The Collected Pelinore
The Collected Pelinore
An UNAUTHORIZED NETBOOK
COMPILED BY KELLRI
FINAL REVISION (20/11/2014)
PART I:
THE WORLD
Around The World In 80 Lines
The world of Pelinore is flat - everyone knows that - and its centre is at Worldheart.
Now, you'll hear plenty of different opinions among sages about just what Worldheart is, but
as yet no-one has travelled to the edges of the world and returned, so has nobody penetrated
the mysteries of what lies at Worldheart. Rumour has it that a plain of grey land stretches
from the edge of the world as far as the eye can see, that ships have sailed off the edge into
nothingness, even that the world is round!
The civilised lands or Pelinore include the Theocratic Principalities, ruled with a rod of
iron by the Council of Truth, the islands of the Splintered Lands with their myriad cultures,
not all of which are ‘human' by any means and the Tradecities of Xir, eternally squabbling
with each other. Many places you might know of already; like Borth, that little port with the
beacon (from IMAGINE Magazine #1), or once-proud Varit, destroyed in the war between
two noble houses (#3). But these are just the beginning....
WORLDHEART
Over the years tales of a place called Worldheart have reached the ears of the wise.
Rumoured to be precisely at the centre of Pelinore. Worldheart is said to be Harmony itself.
These rumours are given credence because they seem to be borne out by the facts. As the
centre of Pelinore is reached life becomes more Harmonious (and less exciting for
adventurers). As the rim is approached so Harmony disappears, giving way to outbreaks of
absolutes - areas of total chaos or order, good or evil, or strange mixtures of extremes. This
is adventureland, and the parts of Pelinore we will be exploring are to be found here.
Some insist that Worldheart actually exists whilst others maintain it is merely a
metaphysical place - to be dreamed of but never reached. Inevitably many have set off in
search of this fabled spot, but if any found it is not known; none have returned to tell their
tale. Indeed, it is not certain that a normal adventurer would recognise it. For such a normal
adventurer would find this place completely incomprehensible having been brought up in a
world where there is so little Harmony in anything. It is possible that only adventurers
approaching true personal Harmony (some ascetic Druids, perhaps) would recognise. and
thus see, Worldheart. One can even imagine a robust mixed group of players walking
straight through the place and never knowing!
As some kind of abstract goal Worldheart is meaningful, but no adventurer could
seriously expect to find it; so we, as designers, have no intention of defining it. It is there to
provide background and reason to the strange alignments and ambitions of the inhabitants
of Pelinore. By all means let your players and NPCs discuss it and seek it; but remember that
those that approach the kind of mental attitude needed to see it would gradually stop
wanting to — for all the usual reasons of greed and mayhem, anyway.
Around Worldheart grew up the Perfect Kingdoms, realms where it is said only the
exalted may walk, though they walk with the Seven Great Kings. Further from the centre are
other lands, from massive Empires to small Principalities, and beyond them still more lands,
and seas, and yet more lands. And at each remove from the centre, from where Harmony is,
other forces gain temporary dominance, and life is more precarious One such place is the
area of those states known as the Theocratic Principalities, where everyone follows a Lawful
Good alignment. Eventually, it is said, there is the Rim, where absolutes reign, allowing new
forms to venture into existence. It is adventure incarnate, a frontier beyond which even the
gods cannot remain unaltered.
GEOGRAPHY of PELINORE
Pelinore is designed to accept the ideas of thousands of garners, therefore it has to be
large. Just how large though.... well, what mere mortal is ever going to be able to map it all?
The commonly accepted wisdom of the greatest (and most expensive!) sages in the City
League is that the world is like a plate with a ragged edge. From Worldheart to the closest
point on the Rim is impossible to measure - is it constant anyway? - but, at the very least, the
distance must be many thousands of leagues. Likewise, no-one has ever managed to find out
how deep the world is, but there must be a reasonable amount of substance under the
surface, or a few more miners would have disappeared.... (incidentally, many Dwarves
believe in a God of Miners who waits on the other side with a net).
Quickly through a few basics. Yes, there is gravity (but not always - and not always to the
same extent or in the same direction!); yes, there is an atmosphere, several miles high; yes,
there are volcanoes, tapping a huge well of magma beneath the surface of Worldheart itself,
and channeled through ducts to the outer lands; yes, there are stars, and one of them acts as
a Pole Star for the measurement of direction (although some churches prefer to use maps
that accept only Worldheart as a fixed point, no matter how distant). Climate works very
differently, with centres of energy around which pressure centres are formed. Weather
conditions tend to be very localised, particularly close to the Rim. The climate is stable and
boring at Worldheart, growing progressively wilder and more interesting further out. The
area around the City League is fairly temperate, with a high pressure centre to the south-
east in the Steppe country, and a low pressure centre off to the west over the sea. Because
these centres ‘pulse’, there are ‘seasonal’ variations of a sort. In ‘winter’, the wind is
westerly, wet and very cold, while the ‘summer’ sees week after week of a monotonous hot
wind known as the Sarpathic, after the range of mountains it passes over.
The City League lies between Worldheart and the Rim though as no-one your players is
likely to meet will know exactly where, it will be easy for you to be indefinite. The geography
of the area immediately around the City League and the County of Cerwyn is shown on the
regional map. It is reasonable to assume that most of this area will be vaguely known by
most player-characters, and that their birthplace is likely to fall within its bounds.
TIME
Time runs naturally throughout Pelinore - even close to the Rim, clocks run quite
smoothly. The units of time are very similar to those we are used to, although the rationale is
very different. The year is measured by watching the Pole Star, which appears to be higher
in the sky in the ‘summer‘. Careful measurement of this change has led scholars to work out
their ‘year’ as 360 days. These are quite arbitrarily divided into ten equal ‘months’, which
most people near the League name after the usual events of that time of year (see the table
below). The ‘week’ is another arbitrary division, which varies in many countries. In the City
League and neighbouring states there are five ‘weeks’ of seven days in each month, with the
thirty-sixth day being designated the Month-day, a holiday.
Scholars differ as to how day and night occur. Some maintain the existence of a War of
Light being waged by the gods though they are hard pressed to explain the regularity of the
alternate periods. Others say that the Celestial Dragon is eternally circling Pelinore
breathing great flame to provide light (and incidentally causing clouds and meteorological
anomalies on the way). Yet others say the light comes through a tiny hole in the sky which at
night is closed. Whatever the truth Pelinore is subjected to nights and days and sunsets and
sunrises in the ‘normal’ way (the best course is not to worry too much about it).
Tarmenine, Tarmen, Pharastine and Pharast are named after local deities (see The Gods
of Pelinore) and Armstide is named after the Katar (Master-at-Arms). The Xir calendar is
widely used by journeying classes. Normal notation is for individual days to be named, then
the number of the week, the month, then the year: thus Kerdreth 1 Festival is New Year’s
Day, and Pharast Month-Day is the last day of the Cerwyn year.
THE GODS OF PELINORE
INTRODUCTION
The gods of Pelinore are numerous; some famous, some obscure. They live in their
own plane and cannot leave it, but are able to project a tangible ‘form’ onto the prime
material plane which might appear as a person, a creature or even an artifact. In this way
the gods may interfere with day-to-day life. What is more, this is the only way the gods may
interact one with another. The material form can be hurt or killed, but this has no effect
whatsoever on the god, who can create another at will.
Different gods have different attitudes to clerics and followers. Some roundly ignore
both, others interfere quite often. No god can control followers - those who choose to
worship cannot be stopped; but the gods can force clerics to adopt certain standards, both in
the shrines and outside them. For example. a god may insist that clerics and all worshippers
must be neutral and will refuse to give the clerics their full quota of spells if non-neutral
worshippers are admitted to holy places.
ABEX / SRITANNA
- god of charisma and dominance -
Gods’ Alignment: Lawful Evil
Clerics’ Alignment: Any Evil
Changes to Clerics’ Abilities: For each point of Ch over 14,
victim‘s saving throw vs. quest or command is reduced by 1.
st
Control undead at 1 level better than normal. Gain hold
person as MUs at a power at 5th level. Cannot use bless,
chant, resist cold, resist fire, prayer or feign death. Min Ch 15
Clerics’ Weapons: May use whip
Formerly a deity worshipped by sahuagin; now ‘borrowed’ by certain men. Followers
can be of any alignment but are normally fighters. This god values worship through deeds;
the more others fear the clerics (all LE, Ch 15+), the higher they are in the god's esteem.
Abex/Sritanna never intervenes directly, but can offer advice on the best route to power.
This must be obeyed or the god will slay the follower without a second thought. Always
appears in male form (Abex) to females and in female form (Sritanna) to males.
CSTHENKES
- god of despair -
Gods’ Alignment: Neutral
Clerics’ Alignment: Any
st
Changes to Clerics’ Abilities: Only 1 -level Clerics
Clerics’ Weapons: Standard
DAYLEEH
- god of vigour -
Gods’ Alignment: Lawful Neutral
Clerics’ Alignment: Any Lawful
Changes to Clerics’ Abilities: Gain 1 point of Constitution
at 3/5/7/9 levels. Spend 4 hours every day in worship /
training to gain spells (in addition to normal requirements)
Clerics’ Weapons: Standard
FIANNA
- goddess of judgment -
God’s Alignment: Chaotic Good
Clerics’ Alignment: Any Chaotic
Changes to Clerics’ Abilities: Clerics may be male or
female, human or half-elven, and must have a charisma of
12+. They may only reach 5th-level if they have Cha 15+, in
th
which case they gain one point of charisma at 5 -level.
th
Likewise, they must have Cha 18+ to reach 9 level, when
they gain another point (this can put their charisma up to 20,
or even 21 if a tome of leadership & influence has been
used). The year‘s major ceremonies are on the Equinoxes.
Detect lie is a third level spell (undetectable lie is still fourth).
Clerics’ Weapons: Standard
Lady Fianna, since she will be unfamiliar to many of you, who have spent your lives in
the Country of Cerwyn. She is the daughter of Ledeii and Mordrenn, taking some of the
attributes of each in her position as Goddess of Judgment, tempering a strict interpretation
of the Law with the mitigating circumstances of Love. She takes after her father more than
her mother, being generous and good. Indeed, until she trained Mielsen to take over the
position she succeeded her father as Goddess of Love for a while. Her training of Mielsen to
take over the role was her own idea: she felt that a God of Love should not have militarised
followers, but as Goddess of Judgment she needed the power to back up her judgment. She
also instilled in him an abhorrence of violence, to discourage his followers from becoming
violent - she had seen the effect on Mordrenn of his followers going into battle and wanted to
spare Mielsen that pain. The temples and priests of Mielsen rely on the warriors of the cults
she has been able to persuade to support her: Saith's paladins, Tarmenel's warriors, and of
course her own.
These are the deities with whom she is on the best terms, and her followers are under
instruction to help their cults in any way they can without asking payment, the importance of
solidarity between the Gods having been partially learned in the Godswar. The same
injunction applies to Mielsen's cult, obviously, and her own son Rissinis' followers. On the
contrary, followers of Abex or Pharastus or the humanoid-gods are fair game. By siding with
the god-killers they have, she feels, judged themselves. But followers of Onjura, who
nowadays are limited to a few sea-elves who don't worship the newer sea-elf gods, are able
to ask her help, for they are the victims as much as anyone, since their only fault was that
their ancestors followed their deity to her new home, even though that home was someone
else's territory. This is the best example of the tempering of Law with Love she represents,
as reflected in her Holy Symbol; a set of scales, with a Book of Law exactly balancing a
heart.
This idea that Law is not absolute, incidentally, is the reason that the worship of
Fianna has been suppressed in Cerwyn, but it isn't easy to enforce. After all, her priests can
claim help from those of her husband Tarmenel and her other allies, and it is impossible to
tell what is going on in private services in the Temples and, just to add insult, Tarmenel's
Temple Without Doors which dominates the City League's skyline is topped by the Hand of
Fianna above the Floor of Judgment.
HESLOR
- god of fire / war -
God’s Alignment: Chaotic Neutral
Clerics’ Alignment: Any Chaotic or Neutral
Changes to Clerics’ Abilities: +1 damage in melee. +2
Saving Throw against all fire/heat attacks. Resist fire, cure
serious wounds, cure critical wounds, flamestrike and other
fire/healing spells 1 level earlier. No turning ability. May not
retreat from combat.
Clerics’ Weapons: Any; use oil as missile
RISSINIS
- god of fishing -
God’s Alignment: Neutral
Clerics’ Alignment: Any
Changes to Clerics’ Abilities: Cannot locate object
through earth or rock. No stone tell or earthquake spells.
Clerics’ Weapons: May use trident
Tarmenel, who holds sway over the sky and thereby the quality of air that is breathed
and the weather that controls so much of life. is a god known throughout Pelinore. In the
days long before history, there was a tacit agreement between the gods not to interfere with
the prime material plane. but Tarmenel could not resist aiding a particular idyllic group of
sheep-herders to a position of authority and power. Albeit this power was benign, the other
gods did not approve. Only Pharastus dared intervene and he made it his business to wreak
havoc wherever Tarmenel's influence stood. Eventually Tarmenel withdrew from daily
interference, but his worship has thrived and lived on. Many look to Tarmenel for aid, not
least those who depend upon the weather (adventurers and sailors, in particular). for
success.
URRUMAA
- god of memory =
God’s Alignment: Neutral
Clerics’ Alignment: Any
th
Changes to Clerics’ Abilities: When 5 level may repeat
st nd
any 1 or 2 level spell already cast
Clerics’ Weapons: Standard
ECCLESIASTICAL ORDERS
Saith is a deity much favoured by the ruling classes as an embodiment of the law by
which they rule, and magnificent temples to Saith the Lawgiver may be found in the citadel
districts of many large cities. The ecclesiasiics who man these temples are standard clerics,
st
and they may also have protection from evil as a 1 -level spell. At level 3 and above this spell
extends to cover chaos as well as evil. Each temple will have a number of guards drawn from
one of the martial orders - normally the Knights Judiciar. These guards will all be 1st-level
clerics and paladins.
Saith's other aspect, as the reliever of suffering, is venerated in smaller temples which
may occasionally be found in the poorer quarters of a city. These temples, which also act as
hostels for the down-and-out and those who are suffering through no fault of their own, are
run by a small priesthood loosely connected with the Order of Respite and the Knights of
Mercy (see below).
As the lifter of blight and famine, Saith is worshipped in several country areas,
normally at small shrines on village greens. His rustic priesthood consists of normal villagers
(generally level 1-4 freemen who have a small amount of training to give them the abilities of
level 1 clerics. Saith is represented in these areas as a lord of the manor figure, and the cult
plays an active role in the collection of tithes and taxes. In some country areas, Saith is
worshipped jointly with the Green Man, the two representing the contrasted wildness and
order of the natural world. This cult tends towards neutrality and preaches an almost
druidical doctrine of a supreme Law of Balance. It is discouraged by other sects of Saith-
worship, but has not yet been declared a heresy, since it poses no political threat and to put
it down by force would create more trouble than it would be worth.
MONASTIC ORDERS
There are two main monastic orders serving Saith. First is the Order of the Divine
Word. Closely connected with the temples of Saith the Lawgiver, it is a teaching order, and
in many cities it has a state-granted monopoly in the running of law schools. An offshoot of
this order is the Ring of Truth. a semi-secret society ostensibly serving charitable and mutual
aid functions. Most of Pelinore‘s legal profession belongs to the Ring, and membership,
signified by a secret hand-shake and other coded signals, can be a great advantage in
dealing with legal matters.
The second monastic order is the Order of Respite. The order has few monasteries,
since most of its members travel widely, relieving suffering wherever they find it. The few
small monasteries and convents act as hospitals and home bases, and the Order of Respite
runs several temple-refuges in larger cities. Monks and nuns of this order are standard
clerics, and they can use all healing spells at their normal level. Some houses also specialise
in herbalism and non-magical healing. The order has a strict ascetic code, and it is
considered a sin to enjoy any luxury or profit which might be used to benefit others. The
greatest sin of all is waste, by which nobody profits. This is in marked contrast to the Order
of the Divine Word and the temples of the Lawgiver, whose members may accumulate
immense wealth on the pretext that those who serve the law must be respected and wealth
breeds respect. There is sometimes considerable friction between members of the two
denominations of Saith‘s worship, but this has never broke out into open hostility.
MARTIAL ORDERS
Again. there are two main martial orders serving Saith. each devoted to one of his
aspects. First, and most powerful, is the Grand Order of Paladins. These clerics and paladins
exist to smite evil and lawlessness wherever and whenever it may be found. and to avenge
injustice and wrongdoing by force of arms. The Order is a proud and haughty organisation,
composed almost entirely of the younger sons and daughters of noble families. Entry into the
order is by introduction only, and the postulant must have Intelligence, Wisdom and
Charisma of 12 or more. lnduction takes place at first level. and the novice is trained with
equal emphasis on theology, weaponcraft and the law. When a Paladin is ordained, he/she is
simultaneously empowered as a magistrate of the Religious Order Judiciaries.
Paladins of the Order normally travel singly or in pairs, each accompanied by a squire
(Fighter 1-2 or freeman 1-4). They travel in search of lawlessness and injustice, and put it
down whenever they find it. They can hear cases and deliver judgement in any town, village
or other place where there is no higher-level representative of Saith. The greatest sin to
Paladin is to withhold or mitigate judgement because of fear, favour, corruption or pity.
Corruption is punishable by death in all cases. Members of the Order tend to be haughty,
overbearing and high-handed, and while they are always treated with the utmost respect to
their laces, few genuinely welcome their coming. All money paid in fines to a Paladin belongs
to the temple. and they pay an additional tithe of 25% of all monetary income. They expect to
receive free board and lodging whever they go: those who neglect this duty are deemed to
have no respect for the law and dealt with accordingly.
The Order of Paladins has temples and training schools in a few major cities;
occasionally these might provide training facilities for followers of Saith who are not
members of the order. Lesser martial orders include the Knights of Mercy, who are swom to
poverty and travel the land performing works of charity in the same way as the monastic
Order of Respite. These knights may own only horse, armour, shield, two weapons and the
clothes they stand up in: everything else is used to relieve suffering wherever they find it.
There is enmity but no open hostility between the Knights of Mercy and the Order of
Paladins.
HERESIES
The dual worship of Saith with the Green Man in some rural areas has already been
mentioned; while it is technically a heresy, it has not been officially renounced as such. The
most important and dangerous heresy of Saith worship is that preached by the Clandestine
Order of the Knights Rancorous, a sinister underground cult which is active in a number of
cities. The creed of the Knights Rancorous is that lawbreakers must be punished by any and
all means, even if the law must be broken in the process. The cult is of Lawful Evil
alignment, tending towards Neutral Evil, and consists mainly of fighters and assassins. It has
been rumoured that the Knights Rancorous have been led away from Saith by a devil posing
as a more warlike aspect of that deity. At various times the Knights Rancorous have
infiltrated the Order of Paladins and the temples of Saith the Lawgiver with the purpose of
agitating for a more hard-line approach and greater brutality. The Knights Rancorous are
sometimes approached to provide assassins for people who believe that they have a
legitimate grievance, but it is not unknown for them to kill the client as well as the target. on
a charge of conspiracy to commit murder. They have also been known to make an example,
in various ways, of magistrates whom they believe to have been too soft in handing out
sentences. lt is variously rumoured that the Knights Rancorous have infiltrated the Knights
Ocular and that the Knights Ocular have infiltrated the Knights Rancorous - the truth is
anybody‘s guess. The Knights Rancorous have been denounced as a heresy by all major
denominations of Saith worship, and part of the duty of all priests of Saith is to destroy them
at every opportunity.
Finally, of course, there is the Order of Blue Light (80) whose lack of martial zeal is
seen as cowardice by some, and outright heresy by others.
THE CITY LEAGUE
The cloud-capped towers, the gorgeous palaces,
The solemn temples, the great globe itself,
Yea, all which it inherit, shall dissolve
And, like this insubstantial pageant faded,
Leave not a rack behind.
The Tempest (Act lV, scene l)
When a major trading route crosses another, merchants soon gather. When one of
those routes is a river then villages and eventually towns swiftly grow. Such a town grew
here. From early times the merchants formed guilds and sects and appointed a Clerk-at-
Arms to organise their well being and protection. The Clerk, and after him his son and then
his son’s son, performed his duties excellently and caused the town to prosper and grow into
a city.
Time passed.
The city thrived in amazing fashion. Subsidiary towns were formed on the city’s
borders; villages appeared near those towns. Trade and industry flourished, turning what
was once just one city into a group of cities cooperating and treading under the eye ofthe
Clerk and his increasing bureaucracy. This vast edifice is now a full league and more across.
