism, is said to

interested in the early history of Aslene

have poisoned the temple’s last three priestesses,

and wants to hire them as an escort to

stolen part of the Metrochrone, and disappeared.

the temple. He too seeks the Book of

The Kogler really did steal a part of the clock, but

Winds. The scholar is part of Poansa’s

did not murder the priestesses. In any event, the

expedition, but acts on his own initiative

208 chapter 16

since none of the Alderlander agents are

VHEILOR THE BARD

interested in history.

Vheilor really is a bard, but also a sorcerer of

✥ The adventurers encounter a bard name

the Order of Egression. Through D’Irae he

Vheilor and his protégé D’Irae a few hexes

has had vague visions of, and been spoken to,

from the temple. Vheilor claims to have

by the unquiet spirits of the murdered Donna

heard rumors of Cavaldo’s musical genius

Mardiena and Carafo. Vheilor has made it his

and seems obsessed with performing

sacred duty to restore Cavaldo’s memory so

with him. Vheilor really is a bard, but is

that he realizes and admits that he murdered

secretly also a necromancer of the Order

his family. Only then will the dead find peace.

of Egression (page 149).

Vheilor may then choose to kill Cavaldo himself and make him his undead servant, or leave

THE SCHOLAR VRENDENHOLM

the prince to be consumed by the shame of his

Vrendenholm is who he claims to be – an Alder-

crimes. Vheilor realizes that the death of the

lander historian trying to learn more about the

forest spirit Margarita is a step towards bring-

early history of the Bloodmarch. The aim is to

ing peace to the murdered, but the Egressor has

help the Alderlanders understand and take over

no quarrel with the forest and believes that the

the country. He also seeks allies for his leader

blame for its actions lies solely with Cavaldo.

Poansa (page 76).

VHEILOR VRENDENHOLM

STRENGTH 2, AGILITY 3, WITS 4, EMPATHY 4

STRENGTH 2, AGILITY 3, WITS 5, EMPATHY 4

SKILLS: Sleight of Hand 2, Move 1, Lore 2,

SKILLS: Lore 5, Insight 2, Manipulation 2

Insight 2, Manipulation 2, Performance 3

GEAR: Staff, quill and ink, sheets of paper

TALENTS: Death Magic 2

for making notes.

FEARLESS: Egressors are immune to fear

attacks from undead. D’IR AE

TRUE HEARING: Egressors can automatically

D’Irae is a 14-year-­old girl, seemingly mute, with a shaved head and her face painted white in mourning. She is actually Cavaldo’s daughter Dhiria, who wants to find her mother and siblings and take revenge on her father with Vheilor’s help.

D’IRAE STRENGTH 3, AGILITY 4, WITS 3, EMPATHY 4 SKILLS: Sleight of Hand 1, Scouting 2,

Insight 1

tell whether someone is telling the truth in matters relating to their clients, without making an INSIGHT roll. SACRED MISSION: While on a sacred mis-

sion, Egressors grow stronger and temporarily gain the FAST FOOTWORK talent (rank 3). Their conviction also makes them less vulnerable to magic and all forms of manipulation. The Power Level of all magic cast at Egressors is reduced by D3, and all attempts at MANIPULATION get a −2 penalty. GEAR: Instrument, dagger, VALUABLE find

GEAR: Knife

209 watch of the sisters

LEGEND

goddesses’ creations, Horn was furious and brought

It is said that Aslene was once a barren desert, until

He took Have as his wife and gave her fire to rule as

forth the horse clans from his fire to banish the ingrates.

the sister goddesses Wail and Flow sent their servant

her wedding gift. Soon their five volcanic sons sprung

Have to make the land lush and green through the

up from the ground, and Horn gave each of them a

goddesses’ warm winds and flowing freshwater.

horse clan as their personal guard.

The magma god Horn stayed below ground at the

But the goddesses Wail and Flow felt that Horn

time, but as roots started to pierce down into his under­

had seduced their servant and taken both her and

ground domain, he grew curious and burst through

the land out of their hands. In anger they raised an

the surface as a volcano. Horn was amazed at how the

impenetrable forest around their temple. From then

Bloodmarch had flourished. He delighted in the bird­

on, they wanted nothing to do with Aslene anymore.

song and the dance of the butterflies, and was struck with love for Have. But when he learned that the Vas­

(Note that the legend of the Watch of the Sis-

nians had usurped the land without appreciating the

ters is told from the horse clans’ perspective.)

THE FOREST SPIRIT MARGARITA The forest spirit Margarita is the collective subconscious of the local crimson forest. She was born out of Cavaldo’s music, lives off it, and inspires him as his most devoted listener. Only to the tunes of heartfelt music does her consciousness focus into intelligence and manifest itself in the form of a talking fruit that can communicate telepathically. In this concentrated form she can be killed with any weapon if blue tar (page 38) is first thrown at her, which prevents her consciousness from once again dispersing. Normally Margarita exists throughout the jungle like a demanding, capricious, pleasure-­seeking force that communicates emotionally with Cavaldo as well as with other musicians in the forest who catch her attention.

When Margarita begins to materialize, which could occur as soon as music starts playing, the nearby jungle takes the form of living creatures and motifs from the music. The temperature rises as well. Shapes resembling Cavaldo’s family might appear, not knowing where they are, but begging to be freed from their life of captivity. If Margarita is killed, the jungle will turn into ordinary crimson forest, grow sparser, and fade away in some places. Margarita has the stats of a ghost (see the Gamemaster’s Guide, page 94). Each unit of blue tar thrown at her binds Margarita to her concentrated form for one round, after which she once again disperses her consciousness throughout the jungle.

210 chapter 16

LOCATIONS

precisely by the dwarves long ago. But red vines

The Watch of the Sisters is nestled in the

from the sides so that the adventurers are some-

and hanging branches are imposing themselves

embrace of a lonely mountain, on a slope sur-

times forced to crawl or push their way forward.

rounded on three sides by high cliffs which

After only twenty meters they can no longer see

form a wide ravine. It has in recent years been

the sky and must press forward as if through the

filled with dense crimson forest. The forest has

bowels of a huge, living body. Anyone with an

a primitive consciousness who calls itself Mar-

animal must succeed with an ANIMAL HAN

garita – “the Pearl.” Prince Cavaldo has settled

DLING

in the Watch of the Hermit, a smaller temple

into the vegetation, and be lost forever.

belonging to the Watch of the Sisters.

roll for the animal not to panic, run off

After a few hundred meters the vegetation suddenly closes behind and in front of the adventurers. Their presence has triggered peristaltic movements

1. THE STONE SISTERS

in the forest which cause the passage to contract

Two corroded stone women twice the height of

and expand in waves rolling into the forest. The

a human are standing with their backs to the

adventurers can move with the waves or wait and

dense crimson forest behind them. A few vines

advance between them. In the latter case they are

are twined around their legs. One of the statues is

gently squeezed through the walls. It is unpleasant

holding an urn and the other a fan.

and scary, but does not cause any damage.

On closer examination, the adventurers notice tears constantly and inexplicably streaming

3. THE WATCH OF THE HERMIT

down the cheeks of one of the statues – the

After a kilometer or two of uphill walking, you reach

one of Flow holding an urn. Faint breathing is

a clearing by a lake. The red vines are kept up by an

heard from the other one, which depicts Wail.

ancient dead tree leaning over an ornate little step pyramid with a house at the top. Exquisite music is heard from the house. The vegetation around it

2. THE WAY IN

seems to take almost humanoid form. Some human-­

Beyond the female statues is an old, paved path

like creatures are moving around the house.

that leads through the swelling crimson vegetation. The path is lined by crumbling animal sculptures

The creatures by the house are red elves led by the

on stone bases. Some of them have fallen over and

elven healer Protelas. The red elves regard Cavaldo

remnants of a rusty iron chain runs between the

as a holy man, whose music causes Reiben – the

bases. The passage looks narrow, but not so much

red elves’ name for the crimson forest – to flour-

that you cannot get through.

ish. They provide him with supplies and will defend him and themselves against attack.

The crimson forest has not taken hold in the gaps

The house itself is in great disarray, full of

between the paving stones which were laid very

acquired or home-­made musical instruments

211 watch of the sisters

and pieces of parchments with red scribbles.

just started to take hold, and soon he was com-

There are also strange pointed objects, seashells,

posing frantically, inspired by the tribulations

pieces of wood, metal objects, and other things

of exile. Donna Mardiena was less enthusias-

over which Cavaldo has pulled yarn back and

tic as she missed life at the palace back home.

forth in different colors and patterns. This is

Soon the crimson forest flourished around

Cavaldo’s sheet music.

the Watch of the Hermit, but Cavaldo refused

The red elves live in huts around the clear-

to see how his music nourished and attracted the

ing, like yellow-­red abscesses that seems to have

demonic vegetation, even after it started speaking

grown from the vegetation itself. Protelas lives

to him and twisting his mind. In a fit of madness

in a tree cave in the large, hollow, dead tree.

he murdered both Carafo and Donna Mardiena. The prince grew increasingly melancholic and his



CREATURES: Cavaldo, Protelas, red

music increasingly emotional, which caused the

elves (two more than the adventurers).

forest to grow even further. One of the children went missing after being punished and when another one vanished as well, a dismayed guest

RED ELF

left with the youngest girl, Dhiria.

STRENGTH 3, AGILITY 4, WITS 3, EMPATHY 2

Eight years later she has returned incog-

SKILLS: Melee 2, Stealth 2, Marksmanship

3, Move 2

nito as D’Irae, along with the necromancer

GEAR: Short bow, short sword, leather

Vheilor, to find or avenge her family. Cavaldo

armor

mourns his family profoundly, and has been driven deeper and deeper into madness by the

PRINCE CAVALDO OF PUTENZE

jungle’s consciousness Margarita. He does not

Cavaldo is Duke of Putenze in the Drawn Lands

realize that it was he who killed his loved ones,

west of the Bloodmarch, and a gifted composer

but thinks it was the deceitful Carafo’s doing.

to boot. When Cavaldo was told that true musicians must endure hardships to reach the height

PRINCE CAVALDO

of their art, he headed out in an airship with his

STRENGTH 3, AGILITY 3, WITS 4, EMPATHY 4

valet Carafo, his wife Donna Mardiena, and their

SKILLS: Melee 2, Move 1, Scouting 2, Lore 3,

three children. Unfortunately they flew too close

Insight 1, Performance 3

to the windswept, forbidden plain towards Aslene

GEAR: Lute, dagger, VALUABLE find

and were sucked into the hurricanes. By some miracle they all survived. Their ship crashed near the Watch of the Sisters, where the priestesses took the stranded travelers in, curious about the situation in their common homeland. Cavaldo was allowed to stay in the temple pavilion called the Watch of the Hermit, around which the crimson forest had

212 chapter 16

WATCH OF THE SISTERS

9

10

6

7 8

4

5

3

2

1

side of the lake, you see a high mountain with a

PROTELAS

Protelas is no red elf, but an ordinary elf from

temple near the top. You cannot find any natural

Ravenland, and yet he commands the red elves

paths through the forest, but notice a narrow gap

at the Watch of the Hermit. He claims that

between the vegetation and the wall which leads

he is still not worthy of becoming one with

to the temple.

the forest and that he wants to understand it better before taking that step. That way he has

One way of reaching the temple on the Guard-

avoided assimilation. Because he is a skilled

ian Mountain is through the temple grounds.

healer and an eloquent speaker, the red elves have accepted this postponement. But now

THE WALKWAY: Beyond the stairs is a paved

there are rumors that Vaerefor himself is on

walkway between two walls, but it is completely

his way to the Watch of the Sisters with his

clogged with crimson forest. During the day

giant snail Kasabatoda, and the red elves are

the adventurers can push through between

talking about Protelas finally becoming one

the wall and the vegetation, but after just ten

of them.

meters it becomes impossible. At night the

Time is running out for Protelas, who is

forest contracts, allowing the player characters

actually an agent sent by the elves of Ravenland

to crawl 50 meters to a ledge by a red pond.

to identify the crimson forest’s weaknesses. He

However, a sarcopte (page 116) stalks the

has noted Cavaldo’s relationship with Margar-

passageway at night.

ita and suspects that the spirit might be a key to the entire forest. Protelas keeps a unit of

THE POND: The fountain has overflowed and

blue tar hidden in his Aesculapian Staff – a

covered the round park in red water all the

healing staff with a carved snake coiled around

way to the stairs. The adventurers must swim

it – and thinks that the tar can kill the forest

roughly 30 meters underwater, but the water

spirit, but lacks the musical ability to lure her

is crisscrossed with slimy strings and mem-

out or communicate with her. Protelas can

branes which sometimes have to be cut down.

confide in the adventurers if he has reason

Performing a maneuver underwater, such as

to trust them, and together devise a plan to

swimming, requires a successful MOVE roll.

kill the forest.