And as the city grew so the post of Clerk grew with it. The Clerk became the hereditary ruler
of this League of Cities, named after both its nature and its size. He also acquired a new
name - unable to cope with his (by now) lengthy title, the people referred to him simply as
‘The Katar’. The Katars accumulated fantastic wealth and built themselves ‘The Punctilio’ - a
stupendous palace in which courtliness and etiquette became the norm.
Outside, the League also grew. its byzantine bureaucracy was unable to prevent trade
from flourishing in relative calm and security, so attracting merchants of all races and
beliefs. Today the City League is a unique potpourri of cultures and styles. Cities and
subcities jostle cheek-by-jowl with each other; the whole being lorded over by the grandly
titled Knight Puissant, Clerk-at-Arms, First Servant of the City League, his vizier and his
court. Order is kept by the ubiquitous Knights Ocular, who watch and report and punish on
behalf of the bureaucracy - a bureaucracy where anything can happen, given time.
What of names? No single name could withstand the strain of being stretched over the
unimaginable size of the place. Within the League lie Punctilio, the courtly centre; The Hill, a
community that grew around Punctilio; the Capitol, seat of the largest library in this part of
the world; the Temple of Ten Thousand Ravens, where the Redemptors administer city
justice, Docklands, a bustling riverside community; The Borough, thick with streets of
commerce; the New City, now centuries old, with wide avenues choked with the detritus of
periodic riot; and the streets of the Communities, the southern reaches peopled from far and
wide.
Names? The inhabitants call it t’League.
Felix Pursuivant,
First Assistant to the Junior Herald
The ORDER of the HERALDS
The Honourable Order of Heralds is an organisation whose origins are obscure - and
as the chief- archivists of ‘civilised’ Pelinore, the Heralds have had plenty of opportunity to
‘lose’ any documentary evidence as to their origins and true status. One thing is clear - the
Heralds are now vital to the running of Pelinore, whether in times of peace or war.
The Heralds own histories claim that they were founded in ‘the Halls of Worldheart',
and that they spread from there at the decree of a great ruler named Prias. Originally, they
dealt with such matters as the organisation of tournaments, private wars and lineage of
noble families. They still deal with the record keeping aspects of warfare - listing casualties
and arranging the ransom for captured nobles (some sources claim they take a 25%
commission for this service). Over the years since their foundation, the Order has gradually
‘acquired’ a number of additional tasks and duties, although who - if anyone - ever gave them
the authority to do so has never been determined. The Heralds themselves never allow the
question to be debated...
IT’S A LIVING
The ECONOMICS of LIFE in the CITY LEAGUE, , CERWYN and the DOMAINS
The NOBLE
Dealings with the nobility, or whatever the
uppermost caste call themselves, are the trickiest
type to run. As with merchants, the actual wealth of a
noble is not the point, it's how fast it goes up or
down. Nobles can even be impoverished, while we
have assumed that a rich merchant is someone who
could find 10,000gp for a bribe out of petty cash. But
nobles have several peculiarities, which mark them
out from the herd. For example, nobles will have no
sense of value, unless they are merchants too. If they
think 20,000gp for a mirror is a fair price, they will
pay it. They might, on the other hand, think 0gp is an
equally suitable sum, expecting that the person
offering the mirror wants to offer it as a gift. By the
time you have spluttered that you thought the Duke
might want to buy it, he'll be talking about horse
racing. lf you offend him by going on and on....
Hereditary nobles should be capricious, and
conscious of their status. These are the people who
think they have a right to something for nothing.
Never make two dealings with them the same. Nobles who - like PCs, perhaps - gain title
through actions or purchase, should expect to pay more often to get what they want. Being
an aristocrat doesn't actually entitle you to anything outside of lands and title, but it opens
many doors that have been closed up until now.
LAW and ORDER
The ADMINISTRATION of PEACE in the CITY LEAGUE
Sooner or later in the life of every campaign there comes a time when even the most
lawful of lawful good characters has a brush with the authorities. lf your characters have
chosen to live in the City League, you might as well resign yourself to the fact that it is more
likely to be sooner. lf you're a thief, or someone who enjoys a quiet night's mayhem in the
local tavern, then it is likely to have happened already!
This article is for those DMs who, when the inevitable does finally happen, throw up
their hands in horror. It is intended to provide a reference point from which the legal system
of the League can be viewed. Whether you are introducing Pelinore as your campaign
background or not, various individual components of the table can be ignored if the DM
wishes to use another system; one could decide that the arrest of a suspect happened in an
entirely different way. and then pick up the table from the trial onwards.
But before we get too involved in the mechanics, we had best take a hard look at the
people and institutions responsible for the law in the City League.
Just like every other government function in the sprawling mass that is the City
League, the administration of justice, law and order is governed by a bureaucracy of
enormous size and complexity. It overlaps, confuses lines of authority, and provides endless
anomalies and complexities to frustrate the ordinary citizen. Those who become embroiled in
its mesh usually come to regret it.
Government in the City League is in the hands of the functionaries of the Katar, the
hereditary Clerk-at-Arms, and ruler of the City. These operate from the environs of the
Punctilio. The Katar has the constitutional power to codify commands through the process
known as Enactments. These edicts serve to illustrate the essential policies of the Punctilio
with regard to all matters: economics, foreign affairs... and the law. Once an Enactment is
passed, tradition decrees that it cannot be revoked. not even by another Enactment from a
succeeding Katar. instead, Enactments are refined and detailed by the By-Laws passed by
the various lower tiers of government. In the course of the centuries that have passed since
first the Katar's power was attained, literally hundreds of Enactments and many tens of
thousands of By-laws have been passed. Each is administered by one of the Administration
Departments at the Punctilio. which means that the civil service in the City League has
grown to enormous size. with some departments operating staffs of many dozens, whilst
others have a single Overseer.
The administration of this hopelessly unwieldy system is entrusted to a number of
enforcement agencies of varying competence and legality. These patrol the City night and
day, answering emergency calls, providing a degree of security, and causing the average
citizen endless torment, since the old adage is quite true: "lf a day passes when you didn't
break a law in the League, then you must have been buried the day before."
POLICING the LEAGUE
The various agencies can be reduced to six definable groups, with different powers
and responsibilities.
1. The District Militia: Most of the policing is done by the hard-pressed men-at-arms
of the District Militia. Each administrative area of the League has its own judiciary, and runs
a militia under the watch ofthe lnspectorium. The militia are funded in each locality by the
imposition of a sales tax; but since tax evasion at this level is rife, the pay is poor, and the
militia are corrupt. The quality of each District's force varies depending on the general
lawfulness of the community, and the level of wealth. Their morale is low, and they are
known to have taken the law into their own hands on many occasions.
2. The Private Condottas: Each of these bodies was raised originally under the
authority of an ancient City By-Law that allows tax bills in excess of 5000gp to be paid for by
providing an additional police patrol. Now they are virtually private armies, employed by the
wealthiest eighty or ninety private citizens as bodyguards and extensions of their strength,
since the Punctilio's bureaucratic department in charge of By-Law 1780f-1783
Administration has no time to conduct inspections. The courts have little time for them, and
it is well known that they have a fierce hatred for the men of the Punctillan.
3. The Knights Ocular: This mysterious and powerful Order has existed for almost
as long as the City, and is inextricably bound up in its affairs. It is an incredible organisation
– its members are made up of an exotic mixture of classes, answerable to a Master who is
said to be of semi-divine origin. Further, despite their power and seemingly evil outlook - as
far as can be gathered from the few texts in the public domain concerning them - they are
tied to the Punctilio and the person ofthe Katar in an inexplicable way. When last a coup was
attempted in the City, all nine MU conspirators in the Plot of the Jade Serpent - Wizards of
th th
10 -15 level all - were dead within two hours.
No-one understands the motives of the Knights Ocular, but it is widely believed that
the secret of their power must be worth a fortune of unbelievable size. They operate in an
unusual way. Most of the members patrol the City, looking for all the world like ordinary
citizens, observing and reporting. They never ignore any crime, preferring to report the
miscreant to the Punctillan, and they have instant access to the Court of Ten Thousand
Ravens. The party that finds itself involved with the Order of the Knights Ocular will be very
sorry indeed.
4. The Punctillan: This is the direct arm of the Katar and the Punctilio, but one kept
restricted after two past attempts at seizing power. Undoubtedly, they would have been
abolished altogether if the Katar had been able to dispense with their services. Instead they
are now led by a high-ranking cavalier who has sworn irrevocable fealty to the Katar, and
are watched over by the Committee of Administration, the inner government cabinet. Such is
the wealth of the City, that the Punctillan are more lavishly equipped than the armies of
some Kingdoms.
5. Guild Militia: Numerous guilds within the City operate militia for entirely selfish
reasons. Some, like the Mercantile Guild, have guards at major sites of commerce. Others,
like the militia of the Guild of Thieves, ensure that all activities that fall within its
‘jurisdiction’ are controlled by the Guild. Some are vast - the Guild of Banks and
Moneychangers Major employ over 1,000 men and women - but most have smaller
establishments. Everyone knows the Guild Militia to be bully boys, uninterested in the good
of ordinary citizens. Very often, the patrol will handle the situation themselves, without
recourse to the niceties of trials. On other occasions they will make use of ad-hoc kangaroo
courts at the Guild headquarters. Here, the verdict is always guilty, and the defendant
always gives his worldly goods away to the court officials.
6. Religious Orders: Five religious orders are large enough and have enough
influence to operate independent judiciaries and police. Under the provisions of Enactment
IV, these are empowered to prosecute cases of blasphemy. No By-Laws have ever managed
to tie down exactly what constitutes blasphemous behaviour, so the orders tend to do as they
wish, arresting whomever they fancy, and charging them with blasphemy no matter what the
offence actually was. Religious wars and pogroms tend to be fought out in this way, with
mass trials and bloody reprisals, until such time as the Katar or the Knights Ocular step in....
The COURTS
Excluding the ad-hoc courts of the various guilds, and other disciplinary bodies within
organisations, there are three main judiciaries within the City League:
1. Mayorial District Courts: Each administrative district of the City controls several
courthouses, set up in buildings known collectively as the Athya. Nominally separate, the
Mayorial Courts are served by a judiciary appointed by the Minister of Justice on the Katar‘s
Committee of Administration, and the sinister Redemptor Committee of the Court of Ten
Thousand Ravens. They are grossly overworked, poorly supervised, and consequently
corrupt. Judges can be bribed to alter the verdict or the sentence; clerks can be bribed to
bring forward – or delay! - the hearing of cases; even the Prosecutor-General's office, the
court arm ofthe Punctillan, is open to influence. In the meantime, the defendant usually
languishes in a district guardhouse. The Mayorial courts have the authority to try any case,
but usually hand cases of a capital nature over to the Court of Ten Thousand Ravens. The
preliminary hearing normally then only establishes guilt or innocence, passing sentencing
over to the superior court. This tends to lead to a duplicate trial, as the judges there much
prefer to conduct the whole case!
2. The Court of Ten Thousand Ravens: Below the Punctilio, there stands a vast
marble building, three storeys high, covered in the excreta of a vast host of huge black
ravens. who circle the towers and central dome. In times past, this building was the central
temple of the Church of Xnath-pi-Xnath. This barbaric religion and its chief deity, a dark
bird-god, vanished over three centuries ago, at which time the Temple was taken over by the
Katar. From that point on, the Temple of Ten Thousand Ravens was the seat of the supreme
judiciary in the City League, and the building became known as the Court of Ten Thousand
Ravens - the two names are virtually interchangeable (the further away you travel from the
City League, the more likely it is that the number of ravens will have changed as well!) The
Temple is the only civil court with the power to administer death sentences, and a fair few of
these have been handed out over the years. It is popularly believed that the eponymous ten
thousand ravens of the Temple contain the souls of all the departed criminals. Cynics have
been heard to observe that the bloated birds must have about two or three hundred souls
each.
3. The Religious Order Judiciaries: The only other legally constituted courts in the
City are the five run by the largest religious groupings within the locality. As previously
observed, these are only entitled to try cases of blasphemy. The most infamous of these, the
Temple Without Doors, gets through about 200 cases a week on the strength of this, seizing
those who have been caught stealing, engaged in violence - anything that can be shown to be
against the teaching of the relevant deity, and thereby blasphemous. Sentences are harsh
and carried out instantly. At the Temple Without Doors, victims are lead up a spiral staircase
within the central crystal shaft, to be thrown off an open platform into a closed courtyard....
The CRIMES
Long ago, a Katar by the name of Morgannis IV Lawgiver took it upon himself to
codify the legal system of the City League. Through his famous Enactment CCCII,
Morgannis, who was by preference a fisherman, and quite a good one at that, invented a
system that was ludicrously simple. Over the intervening years, lawyers, judges, politicians
and other Katars added to the system by a seemingly endless promulgation of By-Laws and
other statutes, but the Enactment remains intact in essence. Basically, there are only ten
crimes on the statute book, listed on the The Rap table in order of seriousness. All
defendants are brought to trial facing one of these charges, usually with a codicil describing
which of the thirty thousand By-laws have been particularly violated. Thus, there are no
crimes labeled embezzlement, fraud, tax evasion or blackmail; these are all covered by one
of the three 'robbery' categories. Also, there are no ‘attempted’ crimes, or conspiracy
charges: the Enactment says that in the eyes ofthe Law, if you were going to do it - you did
it!
Most of the crimes are self-explanatory. Historically, Treason has only ever been
brought against those who have been directly sought to subvert the power of the Katar, as in
the celebrated attempts by the Punctillan to replace him with a military dictatorship. The
three robbery categories are differentiated solely by the amount of money involved. Affray is
a catch-all for all the minor charges - drunkenness, fighting, creating a disturbance, traffic
offences - that go to make up 90% of all legal cases. The unique category is the quite serious
crime of Failing to Observe a Festival. According to the old, and recently superceded,
League Calendar, 50 of the 350 days in the Old Year were designated Festival Days, on
which it was forbidden to trade or to engage in any activity involving the passing of coin or
promissory notes; or to hold assemblies of more than 30 people. The calendar may have
changed. but the Festivals remain, imposed at a few days notice by the arbitrary and
hopelessly inefficient Enactment XXVII Administration Department. The number of cases
brought against this charge has dropped considerably over the last few years, as the Court of
Ten Thousand Ravens ruled that the process adopted by the Department is illegal under the
Restriction of Trade By-laws 3779-89g. The whole matter is fascinating to lawyers, but
utterly frustrating to those individuals hauled up by the Punctillan or the Religious Orders,
who can find themselves involved in legal proceedings for anything between 2 and 40 years!
The LAW
Overleaf you will find charts that trace the legal process through from getting caught
to hearing the sentence. It is easiest to follow, and allows the DM to get through cases fairly
quickly where this is desired. Otherwise, the result can be ‘predicted’ using this method, and
the DM can then alter the proceedings as characters get involved.
Getting Spotted Base Chance 20%
Use the Base Chance and the following suggestions to created a modified chance of
attracting unwanted attention whenever a character is engaged in illegal behaviour.
Time/Weather Modifiers Place Modifiers Activity Modifiers
Just before dawn -15% Busy Thoroughfare +15% Opportunist Theft -20%
DM should decide whether crime has been spotted by patrol (10%l or other person
(90%). If latter, roll on Time to Arrive column of Getting Busted table (and note that the
person could act as a witness during the trial). In both cases determine what patrol is
involved on Getting Busted table. If the criminals have fled by the time the patrol arrives.
consult the Chance/Time to Track column of the Getting Busted table.
Chance/
Time to Time to
4
track arrive
5
d% Type; Composition Morale (d%/days) (mins)
01-40 District Militia (Dist); F2, d4+2 F1s Low 1d/d00 d12
41-60 Private Condottas (PC); F3, d4-1 F2s, d4 F1s Average 15/2d00 d20
1 3 6
61-76 Guild Militia (GM); d4+1 F1-4 Varies 12/2d00 d6
77-86 Punctillan (Punc); F3, F2, d4+1 F1s Good 25/2d20 2d8
DM should alter the composition of patrols at times of civic unrest. in areas with high
crime rates, etc. Should reinforcements be required. the DM should allow the first patrol to
send for them: enough to handle the situation will arrive in d00 minutes
1
Notes: Certain guilds — Thieves for example — will use other classes
2
In the Advanced game these should be Cavaliers or Assassins
3
Morale of militias from richer guilds is higher than for smaller ones
4
The DM should make alterations to both chance and time to allow for the evidence
the perpetrators might leave behind. Note that the Private Condottas and the Guild Militia
will not track down anyone who has not committed an offence directly against their interests
5
At night, all times should be doubled
6
Guild Militia will not answer general distress calls; encounter should be rerolled
Police Brutality Roll percentile dice to discover the patrol’s reactions
1
Notes: A bribe of 100gp x patrol
leader's level will ensure patrol leaves
characters) alone for now. If no bribe
offered, treat as Arrest & Charge.
2
Captive will be taken to gaol. If
arresting patrol has no jurisdiction.
they will hand over to someone who
has. Check Court column to see which
court trial will be heard in.
3
The Knights Ocular are unlikely
to make the arrest themselves, but will
call in the Punctillan to do so. They will
ensure that no escape is possible. and
will be the prosecutors when the case
is heard.
4
Serious crimes may be taken
directly to the Court of Ten Thousand
Ravens.
5
Guild Militia are 60% likely to take the criminal before an ad-hoc court. Defendant
will be found guilty. DM should consider just what the punishment might be, considering the
Guild concerned.
Patrols indulging in Rough Justice will hand out an on-the-spot beating, or a 'fine' or
somesuch.
Patrols taking the Law into their Own Hands will severely assault thieves. and may
attempt to lynch murderers or arsonists. Only the arrival of a more disciplined patrol will
halt this process.
The Rap DM should ensure that the crime is tried by the
Punishment
1
Crime Modifier Prosecutors Court
Robbery (5,000gp or more) 80 (+victims level x2) PC, GM, Punc, KO 1,2
Blasphemy 50 RO, KO 3
Affray 15 Dist, PC 1
1
Notes: Crimes tried in the Mayorial courts may be handed up to the Court of Ten
Thousand Ravens where there is a possibility of a death sentence. The defendant will then be
retried.
Before the Beak The DM should determine the delay before the trial.
The trial's delay and the eventual verdict/sentence may be altered by bribes. The
normal delay before the trial comes to court is d100 days in the Mayorial Courts. 2d20 days
at the Court of Ten Thousand Ravens and d6—1 days at the Religious Courts. This time may
either be shortened or lengthened by the use of bribes — see Greasing the Palm.
Advocates: Advocates cost 5gp per level (max 9) and 5gp per charisma point. Costs
are cumulative. i.e. a 3rd level lawyer costs 5gp for the first level. 10gp for the second and
l5gp for the third —- total 30gp. A level 9, 18 charisma advocate would cost l080gp. The
lawyer's level and charisma replace the defendant's in calculating the Innocence Modifier.
Guilt Modifiers Innocence Modifiers
Fair Cop
Once the calculation Guilt Modifier - Innocence Modifier has yielded a result. and any
bribes have been considered. the result will be the Verdict Roll Required. The Verdict Roll is
the percentage chance of the defendant being found guilty. The DM should make the roll,
and inform the defendant of the resulting verdict. lf the Verdict Roll is 0-3% above or below
the Required total for Guilt, the verdict will be Not Proven.
Regardless of the Verdict Roll Required, a Roll of 01-04% is always guilty (even if
bribes have been offered), a Roll of 05-05% is always Not Proven and a roll of 96-00% is
always Innocent.
The Not Proven is a modified guilty verdict by which the Court acknowledges that,
despite the verdict, the evidence against the defendant was not quite perfect. Thus. the
defendant goes free, but a note of the verdict is retained by the Court which will influence
any future trials —see Before The Beak and Going Down.
Example: A defendant ends up with a Verdict Roll Required of 55%, modified to 40%
by bribes. On a Roll of 01-04 she will be guilty, and would have been found so even if she had
the alibi that she was already in jail at the time; 05—06 would be Not Proven: 07-36 would
be Guilty (the bribe wasn't enough!); 37-43 Not Proven; 44-95 Innocent and if the Roll was
44-58% the bribe will have been worth every gp): 96-00 Innocent, and she would have been
Innocent on this roll if she had confessed and produced the missing jewels in the courtroom.
Society’s to Blame Compare the Penalty Modifier
to the possible sentences
Bribes may alter the final sentence
Penalty Modifier Punishment
Notes: 1Although the defendant goes free. the conviction is kept on record
2
If the defendant cannot or will not pay, add 10 to the Penalty Modifier and compile a
new list, ignoring Fine results.
3
The disfigurement should he appropriate to the crime - loss of fingers for theft, loss of
ears for spying. Adultery is not a crime in the City League.
4
If the convicted felon is ever found within the City League again, the case will be
reheard. The -10 Form Modifier will apply to The Hearing. lf the defendant is re-convicted,
the DM should add 50 to the Penalty Modifier in addition to the +30 Form Modifier — see
Going Down.
5
There is no such things as remission in the City League.
6
Since slavery is discouraged in the City by a high tax on owners, the convict will be
transported via the small coastal port of Borth to the Mercantile Tradecities of Xir, to be sold
at public auction.
Going Down Bribes may influence the sentence.
Advocates may be retained at no
additional cost if they were at the hearing.
Advocates: The advocates level and charisma replace the defendant’s in calculating
the Mitigation Modifier.
Sentence Modifier Mitigation Modifiers
LAWFUL-TYPE GUILDS
Lawful guilds are hierarchical organisations that own their headquarters. The officers
of the guild have fixed duties and responsibilities; they seek authority for matters outside
their control from their superiors and they delegate authority to their juniors. These officers
decide which jobs should be done when, and control their guildsmembers‘ activity to ensure
no ‘over-fishing’ in the locality; they also deal with handing out punishments to
transgressors. Successors to these posts are selected in advance and trained up
appropriately. Everything is done in a business-like manner. Being thieves, however, means
that methods of advancement differ slightly from those accepted in the traditional business
world. Thieves are expected to watch their own backs and if they fail in that duty then they
fail as thieves and deserve their fate. It is quite usual that an ambitious young thief will find
his route to the top aided by a series of unfortunate accidents to his superiors; similarly,
ambitious young thieves often don't come back from tricky jobs. No one in the guild will do
anything about these accidents unless the perpetrators make themselves obvious - the worst
sin that can be committed by a thief is being obvious.
KEY
Master - Master thief who runs the guild
Lieutenant - Thief in charge of all active operations
Staff - Thief in charge of bureaucratic matters like maintenance of the guild house, safe
houses and records of local activities
Pip - Specialist in one or more areas of operations, must be consulted before a specific job or
scam is undertaken
The Landlord - Thief with specific responsibility for the guild house and the safe houses
Records - Thief that controls the record keeping functions— names of guild members,
amounts collected from various organised events, dates of jobs, dates of big valuable
shipments, etc.
The Lads - the mass of members
The Nags - the clerks working in records
Larger guilds would have more than one Lieutenant, many Pips, and several Nags, while
smaller guilds would probably have only one man on the Staff side to control that whole
area. Most well organised Guilds will also operate some kind of cell structure to minimise the
possibility of discovery, with all the officers of the Guild operating through intermediaries
(even with each other!) who know very little of what is going on. In some guilds, this
structure may be so sophisticated that the Master, Lieutenant and Staff never meet. with
even appointments to office being done by proxy, and being judged on reputation alone. This
means that names are very rarely used, and identification is often only possible through a
complicated system of code-words and ciphers, to prevent penetration by ‘undesirable’
elements.
CHAOTIC-TYPE GUILDS
The organisation of chaotic
guilds is fairly unpredictable.
Most are small groups of thieves
ruled by the might of the leader
or a faction within the guild. The
membership is mutually
suspicious and changes
frequently; each constantly
looking for the opportunity to
overthrow the leader and take
control. In large towns such
small groups would soon be
swamped by the efficiency of
lawful-type guilds. so there soon
arise confederations of chaotic-
type guilds, wherein local
guildsleaders agree to cooperate
over sharing safe houses, passwords and areas of operations. Periodically, a charismatic
leader will emerge from one of the guilds and exert authority over all of them, giving rise to
a temporary period of success and wealth. Inevitably, the leader will wane and the
cooperative will either be led by another charismatic leader or will dissolve. These
cooperatives are marked by occasional bloodbaths as certain groups try to seize control.
Chaotic guilds do not hold property for meeting places or safe-houses but arrange such
matters on an ad hoc basis as need arises.
AFTER DARK in the CITY LEAGUE
Here it is, the definitive
guide to the night life of your
favourite city. And what a choice
there is! For the discerning,
money-spending adventurer, the
entertainments on offer can make
a big difference to status,
prestige - and the amount of
money left in the pockets.... Two
things to remember. Most
adventures start with a session in
a tavern, where a rumour or an
NPC provides the right starting
point. If you have greater variety
in the way your PCs spend their
time between jobs, you can make
them hunt work, searching for the one NFC who is hiring ne‘er-do-wells for a foray into the
Sarpath Peaks. Second, there‘s no finer way to keep your PCs on their toes than by
introducing them to a few alternative methods of losing money, getting into trouble with the
City authorities, or into a bruising brawl with some petulant sailors.
Boxes: This is how to impress someone. Hiring or purchasing a box at one of the great
event stadia makes sure people come looking for you, and not just any old adventurer. Boxes
are available at the Arena (21), but they only come up for purchase at a rate of about 3 a
year, and the nobility snatch them up. A box can be hired for a particular event for about
400gp. Don't go along when the animal baiting is on though, it's always crowded. Theatres,
like Piper's (74), are good places. You can buy a box for I00-l000gp, hire it out for 1-3gp any
night you don’t want it, and find people beating a path to your door. The boxes at the Temple
of Ten Thousand Ravens are good too; 600gp a year to watch your friends being prosecuted.
Many of those who think they are innocent plead to the boxes for someone to help prove it.
The Adventurers‘ Guild and several key individual entrepreneurs keep coming to the court
for just that reason, and not just to throw mouldy fruit like some of the other patrons.
The City Races: One way to prove your fitness. On two Festival Days a year, races
are run through the streets, with special classes for horses, strange beasts, magical and
mechanical mounts, and straight running. Watching is almost obligatory, participating can
lead to adventures all of its own. Cheating is considered unsporting, but no class has ever
been one without at least a little.
City Races SL 1 x½ T15% Mod -5%
The Immortals: The restaurant in the City League. The most famous dishes in the
world are cooked here by Loperis, the great chef from Dontaldor; Vampyre, fried stirge in
blood and garlic sauce; Cockatrice au vin etc.
Galluf: This might seem crazy, but there is a club just outside the City where all the
notables go to practice hitting a white sphere around the country with a slender mace, trying
to make it fall down a hole that must be AC-15. While they wander around, they do all sorts
of deals, and much of what happens in the City is decided during a game of Galluf. The
Clerical and Ancient Club is the best, if you have 750gp for annual membership.
Galluf Clubs SL 4 x 1.5 T2% Mod -25%
QUESTIONS and ANSWERS
Acquiring Information in the City League
A bustling, cosmopolitan place like t’League presents all sorts of opportunities for a
group of adventurers to pick up rumours and other snippets of infonnation. Indeed,
sometimes the player characters don't even need to search actively - it’s amazing the stories
that can be overheard at the bar of an inn, in the marketplace, and so on. This is not to say
that information should always be handed out on a plate of course, since even the lowliest
gossip-monger likes to be bought a drink or two!
lt’s when the PCs start asking specific questions that it can be difficult to decide
whether or not the character being quizzed should be able to help. Even in the most detailed
and well prepared of campaigns, the DM can't be expected to lmow the life history of every
single city inhabitant. In adventures where the sources of information which the PCs must
consult are already mapped out, it is easiest to assume that asking questions anywhere else
will prove fruitless. But since every major NPC in t'League usually has a list of contacts, you
might like to adopt the following procedure in those situations where you genuinely don't
know whether a particular NPC has the information sought by the adventurers. Bear in
mind, however, that the more obscure the information, the harder it should be for the PCs to
discover it - don't let any random system ruin your complex plot just because the dice
indicate that Bert the local landlord knows all about it! And of course, every character will
have his or her own particular way of expressing the tnrth of things, if only because of
alignment.
First, decide what "level" of information is being sought:
Level 1 Knowledge common to residents(*) of an area, irrespective of class (e.g. the location of an inn
famed for its fine ale)
Level 2 Knowledge common to residents(*) who are also a particular class (e.g. local thieves know, but
clerics don't)
Level 3 Knowledge common to all long-term residents (**), irrespective of class (e.g. any specific location
within the area of residence)
Level 4 Knowledge common to all long-term residents (**), irrespective of class (e.g. any specific location
within the area of residence)
Level 5 Known only as a result of "education" (i.e. the NPC has been told, or learnt the information from a
specific source)
Next, make a
straight Intelligence check
(on 1d20) for the NPC
concerned, adding the
‘level’ of the information to
the die roll. You may also
wish to use the number of
years of residence as a
negative modifier. If the
check is successful, the
NPC has the answer
required. If the check is
failed by less than the
information “level”, the
NPC can suggest someone
else whom the PCs might
ask (even if this has to be a
sage!). If the check is failed
by an amount greater than
the information level, then the NPC is of no help whatsoever!
Inevitably the time will arise when the party will need to shell out some gold, and seek
the help of an expert. Fortunately, the ‘greatest city in all the Domains’ is blessed with two
extensive repositories of knowledge: the Midnight Monastery (84), and the Capitol (85). Of
course, the learned sages based at these establishments are busy people, dedicated to their
studies, and they charge accordingly if pestered by opportunist adventurers with foolish
questions.
PART II:
THE CITY LEAGUE
CITY LEAGUE MAP KEY
Number Location
1-7 Westmeet Square
12 GM’s Discretion
20 GM’s Discretion
32 The Basilisks
46 The Asylum
47 The Deathcart
48 GM’s Discretion
49 The Waxworks
83 Turgarron House
85 The Capitol
100 Masterion
Nos 1-7: WESTMEET SQUARE
1a Androgenes Metz; T7; CN; hp 28;
AC 5; dagger and sling
½-Orc Male
Halfling Female
Ch 15
1c The Pedlars
The Pedlars are one of the many itinerant groups of traders who travel from square to square
setting up their stalls. This particular group is typically nomadic, and although they will blow
hot and cold during the cut-throat bargaining they love, they are all true neutrals. Interestingly,
these four humans are albino brothers. From their stalls, adventurers may buy all normal,
everyday items (like food, clothing and oil). The shops around the square must be approached
for their specifics, however, since there is an unwritten City League law that forbids street
sellers peddling the same wares as a shop within sight of it. Rumour has it that most pedlars are
controlled by the Uncle - a mysterious figure whom everyone has heard of, but no-one admits
having met. Such control would be worth a fortune to any who had it, and it is probable that it is
the cause of periodic fierce, secret wars.
'
No 2: The APOTHECARY
Mylitis Ep-Stine is an old gnome who has run this apothecary for longer than most locals
remember. In it can be bought the usual chemicals (including incense), as well as most of the
components magic users need to cast their spells, unfortunately Mylitis does tend to overcharge for
things, but then he 'has to make a living, doesn't he?‘ Depending on the kind of campaign being run
he may also prepare and sell potions. As he supplies the local MU school (9) with many of their needs
they oblige him by making sure his bodyguard, Grimnix, is kept charmed to his service. Mylitis is
assisted by two unexceptional apprentices.
Gnome Male
½-Ogre Male
S 17 Animal skins
Ch 4
2c & Lance and Beaubritches are 2 apprentices to Mylitis – male human youths who know
the local serving classes
2d
No 3: The TRAVELLERS’ SHRINE
The City League is nothing if not an opportunity to make some cash and so the clerics
of the town have agreed to establish this multi-denominational shrine just inside the gates.
Visitors may enter the shrine, pray in one of the private booths and receive holy water or a
cure light wounds spell from the resident cleric, assuming he or she is ‘in’. Three fighters act
as attendants, collect the money and show visitors to vacant booths (and clear up
afterwards) or to the screen from where beneficence is dispensed. if any visitor behaves
badly or aggressively one of the attendants simply rings the bell, and as the garrison is right
next door.
Suggested prices are: Entry and private praying booth (5gp/turn)
Cure Light Wounds (125 gp per spell)
Holy Water (30 gp per vial)
No other clerical items are available.
Human Female
Human Male
3c, 3d Portia, Bold Mary and lnvidia are the three acolyte-guards. Each is F2 with hp 14. They
say they know no-one locally, keeping their own company and occasionally visiting their families
& 3e living somewhere in Docklands. They wear severe short, black, tunics with small, jet
adornments and thonged sandals. lnvidia is the Scards' daughter (see Black Pig, 4) but she
ignores them. Bold Mary is the daughter of the nearby miller (10)
No 4: The BLACK PIG PUBLIC HOUSE
An old scruffy local. The place has a well deserved reputation for good beer and good
food served at sensible prices (unlike, some say, the Ford Inn, 5) and is therefore usually
packed. Run efficiently by the landlord, despite his, now famous, imaginary tales of valour.
There is very limited sleeping space on the floor after everyone has gone home. At the rear is
a general purpose building that can be used at the DM‘s discretion.
Recommended prices: everything just below the norm.
Human Male
Human Female
4c & Beclurn and Beruth are the Scards' two disappointing sons. They help, listlessly, in the
pub, being constantly urged to go adventuring like their father. But both Dinah and Hurnakar
4d know it was Dinah‘s adventures that earned the money to buy the pub. Beruth knows more than
he tells of Angovidintrix Blister (5l)
No 5: The FORD INN
A building reeking of antiquity; the present structure stands on the site of the original
way-station. It has been improved and extended over the centuries and now comprises a fine
inn, a farrier's shop, a stable (with horses for sale or hire) and a tackle shop with a dwarf
who repairs leatherwork. Recommended prices: all 50% above the norm, The inn is run by
Race and his beautiful elven wife, Goldmeadow, both retired adventurers. This loving couple
have been going through unhappy times over the last few years, brought about by the
decision of their only son, Rathe, to undergo the rigorous and lengthy training at the Magic
Users‘ School (9), where he is now a Conjurer. Rathe took orders under the Master of the
school, Fiorratanis, despite the fondest hope of his father that he too would be an
adventurer. Goldmeadow, however, understood her son's desire, and this caused discord
between her and her husband. It has been three years since Rathe last visited his parents.
and both miss him terribly. The subject is best avoided within earshot of Race, and most
magic users who know the story stay clear of the Ford Inn.
5c Berenord; F5; LG; hp 30; AC 10; 5d Burbury Flataxe; F3; LG; hp 18;
battleaxe in his room AC 5; battleaxe in forge
S 15 Black and brown shirt and trousers, S 16 Leather apron over chain mail shirt
brown boots, red neckerchief and grubby green trousers
I 12 I 7
Follower of Race, now general Farrier, long-time associate of Race
W 9 factotum at the Inn W 12 (5a)
D 9 Silent, troubled, noble. hairy D 13 Unusually talkative and friendly,
Knows some druids from the opinionated, pig-ignorant
C 9 C 10
Communities. but locally only Many acquaintances, few friends,
Ch 10 Ch 13
workers at the Inn secretly adores Goldmeadow (5b),
Berenord is a werebear. He is in full Digger (5e) is his son
control of himself and periodically
has to ride into the forests to roam in
his animal form.
5e Digger Flataxe, Dwarf, F1, hp 7 is Burbury's son. He is the leather repairer and when his
dad is not around behaves very much like him. Rather overfond of the odd tipple.
5f & 5g Flaxen Billy and Jos are the two, boring, uninformative stable boys.
5h & 5i Potboy One and Potboy Two (real names Vax and Vox Bigant) are twins who serve,
brew and clean. They think and talk alike and are totally indistinguishable except that, when
asked questions not concerned with the business of the Inn, One always lies and Two always
tells the truth!
5j, 5k Beryl Blister and her daughters Wilbertina and Angovidintrix do the cooking.
Angovidintrix is having a sweet romance with Beruth (4d).
& 5l
No 6: The ARMOURERS
There is no love lost between the dwarven armourer, Gert, and her near neighbours,
the elven weaponsmiths (7). The resident armourer had never been over-fond of the
weaponsmiths, but since Gert took up residence the lack of warmth soon became hatred: she
despises them. Good sense and a restraining partner mean that she restricts her violent
assaults to the verbal kind, much to the amusement of the other occupants of the square.
Nevertheless, she is one of the finest armourers in Docklands, and with Thokrin the jeweler
produces articles of enviable quality (and price!). Whilst Gert and Thokrin lavish their skill
and passion on the sumptuous items, their apprentices get on with the business of providing
reliable armour for adventurers. A mundane activity which, if the truth were known, actually
provides the real income of the business.
6a Gert Rusty; F6; NG; hp 40; AC1/1; 6b Thokrin Silver-Eye; F7; NG; hp 46;
battleaxe AC 8; unarmed
6c Kon Underock is the F5 hp 20 shopkeeper who deals with ordinary customers. He also
acts as cook and housekeeper. A friendly, stupid chap.
6d, 6e, 6f, Gert has 5 apprentices - 3 dwarves (Tolly Kobold-Killer, Baggy Bluenose and
Biffer) and 2 gnomes (Kiril the Hungry and Paternoster Abstentangree).
6g & 6h
6i, 6j & 6k Thokrin has 3 apprentices - 2 dwarves (Wampateak lmp and Mok Incer) and 1
gnome (Pinter Abstentangree). It is by sheer coincidence that two of the gnomes
are called Abstentangree as they are entirely unrelated. These youngsters work hard and
get their fun chucking bricks through the windows of the local merchants.
No 7: The WEAPON DESIGNERS’ WORKSHOP
Over the generations (and for an elf, a generation is a long time!) this group of
weapon-makers have become renowned for their standardized weapon design. Almost
completely lacking in flair, they produce straight-forward, reliable weapons at a sensible
price; just don't ask for extras, that's all. The group is entirely male, and has been so since
records were first kept. Periodically, as if answering some unheard call, a young male elf will
arrive at the shop to work his apprenticeship, and an older elf will move on to new
adventures. Currently five elves live and work in the workshop.
I 13 Swordsmith I 13 Bowyer
Aloof, cool, uncommunicative Aloof, chats endlessly about bows if
W 11 W 8
Knows no-one other than his pressed
D 16 colleagues D 17 Knows no-one other than his
C 12 C 12 colleagues
Ch 12 Ch 9
Elf Male
S 14 Yellow robes
I 12 Fletcher
Initially aloof, friendly, humourous,
W 14
cheeky
D 15 Knows no-one other than his
C 8 colleagues
Ch 8
First time visitors to the City League are likely to enter via the West Gate. Like each of
the other 3 major entrances to t’League (the Coast Gate, the East Gate, and the South Gate
being the other three) the West Gate has a well-fortified guardhouse and permanent
detachment of guards whose duty it is to monitor those entering and leaving the City and
make sure the proper entry and exit taxes are paid as well as no dangerous criminals go
uncaught.
The gate has a permanent squad of 24 guards (F1, hp 5, AC 5, armed with longswords
and light crossbows) divided into a day squads and night squad of twelve guards apiece.
Each squad is commanded by a sergeant under the Gate Captain, Siedor. Both squads are
housed in the barracks. The sergeants share a room while the captain has his own quarters
and attached office.
The gate is closed from sunset until sunrise every day and all day during Festivals.
Only by a direct order of the Katar will any exceptions be made to this schedule.
Visitors to the City are all assessed a flat entry tax. This tax must be paid each time
anyone enters the City, except for those bearing an official waiver from the Katar. The tax
rates are as follows:
Entrant Tax
8a Siedor Angones; F5; LN; hp 35; 8b-c The two watch sergeants are Eddan
AC8; broadsword Razko (F3; LN; hp 17; AC 5; Str 17)
Human Male and Salar Frizel (F3; LN; hp 15; AC 5;
Str 16). Both are from working-class
S 16 Clipped, slightly jerky manner of
backgrounds and career guardsman who
speech and a brisk demeanor, always
I 12 have worked their way up to their current
wears his uniform over a suit of
positions through hard-work and
W 14 chainmail
determination. Both are loyal admirers of
D 13 Gate Captain Captain Siedor.
Smart and efficient. Hard working
C 11
and honourable. Like most of his
Ch 9 fellow officers, he is a younger son of
a minor noble family. Although a
Gate Captaincy is not a glorious or
demanding port in peacetime, he
fulfills his duties to the best of his
ability.
Knows all of the men under his
command. Familiar with most of the
long-term inhabitants of Westmeet
Square but not as friends.