Each round the adventurer must also succeed with an ENDURANCE roll not to drown. On failure the adventurer starts drowning and suf-

PROTELAS STRENGTH 4, AGILITY 4, WITS 3, EMPATHY 3

fers 1 point of damage to Strength per round.

SKILLS: Melee 2, Move 2, Lore 1, Manipula-

Beyond the pond is the bottom of a stairway.

tion 2, Healing 3 THE SLIMY STAIRWAY: The top end of the

GEAR: Aesculapian Staff (like an ordinary

stairway is blocked by jungle, but one can get past

staff), SIMPLE find

the vegetation by climbing a dead tree. However, there is thick slime oozing down the tree trunk,

4. THE TEMPLE GROUNDS

which makes it difficult for the adventurers to

Beyond the area surrounding the Watch of the

climb and gives them –2 on all MOVE rolls. Once

Hermit, the crimson forest is denser than it was

at the top they find twenty or so white balls, half

on the way there. Through the mist on the other

a meter in diameter, embedded in slime. These

214 chapter 16

are slime snail (page 121) eggs laid by a rela-

for MOVE and ENDURANCE as per above. The

tive of Kasabatoda. If the adventurers take an

swimmer resurfaces in the lake below the temple.

egg with them, it will hatch a week later. The

A high waterfall crashes down into the far end

snail can be tamed as a mount and reaches the

of the lake.

size of an elephant after one year. THE BOATHOUSE STAIRS: There is a collapsed THE TEMPLE PORTAL: At the top of the

boathouse by the lake. From there a narrow set

slimy stairway is a smaller overgrown passage-

of stairs leads up to the temple through crimson

way that leads to the temple portal, which has

forest. Anyone who goes ashore is immediately

been partially knocked over. Halfway through

attacked by a slithernet (page 122). Halfway

the passageway, the adventurers suddenly feel a

up the stairs, the chill of fraeges can be felt in

growing chill coming from the left as they are

the vegetation to the right.

attacked by a number of Fraeges (page 106). They are as many as the adventurers.

THROUGH THE AIR A third way of getting to the temple is to fly and thus avoid the crimson forest completely. This is possible if the adventurers possess some sort of flying ability. Traveling through the air, the adventurers are attacked by a swarm of flowers from a bloodbeech (page 103).

5. THE RIVER A river flows into the lake by the Watch of the Hermit. The river seems to be coming from the waterfall high up on the Guardian Mountain. The crimson forest forms a tunnel across the river where it runs closest to the lake. Another way to get to the temple on the Guardian Mountain is to follow the sacred Abzellan river, in which the demonic vegetation cannot grow. There is a small rowboat on the lake by the Watch of the Hermit, but it is full of water

6. THE TEMPLE ON THE GUARDIAN MOUNTAIN

and must be repaired (CRAFTING roll) since no one has used it for years.

Up on the mountain above the crimson forest you ABZELLAN RIVER: The vegetation is hang-

reach an ancient, almost completely dilapidated

ing down towards the river, but there is enough

temple of stone. It seems to have stood on some kind

space to pole or row the boat across. Hiding

of stone slab which has cracked and left half the

among the plants above are D6 sporewalkers

temple leaning down into a brick pond. The build­

(page 123) who drop bundles of spores on

ings that once stood there have completely collapsed,

the adventurers.

and a massive eight-­meter-­tall statue has fallen into

UNDERWATER TUNNEL: There is a thirty-­

a similar statue of a woman with a bird perched

meter-­long section where the river runs under-

on her shoulder. The place seems abandoned. Doors

ground. The water is free from vegetation and

have fallen off their hinges, buckets and other debris

the adventurers can swim with a successful roll

litter the courtyard, and crops have decayed.

the pond. In front of the remaining pavilion stands

215 watch of the sisters

The Watch of the Sisters is a thousand year old

existence and relive the exact same day as the

temple dedicated to the goddesses Wail and Flow.

one before. If destroyed, even by someone cast-

There dwell the last three of its priestesses –

ing PURGE UNDEAD, they still return the next

Hina, Costolena, and Kremiled – unaware that

day as if nothing happened. This is because

they are ghosts. Their skeletons rest in their

they are no ordinary ghosts, but sustained by

respective bed chambers. Next to Costolena’s

the grace of Wail and Flow because their watch

remains is a music box that still works (see the

has not yet ended.

text box). Otherwise, the rooms are empty.

The priestesses are kind to guests, but dis-

A group of Vasnians has come to the temple

missive of Aslene horse warriors. They can

in search of the Book of Winds, thinking it will

change their daily routine if there are visitors,

prove that the horse clans have no claim to the

but do not remember any of it the next day.

land. The key player Konana could be among

If the Book of Winds is taken from its crypt,

them. The group climbed down to the temple

the ghosts of Hina, Costolena, and Kremiled

from higher up the mountain, and if the adven-

will regain their memories and realize that they

turers befriend them, the Vasnians can help

are dead. See the text box on page 219. Only

them leave that way to avoid the crimson forest.

when the Metrochrone is reactivated and the curse of the horse clan is lifted do the ghosts



CREATURES: As many Vasnians as there

disappear forever.

are player characters, and possibly the key

The priestesses are ghosts as described on

player Konana (page 91).

page 94 in the Gamemaster’s Guide.

HINA, COSTOLENA, AND K REMILED

The last priestesses at the Watch of the Sisters,

7. THE HOUSE OF WINDS

Hina, Costolena, and Kremiled, are ghosts but

On a rock by a precipice near the temple is a single

do not know it. Once the Book of Winds has

quadrangular pavilion of stone that is open in all

been retrieved, they regain their memories and

directions. A ten-­meter-­long ramp extends from

think they were poisoned several years ago by

each opening, and at the end of each ramp sits a

the Kogler. Vengeance must be taken!

stone animal on its hind legs with its front legs

What really happened was that Hina accidentally made a poisonous soup from mush-

raised – a bear to the north, a frog to the east, a dragon to the south, and a bull to the west.

rooms she had picked in the forest, killing her sisters and herself. The forest spirit Margarita

A player character who succeeds with a LORE

knows this and is proud of having contributed

roll knows that the animals represent the four

to their deaths, since the priestesses criticized

winds in Wail’s mythology.

one of Cavaldo’s musical pieces.

The pavilion’s interior is square. On the

The priestesses’ ghosts are dismayed that the

floor is a locked metal hatch that cannot be

Metrochrone has stopped and want the Kogler

opened by force. Inside each of the four openings

to repair it. Early each morning they fade into

is a stone relief of a tree, so that the entrance

216 chapter 16

goes through the trunk. Each tree has four stone slabs shaped like leaves set into the wall, decorated with four different symbols: a drop,

THE BOOK OF WINDS

an oak leaf, a fly, and a flame. The following verse is inscribed upon the pavilion’s ceiling:

The Book of Winds is said to be more than a thousand years old and has the power to lift the curses of Wail and Flow so that the horse clans are forgiven and the routes to Alderland and the Drawn Lands are opened. The book is only one half of “the Book of Winds and Water.” It is also indestructible. The Book of Winds begins with the true story of how the horse people were sent to Aslene, which could have serious consequences if made public (page 242). The older parts of the book make no sense without the Book of Water. That book is not even in Aslene, but might feature in future expansions.

Let the winds feed their children Let the winds fill their begging hands Let the blood of the living sate his paws May the burned bark of trees sate her claws Let the oak leaves sate his hooves Let the flies sate her feet So we can read the writing of the wind And let time have its course SOLUTION TO THE CIPHER: To open the

hatch in the floor, the correct stone slab in the tree in each direction must be pressed at the same time, which requires four people. The correct interpretation of the verse reveals which slab should be pressed in the respective direction – that is, the opposite direction to the statue outside. The correct combination is:

✥ ✥ ✥ ✥

South – drop West – fly North – flame East – oak leaf

When the right combination of slabs is pressed

tome. Along the walls lie six mummified corpses

simultaneously, the hatch in the middle of the

of past priestesses in their alcoves. Animals have

pavilion is unlocked. It can then be swung open

fed on the bodies and died from the embalming

on its axis so that someone can climb down into

fluid, so there are carcasses of rats, raccoons, and

the crypt where the Book of Winds is found.

snakes as well. If the book is touched by anyone from the horse

8. THE BOOK’S CRYPT

clans, or someone who intends to destroy it, a

A stone staircase leads down to a closed cham­

tupilaq (next page) awakes to defend it. The dead

ber. On a podium at its center rests an ancient

animals are part of the tupilaq.

217 watch of the sisters

TUPILAQ

D6

Tupilaqs are merged from parts of corpses and

4

TUPILAQ ATTRIBUTES: STRENGTH 24, AGILITY 2, WITS 1 MOVEMENT: 2 ARMOR RATING: None, but takes half

5

damage from non-­magic weapons.

ATTACK NECROTIC BITE! The abomination

opens its decaying jaws, baring numerous half-­rotten tooth stumps, and bites one of the adventurers. Roll for the attack with five Base Dice and Weapon Damage 1 (slash wound). If the attack inflicts damage, the adventurer is also affected by a paralyzing poison with Potency 6. 2

6

DISSOLVING ATTACK! The tupilaq wraps

one of the adventurers in an almost loving embrace and spews out a stinking, milky-white poison that soaks the victim from top to bottom. Roll for the attack with seven Base Dice and Weapon Damage 1 (blunt force). On success the adventurer is GRAPPLED (see the rules in the Player’s Handbook.) Every round they remain in the creature’s grip, the adventurer is attacked with a lethal poison with Potency 6 (9 against a designated target).

SCRATCH ATTACK! The tupilaq extends

its claws and springs furiously at an adventurer. Roll for the attack with six Base Dice and Weapon Damage 1 (slash wound). 3

TACKLE ATTACK! The raging beast

lunges with full force at an adventurer within NEAR range. The repulsive mass of cadavers feels as heavy as lead, and the adventurer suffers an attack with eight Base Dice and Weapon Damage 1 (blunt force). If hit, the victim is knocked down.

MONSTER ATTACKS 1

ROAR OF ANGUISH! The grotesque crea-

ture contracts its body as if about to pounce and lets out a cacophonous roar of anguish from its human and animal throats. Every orifice in the revolting mass contributes to this symphony of horror, and all adventurers within NEAR range suffer a fear attack with seven Base Dice.

carcasses that have been risen from the dead.

D6

ATTACK

DARKNESS ATTACK! The abomination

produces a strange hum and lets out an oily, magical darkness that settles over the adventurers. All adventurers within NEAR range must make an INSIGHT roll (not an action). On failure they are blinded by the magical darkness and have to fight with a –2 modification according to the rules in the Player’s Handbook (page 112). The effect lasts until the same point in the next round’s initiative order.