NOS 9-11: The WYND
No 9: The MAGIC USERS’ SCHOOL
This Magic Users' school is the ironic result of the ambition of four
men, brought to fruition by the bitter disappointment of one. Malachite
Burwright (9a), Fiorrantanis (9b), Dispor the True (9c) and Porsena Mays
(9d) were friends at a huge magical academy within the City who wanted to
set up on their own. Tragedy struck when Malachite lost his right arm in an
accident, ending his career. The tragedy was allayed when he inherited a
swampy piece of land behind his family's Mill (10) on which he built a tower
for his friends to use. The local people look on the school with much awe and
pride. Since it brings much wealth into the district, anyone harming the
place would bring the whole neighbourhood down around their ears. When
dealing with MUs and Illusionists who want to learn new spells, the
occupants always prefer to be paid in magical items and spells they do not
have rather than money. No matter what system is used the price will be
high. For example, spells will only be exchanged for higher level spells.
Available Spells: All cantrips, first and second level spells for MUs
and Illusionists can be found here. Third to fifth level spells are restricted to
those concerned with Alteration and Illusion/Phantasm due to the interests
of the researchers. There are no spells above fifth level. These spells are not
in spellbooks but are kept in scrolls, tomes and codices.
S 11 Heavy leather greatcoat over long S 9 White, silk shirt, crimson leggings
grey shirt, boots, only one arm (left) strapped with leather, bracers of
I 18 I 18
Steward of the MU school defence AC5 in the form of a silver
W 14 W 12 head band
At peace with himself after a long
D 11 struggle, mild but firm D 16 Wizard
Brother of Jasper Burwright (10a), Vain, haughty and distant. but wishes
C 15 C 9
brother-in-law of Fond Celine (11a), he wasn't
Ch 12 Ch 8
friendly with Mylitis Ep-stine (2a), Knows Jasper Burwright (10a), Fond
well known amongst local trades Celine (11); his twin brother,
people Deorrantanis (50a). is a Redemptor at
the Court of the Ten Thousand
Ravens," his familiar, Wart (10j), is
strategically placed in the nearby Mill
(10)
Spells memorised:
1 (6, 16, 20, 22); 2 (4, 7, 8);
3 ( 9, 11, 13); 4 (24); 5(20)
9c Dispor the True; I10; NG; hp 27; 9d Porsena Mays; MU11; N; hp 24;
AC 1; dagger AC 3; unarmed
S 10 Dark blue robes, blue suede boots, S 7 Brown jerkin and trews, red slippers,
yellow cloak (cloak of long clay pipe, bracers of defence
I 18 I 18
displacement), ring of protection AC6 in the form of leather wristlets
W 13 +4 W 15
Wizard
D 17 Illusionist D 14 The image of a kindly uncle, but can
Rational, intellectual, doesn't suffer be surprisingly nasty
C 10 C 9
fools at all Knows Jasper Burwright (10a), Fond
Ch 11 Ch 16
Knows Jasper Burwright (10a), Fond Celine (11a), warm paternal
Celine (11a), many local beggars friendship with Olivine (10c), popular
who she secretly meets and supports for his tales in alehouses throughout
Spells memorised: Docklands, spends most his time
growing competition vegetables (and
1 (1, 2, 3, 11, 12); 2 (2,7,12);
cheating! –see spells); his familiar.
3 (5, 6, 11); 4 (6) 5 (3)
'BD' (11c), lives at the Black Bird (11)
Spells memorised:
1 (22); 2 (-); 3 (-); 4 (17); 5 (-)
½ Elf Male
9h Samuel Evening (Fr2; hp 10; Unarmed; Human Male) is the establishment's cook. He
failed to become an MU at the school but stayed on as cook. Samuel will use cantrips to aid
his culinary skills. He met Ja'n'it (9i) at the school and they married. He's very friendly with
Manuel and Basil (11d &e).
9i Ja'n'it Evening (Fr2; hp 9; Unarmed; Elf female) is the stock-woman who looks after all
the livestock at the school. She met Samuel (9h) at the school and they married. The
general chores are performed by the 30 youngsters who attend the school, under the
watchful eyes of Malachite (9a), Samuel (9h) and Ja'n'it. Note that one of these is Thadric
Burwright (11b). There are no dwarves at the school.
No 10: The MILL
Once this Mill must have had a sylvan setting; even today some trees are visible in the
grounds behind it. Yet now it is just another building along the main thoroughfare from
Westmeet to the Docks. Apparently a mill like any other, a closer look will reveal that this is
a building of some antiquity, and though oft repaired and rebuilt the new blends nearly
perfectly with the old. As with the building so with the family who have owned and managed
it for all these generations: the Burwrights. The present miller is Jasper Burwright, named,
like his two brothers, after a magical gem in the hopes that he might ‘improve himself’ and
become a magic-user. Stubbornly, he has stayed at the mill determined to pass his time-
honoured skills and the family name onto his sons. Alas for Jasper that he has had seven
daughters. He lives there now with his daughters, his wife, his mother and his wife's
grandmother. No-one knows whether or not it is for the want of sons that the miller spends
many hours in the local ale-house. Be that as it may, the daughters care not; they mill the
finest flour this side of the Broadway and are busy making their fortunes.
10a Jasper Burwright; Fr5; LG; hp 22; 10b Millipy Burwright; Fr2; LG; hp 8;
AC 10; knobbed Stick AC 10; unarmed
S 12 Big, heavy; wears grey shirt and S 7 Big heavy; wears grey shirt and
trousers, tight fitting red cap trousers, tight fitting red cap
I 13 I 18
Miller (when Olivine (10c) lets him) Seamstress
W 9 W 15
Disillusioned, usually drunk and Phlegmatic, practical. tolerant
D 10 smelly D 14
Friendly with Celine (11a) and knows
C 8 Knows most of the local traders, is C 9 local traders, wife of Jasper (10a),
brother of Malachite (9a) and estranged cousin of Framo (14j) - a
Ch 12 Ch 16
brother-in-law of Celine (11a), thief.
husband of Millipy (10b), father of
Olivine (10c)
Human Female
10h Pirea Burwright is Jasper's mother, she is still nagging him to become a magic user.
Jasper's pretty fed-up of it.
10i Mara Goodfellow is Millipy‘s grandmother, a bright-eyed sharp-eared old woman who
has a pretty shrewd knowledge of most things that are happening locally - the richest
source of gossip for miles around. The DM might have her meet the party in many places.
from the Ford Inn (5) to the Black Bird (11) to the Docks to the local street markets.
Universally known as 'Jolly'.
10j Wart Burwright would not normally be considered here were it not for the fact that
he is a very considerable cat. Named after the white spot on his nose (the rest of him being
jet black) he is a well-known local personality, making free with the Mill and all the
surrounding yards lanes and buildings. Although the Burwrights would never breathe 2
word of it he is also Fiorrantanis' (9b) familiar.
Human Female
11b Thadric Burwright is Celine's son and he studies at the MU school where he is a day
boy. He helps out in the Black Bird in the evenings; not the least part of that help is the fact
that he knows how to improve the taste of the beer, thereby ensuring the pub's popularity.
11c B D Aye is a crow and is the familiar of Porsena Mays (9d). Known to-the regulars as
'BD' he hops around the tap—room amusing the customers with his squawking and cocking
his head on one side. Customers have been heard to remark: "You know, if I didn't know
better, I'd swear he was actually listening...."
11d & e Manuel and Basil are the two devoted helpers. Both are F4 hp 37 and have swords and
clubs in the kitchen. They were drinking in the ale-house when Peridot - friend to both - lost
his life. They took an oath on the spot to stay and protect his defenceless widow. Both of
them are well-liked locally and they are particularly friendly with Samuel Evening (9h) the
cook at the MU school.
11f ‘Lord’ Morvan deGlay is actually NM although he purports to be Fr8. He is a regular
at the Black Bird and can be relied upon for tales from far and wide (always coloured to
glorify himself). He actually has visited the Court of the Ten Thousand Ravens and entered
the Punctilio, though what he really did there is anyone's guess. A useful source of
information, even if some of it is unreliable.
11g Stike Nobro Tchips is a halfling (Th3, hp 12) who makes the astonishing claim that
he has "been to the other side of the world". He says he got there "through some very deep
caves" (wink-wink). Naturally, no-one believes this ludicrous story as it is common
knowledge that if anyone did go to other side ofthe world they would fall off. Stike can be
relied upon for endless rumours and hair-raising tales.
11h Onne Parsite is an old woman who can be found in the Black Bird (11) most evenings.
She is known locally as a fortune-telIer; they call her ‘Mother’ to her face and ‘Old Mother
Fear‘ behind her back. Although she appears unkempt and ragged, she is Fr10; hp35 and
her real name (which she keeps absolutely secret, along with her past] is Lady Miralex
Fantona Hepsibah Gaunt, Duchess of Faler, Avenger Errant of Ordiniff, Bearer of the Pink
Globe and Honour Par Sight-of-All. She has fallen far from grace and lives impoverished
and forgotten in a mean cottage off the Wynd. Her fortune-telling powers are mostly
imagined. but she has a sharp eye which allows her to make astonishingly accurate
observations about those she speaks to. The DM can use her to frighten or warn the party,
always taking care to enhance her air of mystery.
11i A very occasional visitor (2% of the time) is Feyr Johannus, a journeying cleric (C2; hp
9) who spends the rest of his life journeying the County of Cerwyn, beyond the gates of the
City. He is the best source of information locally about affairs beyond the City Walls.
11j Silly Jarry is the ale-house muggins. He cleans, fetches and carries. and always with a
happy, vacant smile. The regulars tease him, but Celine (11a) protects him as keenly as if
she were his mother. He wanders in and out of the ale-house, sometimes disappearing for
days, and can be found anywhere from the Docks to Westmeet, helping out whenever
asked. He sleeps with the pigs and chickens at the next-door MU school. He appears so
idiotic and harmless that he blends completely into the background, which suits him rather
well for he is A13, hp 66 and a member of the Knights Ocular.
11k Gervaise ‘Dragonrider‘ Loftgringe is F2 hp16 and thrills all who care to listen
with his tale of how he flew on the back of a dragon. The essence of the story is quite true,
as Gervaise was once captured by a Wizard and flown away to his lair on a dragon. He
escaped weeks later by simply walking out of the front door after he had been forgotten.
Gervaise's tales rarely tell the whole truth, the Dragonride story invariably omits the bit
about the Wizard and, when he relates his amazing escape, he always forgets the bit about
how he walked free through the front door.
No 13: CARRAWAY KEEP and the WHITE ORDER
There was a time, millennia past, when the
League was merely a single city. Even before that,
in the days when the Clerk at Arms was becoming
known as the Katar, that city was no more than a
town. In such times was built Carraway Keep.
Situated on the crest of the Hill, near where the
walls of the Punctilio now stand, the Keep provided
the town with a lookout across the lands and was
able to warn the inhabitants of any forth-coming
attacks. As the town began to expand, however,
better fortifications and watchtowers were
constructed to protect the prosperous young city
from neighbouring provinces. As a result of this, the keep fell into disuse, and as the years
passed, it slowly crumbled away and lapsed almost beyond repair.
It was at this time, just as the Keep was being scheduled for demolition, that a
stranger rode in to the city and immediately bought the keep for his own. Within a year, the
stranger rebuilt it to its former glory and extended it to some three times its original size.
Few people didn't wonder about the stranger, yet none asked of him his motives, for his
guise suggested that he may be some banished lord or usurped king from far-oft lands.
However, soon news spread throughout the city of the true heritage of the Keeper of the
Keep, and soon also did the purpose of the rebuilt tower. The stranger, who was known as
Orrian, was a duke's son. and with wealth and skill aplenty, he proposed to establish the
most powerful sorcerers' guild that had ever yet been beheld; and he planned to do this right
in the City League, within the confines of Carraway Keep.
Orrian's scheme spread through the kingdoms like wildfire, and it was not long before
young and old sorcerers alike beat a path to his door and asked to be admitted into his guild.
Some were accepted but many were likewise turned away, for Orrian only desired to teach
the best and most ambitious magicians. And so it was that the guild of Orrian, better known
as the White Order. expanded and grew, even long after the old arch-mage had died. And
still the guild grows, even today, some 1,400 years after its initial opening. It is said also that
magic-users of the White Order are more proficient and of finer quality than any normal
sorcerer, and such is this reckoning that those of the Order are now sought worldwide.
Historians are now wont to remark that it seems a strange coincidence that the White
Order was founded at around the time that the Knights Ocular first became a force in the
League. Wiser sages say that there could have been no League without the guidance of the
Knights and that. anyway, for the Knights to be heard of implies that they had been in
existence for many years before that. Whatever is the truth it is interesting at the very least
that the Knights should have tolerated the development of so powerful an institution as the
Order. Could there be some hidden connection, or is there genuine conflict?
REQUIREMENTS
Only those with the following attribute minima will be considered: Intelligence 16,
Wisdom 15, Dexterity 15. The White Order will take human, elven or half-elven students.
Illusionists will not be considered, and characters wishing to be split- or multi-class, will
have their membership terminated. The Order will only take those of LG, LN, N or NG
alignments. Chaotic or evil characters will not be considered and even true neutrals are
viewed with great circumspection.
Characters‘ status within the Order is signified by the colour of their cloak and the
type of staff carried. As a character rises in level, these insignia alter accordingly. The No
Extant column refers to the number of magic users currently in each group - it is not a
maximum for that group. There is no limitation on Light Blue students but the DM must
control promotions very carefully. Player characters reaching the exalted status of Greys
ought to be very rare and Whites should exist in only the most exceptional circumstances.
13a Anarion the Grey; MU16; LG; 13b Sarron Silvertongue; MU10; LG;
hp 45; AC -4; staff and dagger +3 hp 26, AC 3; staff and dagger +1
S 15 Tall, middle aged man. grey hair S 10 Tall. good looking mature woman,
and beard; grey cloak of streaked ash-blonde hair; red-brown
I 18 I 18
protection +3, white shirt, grey cloak of protection +4, ring of
W 16 trousers, bracers of defence AC2 W 16 protection +2, beech staff, copper
D 17 in the shape of a golden torque; D 15 shod, which is a +1 weapon
beech staff, silver shod, which is a Mistress of the White Order,
C 15 +2 weapon and stores 3 spells (c.f. C 12
Necromancer
Ch 13 ring of spell storing 1(16), 3(16), Ch 17 Bears a strong resemblance to Anarion
6(5))
(13a), friendly. charitable but cautious
Master of the White Order, Wizard and wary
Kind, knowledgeable and Descendant of Orrian. knows all at the
persevering. Feared and respected Keep, and many important people in
by all but the most ignorant the League
Rumoured to be the Son of Spellbook:
Orrian(!), related to Sarron (I3b),
1 (4*, 6, 9, 15, 16*, 22, 27*, 30)
knows all students and staff at the
2 (4*, 5, 6, 10, 12, 14, 15*, 22)
Keep as well as most League
dignitaries and (reputedly) the 3 (3*, 4, 7*, 12, 16, 20, 24)
Katar himself 4 (2, 7, 13*, 18, 19, 21)
Spellbook: 5 (4, 12, 14, 18, 20*, 22)
1 (2, 3*, 4, 6*, 16*, 20*, 22*, 24, 26,
29)
2 (2, 9*, 10*, 13, 17, 23*, 24)
3 (4*, 7, 9, 11, 16*, 17, 22*, 24)
4 (1, 4*, 7, 11, 16*, 23, 24*)
5 (7*, 8, 11, 16, 17*, 23)
6 (1, 5*, 8, 20, 23*)
7 (10, 12*, 15)
8 (6*, 10)
13c Firna; Mu9; LN; hp 16, AC 3; 13d Sharla; Fr8; LN; hp 28, AC 7;
staff unarmed
S 7 Long dark blue robe, brown boots. S 8 Long, flowing, light blue robes, soft
bracers of defence AC4 in the brown boots, ring of protection +1
I 18 I 17
shape of a pair of silver armlets. Sage
W 15 W 18
Sorcerer Charming, intellectual, kind and
D 15 Intellectual old, pleasant, kindly, D 16 helpful
knows a great deal about his trade. Knows the locals, those at the Magic-
C 11 C 14
Knows all at the Keep and those Users’ School (9) and all of the order
Ch 9 Ch 10
from the Magic-Users’ School (9); Spellbook:
secretly very wealthy, with many
1 (22*)
contacts in the banking fraternity
2 (6*)
and the law, knows Fiorantannis
(50a), several contacts among the 3 (2*)
worshippers of Saith 4 (22*)
Spellbook:
1 (3, 4, 6, 13, 15*, 17, 22*, 30)
2 (7, 16*, 20*, 21*, 24*)
3 (4, 7, 10, 18*, 23)
4 (18, 19)
13e Amras the Blue; MU6; LN; hp 20; 13f Ash; F7; LG; hp 55; AC 0;
AC 5; dagger longsword +2, giant slayer
Human Male
PLOTLINES
1. The Night of Compulsion. When the White Order was established millennia ago, one
legend has it that they came into conflict with the mysterious Knights Ocular. But what
was the result? Both orders now exist, side-by-side, in the broil of the City, seemingly at
peace. What is the secret?
2. The White Cloak. Orrian himself may have been the only true "White" in the history of the
Order - certainly he is the centre of its mystery and power. When he was buried, it is said
that his Cloak was buried with him. The order will do anything to protect the secret of its
whereabouts, but just what is it and what are its powers? Characters of levels 8 and
above, queue to the right!
3. Sharla. Although it is not readily apparent, Sharla is the odd-one-out at the Keep. Not a
mage, but a Freewoman of some standing. but with spells available just the same.
Furthermore. she seems to know just about everything of the history of all the Domains.
and recalls it just as if she'd been there herself...
No 14: The COCK o’ TH’ WALK TAVERN
The Cock o’ Th’ Walk Tavern is an establishment jointly owned by two brothers, Arbal
and Asakrin Stoutheart. The tavern has been the family business for generations, providing
satisfactory meals and beverages at reasonable prices year after year and, consequently,
bringing in enough wealth to keep the occupiers comfortable. However, when the brothers
took over the management after their father's death, they introduced a new source of
entertainment, legal yet dangerous, which has made the tavern unique and one of the most
enjoyable drinking houses in the League.
For five years now the tavern has had a champion, the ‘Cock o’ Th’Walk’. Shortly after
dusk, each evening without fail, the ‘Cock o‘ Th’ Walk’ enters the arena within the tavern
and takes on an individual in hand-to-hand combat. Whilst the preliminaries are observed,
hundreds of gold pieces change hands in bets. side-bets and side-side-bets. The victor is
awarded the Golden Cockscomb as a trophy and bears the title ‘The Cock o’ Th’ Walk’, but
must return the following evening to defend the title against further opposition. The victor
also gains the fight money paid by both contestants and on first becoming the champion may
drink at will in the inn. The current champion. undefeated for an unprecedented seven
weeks, is Ungol the 'OrribIe (14f).
Contestants may use the pummeling, grappling or overbearing tables (DMG pp72-3);
the normal combat tables, counting 0hp as unconscious rather than dead; or the optional
rules in DRAGON Magazine #83.
The tavern sells most types of food and drink, even if the quality is not what it might
be. Although usually busy, from dusk until midnight the place is totally packed out. Brawls
are quite likely to break out due to all the hustling and bustling that takes place. Also,
undesirables like Bando and his friends (14g-i) and Hishael (14j) frequent the premises.
There is a 25% chance on each visit to the tavern that someone tries to pick a character's
pocket. Security in the tavern is maintained by the staff (14c-e) and the owners (14a&b).
They will deal with miscreants vigourously and will insist that weapons (except daggers) and
shields are left with the staff.
14a Arbal Stoutheart; F4; LN; hp 28; 14b Asakrin Stoutheart; F2; LG; hp 17;
AC 8; shortsword AC 10; dagger
S 16 Red silk shin, brown trousers, red S 15 White shirt, pale grey waistcoat, grey
sash round waist trousers
I 12 I 12
Joint owner of Cock 0’ Th‘ Walk Joint owner of Cock 0' Th’ Walk
W 10 W 14
Tavern (14) Tavern (14)
D 16 Jolly, talkative and hard-working D 14 Small and stocky, red faced, kindly but
Brother of Asakrin (14b) firm
C 9 C 15
Brother of Arbal (14a)
Ch 11 Ch 10
14c Isabel; F3; LN; hp 16; AC 7; 14d Calvorn Chaospreacher; F4; CN;
mace and dagger hp 23; AC 6; mace and dagger
S 12 Padded leather jerkin and leggings S 15 Leather trousers and jerkin hidden
Barwoman / bouncer beneath a green cloak
I 13 I 10
Generally unhelpful and only Barman / bouncer
W 8 W 11
interested in herself (and money!) Believes only in freedom and
D 15 D 14 individuality, hates law and makes
Sister of Hishael (14j) whom she
dislikes, knows Ungol (14f), believes sure everyone knows it
C 14 C 15
Surreal (14h) stole back a ring she Friendly with Ungol (14f)
Ch 14 Ch 10
bought from him and wishes to
betray him to the District Militia
14e Dalin ‘the Dour'; F5; N; hp 43; 14f Ungol the ‘Orrible; F6; CE; hp 56;
AC 8; mace and dagger AC 6; unarmed
S 17 Grey shirt, leather waistcoat, gloves S 1886 Grey loin cloth (outside the arena:
and leggings platemail +2 over grey shirt and
I 9 I 9
Bar-dwarf / bouncer trousers AC 0, broad sword +2)
W 10 W 7
Quiet. sombre, dismal and The Cock O' Th‘ Walk (normally
D 8 completely, staggeringly boring! D 18 Myrmidon)
14g Bando Bushfoot; T6; N; hp 27; 14h Surreal; T4; CN; hp 16; AC 6
AC 7; shortsword +2 longsword, dagger
S 11 Brown cloak and trousers, white S 16 Tall, slight, handsome, wears green
shirt cloak, grey shirt with white sash,
I 15 I 13
Filcher green trousers, green cap
W 8 W 8
Jovial, bright-eyed and intelligent. Robber, also a fletcher
D 17 but gambles without using his D 18 A real heart-breaker
brains - and always loses Member of the local thieves‘ guild
C 16 C 12
Son of Goldy and Haff Brushfoot
Ch 10 Ch 15
(17a&b) the cobblers (17),
member of the local thieves' guild,
knows Dalin (14a) and Shoril (16a)
who is his parents’ neighbour.
14i Eskis Coldbone; T3; CE; hp 20; 14j Hishael; MU6; NE; hp 27; AC 2
AC 6; longsword dagger+1
Half-Elf Male
S 13 Grey haired, tall, grey and black S 13 Elegant, wears blue and silver suit and
robes, red hood gold ring which is a dagger of
I 12 I 16
Organising Magistrate concealment +2 (a ring which acts
W 10 W 13 as a ring of protection +2 and can
Dignified, concerned, not very
D 11 D 12 be turned into a dagger +2, used and
wise, complete snob
turned back again all in one round)
C 8 On nodding terms with many local C 10
Clerk
dignitaries, but no friends,"
Ch 15 Ch 12 Clever, ambitious, social climber,
scrupulous in his application ofthe
court rules, but not averse to career civil servant
amassing a little wealth. Of modest background, Mailai scorned
adventuring for a life of anticipated
wealth as a civil servant. She knows
you have to start at the bottom, what
she doesn't know is that she's
probably stuck here for life; she got
the dagger of concealment from an
adventurer she met one evening
15c ‘Old’ Daliel; Fr3; LG; hp 14; 15d Krad Earthdelver; F6; NG; hp46;
AC 10; unarmed AC 5; battleaxe, shortsword or mace
S 9 Ancient, scruffy, brown jerkin and S 17 Shiny chain shirt, steel helmet, padded
filthy yellow hose leggings with leather cross-garters
I 15 I 9
Assistant clerk Head jailor
W 14 W 12
Intelligent, hard working, kindly, Bluff, gruff, shrewd, businesslike
D 9 far too honest for his own good D 11
Knows Burbury Flataxe (5d) and
C 8 A loner C 12 doesn't much like him
Ch 5 Ch 10
15e Petronna Goldenhair; F5; CE; 15f Tiblin ana-Ristorin; Th6; NE;
hp52; AC 8; dagger, whip, blackjack. hp 27; AC 3; concealed dagger, staff +3
torture instruments
S 16 Black leather jerkin and leggings, S 17 Ragged grey and brown robes,
hideous black leather skull cap and leather headband, bracers of
I 11 I 9
mask defence AC4, ring of protection
W 13 W 12 +3
Assistant jailor and torturer
D 12 Calm, polite, well-spoken and very, D 11 Stick salesman (Filcher)
very nasty Feigns stupid, benign oaf; actually
C 17 C 12
An adventuress, not a League ruthless and intelligent
Ch 16 Ch 10
native Member of the local thief's guild; he
wanders around in the vicinity of the
court selling sharp sticks to passers-
by so they can prod the prisoners
through the grilles; this is a cover for
his true trade - pick-pocket and
mugger.
15g The Chastiser. No details are given about this creature of mystery. The Chastiser
appears hooded when called, to perform such corporal punishments as are demanded by
the court.
Also working in the Courthouse are 6 minor clerks and 12 guards. The clerks will be met
drifting about. apparently trying to kill time. The guards are all F2, hp 15 and they will be
found chatting with one another around the courtyard. The guards are well trained, despite
their appearance, and will act efficiently and quickly when called upon by either Krandle or
Petronna. At night the guards take turns to patrol in pairs. Petronna has the disconcerting
habit of roaming abroad at night, looking for ‘fun’.
The MAGISTRATES
In order to enliven proceedings at the court the DM may choose to have one or more
of the following worthies sit for the trial of the PCs involved; it won't be long before their
names are feared (or loved) throughout your campaign!
15h Estorillian; Fr7; LN; hp 24; AC 10; 15i Maker Redbeam; Fr3; NG; hp 14;
staff-mace AC 8; knobbed stick
S 12 Tall, equine, elegant, navy blue S 8 Walks round looking like a court-
robes trimmed with hoar-fox jester with multicoloured padded
I 11 I 15
Silversmith jacket, hose and huge codpiece
W 13 W 14
Arrogant, supercilious, coward Cooper (and local guild-officer)
D 8 Well-known and hated local boy- D 9 Fire-brand, unbribable, hates
made-good, now lives out of the authority, inferiority complex,
C 9 C 7
area but likes to return periodically swears he isn't a gnome
Ch 11 Ch 10
to sneer and hand down vicious Very well known locally and largely
sentences; he always allows elves a liked despite his eccentric habits;
+50 Mitigation Modifier; loves to when sitting at the bench he 'rids the
be 'lenient' by ‘reducing’ sentences town of undesirables' by banishing or
to dismemberment selling into slavery anyone he finds
guilty of anything; he completely
ignores all level or charisma
modifiers when coming to his
decision and woe-betide any gnomes
that appear before him!
15h Mareta the Wise; C4; LG; hp 22; 15i Lirau the Red; F6; NG; hp 48; AC4;
AC 3; huge, strengthened, religious longsword +3 and dagger
staff-mace
No 17: COBBLER
Next to Shoril's is this homely cobblers run by Goldy and Haffo Brushfoot (17a & b)
who are the parents of Bando Brushfoot(14h)- a thief who works around Glbbet Lane and
The Walk (14).
18a ‘Corporal’ Thirel; F2; LN; hp 18; 18b Borgrim Orceater; F3; NE; hp 21;
AC 7; footman’s flail AC 2; longsword and dagger
18c Amir Schezhuan XIV; F3; LN; 18d Rontollo; (most guilds) F4; CN; hp 37;
hp 21; AC 3; spear and scimitar AC 7; (thieves' guild) T4; CN; hp 24; Ac 8;
longsword and dagger
S 14 Neatly attired in chain mail, dark S 13 Ordinary looking, with large scar on
with neat beard forehead, studded leather or leather
I 9 I 8
Amir (leader) of his squad, armour
W 14 W 9
Swordsman Guild militiaman
D 16 Career officer, fair but rough when D 10 Serious, fanatically loyal to the guild,
needed, cool, efficient uncompromising
C 12 C 11
Unknown locally, popular with his Stranger from across the seas but
Ch 16 Ch 12
fellow officers popular with his men
nd
His squad of 6 2 -level fighters (hp The guild militiamen are mostly loyal
17) is well trained and obedient, mercenaries who are ready and often
although they will ‘discipline’ the encouraged) to take the law into their
truculent or unruly. When own hand whenever necessary. Justice
Schezhuan says ‘come quietly and to them is maintaining the honour of
you won't get hurt’, he means it. the guild.
Pablo Fanquay's Fair has been a welcome sight around the labyrinthine streets of the
League for many years. Although the individual performers come and go, Pablo manages to
maintain high standards and so his Fair is hailed as the best. It's not an easy reputation to
maintain; there are other Fairs, not all run by honest law-abiding citizens like Pablo. Bribing
acts to move from one Fair to another is common practice, and star performers mysteriously
disappear. But as few questions are asked of the past in the Guild of Thespians, star
performers can mysteriously appear as well. The Guild of Thespians is a strange body; a
performer is not expected to join immediately but only after proving his or her talent. It's
interesting to note that there has never been a popular street performer that was not a
member of the Guild. Pablo is a member as are all of his troupe. They live in brightly
coloured wagons, moving from one site to another, never staying more than five nights in
one location, and constantly harassed by petty officialdom over this by-law or that.... But
even on Festival Days, with the restriction on the gathering of crowds. the show must go on!
19a Pablo Fanquay; Fr10; CG; hp60 19b The Rubberman (aka Longelf);
AC 6; whip Fr6; LN; hp 30; AC 6; unarmed
S 12 Normally in brown leathers, but at S 9 Dull cloth smock and trews during
show-time dons a scarlet robe with the day, red trunks during
I 17 I 13
yellow trim and a tall green hat performances
W 14 with a huge bright feather W 12 Tumbler and Contortionist
D 16 Showman (Thespian) D 18 (Thespian)
Loud, charming, shrewd, devious Selfish. introverted, mean,
C 15 C 12
and unscrupulous trustworthy, paradoxical
Ch 18 Ch 17
Claims acquaintance with No known friends, confidant of Pablo
practically everyone of note, all (19a) and is his deputy
know of him but few know him - an
enigma
19c The Man (aka I'Nimma); Fr3; 19d The Woman (aka I’Nemma);
LG; hp 12; AC 10; unarmed Fr3; LG; hp 12; AC 10; unarmed
C 9 Twin sister of The Woman (19d), C 9 Twin sister of The Man (19c), niece
niece of Fiorrantanis (9b) and of Fiorrantanis (9b) and
Ch 18 Ch 18
Deorrantanis (50a) Deorrantanis (50a)
19e Borin Animalmaster; R8; NG; 19f Zimmerman; Th7; LE; hp 35;
AC 5; hp 60; trident and whip AC 8; dagger
Accompanying the Fair are six boys and girls who clean and cook for the troupe and twelve
19g
men-at-arms who double as porters. The men-at-arms are all F2, hp 9 and are armed with
spears and broad-swords.
PLOTLINES
1. It has been a worry to Pablo for some time that a crafty team of pick-pockets seems to be
dogging the footsteps of his Fair. Although not a gnome to begrudge anyone a living,
Pablo doesn't want to acquire a reputation that might prejudice his earnings. Thus he is
quite likely to hire a few sophisticated adventurers to find out what is going on. In fact it is
Zim who is picking pockets whilst he walks amongst the crowd singing. His singing is so
beautiful, his normal chance of being able to escape detection is doubled (to 42%).
2. In the troupe are twins who are brilliant mummers. They enact the roles of ordinary folk
with great poignancy; touching the hearts of all who watch with their carefully drawn
portraits of everyday life. The DM can use them for several purposes; one of which is to
introduce adventures to the players. In these days of great superstition, a mummer's show
might attract great attention and it would not be hard for PCs to hear of it. They could
then watch the show and receive what to them, seem like clear instructions. If questioned,
the twins will always say that their performances appear to them in dreams and will offer
no further information. For example, if a DM wants players to embark on module S1
(being a sadist) the mummers could tell of a wolf-hunter and her husband out on a hunt
during which they found the entrance to the Tomb of Horrors. The mummers describe
how to get there and even introduce some extra clues about the dungeon.
Nos 21-24: The ARENA DISTRICT
21a Marrik Calazar; C5; LE; hp 25; 21b Aethelron Verthill; Fr5; LN; hp 21;
AC 10; staff AC 10; unarmed
C 11 Has met the Katar and is on terms C 10 Known by much of the nobility; very
with much of the nobility due to friendly with Erriados (21d); member
Ch 13 Ch 8
favours he can grant with seats; of the Secret Chapter (24)
knows the Secret Chapter (24) of
which he is a senior member; keeps
his religious background concealed
and consequently would only learn
spells in extremis or specifically for
a function
21c Tarranag; Fr7; LN; hp 24; AC 10; 21d Erriados the Charioteer; F7; CN;
unarmed hp 63; AC 9; whip
Human Male
I 9 Gladiator
Formal, serious, modest,
W 8
preoccupied
D 15 Many lighting acquaintances but
C 15 will not admit to knowing anyone!
Sir Follor considers himself a
Ch 14
cowardly failure following an error
of judgment during battle - now he
fights to rid himself of this self-
inflicted ignominy
Zalu employs 10 fighter/guard/helpers (F2-5, average hp) who do the donkey work in the tavern and assist her
in her secret forays into the depths of the Underworks.
23a Angor Poddikan; Fr7; N; hp 21; 23b Melom; Fr2; LG; hp 8; AC 10;
AC 10; unarmed unarmed
Gibbet Street is in one of the oldest and most squalid areas of the city. The inhabitants
are very poor and most of them suffer from illness or disability. The most common means of
turning a penny are peddling, begging, trickery and straightforward theft. The main feature
of the street is the gibbet - still used for unofficial hangings. This gibbet, its frequent
occupants and the standards of behaviour of the residents mean that this is an area usually
avoided. It was not always so, as the street has seen better times, though they were long
ago. Now the paving is cracked and mud and dirt lie everywhere. Beggars Alley leads off
from Gibbet Street and curves round to meet the Walk (14). Once it merely provided a rear
entrance to some of the houses on Gibbet Street
now it is one of the most dangerous thoroughfares
in the League. lf the beggars, drunks, pimps,
thieves and assassins don't get you then you'll
probably contract a deadly disease from the piles
of uncleared sewage. There are two rules and two
rules only observed by all the inhabitants of this
area. The first is that no-one shall touch a victim
of the gibbet and the second is that no-one shall
touch or desecrate the death-masks hung on poles
by the gibbet. Woe betide any stranger who
breaks these rules as the only punishment in
these parts is death by hanging!
No 25: The GIBBET and the MASK-POLES
At the end of the street stands a gibbet. Stark and bare, its very shape is a brooding
menace. Because of it the whole street seems to be in permanent shadow. It is dominant far
beyond its size. Alongside it are five mask-poles upon which hang the death-masks of recent
victims. These are horrible enough in principle, but their manufacturer - Daxol (26a) - is so
skilled they take on an unwholesome menace of their own. Their presence casts a pall of
gloom on an already unhappy scene.
26a Daxol Nabrish; T7; N; hp 32; AC 7; 26b Arandul Nabrish; T4; CN; hp 20;
dagger AC 7; shortsword
Mandren the Lunatic; MU3; If the asylum has sent any guards to
27a 27b & c
CN; hp 12; AC 10; bite (d1-4) look after Mandren they will be
Gragen Axbow (F4; hp26; AC5;
Human Female
Broadsword) and Lolden Beltow (F3;
S 9 Dressed in loose, filthy, torn rags; hp18; AC5; longsword). These are
wild eyes and hair; would be basically honest types who are well
I 4 (16)
beautiful if cleaned up and tamed known locally and somewhat respected
W 3 (9) as they do not interfere unnecessarily
Water Seller, Conjurer, Lunatic
in local activities. Visitors looking to
D 11 Stunned and sullen but coherent them for aid are likely to see them
and reasonable between attacks
C 16 whistling casually and examining
No-one admits to knowing her but carefully the eaves of a nearby
Ch 14
rumours abound that she is the building. Both love money, however,
sister of a high-born lady and (tragically) Gragen loves Mandren.
No 28: WEAPONSMITHS
Once a thriving business, this weaponsmiths shop is now boarded up with ‘For Sale’
signs on it. The two weaponsmiths (Dokas and Milly) were murdered by their scheming
daughter (Negalmis) who later disappeared in mysterious circumstances. No-one locally
dares enter the premises as they are rumoured to be haunted. As a consequence most of the
stock remains, stacked neatly in the store, including 2 longswords +1, 4 daggers +1, 1
scimitar +2 and 4 darts +2. Unfortunately the building really is haunted as Dokas and
Milly have become wraiths and Negalmis has become a spectre. For those who are
interested the title deeds can be bought from Daxol Nabrish (26a) for 7,500gp. If players
reopen the shop they will discover that Negalmis was not much of a business woman as she
died owing over 2000gp in various debts to local traders.
No 29: The FRIENDLY NEIGHBOURS
Wadren is a teenager whose parents have recently died leaving him the house they
lived in but little else. He is struggling to make a living breeding pigs - not without success.
His next-door-neighbour, Holman, covets these pigs and Wadren's house. Holman sometimes
resorts to stealing Wadren's piglets, killing them and selling them. Often Wadren manages to
rescue them. It is quite likely a party walking along Gibbet Street will observe this ritual
being acted out. Holman chasing Wadren (who is clutching a piglet under his arm) down the
street and shouting, "Stop, pig-napper! Stop that boy!" Wadren will swear his innocence and
is bright enough to call on the Butchers Guild Militia (who know him) to come to his aid if a
party should side against him.
29a Holman; F3; CE; hp 17; AC 8; 29b Wadren; Fr1; NG; hp 4; AC 10;
longsword unarmed
30a Budlock; F1; N; hp 10; AC 10; 30b lshbone; F-MU3; NE; hp 12; AC 7
dagger longsword
30c Rarad; F-MU3; NE; hp 12; AC 10 30d Fit; A6; LE; hp 34; AC -2
longsword poisoned dagger
S 12 Drab grey dress brightened by S 12 Short and skinny; chain mail under
many coloured scarves grubby rags, eye-patch and white
I 12 I 13
Swordswoman / Conjurer stick
W 13 W 10
Fickle, wayward, opportunist Killer
D 13 Very well known locally; admired D 18 Shrewd, cunning, sophisticated,
by all; wife of Ishbone (30d) efficient
C 9 C 16
Spell Book: Known as a not-very-successful
Ch 17 Ch 8
beggar; has connections with the
1 (15*, 20, 22, 23, 25*, 29)
Knights Ocular, leader of local
2 (4, 5, 6*, 13, 22) assassins cell
Gnome Female
D 12 Robber
Mean, uncompromising, vindictive
C 13
ldolised locally as a vicious back-
Ch 7
stabber; leads a small gang of gnomish
thieves in smash and grab raids against
shops in neighbouring districts
No 31: The BEAST HUNTER
Gross an Creer is a mercenary who hunts and captures dangerous monsters for sale to
the Arena (21). When not hunting monsters for the Arena, he also accepts freelance
contracts to procure both live monsters and monster parts for sale to the highest bidder –
typically magic-users and alchemists involved in research. Being avaricious, as only a dwarf
can be, he is very jealous of his trade, and will brook no competition. If subtle or unsubtle
threats don’t work, he will employ his lieutenants and numerous hirelings to assault any
interlopers unwise enough to infringe on his business.
He operates from a house on the Walk, near Gibbet Street, which he shares with his
two lieutenants.
S 14 Very smooth and flashy dresser, S 18 Very big, wears what looks like a
ring of protection +2 rubbish bag
I 14 I 8
Leader of Basilisks, Spy Fionn's (32a) most faithful follower
W 9 W 13
Clever. loyal. ambitious, egotist. and bodyguard
D 18 pragmatist D 12 Less stupid than he looks, obeys
Knows many thieves. frequents orders
C 15 C 18
Madam Zalu’s (22) and the As Fionn, but is in love with Zoreen
Ch 15 Ch 9
Cornucopia (33) for his leisure, (22b), and ensures the Basilisks leave
often works for Harben Mousecraft her alone.
(33e)
32c Grimling Ashnut; T4; CE; hp 24; 32d Margaret, aged 13, but looking a
AC 4; shortsword, sling, chain very innocent 10, is the leader of the
little ones (under 10s). She was
Halfling Male
rescued by Fionn from sale to a slaver
S 14 Basilisk regalia well hidden under (her parents were very poor). She is an
rags, cherubic looks excellent spy. Once when caught in the
I 14
Lieutenant of Basilisks act of pickpocketing, she counter-
W 9 accused her victim of assaulting her
Killer. sometimes insane,
and embarrassed him into letting her
D 18 dangerous when frightened
escape.