218 chapter 16

temple’s last three priestesses met their unfortunate demise a few years ago, the dwarf took the clock’s waterwheel to his smithy, Tribolia

THE REALIZATION OF THE GHOSTS

– see the adventure site Tribolia of the Kogler.

When the Book of Winds leaves its crypt, the ghosts of Hina, Costolena, and Kremiled will regain their memories and realize that they are dead. They claim that the Kogler, the dwarf mechanic who previously looked after the Metrochrone, murdered them and stole some components so that the giant clocked stopped, and ask the adventurers to retrieve the missing parts. The Kogler should be somewhere in Firestead – see the adventure site Tribolia of the Kogler. But as mentioned previously, the Kogler did in fact not kill the priestesses. They just think he did.

world is linked to the activity of the Metro-

The temple Agnostica’s absence from the chrone, and the temple cannot return until the clock has been reactivated. The adventurers can restart the Metrochrone by retrieving the missing part from the Tribolia of the Kogler and installing it.

10. CAVALDO’S AIRSHIP On the mountain slope beyond the waterfall with the giant clock lies the wreckage of a strange, open ship. Its rigging seems to have been made of thick nets, now rotten. There is a large propeller in the stern, connected to an axis which runs along the entire hull. Around the ship grow what look like large sponges. Sometimes pieces of them fall off, before rising into the sky and drifting away like gray clouds. The wreck of Cavaldo’s airship is found on the mountain slope beyond the Metrochrone’s waterfall. Around it a couple of flowering bloodbeeches (page 103) grow.

9. THE METROCHRONE

The ship can be repaired with a successful

Beyond the temple is a huge mechanical clock

CRAFTING roll and a Quarter Day’s work, includ-

mounted on the rock face, vaguely shaped like a

ing the crank with the propeller by which the ship

stylized eagle. Water from one of the waterfalls

is driven forward and steered. The gas-­producing

flows between its legs, where a waterwheel of the

fungi that lifted the ship have taken root on the

overshot type clearly used to be. The wheel is miss­

slopes and can be collected. The net that kept

ing, as is its axis.

them in place has rotted away, but a new one can

The Metrochrone was built long ago by horned

ing by the boathouse below the temple.

be made from the slithernets (page 122) growdwarves and most recently managed by the dwarf

The ship can only be maneuvered in light or

mechanic known as the Kogler. When the

no wind, but can drift in stronger winds. The

219 watch of the sisters

fungi that lift the ship off the ground are grow-

metal rods, whistles, strings, and bells. Branches,

ing and constantly producing a gas lighter than

tentacles, and half-­formed, human-­like out-

air. For the aircraft to descend, the adventurers

growths will soon start playing the instrument

must climb the net and release the fungi, which

in a growing and never-­ending cacophony. Soon

then fly off in the wind (and are later replaced by

the adventurers notice the forest growing and

new ones). The ship’s anchors were lost back in

closing in around the clearing that surrounds

the Drawn Lands.

the Watch of the Hermit. The music intensifies and heat starts radiating from both the instrument and the vegetation, which makes it hard to get close. Unless the adventurers intervene, some-

EVENTS

one else will soon express concern about Mar-

Here are some events that might occur at the

garita’s tunes and argue that the music might

Watch of the Sisters.

escalate and spread crimson forest throughout the country. The whole thing must be stopped. On the other hand, the red elves are delighted

THE FURIOUS GIRL

that things are finally happening. They will

One of the adventurers notices D’Irae speaking

stop anyone trying to interfere. Unless some-

to Vheilor with restrained rage, even though

thing is done, all hexes adjacent to the Watch of

she is supposed to be mute. “If you kill him,

the Sisters will turn into crimson forest, after

it all ends here! I’m not sticking around for

which the instrument will explode.

that,” responds Vheilor firmly, causing the girl to hit herself in the face and run off in tears. Vheilor looks around for witnesses and

THE REDRUNNERS

can now be pressured into revealing his true

A squad of elves from Ravenland, twice as many

reason for coming here.

as the adventurers, arrive at the site. They have come to fetch the healer Protelas, but also want to wipe out all red elves in the area and bring

THE RED ORCHESTRA

their rubies back to Ravenland to be restored.

Cavaldo has set up a large instrument in the

The squad may include an old acquaintance

crimson forest – a table equipped with ringing

from Raven’s Purge, such as Ulmaya or Alsurso.

220 chapter 16

TRIBOLIA OF THE KOGLER TYPE OF ADVENTURE SITE: Settlement

A curtain of water falls outside the mouth of the cave. Inside is a sulfur-­smelling chamber lit by

BACKGROUND

a river of lava flowing down from the volcanic

In ancient times, Tribolia was one of the horned

crater on the other side of the cave. The floor is

dwarves’ largest smithies, but they were forced

littered with debris. Three huge spheres of stone,

to abandon it when it was invaded by demons

seemingly floating in mid-­air, are rotated against

shortly after the Demon Flood almost 300 years

each other by gears driven by a paddle wheel in

ago. The place has been taboo ever since.

the lava. What looks like a mechanical horse is

The dwarf known as the Kogler has alone

standing nearby next to a crashed airship. The

defied the great council’s prohibition and returned

cave’s ceiling seems to be made of shimmering metal

to figure out how the smithy’s machines work

above the spheres. To the left, where the floor rises

so that he can restart them. “The Kogler” is

towards the cave wall, human-­like creatures are

not a name, but a professional title. The smithy

locked in combat. To the right, across the lava river,

was named after the three floating stone spheres

is a large closed gate.

rotating with gears inside the cave. The Kogler has taken out some of the smithy’s demons by using blue tar and reactivating a group of mechas – mechanical, mindless, dwarf-­like creatures that were constructed

221 tribolia of the kogler

in the heyday of the smithy and did much of

dwarves have appointed a guardian of the smithy

the work. Other than that, he spends most of

– the so-­called Kogler. The current Kogler was a

his time mapping the cave’s mechanical details.

bit odd even before he was appointed, but the title

The Kogler traveled through the great

really went to his head. He became obsessed with

gates of Tribolia in his airship. Unfortunately

“claiming his domains” and sailed his airship into

this triggered an old security mechanism that

the smithy against the council’s orders. The gate

brought down an iron-­bound stone wall in front

slammed shut behind him and would not budge.

of the gate. The dwarven guards damaged the

Since no one wanted to come for him, the Kogler had

airship’s envelope so that the light metal seeped

to stay in his smithy and has probably died by now.

out and floated to the ceiling. The Kogler can still come and go through the same entrance as the adventurers, but he is wanted in Firestead and therefore as suspicious

LOCATIONS

as he is discreet.

Described below are the most important places in Tribolia of the Kogler.

GETTING HERE

1. THE WATERFALL

Horned dwarves in the area know that a stream

The stream gushes out of the rock into the lava river

on the mountainside above the now closed gate

below, where it immediately vaporizes. You see the

of Tribolia used to flow into the smithy, but no

remains of wooden chutes on the mountain, which

one has tried to get in because of the prohibi-

were probably used to redirect the water.

tion. The adventurers can find the stream after a bit of searching, follow the water, and find

The rock reaches down to the valley floor and

the stairs leading down into the mist below the

the trail continues across a couple of ravines

waterfall at location #1 on the map of Tribolia.

via bridges of stone.

2. THE LAVA RIVER

LEGEND

A fiery river of lava falls from a volcanic crater

In the time of the clans, the grand smithy of Tribo­

valley. The river snakes its way through the cave

lia was the greatest mechanical wonder in Fire­

and is eventually swallowed by a circular chasm

stead. It was possibly rivaled by the fire fountains

near the waterfall where you entered. All light in

of Mormender at one point, but those days came to

the cave comes from the lava.

near the cave’s ceiling on the opposite side of the

an end with the clan wars. Now Tribolia is said to be abandoned and tainted by demons, so no dwarf

A couple of arched stone bridges lead across

with any sense will go there. Since the clan wars, the

the lava flows.

222 chapter 17

3. THE FLOOR OF THE SMITHY

abandoned. The horse was meant to be a gift

You cross the cave floor through a landscape of waste

to the horse clans to celebrate the friendship

heaps, stacks of rotten timber, hard coal and ash,

between them and the horned dwarves of Fire-

cracked steamers of patinated copper, flywheels,

stead, but Mekefalos could never be delivered.

trip hammers, treadwheels, wooden chutes, thick

The Kogler has installed the flywheel from the

chains, carts, twisted metal beams, and more.

Metrochrone at the Watch of the Sisters (page

Everything is decrepit with age, but not untidy.

219) inside the horse’s body. That is the part

The place seems carefully arranged with wide

which must be returned to the Metrochrone in

streets between heaps and machines.

order to activate it. The Kogler has got the horse

Some of the coals can still be lit, but the cave

in hardened lava and would have to be pulled

is already warm from the lava.

free with an amount of force he cannot muster.

running again, only to discover that it is stuck

MEK EFALOS

4. THE SMELTING CHANNELS

A giant mechanical horse. A ladder on the inside

Three wide channels of stone and metal lead away

of one of its front legs leads to a space inside the

from the lava river where it calms down below the

horse’s chest. From there it is possible to climb

falls from the crater. The channels are equipped

back through the torso between various levers

with floodgates and lined with tracks, with shovels

and pistons all the way to the flywheel. One can

and a couple of minecarts on both sides. There are

also climb forward to the horse’s head where

heavy metal chains lying along the sides of the channels.

the machine is controlled through sturdy reins

The floodgates can be raised with two tread-

the horse is stolen from the Metrochrone at the

wheel cranes, but the cordage is rotten and

Watch of the Sisters (page 219). Understanding

breaks if anyone tries to use them. If the cord-

how to operate the horse requires a successful

age is replaced, the cranes can be operated by

CRAFTING

and more levers and dials. The flywheel driving

or LORE roll.

two people walking inside each wheel, provided that some solidified lava is first cleared from

MEKEFALOS

the floodgates. If the floodgates are raised, the

STRENGTH 32

channel is filled with hot lava.

ARMOR RATING: 7 (steel) MECHANICAL: Operating Mekefalos requires

5. THE HORSE MEKEFALOS Next to the lava river, in front of the mechanism that drives the three spheres, stands a huge mechan­ ical horse. Someone has recently been working here, judging by the fresh metal shavings, tools, and rolls of rope under the horse. There is a ladder on the inside of the horse’s front leg. The horse called Mekefalos, “the Machine Head,” was one of the last constructions to be finished before the smithy was invaded and

a successful CRAFTING or LORE roll each round. This counts as a slow action for the driver. Only one adventurer can make the roll, but others can help. If it succeeds, the horse can either move one zone or perform an attack with 15 Base Dice and Weapon Damage 2 (blunt force) against a target within NEAR range. Whenever Mekefalos takes damage (one point or more), there is a risk that the horse will stop working. Roll D6 – if the result is 1, the horse must be repaired with a successful CRAFTING roll.

223 tribolia of the kogler

TRIBOLIA OF THE KOGLER

FREEING MEKEFALOS The only way to free the mechanical horse is to use Jormensul, the axle driving the three stone spheres (#8). This requires a thick chain, which can luckily be found along the nearby smelting channels. The chain must then be attached to the horse. There are plenty of strong iron beams lying around, and one of them can be passed through the horse’s jaw and a link at one end of the chain. The other end can easily be hooked to one of Jormensul’s pegs, in which case the chain will be wound around the axle and stretched tight. When the chain is fully stretched, it yanks the horse so forcefully that it almost noses over, but the horse comes unstuck and its legs start moving as the chain pulls it forward. Mekefalos can break the gate blocking the smithy’s main entrance by kicking with its hind legs. The horse can also step over the lava river.