C 15 After witnessing his mother's
murder and enduring his father's
Ch 15
failure to avenge it through fear,
Grim has rejected the Halfling way
of life for a ‘tougher one’. He
spends most of his time frightened
and hiding it - it's when he can‘t
hide it any longer that he's
dangerous: those who know him
deny it and avoid him
32e Lucy is 12 and is the exception to the rule that Basilisks are survivors - she frequently has
to be rescued from trouble of her own making. However she has one talent which makes it
all worth it - a perfect memory. Being accident prone she is a trial on any expedition - she
will open every door and falls over things frequently and loudly.
32f Giraldo would dearly like to take Fionn's place. He is aged 14, T2, ambitious and afraid
of Grimling. He is also not nearly as good a thief as he thinks he is. Fionn has taken to
sending him on risky missions - Giraldo thinks he is being honoured - and one day he may
not come back.
The majority of the rest of the Basilisks are the children of the poor; the very young ones,
32g-v
Tirri, Jasta, Poppy, Llorrlla, Renn and Bandsa, are 0-level thieves or fighters;
Farda Khan, Brerro, Lutt, Markham, Starbrow and Jiv are 1st-level, Zim,
Farda Travent and Norden are 2nd and Grsska 3rd. They all use chains as their
main weapon and daggers or slings for missiles.
No 33: The CORNUCOPIA GAMBLING DEN
In a quiet, residential street of the League is a discreet town house –the Cornucopia.
Fashionable, spiced with intrigue, it is patronised by thieves, young sprigs and the scions of
merchant families. Serious gamblers and corrupt officials provide leavening. Admission is
solely for members (by invitation only) and guests. The Cornucopia is the place to go for
deals of the expensive kind; here you can buy without taxes and sell without questions. For
adventurers, to be invited hare indicates a considerable rise up the social scale. it may be
their first (and last) chance to mix with the nobility or with the aristocracy of crime. Prices
for refreshments are ten times normal (and quality twice as good). The minimum stake for a
game is 100gp, but no-one ever stoops so low. The place is rigged with magical devices to
warn the staff should anyone use magic to enhance their chances of winning.
Anyone who makes a study of the Cornucopia will turn up secrets like a nest of worms.
To start with, they may find out that Rugbucket (33a) is only the manager; further
investigation will point to Harben Mousecraft (33d) as the real owner. He is, in turn,
fronting for Tom Cottonwood (33e), although this will be difficult to ascertain, as Tom
appears to be working as an informant for Harben. And behind Tom is his wife, Imelda (33f).
Tom was. in his youth. a low class thief, who made a good marriage to a respectable woman
but could not quite give up his shady connections. His wife, Imelda, made good as a textile
merchant and is welcome in polite society. Her friends find a lot to pity her for; her husband,
they feel, always lets her down with his gambling debts and his dreadful friends. They know
it was once rumoured that he was mixed up in something criminal, but she forgave him and
pulled strings to get him off the hook.
Imelda doesn't mind the condescension, because she hopes to have the last laugh. She
is not only a thief, but a very important one; the mastermind behind the Cornucopia - to say
nothing of any number of daring burglaries and a lot of profitable smuggling. Tom and
Harben do the groundwork, while she plans and carries out the crimes. In this way it is
difficult ever to pin anything concrete on any one of them.
Almost any fairly important member of society might be seen here. Some come
regularly, others only once. If you allow the party to frequent this site, be careful not to allow
the players to ransack it just for fun because then you will have lost a valuable means of
introducing the characters to interesting personalities at your discretion. Indeed adventurers
who wantonly destroy this, or any other prime site, are likely to draw themselves to the
attention of the Knights Ocular, as the Knights prefer things as they are - under control. The
attention of the mysterious Knights is unlikely to improve their health.
33a Garchin Rugbucket; F5; N(E); 33b Greta Calkinnagrat; F5/T6; CN; hp
hp 45; AC 10; longsword, dagger, 29; AC 6; shortbow, shortsword, mace,
knuckledusters; sling
S 14 Garish shirt and breeches, once S 15 Bright tunic over leather trousers and
muscled, now fat. jerkin
I 12 I 14
Ostensibly proprietor, actually Major-domo of Cornucopia, Cutpurse,
W 10 W 9
manager of Cornucopia does not mix the two
D 11 Vulgar, greedy, shrewd - makes D 16 Ambitious but patient, sharp tongued
people feel superior and suffers no nonsense, tough as old
C 15 C 10
Knows gambling fraternity and boots; scornful of all other races
Ch 11 Ch 14
some thieves; was F6 until he ran Knows gambling fraternity and is
to seed, ex-bankrupt member of secret association of
gnome thieves
33c Sally Messenger; T8; NE; hp 40; 33d Harben Mousecraft; T9; CN;
AC 10; longsword, darts hp 32; AC 5; longsword +2 (+4 vs.
Lawful), sling;
D 14 con-woman D 17 Thief
Selfish, cold, heartless, vamp Fashionable scoundrel and raconteur,
C 13 C 14
Frequents Cornucopia, Madame self-seeking, astute. has difficulty
Ch 17 Ch 14 resisting women
Zalu's (22a). and other fashionable
places - often with very wealthy Knows most rakes about town, tries to
escort; sister of Fionn (32a). know everything about everybody;
uses Basilisks (32) as an information
service; habitué of Cornucopia, father
of Elimy (33j).
33e Tom Cottonwood; T10; CN; hp 33f lmelda Cottonwood; T11; CE;
57; AC 0; longsword +2, dagger +1 hp 52; AC 2; shortsword +3 (finds traps,
sees invisible), dagger of
venom, swordstick +1
Other Staff
The staff, waiters, lesser croupiers and entertainers wear blue livery. 20% are T 1-3, 50% are F 1-4, and the
rest are Fr 2-4. There are, in addition, 8 F8 guards (hp 80, AC1) armed with broadswords +1.
Imelda’s Family
33g-j Rodern is the eldest. He is in the Punctillan, where his parents hoped he would be
helpful to them. Alas, he is taking his duties seriously and they dare not even confide in
him. Karel, the second, is their long term investment. He has been enrolled in the Magic
Users’ School (9). A fine lad, he spends most of his generous allowance around the Arena
(21). Floriann is the youngest. Imelda wants her to be educated as a lady and make a
good marriage (she fancies a titled grandson). Elimy, the third, was always a tomboy and
is now a promising cutpurse. She, too, hangs around the Arena (21) and accompanies her
father Harben (33d) to the Cornucopia (to her mother's private dismay). Elimy's plans
would surprise lmelda. She hopes to beat Floriann to it and catch a noble of her own, but, if
all else fails, an up-and-coming adventurer would do. Although Harben tries to conceal it,
Elimy has guessed their relationship and has no compunction about using it to her own
ends.
Visitors
33k One-eyed Sadford; Fr8; NE; hp 33l Vani ‘Trust me’ Vaniski; Fr7; CN;
36; AC 10; cutlass hp 23; AC 10; sword-stick +4
S 14 Expensive but stained clothes, eye S 7 Blouson and trews, beautifully made;
patch fresh-faced and honest-looking
I 13 I 16
Merchant Captain, owner of Happy Fence
W 17 W 15
Mary and lesser ships, smuggler, Calculating, careful suspicious,
D 13 regular gambler D 9 convincing
Brutal, greedy, efficient, unpopular Seen and known as a social parasite
C 16 C 8
Carries cargoes for lmelda around the flesh–pots of the League
Ch 8 Ch 16
Cottonwood (33f), knows Tom and Cerwyn; known as a trader in
(33e) and Harben (33d) as well as lands beyond (Xir, the Theocratic
many who appreciate fine wines, Principalities and even Kosre); works
spirits and tobacco, bribes a as a fence whose proud boast is that
number of officials. Sadford is he can obtain anything - at a price; he
attended by two bodyguards, F7 can't actually, of course, but players
(hp 70; AC 2), who obey him in all are likely to be surprised by what he
things. can come up with even though they're
very unlikely ever to be able to afford
it; expert with disguises - can make
himself unrecognisable even to his
'friends'
PLOTLINES
1. It's possible to overhear Sadford arranging to take another party up-river to a ‘lost-site-of-
guaranteed-treasure‘ and your party might want to go along for the ride. Sadford never
questions adventurers about their ‘sites’, but he knows when they are on a fools‘ errand.
2. A male member of your party is propositioned by Elimy - he may quite like it but you can
rest assured that neither Tom, Harben nor lmelda will like it one little bit.
3. During a visit to the Cornucopia trouble erupts, and in the ensuing confusion something is
thrust into the hand of a PC. The something is likely to be unidentifiable, but interesting,
and the following days should be quite exciting as the owner seeks his property, the
authorities seek some stolen goods and your party seek the answer to the riddle.
No 34: The OLD BASTION (aka the SCORPION’S NEST)
Throughout the City League, local thieves‘ guilds have set up Safe Houses. These are
places where a thief on the run can hole up for a few days or evade imminent capture. The
Safe Houses can be identified by the thieves who use them by some identifying mark or
symbol. This mark is usually known only to local guild members. Some Safe Houses are
simply shops with secret rear entrances, others are elaborate hide-outs with permanent
staff. One such is the Old Bastion, so called because it occupies one of the ancient keeps of
the old city wall which is now largely in ruins. To passers-by it looks like a rough ale-house,
which it is - superficially. Regulars know it as the Scorpions Nest; a reflection more of
themselves than its secret.
The Safe House is beneath the inn and has only one entrance – from the inn's cellar
through a secret door - which is constantly watched through a peep-hole. Although there is
only one entrance there are several emergency exits. These range from the private one used
by the Safe House Master. to the trap doors up into the stables to the last resort route up
through the midden. There are only four regulars who run the Safe House. The Master, Fra-
Ian (34e); the Store Keeper, Orf Noglinsdottir (34f); and two guard/helpers. When thieves
are hiding in the house they largely look after themselves and take turns on look-out and
guard duty; when no-one is staying there the guard work is done by Padhraig (34g) and Said
(34h).
Sited right in the middle of the inn's main room is a long wooden table. Places at it are
reserved for the most infamous of the regulars at the inn. Such a reserved place is regarded
as a great status symbol and much blood is spilt over the right to sit there and the position
taken - those sitting nearest the chairman being the most admired. The chairman holds his
(and currently, her) position by main droit and occasionally leads the 21 members of the
Table on lunatic adventures (raids on guard posts and the like). None of the members of the
table know of the function of the inn as a Safe House.
Human Male
34b-d Patch‘s staff are three stupid scullions: Beizchkwang (M; F2; hp 16; AC 10; hp), ldimini (F;
F2; hp 15; AC 9) and Brown Mim (F; F1; hp 7; AC 8). Beizchkwang lusts after the gorgeous
Angovidintrix Blister (5l) and consequently hates Beruth (4d); it's difficult to get these three to
remember your order, never mind getting them to pass on any useful information about anything
SAFE HOUSE STAFF
34e Fra-lan; M; T10; LE; hp 49; AC -2; 34f Orf Noglinsdottir; T5; NE; hp 25;
longsword +3 (detect traps and AC 8; dagger +2 (+4 vs. giants), poison
invisible; know alignment) dagger
34g Padhraig the Dip; T3; CN; hp 14; 34h Said'h'rm‘ra; T3; CN; hp 15; AC 4;
AC 8; shortsword and sling longsword, club
S 12 Very tall and stooping: sharp dresser S 14 Swarthy; hooded robes; leather
Safe House guard armour; scarf over mouth
I 9 I 17
Arrogant, sly, grovels to superiors Safe House guard
W 12 W 9
Well known in local dives Clever, quiet, remorse-less
D 16 D 18 Newcomer from Sarpath Mountains,
C 9 C 11 Said works here as her
incomprehensible accent makes it
Ch 7 Ch 16
impossible to work elsewhere; brilliant
young thief; has earned the envy and
hatred of the Dip (34g) - knows this
and won't leave before giving him
reason to remember her
The Safe House typically has 6 fugitives at any one time, each fugitive staying a couple of
34i-n
nights at most. At busy times up to 30 thieves can be accommodated. Currently, the
occupants are the Vigas brothers: Argen, Morr, Cap, ‘Legs’, Thorp and Kensal;
hp 10; AC 7, armed with longswords. They do their own cooking and cleaning and act as
guards and lookouts during their stay.
REGULARS AT THE INN
Tolin Swallow; F6; CE; hp 50; There are 20 other members of the
34q 34+
AC 9; longsword +3, dagger, mace, Table; they are a mixture of classes of
longbow levels 2-4 and are ruthless, ignorant
bullies to the last.
½-Ogre Female
25
S 18 Ugly; dark jacket and bright red
(stained) hose
I 8
Myrmidon, Chairman of the Long
W 7 Table, Mercenary
D 15 Loud, violent. sadistic
35a Shear Dreeve; Human Male; T10; LN; hp 63; AC -2; Guild Master; quiet &
undemonstrative but efficient and thorough
35b Bi]-bij the Knife; Human Female; T7; LN; hp 44; AC 0; Lieutenant; aggressive,
reliable and faithful
35c Greeslime the Wise; Gnome Female; T7; N; hp 33; AC 4; Staff; smelly and unpleasant
but brilliant record keeper most of which she memorises
35d Sharpy; Human Male; T5; NG; hp 25; AC 3; First Pip; ambitious and sneaky. in charge of
the streets
35e Khan Ai; 1/2 –Elf Male; T5; LE: hp 24; AC 2; Second Pip; in charge of burglary and
break-outs at which he is brilliant, after Sharpy's job and trying to kill him
35f Quellia; Human Female; T4; LN; hp 18; AC 5; Third Pip; brilliantly inventive, will go far if
someone doesn't stop her, in charge of scams and protection
35g "Ripper" Orccry; Human Male; T5; LE; hp 27; AC 6; The Landlord; named after his
hook (left arm) which prevents active thieving, desperate to get ‘back into the mainstream’
and will remove obstacles ruthlessly
35h Anah Dzhohans; Human Female; T5; NG; hp 24; Records; quiet, mousey, dull, known
as "inky" in the guild
35i Llarllarna of Catrellis; Elf Female; T3; LE; hp 12; AC 8; Nag #1; vicious, vindictive.
spiteful nature hidden behind fluttering eyelids and blushes, very pretentious
35j Pierrio; Human Male; T3; N; hp 13; AC 7; Nag #2 ; pleasant, unambitious, brilliant with
numbers, fine athlete
There are 15 T1-2 and apprentices working within the guild, each can be considered as hp
35+
6; AC 7
NOS 36-45: MONUMENT SQUARE
Monument Square is a paved court situated within and adjacent to the old city walls.
It was built in honour of the construction of the walls and the bringing of law and order to
the City League. Now it stands a mocking testimony of the area's downfall; the stonework
scored and vandalised, the flagstones cracked and mossy, the sanctuary in ruins.
No 36: The WATER PUMP and POOLS
Clean, drinkable water is in short supply in this area of the league, the streams’ water
is dirty and the nearest fresh water a good distance away. Residents must pay for their
water. The water-seller is either Mandren (27a) or Solchar (36a) who sits on the stool
provided awaiting custom. Since the water pressure below has long since diminished,
pumping water can be a long and arduous task. For only a few extra coppers the water-seller
will provide this service. however.
Human Male
The STATUE
The statue honours peace, law and
order, and sits on a graffiti-ridden
sandstone plinth. The figure, cast in a
bronze alloy, is of a robed woman bearing
a sheathed sword and a large law tome.
Her right hand is raised, palm forward, in
what was originally a sign of peace; two of her fingers have since been broken off, and her
hand now seems to be conveying some sign or message.
The SANCTUARY
The Sanctuary's use has been all but forgotten. The locals consider it to be just
another monument or perhaps a shelter for travellers or waifs. The roof was once thatched -
and still is, after a fashion. Periodically (though not in the lifetime of the inhabitants), it is re-
thatched secretly by night. Those who look closely will see the word 'Abazar' in magical
script on the central stone pillar. If a person of good alignment, able to read the scrawl,
pronounces this word loudly, the Sanctuary is surrounded completely with a protection from
evil 10’ radius. The spell can be triggered but once a day, lasting for 12 hours, and if the
pillar is removed the Sanctuary will no longer function.
FLANCHE’S STALL
Flanche sells fowl at extremely cheap prices. Unfortunately much of the ‘chicken’.
‘turkey' and ‘goose’ is in fact rabbit meat, which has been moulded into fowl-shaped cuts!
Still, Flanche does say it's the fact that it's cheap that's important!
Human Male
S 10 Dressed in white shirt and breaches. S 12 Dressed in white pinafore and grey
carries a tray slung around his neck frock; curly brown hair and bright,
I 10 I 14
and yells the nature of his business cheerful green eyes; very short and
W 14 intermittently; thin for a gnome, but W 9 thin
rosy checked Sweet seller
D 11 D 10
Confectioner and pie vendor Ignores comments about her
C 8 C 11
Always weary and in a hurry; diminutive height; generally cheerful
Ch 12 appears nervous and edgy about Ch 13 and chatty - often too chatty to allow
anyone new in the locale; sometimes her husband to say anything!
seems a bit over-cheerful, inquisitive Wife of Sorrow (36c) and knows
Knows something about absolutely everyone he knows
everyone local; husband of Morritta
(36d)
SANBOW’S STALL
Sanbow is a kindly old lady who cultivates pot plants in her window and sells them on
the square. She will always recommend her favourite to interested customers. a fern-like
pale green plant she calls ‘Elephants Thumps' - she doesn't know why, which is a mercy
since little does she know that the plant is in fact a mild narcotic.
Human Female
37a Eblon Fairlorn; T6; CN; hp 32; AC 37b Joll Fairlorn; T3; CE; hp 16; AC 4;
9; shortsword, dagger and darts longsword and daggers
S 7 Weasely and wiry. Lank, copper S 14 Plain looking (plain ugly!); large red
coloured hair and long fingered nose, hardly a patch of clear skin
I 16 I 14
nail sharpened, greedy hands," under freckles, moles and warts. Not a
W 11 dressed in grey robes W 12 child gifted with beauty. Wears a
Junk trader and thief baggy red frock and a cheap leather
D 15 D 14
choker bracer of defence AC 4.
Innocent mannered, appears
C 16 C 11
absent minded, speaks harshly and Thief and occasional houri
Ch 9 fond of sarcasm and black humour; Ch 6 Flaunting and always being ridiculed
genuinely caring of his daughter, for it; conniving, scheming and
Joll (37b) hateful; does not know her true race –
Father of Joll (37b); friendly with her mother burdened Eblon with her
Flanche (36b); member of local as a child and departed.
thieves’ guild Daughter of Eblon (37a) and an
unknown orc-woman; knows everyone
who mostly either chastise or ignore
her (or laugh and bitch behind her
back); sometimes disappears with her
father or Flanche (36b) and returns
with a full purse!
No 38: FOLLY TAVERN
When Jarrow Downson, a rich merchant, decided to build himself a townhouse three
centuries ago, he also decided, in his famed eccentric way, to include a four-storey tower!
However, as the tower rose his business and wealth declined and he died a pauper. His
descendants were left only the house, so this they converted into a tavern and local building
of interest. His descendants still run the tavern today. Tanner and his sister, Jerris, have
lived here since they were born and expect their respective children to continue the family
business. The tavern is in the tower itself, with its all-round view and central, spiral
staircase. It would make an excellent lookout post - for those who might need one.
38a Tanner Downson; F4; LG; hp 29; 38b Charmail Downson; Fr2; LG; hp 12;
AC 9; broadsword AC 10; unarmed
S 1821 Middle-aged but tall and broad S 8 Slender, blonde and voluptuous,‘
shouldered; well muscled and well dresses in a sky-blue gown and broad
I 13 I 14
proportioned; wickedly handsome - leather belt
W 9 black hair and sharp blue eyes; W 10 Bar-lady
dresses in leaf green shirt and blue
D 15 D 11 Flirtatious, enjoys being chatted up
trousers
and pandered to, but faithful to her
C 16 C 16
Stockman/chucker-outer and would- husband; shares Tanner's sense of
Ch 13 be adventurer Ch 16 humour, but not his view that
Usually jovial and jaunty, humorous adventuring, not barkeeping, is the
but sometimes moody - especially road to riches
when he is arguing with the two Knows most regulars - especially the
ladies in his life, Charmail (38b) his men; very fond of Tanner (38a) and
wife and Jerris (38c) his sister, over Jerris (38c).
his continual wish to go adventuring,
like he did when he was young.
rather than stay and run the tavern
Makes it his business to know every
customer by name; few friends
38c Jerris Downson; Fr3; LG; hp 11; 38d Moridbar Downson; F1; CN; hp 9;
AC 10; unarmed AC 8; scimitar and shortsword
S 12 Dresses in brown breeches, white S 13 Shaven head, green eyes; wears grey
shirt and an embroidered robes
I 15 I 12
waistcoat; sandy hair and snub Freelance spy and lookout
W 6 nosed W 13
Preoccupied, vacant, but once his
D 15 Information gatherer and seller D 16 attention has been gained sharp
cum storyteller tongued. spiteful and vindictive; self-
C 11 C 9
Sharp eared, greedy, invents centred and greedy
Ch 13 stories and information snippets to Ch 9
Knows various guildmembers who
please punters and take their provide work
money.