6

1

224 chapter 17

12

10

15

11

16 9

4 3

7 5

13

8

14 2

225 tribolia of the kogler

6. THE BLOOD SWAMP At the very back of the cave, where the floor rises, is

8. JORMENSUL – THE WORLD AXLE

a swamp seemingly bubbling with blood. Rivulets

A huge paddle wheel in the lava river causes a thick

of water trickle down the rock face into the swamp.

iron axle to turn. The screw at the end of the axle

There appears to be a constant struggle between thin,

drives the cogs on the lowest sphere, which in turn

crimson creatures emerging from the swamp and

drives the other two. Strewn around the wheel are

dwarves fully clad in metal and armed with hand

some metal sheets and other scrap.

drills. Some vegetation can be seen around the swamp and its damp surroundings – fungi, lichen, moss,

The dwarves called the axle Jormensul. Next to

demonic vines, shrubs, and the odd flower or two.

the wheel is a simple shed with various shoes

The swamp is alive and all that remains of

mal insulated shoes with thick bast soles and

the smithy’s demonic elements. Sporewalkers

iron shoes that can be used to walk on the

are constantly arising spontaneously from the

spheres. There are also thermal insulated gloves

goo, before climbing up and trying to carry

and gloves with long metal rods ending in hooks.

and gloves on wooden shelves, including ther-

the spores away to be spread throughout the cave. The Kogler’s mechas are fighting them by

CLIMBING JORMENSUL: The adventurers

drilling into the creatures’ center and thereby

can reach the spheres by climbing Jormensul.

killing them. The fighting takes place in near

They must balance on the spokes of the paddle

silence and without emotion.

wheel (MOVE roll where failure means falling) to get to the axle, but better wear bast shoes as



CREATURES: D6 sporewalkers (page

the spokes are very hot (otherwise they suffer

123), D6 mechas (page 112).

one point of damage to Strength). The drive shaft itself has protrusions and handholds which they can then climb (make a MOVE roll

7. THE GREAT GATE

with +2). After that they must walk or crawl up

A wide, paved pathway leads up to a massive stone

the thread of the screw until they get close to

gate that blocks the smithy’s main entrance.

the Grotewola sphere and can catch one of its loops using the gloves with the hooks as they

The stone gate slammed shut when the Kogler

rotate past, so they can get up on the sphere

passed through it in his airship. Unfortunately

itself (another MOVE roll).

it got stuck and has therefore not been used for a long time. The adventurers can still get out through the waterfall where they entered, but

9. THE GROTEWOLA SPHERE

the only way to leave with Mekefalos, the airship,

Above the drive shaft spins the lowest and smallest

and the Metrochrone components is through

of the stone spheres, seemingly floating in mid-­air,

the great gate. Opening the gate requires a kick

circling a horizontal axis. The equator consists of

from a freed Mekefalos (page 223) or help from

thick cogs that drive the sphere above. There are

the dwelvers in Blowdwell (#14).

metal loops near the cogs.

226 chapter 17

Grotewola has a core of solar tin, a metal that

The entire upper part of Weldewola consists

becomes as light as air when heated. The cogged

of a circular room that serves as the Kogler’s

belt contains iron which pulls Grotewola towards

workshop and is full of junk. This is where

the Freiwola sphere’s magnetic cogs and keeps

the adventurers find the Kogler, who is surly

it in place. An adventure with iron shoes can

and rude and resents their intrusion. How-

stand and walk on the magnetic surface of the

ever, he is not prone to violence and tries

sphere without falling off. Next to the cogged

to talk and negotiate his way out of trouble,

belt are metal loops which the hook gloves can be

well aware of what his expertise is worth. If

attached to. Without any of these aids, it takes a

attacked, he defends himself with the help

successful MOVE roll with –2 to climb the sphere.

of two mechas he keeps as assistants at the smithy. The Kogler knows almost everything about Tribolia and will gladly show off his

10. THE FREIWOLA SPHERE

knowledge out of vanity. He has not figured

The middle sphere, which also seems to float in

out how to free Mekefalos.

mid-­air, is bigger than the one below and has two



cogged belts – one offset against the bottom pole where it meshes with the sphere below, and one

CREATURES: Two mechas and

the Kogler.

along the equator which meshes with the largest sphere. This sphere rotates with the same speed as

THE KOGLER OF TRIBOLIA

the bottom one, but around a more vertical axis. It

Kogler is not a name, but the title of a dwar-

shimmers in beautiful metallic blue and consists

ven master smith. The Kogler of Tribolia is a

of a smoother material than the others.

grouchy, elderly dwarf mechanic and inventor, who illegally trespassed into the forbidden dwar-

As with Grotewola, the metal shoes stick to the

ven smithy of Tribolia to devote himself to his

sphere’s surface. It too has a core of solar tin

craft. Like most Aslene dwarves, the Kogler is

which is heated by the friction and makes the

horned, but his left one is prosthetic due to an

sphere almost weightless. Both of Freiwola’s

accident. The left part of his face along with

cogged belts are magnetic, holding it in place

the horn is made of brass, its eye a lens that

against the other spheres’ iron belts. The beau-

sees in the dark, while doubling as telescope

tiful blue surface is thin and purely cosmetic.

and loupe. His left arm is mechanical, which is not immediately discernible since it is covered by a sleeve and glove. The master smith

11. THE WELDEWOLA SPHERE

always dresses and sleeps in dirty and stinking

The largest sphere is kept up by a thick metal axle

working clothes.

running between the floor and the ceiling. It spins

The Kogler is unarmed, but in a pinch he

more slowly than the other two as its cogged belt has

will defend himself using his tools and his very

more cogs. Near the axle, at the top of the sphere,

powerful mechanical arm. As a person, the

there are door and window openings from which

Kogler is headstrong, easily irritated, suspicious

lamplight spills out. Smoke rises from a chimney.

and contemptuous of the slow-witted, which to

227 tribolia of the kogler

ATTACKS WITH THE MECHANICAL ARM D6

1

ATTACK GRIP! The Kogler takes firm grip on an

enemy. The victim suffers an attack with six Base Dice and Weapon Damage 1 (blunt force). If the attack hits, the victim becomes GRAPPLED and automatically suffers the critical wound Broken Arm (blunt force 44–45). Neither the Kogler nor the victim fall to the ground. However, any weapons held by the victim are dropped. The Kogler can attack the grappled victim, or other targets, with his other hand. 2

A FIST TO THE FACE! The mechanical arm

trembles when the Kogler clutches his fist as hard as he can. With an incredible force the arm shoots through the air, attacking an enemy. Perform an attack with eight Base Dice and Weapon Damage 2 (blunt force). The attack can be parried with a shield. 3

of a large piece of scrap in the room and throws it at an enemy at up to NEAR distance. Perform an attack with seven Base Dice and Weapon Damage 1 (the object determines the type of damage). The victim must pass a roll for MIGHT or fall to the ground (no action). Now stuck under the object, the victim must spend a short action to break free.

him basically is everyone until proven otherwise. He is cunning and knows when to negotiate and

4

when to dominate. He feels no loyalty to the loves construction, machines and smart solutions with a passion.

THE KOGLER

5

Hand 2, Lore 3, Insight 2, Manipulation 2 TALENTS: Firm grip 2, Smith 3 MECHANICAL EYE: The Kogler can see at

range with incredible detail, see in darkness, and through smoke and fog. DISTANT

MECHANICAL ARM: The mechanical arm lets

the Kogler perform monster attacks. See the adjacent table.

SHOOT KNIVES! A handful of sharp

blades shoot out from the arm against D3 targets at up to NEAR distance. Each target suffers an attack with five Base Dice and Weapon Damage 2 (stab wound).

SKILLS: Melee 2, Crafting 5, Sleight of

ARMOR RATING: 6

CRUSH WEAPON! The mechanical fist

firmly grips an enemy’s weapon, attempting to break it. Perform an attack with five Base Dice and Weapon Damage 1. The attack deals damage to the weapon instead of the enemy. The attack can be parried.

dwarven community since it rejected him, but

STRENGTH 6, AGILITY 4, WITS 4, EMPATHY 3

THROW SCRAP! The Kogler grabs a hold

6

KNOCKOUT! With a surgical strike, the

Kogler punches an enemy. Perform an attack with six Base Dice and Weapon Damage 2 (blunt force). If the attack deals damage, the victim falls unconscious and must make a STAMINA roll (no action) at the start of every turn to wake up.

12. THE LIGHT METAL LAKE

14. BLOWDWELL

Directly above the three spheres, the ceiling seems

Next to the lava river is a strange little house seem­

to be made of shimmering metal. Those taking a

ingly filled with what looks like a large bladder

closer look can see that the surface is not solid, but

whose translucent membranes bulge out of the doors

rather makes waves as the air moves in the cave

and windows. At the back of the house is something that resembles a large bellows with the nozzle shoved

The metal ceiling is not forged, but made of

through a hole in the house. Moving closer, you see

accumulated light metal. It flows like mer-

two pale little creatures pressing their noses against

cury, but is lighter than air. Most of it comes

the membranes and waving to get your attention.

from the Kogler’s airship whose envelope was damaged as he sailed it through the great gate

The creatures’ names are Bydmer Dribblecliff and

of Tribolia, which caused the metal to leak

Aramilia Crack, and they are dwelvers from the

out and rise to the ceiling. The adventurers

depths of the earth. The adventurers may already

can climb up Weldewola’s axle and fetch light

have encountered dwelvers in Stonegarden in

metal in buckets.

Raven’s Purge and learned that they are the underground ancestors of the dwarves. The dwelvers’ voices cannot be heard and

13. THE AIRSHIP

they gesture to the people outside by rhythmi-

Below the largest stone sphere lies what looks like a

cally bringing their palms together – this is their

small, slightly damaged ship. The rigging appears

way of telling the adventurers to increase the

to have consisted of a large leather bag fastened

pressure in the house by pumping the bellows. If

with rope. The bag is ruptured and lies flaccid

they do, they can hear the dwelvers’ voices and

next to the hull. Inside the ship is a longitudinal

communicate through the membranes.

crankshaft that ends in a propeller.

If the adventurers try to cut their way inside, the dwelvers will be terrified and wave for them to

The Kogler’s airship landed gently and is

stop, since the air would kill them (in a Quarter

in good condition, but cannot fly as all the

Day). The membranes in the bladder overlap in

light metal has leaked out of the envelope

certain places so that food can be sent in through a

and accumulated in the cave’s ceiling. The

primitive airlock. The only way to get the dwelvers

Kogler cannot climb up and fetch the metal

out is to fetch their suits, which are found in the

by himself and the mechas are too clumsy

chapel (#15). See the box on the next page.

and stupid. If the leather envelope is repaired (CR AFTING roll and a Quarter Day’s work), it

BYDMER DRIBBLECLIFF

can be filled until the ship takes off again. It

AND  AR AMALIA CR ACK

is driven forward by hand-­cranked propellers

The dwelvers Bydmer and Aramalia resemble

and steered with the rudder. However, the

meter-­high fetuses, half-­formed and hairless, with

great gate must be opened before anyone can

extremely pale skin that shimmers with moisture

fly outside.

and facial features that do not seem entirely constant, but float around over the bones of their faces.

229 tribolia of the kogler

THE DWELVERS’ STORY

example, the dwelvers can help blow up the gate, since they are proficient with explosives – a technique they will not share with surface creatures. The dwelvers can also tell them more about the Metrochrone – that it is a narrative clock that brings forth paradigm shifts in the world. It must be restarted for the dwelvers to proceed with certain projects in the underground. For this reason they support the adventurers and advise them on how to repair the clock, but will not willingly go with them to the Watch of the Sisters. The dwelvers have no sense of honor towards surface creatures and will slip down through some crack in the mountain as soon as they think they have shown enough gratitude. Their suits are as elastic as their bodies, which allows them to squeeze through cracks no wider than a hand.

Adventurers who manage to speak with the dwelvers will learn that they were trapped by the Kogler. They went up to Tribolia in peace to see what was going on when they suddenly heard the smithy’s safety door close. They wore protective suits because they are vulnerable to the gases in the smithy, but the suits were punctured by the Kogler’s mechas. The dwelvers almost died, but managed to inflate their emergency tent Blowdwell inside the cabin where they have been trapped ever since. The Kogler took their suits, without which they cannot leave Blowdwell. He gives them food, but experiments with what they can and cannot eat and questions them. He has probably repaired their suits and hidden them in case he ever needs to take them away. Adventurers who help the dwelvers will be offered something in return. For

depicting a human on horseback. The statue is

BYDMER AND ARAMALIA STRENGTH 2, AGILITY 5, WITS 4, EMPATHY 3

missing its sword arm and is in pretty bad shape

SKILLS: Endurance 3, Crafting 3, Stealth 3,

overall. The stairs that once led up to the chapel

Sleight of Hand 2, Move 3, Lore 2, Survival 3, Manipulation 2

have been removed. Climbing up to the chapel is fairly easy ( MOVE + 2), but one can also use a ladder

15. THE CHAPEL

found behind the ledge. This is a chapel of

On a rock ledge above the floor you see a small,

friendship built in the time of Sella the Lib-

run-­down marble chapel with a statue outside

erator, and he is the rider depicted by the

230 chapter 17

statue. The statue was damaged during the

elastic material, with some moss growing inside

war with the Lusitarians.

them. A halfling may be able squeeze into them.

On the rock wall inside the chapel is an

These are the dwelvers’ suits which they need in

exact copy of the Fresco of Sella, which the

order to escape captivity in Tribolia.

adventures may have already seen at the temple in Ashenstead and that depicts Sella the Liberator with his Astra (page 62). This is actually

16. THE WHISTLE HOUSE

the original blueprint from which Horn’s Astra

A loud whistling sound shrieks through the entire

were created in Tribolia long ago.

cave. You trace the noise to a small building near

The horned dwarves created the artifacts

the rock wall. There are four metal pipes of dif­

as an experiment and to get the horse clans on

ferent lengths sticking out of it.

their side after they were cursed by the goddesses Wail and Flow. They dared not wield the Astra

The house acts as a four-­note steam whistle. Each

themselves due to the severe side effect of accel-

note is sounded individually every three hours,

erated aging, but thought it more appropriate

after which the cycle starts again. The process

to study the effect on the horse warriors who

occurs automatically by means of water that

do not live very long anyway.

flows down the rock wall, into the house and is vaporized by the lava below. As the pressure rises

THE DWELVERS’ SUITS: In a cabinet in the

in its tank, the whistle blows and the mechanism

chapel hang two small suits made of strangely

switches pipes, and then the pressure starts building up again. The Kogler has divided the cave’s mechas into four teams, each responding to a separate note. The teams can be identified by the paint he has smeared on their breastplates:

RECREATING ASTRA

red, green, yellow, and white. When the whistle

The Kogler claims that he can use the fresco to recreate Astra that have been destroyed or disappeared from the world, on the following conditions: ✥ He gets five living elven rubies to work with for each Astra that is to be recreated. ✥ He gets 10 gold coins worth of gold for each Astra that is to be recreated. ✥ He gets one week to complete the task.

sounds, the working team goes to rest and wind each other up while another team leaves the whistle house and picks up where they left off.

EVENTS There are no special events at this adventure site, other than interactions with the Kogler and the dwelvers. However, if the adventurers come here late in the campaign, key players and their associates could arrive to grab the Metrochrone components and restart the clock.

231 tribolia of the kogler

AGNOSTICA TYPE OF ADVENTURE SITE: Settlement

You see a square, heavily weathered, forty-­meter-­

stole the Eighth Mother from the Seventh. But

high pyramid that looks like it has been there

the temple’s name goes back further than that.

for thousands of years. Rocky ramps on all sides,

Once it materializes, the temple seems

which probably used to be stairs, lead up to the

suspended in mid-­air 70 meters above ground,

top where a rectangular, black monolith awaits.

perpendicular to the ground with gardens and

Several armies and key players have already

everything, hence “the Hanging Gardens of

arrived and set up camp around the place. People

Agnostica,” which was considered one of great

seem to be looking for something at the top of the

wonders of the age. There is no explanation as

ruin, digging among the stones and discussing

to how the temple can stay in the air like this

with each other.

– the whole thing is considered a perfect illusion conjured by long dead mentalist masters. In ancient times, Agnostica was actually a constant source of discussion about what distinguishes reality from perception, illusion, and inter-

BACKGROUND

pretation. It was precisely for that purpose that

Agnostica is the moon elves’ old temple in

the temple was built, which explains the name.

Aslene. The name means “that which must

Having fled to Ravenland and later to Aslene

not be known,” which is fitting since the moon

with Octomadria 1200 years ago, the moon

elves have tried to stay hidden ever since they

elves settled down with their kin in Agnostica,

232 chapter 18

but quickly realized that the worm people, the

LOCATIONS

Seventh, would find them sooner or later. They could not get rid of Octomadria.

Described below are the most important places

That is why the moon elves made the temple

at Agnostica.

disappear from the world for a period of time linked to the Metrochrone, the giant clock at the Watch of the Sisters. The clock stopped

1. THE PYRAMID

when the Kogler in Tribolia stole essential parts

You stand before a crumbling stone pyramid where

of it, and must be restarted for the temple to

the remains of terraces and stairs are the only

return to the world.

indications that it is a building and not just a pile of rubble. At the top of the pyramid is a black monolith.

GETTING HERE

The ruin is not yet real, but merely a projec-

Agnostica does not materialize until four of

years or so. To summon the present-­day pyra-

the volcanoes known as the Sons of Horn (page

mid the time altar inside the monolith must

55) have awakened and the Metrochrone at

be activated.

tion of what it will look like in a thousand

the Watch of the Sisters has been restarted. Then

The monolith appears to be made of black

the temple emerges in one of the hexes around

stone and cannot be moved, since it is imma-

the last dormant volcano in Aslene. Which vol-

terial. The monolith is six meters high, four

cano it is depends on the order in which Horn’s

meters wide, and one meter thick. It opens if

Astra are found and claimed, since each Astra is

touched by one of Horn’s Astra with Level 3

connected to a certain horse clan and volcano.

(page 61) or all four of the moonstones found

At first the temple pyramid only appears as it

in Aslene (including those inside Vinhelm Kaal

will look in the distant future – as a crumbling

and Fiena Fromelei).

ruin on the ground. This illusion is connected to

The monolith opens to reveal a door that is

a time altar behind a black monolith at the top of

three meters high and two meters wide. Behind

the ruin. For more information, see location #1.

it is a square, windowless, black room with a lone altar. If the Astra or the moonstones are placed on the altar, the monolith turns into a 70-meter-­high pillar and the temple Agnostica emerges along with the Dimension Knot (#2).

LEGEND They say that the moon elves in the time before time

The top of the tall pillar which a moment ago was a

built a temple with wondrous gardens that floated

monolith holds what looks like a large knot of stone.

over Aslene. The temple could only be seen when

Here and there are circular openings towards the

the moon was full and never appeared in the same

center of the knot. What looks like a stone bridge

place twice, but was said to gleam like mother-­of-­

protrudes from one side of the knot towards a

pearl, so that all who saw it would sit spellbound

temple building seemingly floating in the air, sev­

in the night until it vanished. The memory alone

enty meters above ground and perpendicular to

is enough to bring tears to the driest of eyes, and yet

the ground. An equally vertical garden is hanging

nobody can describe what they have seen.

under the temple.

233 agnostica

THE KEY PLAYERS AT AGNOSTICA Depending on how the game has developed, you decide which key players come to Agnostica and when they arrive. Some may have gotten there before the adventurers. The constellations consist of at least two opposing armies. The first key players to arrive at Agnostica only find the ruin of the temple pyramid. No one understands what to do or where they can find the Eighth Mother. The armies position themselves around the ruin, negotiate with each other, and decide to exchange ideas. You can use the key players present for violent confrontations, negotiations, and diplomacy. ✥ SELLIGAR HORNE has no personal interest in the Eighth Mother and is only here because an ally wants to get hold of the creature or stop someone else from doing so. ✥ POANSA MOULTER wants the Eighth Mother whom she believes to be Wyrm Reborn. Poansa searches the ruin’s exterior and examines the monolith. If the adventurers cannot figure out how to open the monolith (previous page), Poansa can do it instead. ✥ COLONEL GRUDENSTAAL wants to kill the Eighth Mother whom he believes to be Wyrm Reborn. He too can figure out how to open the monolith. ✥ FIENA FROMELEI: If Fiena has not yet gotten hold of a moonstone, she senses their presence in Agnostica and seeks them out. If Fiena already has a moonstone, she can now turn into a moon elf and get behind Vinhelm Kaal’s agenda. ✥ THE SEVENTH know that the Eighth Mother is kept at Agnostica and have come to reclaim her. This is their only goal and their sole purpose in life. Once the floating temple appears,









they will take over a bird’s skeleton and fly up there. VINHELM KAAL and Fiena Fromelei will work together once she becomes a moon elf and can access his memories. They head for Agnostica to return all the moonstones to the temple, activate its time altar, and make it disappear forever along with the Eighth Mother. KONANA and the Vasnians have no interest of their own in the Eighth Mother and are only here because an ally wants to get hold of the creature or stop someone else from doing so. VAEREFOR VAN REIBEN: If Vaerefor possesses the Goblet Staff of Have, he thinks he will be able to turn the Eighth Mother into a red elf, in which case he would have a god on his side. Otherwise he could be here because an ally wants to get hold of the creature or stop someone else from doing so. When Agnostica has materialized, he can summon demonic vegetation beneath the temple which grows until the red elves can climb up. THE DREAMSTRESS will likely come to Agnostica as an ally of Vaerefor or someone else, without any personal interest in the Eighth Mother. When she arrives, the Dreamstress sits down to dream of the creature in the temple and realizes that it is powerful enough to dream her back to Eoni. She will then make this her top priority and secretly seek new alliances. This could become a key element in thwarting the plans of Vaerefor or the Seventh, since the Eighth Mother under the Dreamstress’ guidance can dream them both away to Eoni and thus disappear from Aslene forever.

2. THE PILLAR OF WRATH

up like a spider (no roll required). The pillar is

The pillar seems to be made of black stone. It is

designed as a safeguard against the Seventh,

smooth and glossy and there is nothing to climb.

since they do not understand emotions and therefore cannot climb the pillar.

The pillar cannot be climbed by level-­headed

Play this by asking the players what mood

creatures. But an angry individual can grip

their characters are in. Until their answer is angry

the metal with hands and feet and easily climb

or irritated, they cannot get a grip on the pillar.

3

b

a

e

c

d 2

1

YR AMID THE P

3. THE DIMENSION KNOT

THE BIRD CAGES: There are two stylized bird

You reach a platform from which a spiral staircase

cages at each of Portals A, C, and E; one on

leads into the stone knot’s interior.

either side of the gateway. Inside each bird cage is a carved wooden bird as well as an egg – the

There is only one winding staircase from the

side facing the cage floor is of black obsidian,

platform through the knot and it leads out

the other is of silvery metal that has spread to

at Portal A, where the first bird cage is found

the ceiling, since it is light metal which floats

(see below). The adventurers can then move on

upwards. All eggs are engraved with the rune

the upper side to one of the other portals and

of Flow and can be picked up.

descend the stairs from there. Adventurers who

Since Portals A, C, and E as well as their

move too far out must make a MOVE roll not to

eggs each have their own “down,” the adven-

fall off the dimension knot, likely to their death.

turers can pick up eggs that fall in six different directions. One egg of each direction is required

ALTERED GR AVITY: Each time the adven-

to activate the orb in the chapel (#10).

turers follow the stairs through the knot, from Portal B to C and from Portal D to E, the

THE TEMPLE AGNOSTICA

gravity changes, so that the portal they come out of feels like it is positioned horizontally. In other words, the adventurers will feel as though the staircase runs from the underside up to the ground. If the adventurers have done it right as they reach Portal E, the Bridge of Joy (location #6) and the temple with its gardens will be positioned horizontally. The ground below the temple will then seem like a horizontal wall. If the visitors take any other route to the temple, gravity will be normal and the floor of the temple will be vertical. This means

6

that moving inside the temple requires

7

8

climbing (MOVE rolls where failure results in falling).