Spellbook:
Knows about everyone local; only
1 (3, 16, 20, 22, 27)
friend is Tarand (38f)
2 (2, 9, 10, 15, 19)
38g Leganni; Fr3; N; hp 10; AC 8; 38h Vardum T'Manion; F3; LN; hp 19;
longsword and club AC 5; battleaxe and light crossbow
39a Jacrond Bortell; Ac7; CN; hp 21; 39b Abol Noftin; A4; LE; hp 16; AC 8;
AC -2; staff and daggers (incl. dagger hammer and dagger
+1 , +2 vs. humanoids)
S 16 Greying beard, hooked nose, dark S 17 Still dressed in his last disguise of a
eyes: wears leather jerkin and blacksmith; leather apron, thick
I 13 I 10
black trousers; ring of protection blackened wool trousers. boots and
W 8 +2 W 10 dirty yellow shirt; brown tangled hair
Human Female
S 11 Wears white smock and green S 8 Slender - almost boney, thin face with
breeches; skullcap and ring of sad grey eyes; wears a pastel shaded
I 15 I 13
protection +1, long moustache gown and a headband
W 11 and sideboards W 14
Launderess
D 16 Launderer D 14 Shy and very timid, speaks softly if at
Although he badly wants to, does all; once she is confident however;
C 9 C 9
not adventure - “I'm a married man chatty, humorous and sparkle-eyed
Ch 14 now"; determined, resolute and Ch 17
Knows only her family
caring
Husband to Mailicea (41b), friendly
with many magicians from the MU
school (9)
Spellbook:
1 (3, 4, 12, 20, 22, 23, 27)
2 (2, 6, 15)
Halfling Male
D 15 Delivery halfling
Chatty, cheeky, helpful, inquisitive
C 10
and cheerful; prone to enjoy rather
Ch 11 too much wine than is good for him
when his traits are usually
extenuated
Knows his adopted parents and
everyone local, especially the
laundry customers helpful enough
to give his basket a push when he's
going uphill; dislikes Arribund
(38e) who is the bad apple in the
barrel of halflings
No 42: The SCRIBES’ WORKSHOP
Tambor and his large family live here. Tambor, the scribe, has a fair mastery of most
of the human, demi-human and humanoid languages and can translate, dictate and compile
or prepare legal documents. His wile, Ariana, concerns herself with the manufacture of
paper and the preparation of quills and inks.
42a Tambor Inis; Fr5; LG; hp 18; AC 42b Ariana Inis; Fr3; LG; hp 8; AC 10;
10; swordstick unarmed
S 12 Elderly, bearded and becoming S 10 Spindly frame, white hair tied in bun;
shortsighted and deaf; wears a blue primly dressed in mauve frock and
I 17 I 13
shirt and breeches yellow scarf
W 14 Scribe W 10 Scribe's assistant
D 14 Testy in his dotage but kind at heart; D 11 Suspicious and nosey, sometimes a
eager to see his eldest son, continue gossip-manger; usually helpful and
C 12 C 12
as a scribe in the family business. kindly. good natured; calls everyone
Ch 14 Ch 10 ‘deary'
Knows buyers and family, Sanbow
(36e) is an old flame Friendly with Jerris (38c); wife of
Tambor (42a)
42c Dolgan Inis; F2; CG; hp 16; AC 5; 42d Egrin lnis; Fr2; LG; hp 8; AC 10;
broadsword and shortsword dagger
S 14 Lean and handsome, wears S 11 Plain and uninspiring to look at; grey
chainmail and his swords openly smock conceals a last growing and
I 8 I 16
and proudly; straw coloured hair premature paunch for 22 years of age,
W 12 and strong chin; extremely tall W 14 green trousers and blue woolly hat
42e-h Balgor, Sandom and Chorrin are adolescent sons ranging in age from 10 to 15; Lora is
Tambor and Ariana's only daughter, presently she has a crush on Moridbar (38d).
No 43: EMPTY HOUSE
This house is presently between owners but is not uninhabited. Nicton, a vagrant no-
hoper, shares the back room with a multitude of rats, cockroaches and woodworms.
43a Nicton; T2; CN; hp 11; AC 10; 44a Kaili Torsin; MU2; CN; hp 6; AC 10;
club and dagger dagger
Knows only Moridbar (38d) who Brilliant actor, mystical air about him,
sometimes supplies him with food greedy but spendthrift; pretends to be
and other things in exchange for insane or perhaps in dotage
thieving tips and tall stories Ex-member of MU school; prefers to
keep to himself
45a Mindon Bord; Fr7; LN; hp 30; 45b Sorahzh Bord; Fr4; LG; hp 11; AC
AC 4; battleaxe and dagger 10; unarmed
The STAFF
46a Thrandor Lox: C6; LG; hp 35; 46b Dornass Lox: Fr5; LG; hp 16; AC 7;
AC 6; mace in room swordstick
S 16 Usually dressed in white tunic and S 9 Dresses in a leather tunic and grey
skirt, black hair shorn short; breeches; neat beard, felt hat contains
I 8 I 14
bracers of defence AC6 writing quills amongst gaudy feathers
W 17 W 7
Asylum warden and head Asylum warden and office manager
D 9 analyst/surgeon D 15 Contrasts with his wife - somewhat
Serene and always appears calm; disorganised; hurried, harried and
C 15 C 9
sharp tongued but caring, permanently behind with his tasks;
Ch 15 ruthlessly upholds lawfulness Ch 14 helpful but rarely has time to listen,
Wife of Dornass (46b); knows appearing blunt and absent-minded
everyone locally and within the Husband to Thrandor (46a); knows
Asylum; professional goodwill with everyone within the Asylum but has no
the Cock O’ Th‘ Walk staff; special time for any other friends or
friend of Amandaia (3a) acquaintances
46c & d Arar Sonant and Nomancholis Ip A'ra Bin (usually called ‘Loony’ Bin by his
friends) are asylum healers (C3; hp 13; AC 10; staves in rooms). Arar is capable but
sometimes careless and often carefree. Bin is a lazy, aloof laurel-rester.
46e-i Anatol, Wampateak, Portia, Lorma and Nobro are acolytes-cum-students (C1;
hp 5; AC 10; staves in rooms. All seem desperate to get on in the world but unwilling to
work their way there. They seem surprisingly unconcerned about the patients and
overconcerned with themselves. Anatol sees himself as very important and a natural leader
of men. Ponia flirts unceasingly with Wadren (29b). Wampateak covets Arar's job and
Nobro swears at the patients. Lorma is apparently the only caring one but her sweetness is
just a facade. Pleasant bunch.
46j & k Aman ana-Flistorm and Skullsucker are asylum guards (F3; hp 19; AC 5;
longswords). Both are fun-loving spendthrifts but basically honest. They are inseparable
friends. See also Gragen and Lolden (27b&c)
The PATIENTS
46l Equion: Fr2; N but insane; hp 5; 46m Baldo the Beast: F5; LN but insane;
AC 10; unarmed hp 27; AC 0; cursed berserking bastard
sword
46n Sara Halftoe: Fr1; LG but insane; 46o Daraphelia (& Natasha): MU4;
hp 5; AC 7; unarmed LG; hp 9; AC 10; unarmed
S 8 Brown and yellow gown, apron; S 10 Talks to her ‘invisible familiar’ - a cat
innocent, friendly manner; sweet called Natasha; carries her 'wand'
I 14 I 17
and childlike. (wand of paralysation which no one
W 10 W 8 will believe will work,' it does work
Asylum patient and trustee cook
but, being lawful, Daraphelia will not
D 17 Sara is a sad case, a kleptomaniac - D 14
use it to escape
stealing anything and everything
C 11 C 14
that is available; remorseful, sad Magician and falsely accused lunatic
Ch 16 and innocent; frightened of her Ch 11 Daraphelia was sent here by a court
affliction; wonderful cook. who found her drunk in a gutter; she
Very popular with everyone in the is, however, quite sane and tired of
Asylum as long as she keeps her her week-long stay in the Asylum; the
fingers to herself guards do not let her out and
Thrandor has confiscated her
weapons, spellbook and spell
components; no one believes she is
sane; Natasha is indeed an invisible
cat
Has friends in the Magicians Guild and
needs them!
Patients suffering from various mental diseases NM/F0 or Fr1- 2; hp 5-9; AC 10; these
46p-y
rarely escape to terrorise t'League.
46z ‘Oi’: T1; NE; hp 4; AC 6;
unarmed
Human Male
47a Tomlin (aka The Darra of Jarne, 47b Jo-Lise Soarem: D6; N; hp 27; AC 5;
Nolik the Undertaker):T8; CN; hammer +1
hp 30; AC 3; longsword +1
S 1845 Plate mail, shield +2, yellow hair S 14 Chainmail+2 under rags, shield,
tied in topknot; stern expression; conical helmet; pristine 3' beard;
I 14 I 10
poses as the company's bodyguard sharp eyes; rides to the fore beating
W 15 – rides quietly, head down. at the W 7 the warning drum
rear Adventurer and sometime gladiator
D 11 D 16
Adventurer Depraved, perverted and disgusting at
C 15 C 17
Never lies and hates the dissembler his best; deadpan, arrogant and rude
Ch 8 gods and their people; stays with Ch 6 to all, heart of gold and loves children
the party only to ensure Jo-Lise‘s of all races; extremely generous and
safety; antagonistic towards jolly when drunk (if you can ever call a
Tomlin, whom he believes to be dwarf generous - they all have their
stealing Jo-Lise from him; resolute, limits!)
Iong-suffering, boring, loyal, Knows the Karrysons (64a&b) and
oversentimental and romantic many other dwarves; rarely calls any
Loves Jo-Lise; few other friends non-dwarf a friend - if he does, it's a
lie
Gnome Male
49a Lorys — a vampire; powers and 49b Bolx; F6; CE; hp 50; AC 3;
abilities as the monster; rod of longsword +2
dominion, ring of protection+4,
ring of regeneration
Clad all in black, pallid complexion with red S 16 Good looking and well-built; crimson
corneas around piercing black irises; bright red surplus hiding platemail
I 7
lips and yellow teeth Myrmidon
W 8
Vampire Slow of thought therefore appears
Evil in every fibre, he avoids killing victims in D 12 charming; nasty and cheap; winning
order to maintain his ‘collection’ and so attacks smile
C 16
to overpower unless in fear of his life; always Well known in local hostelries;
awakes within 1 round of his coffin being Ch 15
somewhat feared
opened
Unknown in this guise though he occasionally
appears as a nobleman in surrounding villages
49c Mrija; F6; CE; hp 44; AC 2; 49d Nila Scapul; MU5; CN(E); hp 14; AC
shortsword +3 10; dagger +2
S 16 Long, brown, hooded cape over S 15 Unkempt; unclean; very pale and
platemail; very dark complexion prematurely grey
I 6 I 11
Myrmidon Enchanter, has lost her spellbooks and
W 7 W 6 forgotten her spells; now assists Lorys
Superficially grumpy hiding a really
D 15 unpleasant personality; loves D 9 with the Waxworks
torture Quiet, frightened, morbid; pitiful, but
C 15 C 11
Not popular, even with his drinking relishes death and the dead, always
Ch 13 Ch 12 tries to please Lorys
‘friends’
Hides from Bolx (49b) and Mrija
(49c); knows and is known by the
Staff at the Asylum (46) as an ex-
patient
49e Frinette; MU9; N; hp 30; AC 7; 49f Lliarrial Oakleaf; F6-MU6; N; hp
unarmed 26; AC -1; longsword +3; longbow +2
49g Lagwort; F4; NE; hp 30; AC 8; 49h Big Dunold; A5; NE; hp 40; AC 10;
three daggers knobbed stick
S 15 Stained black leathers and large, S 18 Smart grey leathers and red cavalry
ill-fitting cloak; small and rat-faced boots; very big; left hand disfigured
I 10 I 4
Bodysnatcher; waxwork in ‘City By Bodysnatcher and wanted murderer;
W 7 Night‘ tableau W 3 waxwork in ‘City By Night’ tableau
D 12 Dishonest, slimy, repulsive, sees D 4 Very, very stupid; violent, says little.
himself as a criminal mastermind, Virtually insane with fear - a child
C 17 C 18
suffers from flatulence gouged his left hand with a knife and
Ch 7 Ch 4 he is sure he will be in agony when he
Partner of Big Dunold (49h), knew
Lorys as recipient of not-quite-dead ‘wakes up’
bodies and Aethelron Verthill (21b) Lagwort (49a) is his partner; the
as a supplier of corpses. Punctillan and several District Militia
would dearly love to meet him again.
49g Jisse; T2; N; hp 9; AC 8; 49h Falla Nithoen; Fr4; LN; hp 10; AC 10
dagger unarmed
S 9 Low-cut, tight dress; hard-looking S 16 Deep green doublet and hose; noose
Hoyden and pickpocket; waxwork around neck
I 11 I 9
in ‘Strangler’ tableau Borough (District) Militiaman;
W 14 W 8 waxwork of murderer about to be
Streetwise; hardened professional
D 15 D 10 hanged
Nodding acquaintance with staff
inmost cheap taprooms in Headstrong bungler; always knows
C 14 C 13
Docklands; estranged half-sister of better; overweaningIy proud of
Ch 12 Ch 14 Militiaman status
Flinn (61b); member of Sisterhood
of Hoydens Knows most of the Borough (District)
Militiamen by sight
S 15 Short, very smart in Borough livery S 12 ‘Tomboy’, scruffy jerkin over black
Investigator and patrol leader leathers
I 14 I 14
Honest. jovial, shrewd ‘street cop‘, Pickpocket and Militia informant
W 12 W 10
very observant, methodical Streetwise teenage punk, but with a
D 10 investigator D 17 heart of gold
Kulig's patrol is made up of 6 first level fighters (hp 9), who normally wear everyday
61e-j
clothes rather than District Militia livery.
S 10 Wears normal working clothes, leather S 17 Only appears in public wearing a black
apron, green hose yashmack; deep red silk robes
I 16 I 18
Owner of Djon Radresen's Apothecary, Wife of Angstear. Former drow
W 18 W 9
secret and fanatical cleric of Pharastus noblewoman
D 9 Appears kind and slow witted; sly. D 12 Foolish, headstrong, very very violent
cautious. and ruthless None in League, knows only
C 12 C 14
Known by all inhabitants of Piper's Rendoulf/Angstear and Ellucasim
Ch 11 Ch 17
Corner (62c)
Spellbook:
1 (1, 3*, 6, 12, 16*, 22, 30)
2 (3*, 6, 14, 17*, 22, 23*)
3 (2, 4*, 12*, 18, 22)
4 (7*, 16, 18, 21)
62c Ellucasim is Rendoulf's apprentice and is infatuated with the mysterious Mosaiche, to
the point of killing Isbee over a chance remark made about her. Mosaiche and Rendoulf
know of the murder, but their devotion to Pharastus is such that they will say nothing about
it.
No 63: The BLUE PIPER INN
The Blue Piper is a homely and comfortable place, catering to theatre audiences and
the locals alike. Because of its popularity with the slightly-better-off, prices for drinks, food
and lodgings are between 150%-200% of normal, with noticeable price rises coming into
effect as Piper's Theatre (74) empties and the Inn takes over the custom.
63a ‘Pip’ Pere Aleknight; Fr 3; LN; 63b-f Maerie, Xinthea and Dawn are the
hp 11; AC 10; knobbed stick serving girls, professionally friendly, but
vain creatures. Xinthea is very much in
Half-Elf Male
love with Kulig (61a) and jealous of his
S 12 Very smart, spotless apron over blue friendship with Flinn (61b). Perrin and
and yellow chequered jerkin and Norbet are the cellarman and ostler
I 11
hose respectively.
W 15 Innkeeper
D 13 Nauseatingly bluff and hearty, sees
much. says little
C 14
Well known among League landlords
Ch 14
for his upwardly flexible pricing
policy; knows everyone except
Mosaiche (62b) in Piper's Corner;
very friendly with Kulig (61a) and
Angkusteen Hammardius (74a);
dislikes Rendoulf Breeks (62a)
because the man is a quack.
63g Sir Rubin Hewd; P9; LG; hp 55; 63h Grame Merels is Fr2, hp 6 and a
AC 10; longsword +2 half-elf. Although giving the impression of
an absent minded (somewhat untidy)
Human Male
school master, Grame is very sharp
S 13 Liegeman to Count Nortus d'Erebia indeed. His only fault is that he tends to
of Bereduth see the best in people rather than the
I 9
Loyal, honest and noble, terribly truth.
W 13 worried about the murders
D 14 Friendly with all at the Blue Piper,
particularly Grame
C 9
Merels (63h); friendly with
Ch 18
Rendoulf (62a) and Ellucasim (62c)
in the mistaken belief that they are
helping him
Tall and distinguished, but weary,
fevered and bedridden
No 64: The STOCKBROKERS
64a-c Yond Karryson and his son Witsul are both Fr4, hp 10 and dwarves. They make a
handsome living out of trading in shares in various business ventures, specialising in high risk,
high gain maritime projects. Customers buy shares in the various projects, speculating on the
potential return from their investments while the Karrysons take a tithe as commission. Jimes
Panderly is Fr2, hp 7, their book keeper and junior partner, and he looks after the simple
business of betting on horse and chariot races, the Arena, Guild elections, the outcome of court
cases, etc. In fact. he is willing to offer odds on absolutely anything.
66a-b This rather small and less than imposing building is the home and shop of Corvellas of Xir
and Greer, his dwarven colourgrinder. Both are Fr2, hp 6. Corvellas of Xir is very particular
about whom he sells to, but his wares are the finest inks for all purposes, including many rare and
exotic ones highly prized by magic users for their uses on scrolls and spellbooks. Greer is an
expert on all such substances, and both she and Corvellas will pay good prices for components of
interesting magical inks. The DM should note that Corvellas and Greer will be willing to talk
about inks and their compounds and they will name drop shamelessly about the clients they have
had (Sendrennial the Puissant, Cerwyn Master of Magics, for example) including, oddly enough,
Rendoulf Breeks (62a), who bought some very expensive ink used in spellbooks. Neither of the
two has any idea why an apothecary like Rendoulf should want such an exotic substance.
No 67: The BAKERY
67a-d Jothre Crimp and Oupho are, by their own admission, possibly the finest bakers and
piemakers in the Boroughs. Helped by their teenage twin sons Pyclet and Mouphin, the
couple have built up a thriving trade in midnight snacks for homeward-bound theatre-goers. Their
most famous meat-pie, the ‘Crimp's Special‘, is universally regarded as unsurpassed in tastiness,
although no-one has been able to extract the exact recipe - or even details of what meat is used.
Jothre and Oupho are especially friendly with Alee (73a) and Hanar (73b); the couples often dine
together at the bakery.
Half-Elf Male
No 72: BOOKSELLERS
72a-b Although the building is outwardly unprepossessing, Luchaal Allumirior and his
journeyman assistant Micifer run a well-organised and somewhat eclectic bookshop. Theatrical
scripts (especially works by Augkusteen Hammardius) and sheet music form the main stock of the
shop. but the two also have an interest in historical works (they have a complete edition of Iacub's
Words to a Visiting Prince of which it has taken Micifer two years to produce an illuminated copy,
and 5 bestiaries. Despite the fact that they are supposed to be running a shop, the two are
inveterate collectors and will pay good prices for interesting works.
No 73: BARBERS & WIGMAKERS
73a-c Ales and Hanar run a small hairdressers and wigmakers. Alee is a gossip to those who are
under his scissors, but is a rather sinister figure at first sight with a long scar running down his
face. This is a legacy of his younger days as a horse mercenary (F4; hp 20). Hanar and Nitily,
the apprentice. make wigs from the good quality hair from the shop. and have a good sideline
supplying costume wigs to theatricals such as Augkusteen Hammardius‘ company and, more
discreetly, to those who need a disguise - thieves, assassins. spies and, so it is quietly rumoured,
the Knights Ocular. Hanar often receives bundles of food from her farmer cousin from Hyrpum.