5

4

10

236 chapter 18

9

4. THE BRIDGE OF JOY

and immediately grow back after being picked

The stone bridge appears to be floating in mid-­air.

from their branches. The fruits have different

The temple and its gardens await on the other side.

flavors and some even taste of deliciously cooked fish or meat.

Whether the player characters perceive the

Fruits picked from a vertical garden feel

temple as vertical or horizontal depends on

strange in one’s mouth as the bite wants to fall

which route they took through the Dimen-

sideways rather than down to the stomach, and

sion Knot (#3).

the victim gets a stomach ache after one turn,

The Bridge of Joy is another safeguard

since the intestines have trouble digesting the

against the Seventh who do not understand

strange food. Treat it as an attack that deals

emotions, and can only be crossed by people in

damage to Strength, with seven Base Dice and

a joyful mood. Those who do not feel joy, or

Weapon Damage 1.

lose their joy midway, will fall straight through the bridge as though it were made of sand. Play

Unlocked doors lead to the Hall of Serenity (#6), whose far end holds a bell tower.

this by asking the players what mood their characters are in. Unless their answer is joyful or

6. THE HALL OF SERENITY

happy, the bridge will not hold. If anyone falls from the bridge, the “down-

The doors open into a large hall with long tables.

ward” direction returns to normal and the

The far end of the hall is elevated with what looks

unfortunate person falls to the ground 80

like a high seat and table of honor. From the ceiling

meters further down. The person can be pulled

hangs chandeliers and ten statues of warriors are

back up if they were secured with a rope.

standing along the walls.

5. THE HANGING GARDENS OF AGNOSTICA After crossing the stone bridge you reach a beautiful

This hall is where the moon elves gathered for meals and assembly, but it is now empty. As soon as anyone walks one third of the way into the room, some of the statues (as many as the

floating garden full of fruit trees and flowers. In

adventurers) come to life and start attacking all

the garden is an L-­shaped temple pavilion with a

intruders. But if the adventurers stand still and

bell tower. There are no living creatures in sight

do not defend themselves, the statues’ swords

except for some birds and bees.

stop just before hitting their target, after which they return to their posts.

At the end of the Bridge of Joy, the adventurers

Adventurers who defend themselves must

reach an exquisite garden that is either horizon-

instead fight them to the death. The hall can

tal or vertical depending on how they got there.

be bypassed by climbing up the bell tower

Either way the garden behaves as if standing

and taking the stairs down to the dais. This

on the ground, with singing fountains, birds,

can be particularly convenient if the temple

and bees flying around the trees. In the garden

is vertical.

stands the temple Agnostica. The garden is lush with flowers and fruits that can be eaten and gathered as provisions



CREATURES: Stone warriors, as many as

the adventurers.

9. THE DORMITORY

STONE WARRIOR

You enter a fifteen-­meter corridor with six doors

STRENGTH 10, AGILITY 2 SKILLS: Scouting 1

on either side. The far end is a stone wall. Above

ARMOR RATING: 6

each door is a name. High up the far stone wall is an inscription that reads: “She is in our names.”

ATTACKS: Slash, seven Base Dice and

Weapon Damage 2 (slash wound). Stab, seven Base Dice and Weapon Damage 2 (stab wound). Parry, five Base Dice.

Starting from the entrance, the twelve names are:

STONE WEAPONS: The stone warriors cannot

LEFT SIDE

be disarmed, but their weapons can be damaged. If the statues’ Strength is lower than the number of Base Dice for attack or parry, their current Strength rating is used instead.

Iacolne

Farber

Druer

Mazurenda

7. THE VISIONARIUM Beyond the dais you reach a small passageway with

RIGHT SIDE

Sisela

Salunia

Zentuner

Snetom

Ocroende

Totelema

Vinhelm

Rumsander

Behind the unlocked door to each alcove is the

windows on both sides and a door in the far wall.

moon elf whose name is carved above the door. They are all decomposed corpses, including Vin-

The windows of the Visionarium show moving

helm and Salunia (Fiena).

scenes from other worlds, but they are only projections. Behind the glass is nothing but a stone wall.

THE SOLUTION TO THE RIDDLE: By open-

ing the following five doors in the correct order, the name Octomadria forms from the first

8. THE CHAPEL

two letters of each name: Ocroende – Totelema

An empty, windowless chapel. There are rows of

– Mazurenda – Druer – Iacolne. When this

benches on either side of the aisle. In front it hovers

happens, another door emerges in the stone

what seems to be a meter-­wide marble orb. At the

wall at the end of the corridor which leads to

back of the room is a closed door of stone.

Octomadria’s chamber.

The door cannot be opened with physical force,



CREATURES: The moment the door to

but only by activating the orb. It has six small,

Octomadria’s chamber appears, the dead

round depressions, one on each side. Adventurers

moon elves are restored to the prime of

who examine the orb more closely will find the

their lives and confront the intruders.

symbol of Flow at the bottom of each depression.

This does not apply to Vinhelm and Sal-

If the six bird eggs from the Dimension Knot

unia (Fiena), who are instead replaced by

(#3) are placed in these depressions so that their

their present-­day versions.

direction of fall is toward the orb’s center, the orb is activated and the door to the Dormitory opens.

238 chapter 18

OCTOMADRIA

239 agnostica

10. OCTOMADRIA’S CHAMBER

if the weapons they wield are Horn’s Astra. They

Beyond the door at the end of the corridor is a win­

could also offer her the opportunity to take on

dowless chamber with a semicircular alcove. On

the role of Wyrm, after which they intend to

the raised floor of the alcove stands a throne with

gather believers and subjugate the heretics in

three empty seats on either side.

Ravenland, Aslene, and Alderland, and seize



CREATURES: The key player Octomadria

Selligar Horne could be allied with Poansa or

(page 99).

Grudenstaal, but they themselves have nothing

power over the three countries. Konana or

to offer Octomadria.

THE MOON ELVES

THE SHOWDOWN

Together with the moon elves, Vinhelm Kaal

Agnostica is the intended location for the final

and Fiena Fromelei (Salunia) do their best to

showdown of the campaign Legacy of Horn.

keep Octomadria in Agnostica until the temple

Below is a summary of what certain key play-

and the snake woman fade from existence once

ers might do during the finale. How it all plays

more. If there is a risk of her falling into the

out will of course be largely determined by the

hands of the Seventh, they immediately try

adventurers’ actions.

to kill her.

THE SEVENTH

VAEREFOR VAN REIBEN

If the Seventh encounter Octomadria’s earlier

Vaerefor van Reiben can offer to make Octo­

forms, they immediately try to kill them to

madria godmother of Reiben with the aim of

summon her final form. Faced with her final

conquering Ravenland, Aslene, and Alderland.

form, they throw themselves at the creature to

If the Dreamstress is allied with Vaerefor and

assimilate it and turn Octomadria into the god-

hears of his plans, she will try to sabotage his

dess Meat with power over all living things. This

alliance with the Eighth Mother. Alternatively,

appeals to Octomadria, but whether she actually

the Dreamstress may already have realized that

agrees to mother the eighth generation of worm

Octomadria has enough power to dream them

people depends on whether someone else can

both to her home world Eoni and offers to

make her a better offer. If Octomadria refuses

make the Eighth Mother goddess of all Eoni.

their request, the Seventh will simply lie down to die as their lives no longer have any meaning.

POANSA AND GRUDENSTAAL

AGNOSTICA FADES AWAY D6 days after Octomadria’s chamber has been opened, or whenever you see fit, the temple

Poansa and Grudenstaal may try to kill

Agnostica will fade from the world forever, leav-

Octomadria at first sight, which is only possible

ing just the ruin of the terraced pyramid behind.

240 chapter 18

AFTERMATH

T

his section describes what might happen in the wake of Legacy of Horn. It is meant to offer guidance and tips that you can use based on the choices and alli-

ances the players have made over the course of the game.

THE SITUATION AFTER THE FINALE

✥ Octomadria has either joined the dominant faction or vanished from the world along with the Dreamstress or the moon elves. If she remains in the world,

The campaign Legacy of Horn can of course

Octomadria can pose as Wyrm Reborn or

end in any number of ways depending on the

as the Eighth Mother.

✥ At least four of Horn’s Astra have been

players’ actions. A temporary and fragile peace settles over Aslene as the winners consolidate

found and claimed, but it turns out that

their power and establish contacts in Raven-

the artifacts can only be used in emergen-

land. Here are some suggestions on what the

cies, since each use comes at the cost of

situation could look like.

accelerated aging.

✥ A key player or alliance, with or without

✥ The dominant faction in Aslene plans to

the adventurers, dominates Aslene. Their

attack Alderland and seeks military allies

rival key players are neutralized, dead,

in Ravenland. The winning faction from

subjugated, or gone from the world.

Raven’s Purge would be an appropriate

✥ The moon elves have either disappeared

partner. The attack on Alderland becomes

along with Agnostica and Octomadria or

the start of a future expansion set in

chosen to stay because the threat of the

Alderland.

Seventh no longer exists.

241 aftermath

From that point on, anything in the

POST-­FINALE EVENTS

cauldron ages to destruction in a matter of moments. Living creatures die, decay, turn to skeletons, and finally to dust that blows away.

Here are some events that can occur after the

Stones crumble into dust and blow away. Iron

campaign finale.

rusts, becomes dust, and blows away. When the cauldron awakens, its water is vaporized in a minute, which will cause extreme

GANDER’S PASS IS OPENED

rainfall in the area during the week that follows.

After the conclusion of Legacy of Horn, Gander’s

All that remains is an empty, hemispherical

Pass will be opened to Alderland as the begin-

crater with a radius and depth of 500 meters.

ning of a future expansion set in the country

On the ground in its center is what from

to the southeast. Exactly when this occurs does

a distance looks like a building shaped like the

not matter, so in the meantime you can easily

symbol of Flow. Anything that comes near it

keep playing in Aslene or elsewhere.

is annihilated. An observant individual will

But before the opening of Gander’s Pass a

recognize that the cauldron is a giant copy of

player character, or perhaps all of them, has a

the depressions in the Altar of Flow.

dream where a woman leads them by the hand to a door into a mountain. The path to the yellow-­eyed vulture caws from its perch on an

THE BOOK OF WINDS BECOMES KNOWN

altar. The goddess Flow plucks the moon from

The Book of Winds can be found at the Temple

the sky and places it on the altar, and then the

of Winds (page 217), but its older parts cannot

door is lined by huge pillars of stone, and a

door opens. Beyond it is a lush land with lots

be understood without the Book of Water. The

of people.

Books of Wind and Water will reappear in a

In the dream, Flow says: “This land I give

future expansion, but for now it does not really

to you, if you can take it!”

matter who gets their hand on the Book of Winds, since it is currently as indestructible as it is unusable.

THE CAULDRON OF FLOW

If the book’s existence becomes publicly

The Cauldron of Flow is a circular, kilometer-­

known, it will strengthen the Vasnians’ cause

wide lake which can be placed in any hex on the

and claim to Aslene. The horned dwarves of

map. The lake has no function until it awakens,

Firestead in particular believe that a substan-

which it does as soon as the Metrochrone at the

tial part of the country should be returned to

Watch of the Sisters is reactivated (page 219).

the Vasnians.

242 chapter 19

SELLIGAR HORNE OF HAVENMARK It is said that the Houns’ chieftain, Selligar Horne of Havenmark, emerged from his mother’s womb a capable rider. He mounted the nearest horse, and with the umbilical cord fluttering in the wind, he immediately rode off to inspect his domains. Only afterwards did he return to her breast. The father was never again allowed near his wife, for the boy was jealous and believed that further offspring could only be inferior to himself. He was strong from birth and slew his first challengers in combat before he had grown his fourth tooth. Now he rides across the plains as a proud youth, like his ancestor Sella the Liberator before him, intent on gathering the clans so that all foreign malice can be driven from the Bloodmarch. The seers say that Selligar is destined to rule Ravenland and Alderland as well. He means to open the Galder Gorge to Alderland, and lifted one of the giant pillars with his bare arms just to prove himself worthy of such a task. But the time for doing so has not yet come.

COLONEL GRUDENSTAAL Oh yes, I’ve met Colonel Grudenstaal, the man they call the fist of the Ironbrows. A ruthless man to be sure, like when Holy Frensia was promised by the king – the old man feared the reprisal of the gods, you see – that she would never be exiled to Ravenland, and Grudenstaal kept the monarch’s word by personally kicking the seer over the edge of the precipice. But the man is more than just a hard heart. He listens to everybody and does not hesitate to change his mind if he likes your advice. He is certainly proud, so much so that he always goes his own way, and nobody knows what he might do. I suppose that’s why the powers that be in Alderland had him sent off to the Bloodmarch.

243 legends

POANSA MOULTER You might think that Poansa is called “moulter” because of her flaking skin. Not so. It’s because she leaves empty shells of people in her wake. The shells are not her own, but the remains of those she has devoured along the way. One of them was Grenemer Treba, count of Strula until that venomous woman seduced him and found his secret Rust Altar. Once imprisoned he demanded, as a nobleman, to be executed by iron – for religious reasons that would become clear later – and appealed to Ad Vipera on the matter. He was surprised to find Poansa in one of the council seats. But the Moulter granted his wish and had him executed by iron as requested: they pounded iron nails through his body until the screams died down and the blood stopped flowing.

FIENA FROMELEI They say that one of the Penites’ powerful moon priestesses from Belifar has been sent to the Bloodmarch to finally eradicate the sin that the cult attributes to halflings and the goddess Eor. The priestess will seek forgiveness for some wrong committed by her kin at the time of the Shift, and will do so at the secret temple of the moon elves, although no one has ever seen it. Come to think of it, no one has even seen a moon elf, have they? So how she will accomplish this is anyone’s guess. Personally, I’ve barely even seen a halfling. Perhaps it’s all made up? Might as well forget the whole thing!

244 legends

KONANA Konana is the salt of the mountains. The blood of the country flows through her veins with the power of the ancients. She is the coming of spring after a bitter winter, the ray of sunlight that cuts like a sharp blade through the fleeing dark­ ness of the storm. In her I put my trust, for she will lead the Vasnians back to our stolen plains, break the legs of the horses, and cave in the skulls of their riders.

VAEREFOR VAN REIBEN I once saw the lord of the red elves with my own eyes. He stood on top of a giant slug that crawled its way through the pass where cousin Welia and I were pick­ ing bird’s eggs on the mountainside. Vaerefor van Reiben they call him, and that face of his might as well be made of bark. They say he lives among the growths of the crimson forests – the ones that have gotten bigger lately, as you’ve probably heard. I believe he has something to do with it!

THE DREAMSTRESS Your dog ran away, eh? Well then, you should see the Dreamstress in Oxengelder who knows where everything is and where everyone’s gone. There, in the lime­ stone region just below the mountains, she runs a school for dreamers. They say the Dreamstress is a giant, bigger than a house but milder than cream, teaching the so-­inclined how to galder dream, so that the dreams inform them about the world and can even alter things that displease them. But me, I prefer a good night’s sleep and to leave the world as it is.

THE SEVENTH I’ve been told that a handful of stern-­looking priests recently arrived in Raven­ land from beyond the seas, having made the same journey as the humans who first landed on our shores. The priests are on a mission from the snake god to make sure that the humans honor the god properly. Apparently no one can endure the sight of their faces, which is why they’re all wearing masks. The priests are said to be carrying strong shackles on their belts, with orders to once more enslave the humans if they have not proven worthy of the freedom they received as a test from the god. They leave the skeletons of the tried and rejected in their wake, but cannot die themselves. When these terrible judges heard of Fangler’s prophecy, that Wyrm had been reborn in Aslene, they headed west to worship the god in his new form and pronounce their final judgment on humanity. If you cross their path with an impure mind, beware.

OCTOMADRIA – THE EIGHTH MOTHER Did you hear the rumor that Wyrm will be reborn in Aslene? The Prophet Fangler in Alderland, that fellow with the all-­seeing third eye, supposedly had a clear-­cut vision from the gods. Mark my words, this will only bring calam­ ity upon us. They say the Congregation of the Serpent has already sent troops to Aslene to receive their god and that Bretien the Procreator is mobilizing a defense in Kantamar. Calamity, I say, and calamity there will be! It’s best when things return to normal and all that’s turned upside down is the soil under the farmer’s plow.

246 legends

TAREGYLL It is said that Taregyll beyond Shadowgate Pass is the last stop of the dead, where demon-­tainted wretches come from all over Aslene to find peace in the lava. Some even say that the burning fissures are pathways between life and death. Visitors who have returned across the pass claim that this is all nonsense meant to keep foreigners away from the riches that lie abandoned and ripe for the picking in the devastated western regions of Aslene. The red forests in those parts are scary alright, but mostly for demons and other unnatural filth, which makes it a good place for adventurers to prepare for expeditions into the unknown.

ASHENSTEAD When Horn wished to forge the holy Astra as weapons for Sella the Liberator to use against the Vasnian hordes, the volcano god raised Mount Faltenvil like an anvil from the plains and summoned his blacksmith Ungule from deep beneath the earth. On the face of Faltenvil the Astra were forged, but so great was the heat of the smoldering blacksmith that none other than Horn himself could assist him, and so bright was the forge’s light that no one could even look at the mountain. But once Ungule returned underground and the mountain cooled, the horse clans built the temple of Ashenstead on its summit so the priests could watch over the country and safeguard its unity. So arduous was Ungule’s work that his hands were blistered and bloodied, and his blue blood remained on the plains. Horn’s wife, Have, gathered the blood in a bucket and used it to water her garden so that it would not go to waste, and from it grew the blue pines of the Bloodmarch, whose sap becomes holy blue tar.

247 legends

SALTERSTAY It is said that the nameless sky goddess is too proud to take any notice of the ground below. And yet she wants to see it beautiful to emphasize her own beauty. To put some color on the canvass of the world she created the rainbow Tincturus, whose colors are released with the rain to paint the flowers, trees, and rocks in splendid hues. Tincturus thrives in the sky, so the sky goddess had to lure the great painter down by hiding treasures in the earth which the rain­ bow is searching for like a truffle pig. One who acts quickly might get there first to claim the treasure, but would be competing with drakewyrms and must beware of their ravenous greed.

OXENGELDER Have you heard of Oxengelder – the paradise of dreams? It’s said that all the country’s peace and beauty took refuge in Oxengelder as the Demon Flood raged into Aslene. There the gentle giantess welcomes anyone of pure heart and open mind to study oneiromancy, the art of dreaming up a wonderful life! Would you rather dance than fight? Rather love than hate? Would you give life a second chance? Then let the dream come true! If you go to Oxengelder, be sure to wear flowers in your hair, for it pleases the Dreamstress.

248 legends

BANN GUELDER It’s shameful how the Sons of Nesos have softened and settled down like common peasants around the ancestral tombs in Bann Guelder. Their buried forefa­ thers must be writhing with shame at their delicate offspring. And Nesos himself has returned from the grave, they say, probably to drive the young folk from the village and into battle as befits the sons of Horn. They’ve grown fat, red-­buttocked from a day’s ride but with plenty of coin, wherever those came from – not from honest plunder, that’s for sure. My brother-­in-­law sold ‘em a couple of hogs and was paid in pure gold, would you believe it?

TRIBOLIA OF THE KOGLER In the time of the clans, the grand smithy of Tribolia was the greatest mechan­ ical wonder in Firestead. It was possibly rivaled by the fire fountains of Mor­ mender at one point, but those days came to an end with the clan wars. Now Tribolia is said to be abandoned and tainted by demons, so no dwarf with any sense will go there. Since the clan wars, the dwarves have appointed a guard­ ian of the smithy – the so-­called Kogler. The current Kogler was a bit odd even before he was appointed, but the title really went to his head. He became obsessed with “claiming his domains” and sailed his airship into the smithy against the council’s orders. The gate slammed shut behind him and would not budge. Since no one wanted to come for him, the Kogler had to stay in his smithy and has probably died by now.

249 legends

WATCH OF THE SISTERS It is said that Aslene was once a barren desert, until the sister goddesses Wail and Flow sent their servant Have to make the land lush and green through the goddesses’ warm winds and flowing freshwater. The magma god Horn stayed below ground at the time, but as roots started to pierce down into his underground domain, he grew curious and burst through the surface as a volcano. Horn was amazed at how the Bloodmarch had flourished. He delighted in the birdsong and the dance of the butterflies, and was struck with love for Have. But when he learned that the Vasnians had usurped the land without appreciating the goddesses’ creations, Horn was furious and brought forth the horse clans from his fire to banish the ingrates. He took Have as his wife and gave her fire to rule as her wedding gift. Soon their five volcanic sons sprung up from the ground, and Horn gave each of them a horse clan as their personal guard. But the goddesses Wail and Flow felt that Horn had seduced their servant and taken both her and the land out of their hands. In anger they raised an impenetrable forest around their temple. From then on, they wanted nothing to do with Aslene anymore.

AGNOSTICA They say that the moon elves in the time before time built a temple with won­ drous gardens that floated over Aslene. The temple could only be seen when the moon was full and never appeared in the same place twice, but was said to gleam like mother-­of-­pearl, so that all who saw it would sit spellbound in the night until it vanished. The memory alone is enough to bring tears to the driest of eyes, and yet nobody can describe what they have seen.

250 legends

ALDERLAND It is rumored that civil war threatens Alderland beyond the Iron Lock, and that there are now two kings in the land. The Algarian dynasty, having been weakened ever since the death of king Algarod during the fourth Algarian wars, has returned to power, supported by the Sigalian guild of magicians and the Wyrm Church under the psycho­ pomp Vivírula. She has succeeded Vipera and assumed his role as head of Ad Vipera, the church’s fanatical secret police. King Alginor the Mild, a descendant of Algarod, is seen as a puppet of his allies. The Algarians rule the capital Brodelmarg and the surrounding southern region. It is rumored that the Sigalian guild intends to protect the capital by performing large scale human sacrifices on prisoners in order to raise a magical barrier. Against the Algarians stands the Rust Church, in support of the Kantamar dynasty. Bretien the Born has been crowned king. The Kantamarians and the Rust Church dominate the sea. They control the north part of Alderland from Raskalma in the mining district.

DAVURA The expanse of wetland south of Alderland is called Davura. When the Alderlanders received their land from the Raven God, the indigenous pop­ ulation known as the Boringers were expelled to Davura, where they built settlements in the swamps and made contact with the natives, reptilian kin of which little is known. Whether the Boringers are completely human is also unclear. Merchants who have traveled the area say that the Boringers dream of reconquering Alderland, led by the crocodile god A-Xanna. This god is said to be one of a handful of named colossi in the region – primeval creatures who inhabited the wetlands long before humans and Saurians showed up. Sodetar the Hermit claims that the primeval creatures regularly gather at large stone pillars in ruins rising from the swamps, waiting for the “Exudator” to be reborn.

THE DRAWN LANDS The Drawn Lands west of Aslene are said to get their name from the days of King Hilemod the Wise. As the king grew old, his four sons started a fierce war in competition for the juicy parts of his legacy. After years of battle, the ducal sons finally asked their father to settle the dispute, but did not respect his decision and declared war on each other once more. At that point Hilemod had his sons imprisoned, drawn and quartered. He buried one part of each son in each quarter of the kingdom to satisfy their greed, and then left the king­ dom to his only daughter Momesia, who turned out to be a just and competent ruler. It is said that the Drawn Lands have been ruled by a queen ever since. Long ago the Aslene horse clans roamed the Drawn Lands, pillaging the wealthy merchant cities and raiding their caravans, but for the last three hundred years the land has been impenetrable from the east, for the route was closed by magical means when the demons invaded Aslene in the year 875 after the Shift. Since that day, anyone traveling west towards the Drawn Lands across the Wailing has been met by ever-stronger winds that soon make it impossible to continue. In ancient times the land was called Hâ. The art of raising the dead is said to have originated there. Stories tell of great ruined cities and entire kingdoms of walking dead who still rule the Drawn Lands’ vast desert plains with the old cities Modrawynd and Hâvila, where the dead watch over treasures and secrets they will never willingly share with the living.

252 legends

THE SPARSE The vast archipelago east of Ravenland is called the Sparse, especially by people on the continent. The various inhabitants of the Sparse have always defended their independence from others, which means that little is known for certain about the sea dwellers. The bigger islands of Vorenda and Hamaland with their fringe of skerries traditionally vie for dominance of the outer seas with­ out really being interested in expanding their domains. Beyond them lie the independent principalities of the Black Islands, the Hammer Islands (called the Aes in the local language), the Clan Pearls, the Grumblers, and the Blood Skerries. Less accessible are Neetma of the Dark Sea as well as the Yonder Shells and the Tooth Reefs, beyond which the sea is said to drop into the abyss. In addition, rumors speak of living and drifting islands woven of seaweed by the semi-intelligent crabler kins. The inhabitants of the Sparse include humans as well as gray elves and various water-breathing scale kins. There are also numerous beasts, the larg­ est of which are said to swallow entire ships whole, only to spit them out years later with an undead crew. Equally feared are the Hammer Island pirates who are always hunting for slaves for their tin and copper mines. Even while avoiding these dangers, unwary sailors sometimes get caught in the living streams controlled by the Black Islands’ necromancers, never to be seen again. Most inhabitants of the Sparse worship the goddess Meera, said to rule over winds and weather at sea. She is rumored to dwell in a floating crystal palace somewhere in the Vile Stretches, where the water’s surface is said not to be flat, but twisted into hills and ravines among which only the most expe­ rienced sailors dare venture. Legend has it that Meera occasionally visits the underwater cities of certain scale kin tribes in person.

253 legends

IRONSTEAD Dwarves speak reluctantly of Ironstead, an underground dwarf realm which can supposedly be reached from Belderand in Ravenland, as well as from the Bitter Reach and Aslene for those who know where to find the entrances, which are said to move around. Ironstead is believed to be located in the inter­ mediate rock layers, somewhere between the surface and the deep structures of the Dwelvers, but flying creatures have told of open, circular vales among iceladen mountains, vales whose domes immediately closed upon discovery. The dwarves of Ironstead are said to worship the goddess Tekne, wife of Huge and the mother of smithing, crafts, and invention. According to legend, the main temple of Tekne is located in faraway Polestead, where her priests grease the rotation axle of the world itself. Whiteglint, the southwestern region of Ironstead, is famous for its wrought crystal. Rumor has it that the dwarven masters of Whiteglint have sought to create artificial life by imitating elven nature, where flesh and minerals grow into life around a crystal. Rebellious creatures from failed experiments have laid waste to an entire region in Ironstead, known as Skrena, where rampant rocks have since grown like cancer in the mountain. Some believe that the dwarves of Whiteglint are planning to send armies of artificial warriors to drive all humans from Ravenland and its neighboring countries.

254 legends

TREUWEN Farther south, the swamps of Davura give way to the jungles of Treuwen, which become increasingly difficult to pass through where steep mountains rise high, cleft by deep ravines whose walls are home to hanging elven cities. The boundary is said to be fluid and imperceptible. Rumor has it that the plants in Treuwen’s forests are intelligent and their lives so intertwined that the iron oaks of Mahemma shake with fury whenever a flower is picked from Loroa’s meadows. Few humans have made more than a short stop in Treuwen. It is said that all who linger too long in the jungle will carry it with them forever. A few druids claim that they can move through the humid jungles in har­ mony with the living land. The same druids advise others to negotiate and sacrifice before harvesting the jungle’s potent healing herbs, unless they want to incur the collective wrath of nature.

ANOMA No one really knows what lies beyond the great seas east of Ravenland, but leg­ ends tell of the continent Anoma from whence the humans sailed west twelve hundred years ago, guided by the Raven god. None of the country’s written or pictorial documents remain, barely even any legends, but myth has it that the very bedrock of the land was devoured by a stone worm which forced the humans to flee. A couple of Rust Church inquisitors claim to have captured and interro­ gated a mysterious elf-like creature a few years ago. It babbled about an abyssal menace beyond the seas and secrets that must never come to light. The prisoner begged to be killed with his memories, and the interrogators granted his wish, albeit accidentally by overestimating the creature’s vitality. Those responsible were punished with dismemberment.

255 legends

INDEX A Adventure Sites 59 Ad Vipera 77, 126 Agent of Ad Vipera 126 Agnostica 232–240, 250 Alderland 251 Alderlanders 19 Alderlander Soldier 126, 143 Amnesia 32 The Ancient History of the World 57 Anoma 255 Antmar Stickyfingers 154 Apprentice 189 Aramalia Crack 229–230 Arjebee 180 The Arrows of the Fire Wyrm 67 Ashenstead 162–173, 247 Ashenvale 23 Ashlands 16, 41, 43, 48 Aslene Rider 143, 145 Astra 61, 231 Attract 37

B Bann Guelder 197– 206, 249 Betsom 203 The Bitter Reach 12 The Black 24 Blauder of Have 168 Bloodbeech 103 The Bloodmarch 11, 13–26, 40 Bloodshock 37 Blue Blood 38 Blue Tar 38 Bodyguard 200 The Book of Winds 217, 242 Brock, Captain 152 Bydmer Dribblecliff 229–230

C Caberians 17 The Cauldron of Flow 59, 242 Cavaldo, Prince 212 Clan Chieftain 127 Clan Rider 127 Confusion 32 Costolena 216 Crimson Forest 41, 45, 47, 50 Crimson Forests 15 Crimson Ooze 39 Crimson Sickness 42

D Davura 251 The Daydreamers 196

Dense Water 39 D’Irae 209 Draug 131 The Drawn Lands 252 The Dreamstress 96, 187, 191, 193, 196, 234, 245 Dream Travel 35 Dream Visit 35 Druma 26 Dunfalt 165 Dwarf Warrior 201 Dwarves 20

E Egressor 126 Eisendor 151 Eldengrul 202 Elves 19 Eor 24 Étosh 21 Evianda 180

F False Shape 33 Fata Morgana 33 Fiena Fromelei 82, 186, 234, 244 Firelands 16, 41, 44, 47, 49 Fire Memory 30 Fire’s Friend 29 Firestead 25 Firewall 31 Fire Wyrm 110 Foraging 47 Forest Star 118 Fraege 106 Fresco of Sella 62, 231

G Galdanes 17 Gander’s Pass 242 Geas 33 Gerbera 167 Gest, The Demonic Mass 158 Glasstooth 66 The Goblet Staff of Have 63 Goblins 23 Grarg 127 Grargs 22, 127 Grave Lily 108 Grudenstaal, colonel 79 Grudenstaal, Colonel 161, 186, 192, 205, 234, 240, 243 Guard 188 The Guardian Temple 69, 147

H Hadruma 26 Half Elves 20 Halflings 23 Haudaros 178 Have 18 Havenmark 25

The Helm of Horn 64 Hina 216 Horn 18 Horned Dwarf 141 The Horn Riders 72 The Horse Clans 16 Houns 16 Hoverfrog 124 Hunting 40, 51

I Ignite 28 Inglourious Butchar 142 Ironbrow 128 The Ironbrows 81, 128 Ironstead 254 Iron Will 36

Merdenvil, Prince 200 Mergonella 199 Meskella 199 The Metrochrone 219 Mildella 131 Mold Stone 29 Mommodar the Rodent 166 Mongelo 169 Moon Elf 127 Moon Elves 20, 127, 240 Moonstones 84 Mortilla 177–178

N Nightmares 34 The Nightwalker Guard 23

J

O

Jackal 137 Jagra 157

Octomadria 99, 240, 246 Oneiromancer 128, 188, 189 Oneiromancy 34 Orcs 20 The Order of Egression 126, 149 Oxengelder 185–196, 248

K Kalemes 192 Kasabatoda 95, 184 Ketre Meskalma 190 The Kogler of Tribolia 227–228 Kolor 94 Konana 91, 206, 234, 245 Korlo 201 Krasylla 68, 136, 161 Kremiled 216 Kresos 199–200 Kreysel 25 Kromabella 133 Kton 110 Kurmena 151

L Leading the Way 43 Legion 202, 204 Liklaudos 166 Lullaby 35 Lycopodium Powder 39

M Magic 27–39 Magma Cascade 30 Magma Song 28 Magnetism 36 Making Camp 48 Mara 35, 194 Margarita, The Forest Spirit 210 Marika Moonfriend 195 Meat 85 Mecha 112 Mekefalos 223–224 Melgir Skylark 167 Mengendorm 143 Mentalism 31 Mental Strength 31 Merdekai 166

P Path of Iron 36 Pearlyveine 125 Penite 128 The Penites 82, 128 Pirimena 190 Poansa Moulter 76, 186, 191, 234, 240, 244 Premonition 34 Prophetic Dreams 36 Protelas 214 Prune 104 Prunofilia 171 Pyrolyte 129 The Pyrolytes 129, 163

Q Quards 17

R Raider 129 Random Encounters 130–147 Ravenlanders 19 Raven’s Purge 9 Red Elf 129, 147, 212 Red Elves 19, 129, 183 Repel 37 Restorative Sleep 34 Rubor 94

S Sabirians 17 Salamander 115 Salterstay 174–184, 248

Sand Sleep 36 Sarcoptes 116 Sella’s Dragonboot 65 Selligar Horne 70, 186, 234, 243 Settler 127 The Seventh 4–7, 85, 234, 240, 246 Shadowgate Pass 150 Shrike 138 Siltellos 166 Slime Snail 121 Slithernet 122 Smolderer 102 Soldier 157 The Sons of Horn 55 The Sparse 253 Sporewalker 123 Stanch Blood 37 Steam Flight 30 The Stonechest of Horn 63, 68 Stone Warrior 238 Strilling 26 Strunde 151 Summon Fire Wyrm 31

T Talullia 179–180 Taregyll 148–161, 247 Terrain Types 40 Tordenost 170 Traceless 32 Treuwen 255 Tribolia of the Kogler 221–231, 249 Truth Sense 32 Tupilaq 218 Turenfort 179

V Vaerefor van Reiben 93, 184, 186, 234, 240, 245 Varina 26 Vasnia 24 Vasnian 129 Vasnians 19, 129 Verdegas 199 Vheilor 209 Vinhelm Kaal 89, 234 Volitia 21 Vrendenholm 209 The Wailing 25 Watch of the Sisters 207–220, 250 Water Memory 30 Whiner 139 Wingsteed 105 Witherbeam 69, 147 Wolfkin 22 Wordplay 32

Z Zhozhach 181