She is in the habit of taking these to the bakery for Oupho (67b) to cook, so there is some local
speculation as to what might actually be in the sacks. The DM should feel free to encourage the
adventurers in assuming that Alee, Hanar and the Crimps (67d) might be engaged in a Sweeney
Todd-like enterprise. turning visitors to the barber's shop into a variety of tasty pies.
S 11 Smart, but cut of his clothes is 20 S 14 Jester's motley over leather armour
years out of date +2, bladder on a stick
I 16 I 16
Thespian, actor-manager and Slapstick clown, comic actor, agent for
W 9 dramatist, rumoured to be a spy for W 13
the Knights Ocular
D 14 the Knights Ocular (but who believes D 18 Professional bouncing flippant idiot
such an expansive ham would be and archetypal sad clown, sees
C 12 C 15
employed for such purposes?) everything and says nothing
Ch 16 Speaks with a clear ringing tone (as Ch 11
Popular with everyone in Piper's
though constantly on stage), Corner except Rendoulf Breeks (62a),
sensitive and vain, appalling ham Niarris di Borth (69a) and Luchael
actor but excellent administrator and Alluminor (72a); particularly friendly
writer, holds the concept of Theatre with Angkusteen (74a), Pip Aleknight
above all else. devotee of the Temple (63a) and Flinn (61b), dislikes and
of Hrea, but still a witty and amusing distrusts Sivanus (74c)
man
Knows and is known by all in Piper's
Corner; member of the Thespian's
Guild and tolerated on an informal
associate basis by the Guild of
Scribes and lexicographers; friendly
with all his staff (74b-d) and Pip
Aleknight (63a) and thinks that he
and Kulig (61a) are friends; dislikes
Duestine Scrannel (65a); hates
Crenafer (70a) enough to strike him
in public on several occasions for
becoming an embarrassment to the
‘profession’.
74c Sivanus the Magnificent; 74d Netta; Fr1; NG; hp 2; AC 10;
MU1; N(E); hp 4; AC 9; dagger +1 unarmed
S 10 Tall, sinister. dresses in blacks and S 12 Very tall and very slender, wears
greys gauzy dresses and silk scarfs
I 16 I 9
Fancymaster in charge of magical Dancer
W 12 W 9
and theatrical effects A superb dancer, but a scared and
D 15 Sulky, silent, unctuously polite, hates D 17 nervous woman, infatuated with
everyone. never uses a kind word Silvanus (74c), believes he will protect
C 14 C 9
when a cruel one will do her and that he will take her from this
Ch 16 Ch 15 miserable place to dance for the Katar
Knows Fiorrantanis (9b) and Dispor
the True (9c) as they taught him Her parents live in High Lygol, and
magic; superficially friendly with the she has no close kin in the League;
staff at Piper's Theatre, currently lives with Silvanus; occasionally slips
‘lives with’ Netta (74d) at the away to the Cornucopia to watch
theatre, but beats her cruelly; people arriving.
fascinated by Mosaiche (62b) but
even he doesn't know why.
Spellbook:
1 (1, 5, 22, 29*) + Cantrips
NOS 75-78: The OLD WHARF
RO’AZHARKH - LORD of UNDEAD
(Extract from the journal of Ignatius bar-Rimmon, Elect of the Order of Heralds):
“The darkest of evils lurk in the comers of the brightest of places. Amongst those who
discuss such matters, it is said that the more worshippers a god has, the greater is his or her
power. Yet, this truism does not take into account the fact that for some deities, it is not
quantity that counts, but quality. Combine this idea with an obsession for secrecy, and you
may begin to realise the nature of the power that a deity, espousing such ideals, may gain
from a small but select conclave of followers. And I fear that the number and variety of such
groups may exceed all bounds of expectation. Indeed, l am writing this journal within the
seemingly secure walls of a Temple to Dayleeh, yet in the past few days since my arrival, I
have chanced upon strange whispered meetings, and even overheard mention of a name
long-forgotten: Ro'azharkh.
Perhaps it was more than chance that brought me to this place, for there are few,
even among the Heralds, who still remember the evil of Ro’azarkh, first lieutenant of
Pharastus…(Here, a number of pages are missing from the journal). “My ‘investigations' over
the last week have not gone unnoticed.
Nevertheless, I have learnt much of the Ro’azarkh Cult that is indeed festering within
this holy place, like some hideous canker in the heart of a rose. There are assassins, and
necromancers - a small group, but they are undoubtedly the elite here. Tomorrow, I will send
this journal ahead of me, for I fear that such men as these will not respect even a neutral
order such as mine. The very fact that I am not a member of the Cult and yet have
discovered somewhat of their secrets, may well mean my death warrant.“
(This journal may now be found in the Capitol, the City League's repository of
knowledge, where it was deposited by Ignatius bar-Rimmon himself some 170 years ago.
Some weeks later, the Herald is said to have been stricken by a mysterious illness which
very quickly culminated in his death. Steps were taken at the time to root out the Cult, and
expel it from the confines of t'League, and the Knights Ocular were said to have been
involved. However, details of their actions and of the location of the particular Temple to
Dayleeh, referred to in the document, are not currently available.)
S 16 Slim build; finely chiselled features S 17 Tall, swarthy with great hooked nose
clearly betraying her mother's race; and black, bushy eyebrows; wears
I 15 I 15
chain +2 (no shield) black leathers and ring of protection
W 18 W 17 +2
High Priestess / Killer; head of
D 17 Ro’azarkh Cult D 15 Patriarch / Murderer; manager of
Ruthless, fanatic, devoted to Academy, second-in-command of Cult;
C 15 C 10
furthering the cause of the Cult; still master of disguise; leader of all
Ch 18 nurses thoughts of revenge on those Ch 15 kidnapping raids
who expelled her from the Very suave, oily-voiced, lazy (most of
community: her name means ‘Black his work is done by Krinj (75c)
Fang, Mistress of the Silent Horror’ Well known locally, he has been
Only ever ventures out at night; her careful not to upset anyone; the
presence is not even guessed at by owners of The One-legged Sailor (77)
the locals; venerated and feared by are actually grateful to him for the
all members of the Cult; working increased business the Academy
closely with Stilg Heebly (76a) on brings them; lusts after Miranda
the preparation of a formula to (75e); is using Krinj (75c) to extort
produce regenerating Zombies; has money from Roxanne (77b), in return
contacts with other Cult groups for ‘protection ' for her girls
throughout the Domains Usual spells memorized: (5,5,4,2)
Usual spells memorized: (6,6,4,4,2) 1 (4, 6 x2, 7 rev, 8)
1 (1x2, 4, 7 rev x2, 13) 2 (7, 9 x2, 11, 14)
2 (2, 7, 9 x2, 11, 14) 3 (1, 8, 16, 19)
3 (1 x3, 16) 4 (3, 11 rev)
4 (3, 10, 11 rev, 15)
5 (4, 16)
75c Krinj; C2/A2; LE; hp 8; AC 7; 75d Carmine; C7/A3; LE; hp 38; AC 2;
shortsword and garotte shortsword +1 and garotte
Human Male
77a ‘Captain’ Bargle; F4; NG; AC 8; 77b Roxanne; Fr3; NG; AC 2; hp 11;
hp 32; cutlass stiletto (as dagger)
Human Male
The ORDER
The Order has no separate Temples or premises of its own, and exists under the
shelter of the ‘parent‘ religion, despite the opposition there. Its members are normally
secretive about their affiliation, although the leadership of the Order are strong enough to
proclaim their position openly. They are chosen, it is said, by the deity himself. The current
leaders are:
80a Hamilla Vratin; C8; LG; hp 43; 80b Valian of Longstone; C5; LG;
AC 2; mace +2 hp 25; AC 2; mace
S 14 Tidy, wears Blue Light robes over S 16 Tall, swarthy, vacant eyes; -wears
armour; wears bag containing green robes over armour; carries vial
I 13 I 9
potions of healing, potion of of extra healing potion on chain
W 18 extra-healing, scroll of restore W 14 around neck
blood Green Star - Second Cleric of Order
D 10 D 13
Blue Light - First Cleric of Order Fanatic, but slow thinking; poor
C 16 C 12
Quick-wilted. efficient, ambitious organiser: severe disciplinarian
Ch 14 enough to know that membership of Ch 14
Well-known in Xir, but only ever
Order is holding her back comes to City League for the meetings
Knows Anatol (14k); known
throughout City League, many
enemies among the hierarchy of the
Religion of Saith
SPELLS
Once accepted into the Order and trained. clerics of the Blue Light are restricted to
the following spell lists. Essentially, the purpose of the Order is to provide support for those
who combat wrong-doing and evil, as opposed to the philosophy ofthe main body of the
religion which is all for getting in there and smashing them yourself. Thus, the Order has a
strong tradition of providing a service of adventuring healers who travel with those who do
Saith’s work, and help them stay in the fight.
Spell Lists
1 2
3 4
Remove Paralysis: Level 2; Range: touch; Duration: permanent; AoE: creature touched; V,
S; Cast in 7 segments; ST none
This spell will cure all types of paralysis, except where physical damage to the spinal
cord is too severe. The spell can be used against the paralysis effect of monsters.
Warmth: Level 2; Range: touch; Duration: 1 turn/level; AoE: creature touched; V, S, M; Cast
in 5 segments; ST none
This spell will confer warmth on the creature touched. enabling it to withstand non-
magical freezing temperatures. The material component is an icicle.
Calm Spirit: Level 3; Range: 10’; Duration: 2 rounds/level; AoE: 1 creature; V. S; (last in 4
segments; ST negates
This spell will stop an insane or possessed creature from resisting the effects of
certain spells (c.f. Insanity, DMG p83). During the casting of this spell, the creature must be
immobilised, for at the end of the spell‘s duration, it will have one last bout of madness
which will have three times the force of anything that has gone before. However, the
creature will be open to spells in the meantime.
Cure Insanity: Level 4; Range: touch; Duration: permanent; AoE: 1 creature; V, S; (last in 6
segments; ST None or negates
This spell will cure any form of insanity. However, like most mind-influencing spells it
cannot be used with certainty on an insane creature without the application of a calm spirit
spell. lf the latter spell has been cast. no ST is required; without it, a successful ST will resist
the curing attempt.
Light of Incarnation: Level 4; Range: 10’/level; AoE: 10' diameter sphere; V,S, M; Cast in 6
segments; ST special
Upon casting this spell, a blue light comes into effect, creating a sphere about the
point of origin, into which no undead may venture, unless magic resistance or a saving throw
permit. Furthermore. the spell adds a +2 bonus to damage for all those within the sphere
and a -2 penalty on attacks from without it.
Restore Blood: Level 4; Range: touch; Duration: permanent; AoE: 1 creature; V, S, M; (last
in 8 segments; ST none
This spell will restore blood to a creature at the rate of 1 pint per round up to a
maximum of 5 pints. Each pint restored will heal 1d6 points of damage, up to the creature‘s
maximum. The spell will only work to restore damage where blood has been let or drained.
The caster must maintain concentration throughout the period of transfusion for the
maximum quantity to be achieved.
No 81: The HOUSE of the DANCING DEAD
The House of the Dancing Dead is a cabaret club on the fringe of the city's theatrical
quarter, a favourite haunt of young rakes. The doors to the street are shaped like a pair of
outsize coffin lids, and are painted black. Over the doors hangs a sign bearing a picture of a
skeleton in men's formal dress, dancing with a rotting corpse in women's formal dress. The
overall effect is of studied decadence, bordering on bad taste.
The club opens from dusk till dawn; the resident staff Salgin (81a) and the two
bouncers (81a & b) sleep until just after noon and spend the rest of the afternoon preparing
for the evening's opening. Visitors to the club in daylight will find it closed. Persistent
knocking will raise a response sooner or later, but the nature of this response will depend on
the time of day - in the morning it is almost certain to be unfriendly.
Armour of any kind (optionally heavier than leather), is not allowed in the club, and all
swords and other weapons must be checked in at the lobby before any character is allowed
into the club. If any character attempts to force a way into the club, the city watch will be
summoned. Technically the club is open only to members and their guests, but this can be
dealt with fairly easily by generous tipping.
During opening hours, the club's lobby is manned by one bouncer, and the main room
by the other. Both rooms are pointed in dark colours, and hung with ragged and dirt-stained
linens representing shrouds. The back wall of the main room and the proscenium arch over
the stage are painted to represent an open mausoleum, with the stage in the ‘door-way’.
There is a 10% chance at any time during opening hours that some business is in progress in
the back room - an illegal gambling session or a shady deal of some kind - which is not to be
interrupted.
The club's clientele consists of well-dressed and obviously quite wealthy young men
and women (with men noticeably in the majority), in almost equal proportions with colourful
theatrical types. The four acts on the bill perform two half-hour sets each, one before
midnight and one after, with a half-hour break between each set. There is a tendency,
especially as the evening wears on, for patrons to give impromptu performances of their own
in these breaks.
The first act of the evening, as always, is the house dance troupe, the Dancing Dead.
The curtain rises on a graveyard scene, with fake tombs and headstones. In the wings, a
stage-hand strikes midnight on an iron bell, and the dancers rise from their 'tombs' dressed
and mode up as ghosts.
After a group dance, each ghost comes forward, with Salgin giving a running
commentary, and enacts the manner of her death, with the others taking various parts in the
drama. The stories are always lurid and invariably to do with thwarted love, betrayal and
jealousy.
Another dance ensemble follows, at the end of which Salgin appears an stage, dressed
in a comic priest costume, and 'exorcises' the 'ghosts' one by one. The mock priest is often a
caricature of a prominent figure in the city, based on recent news and events, and Salgin will
include some subtle, and frequently highly contentious political commentary as part of the
act.
The second act is a juggler, knife thrower and escapologist. After a fairly standard
routine showing off these skills, he asks if there is anyone in the house from the city watch.
There nearly always is, and he invites them to come on stage and help him fasten various
ropes, locks and chains around himself. The volunteers then tie him in a sack, which is
lowered into a large chest, secured by three huge padlocks.
Finally, the escapologist's muffled voice sounds from the chest, asking the volunteers
to sit on the chest just to make escape absolutely impossible. Drinks are brought up to the
volunteers, and when they are about halfway down their glasses, the escapologist strolls in
from the wings, also holding a drink. Spellcasting is frowned upon in the club, but any
character who has a magical item with a detect magic ability will discover that the whole act
is accomplished entirely without magic. The performer will, of course, refuse to reveal his
stage secrets.
The third act of the evening is a singer and lute-player. He starts with songs of his
own, mostly ballads of love and broken hearts, and moves on to traditional songs, with the
house musicians and the audience joining in. The final item is a drinking song; this usually
turns into a contest between some of the hardier patrons, the final verse and chorus being
repeated until only one contestant is left standing.
81a Salgin Barrovynne; Fr3; NG; 81b Ganno Baldrin; Human Male; F2;
hp 5; AC 10; dagger NE; hp 12; Str 16; AC 9; blackjack
Mori Vanden; Human Male; F1; N;
Human Male
hp 7; Str 17; AC 10; blackjack
S 15 Good-looking, foppish, wears a black Ganno and Mori are the club’s two
silk cape and tall hat bouncers. They are typically
I 12
Owner / Manager uncommunicative and brusque and
W 11
Very over-the-top camp theatrical brook no troublemaking from drunken
D 14 personality, mostly a put on for the or violent guests. They are both loyal
benefit of the customers, beneath it all to Salgin and follow his orders.
C 10
shrewd and quick-witted.
Ch 15
Knows everyone at the House.
Maintains a friendly rivalry with
Sivanus the Magnificent (74c)
Human Male
81d Majia Frannol; Dancer; human female; Fr2; CN; Cha 17; hp 4; AC 10; unarmed
Majia is, in many ways, the opposite of Sanna, and there is often friction between the two;
she doesn't take dancing particularly seriously, and enjoys the lifestyle rather than the work.
81e Vanya Sarden; Dancer; human female; Fr3; N; Cha 16; hp 6; AC 10; unarmed
Vanya is a single-minded career girl, and may be difficult to approach unless someone can
convince her that they have contacts that might be useful to her.
81f Brea Garren; Dancer; human female; Fr2; N; Cha 16; hp 7; AC 10; unarmed
Brea is the youngest of the troupe at fifteen, and still retains many of her illusions about a
dancer's life. Sanna will say, rather scathingly, that she lives in a world of her own, but she is in
love with dancing so there's no reason to complain. Brea has a dreaming nature; she spends a
great deal of her time thinking about being discovered, but unlike Vanya she does nothing
positive about it.
81g Djann Alhasar; Juggler/escapologist; human male; Fr3; N; Dex 18; hp 8; AC 6; 12 throwing
knives (throws as F3 + Dex bonus)
Djann is a very dapper and smooth-talking character, with an eye for a pretty woman and a
taste for good red wine. He will be visibly nervous in the presence of any thief – he has been
approached by the Thieves‘ Guild because of his various talents, but declined to join them or to
do them any ‘little favours‘, and he is expecting reprisals for this.
81h Bargo Saldinor; Singer/Musician; human male; Fr3; NG; hp 6; AC 10; dagger
Bargo deliberately cultivates the image of the dissolute wandering minstrel, everybody‘s
favourite drinking partner.
81i Terren Davo; Barman; human Male; Fr3; N; hp 7; AC 10; dagger or bottle
Terren is a dour, taciturn character, known to regulars as ‘the man who never smiles‘.
81j Geddo Rabben; House musician, pipes and flutes; ½-Elf Male; Fr2; NG; hp 4; AC 10;
unarmed
Geddo is a half-elf, raised among humans and showing little trace of his mixed blood. He is
quiet and reserved, and mixes little with his colleagues.
81k Ralt Persade; House musician, percussion; human male; Fr2; N; hp 5; AC 10; unarmed
In addition to drumming with the house band in the House of the Dancing Dead, Rolt has a
day job as a market porter. As a result, by the time he arrives at the club he generally does not
notice much of what is going on around him. He sleeps between sets.
81l Delgar Marindo; actor; human male; Fr4; CG; hp 7; AC 10; swordstick, dagger
Delgar is a tall, distinguished-looking man in his late thirties, and tends to overdress. He is
currently very popular as a leading man in formal tragedies of the blood, love and rhetoric
school, and tends to have an affected, over-formal manner of speech.
No 82: The MERCANTYLER’S GUILD
S 12 Distinguished looking man in his late S 11 Deep purple doublet and chequered
40s or early 50s hose
I 17 I 12
Merchant prince, head of the Merchant; younger son of the Turgarron
W 15 W 10
Turgarron family Family, rake
D 14 Expects to be accorded the respect D 12 Nervous, easily agitated
owing to his position. Shrewd enough Knows most of his father’s associates,
C 13 C 9
to recognize fawning and has no time although on nodding terms only.
Ch 15 for sycophants. Ch 13
Regular attendee at Piper’s Theatre and
Knows nearly all of the members of knows Augkusteen Hammardius (74a)
the other five great merchant families whom he has commissioned for a play
in the League, ranking members of the about his Family’s history, friends with
Mercantyler’s Guild and much of the Vallo Sardayon, a scion of another
local nobility including the Katar Merchant Family and the popular actor
himself, has trading contacts Delgar Marindo.
throughout the Domains.
83c Ango Huddes; Fr4; LN; hp 10; 83d Galla Vardan; Fr5; N; hp 13; AC 9;
AC 10; unarmed rapier and parrying dagger
C 11 Knows all of the members of the C 9 Knows all of the members of the
Turgarron Family and their personal Turgarron Family and Ango (81c)
Ch 10 Ch 11
associates.
Human Female
URRUMAA
Although he or she is famed throughout the Domains and beyond, outside of the
monastery, very little is known for certain about the god/goddess Urrumaa. S/he is
frequently invoked as a god of memory, but rarely worshipped.
There are those who say that Urrumaa is the father ofthe gods. but others deny this.
maintaining that she is their mother. Whatever the truth, Urumaa is considered ancient,
even among those to whom age is almost meaningless.
The monastery itself pre-dates even the earliest of t‘League's settlements, and the
temple to Urrumaa is the oldest part of it. There are three High Priestesses who never leave
the monastery‘s precincts. They worship Urrumaa as the Goddess of Knowledge,
accumulating and studying all manner of material pertaining to the legends, philosophy, and
theology of human and demi-humankind, as well as such esoteric subjects as medicine,
metaphysics, and the outer planes.
Routine administration (including receiving requests for consultation with the
priestess/sages) are dealt with by the monastery‘s steward, Simran. He also supervises and
organises the 30-odd novices - young men who have entered the monastery but not yet taken
their vows and been admitted to the Order. Their duties include all the daily chores.
84a Esterlarsha; C10/Sage; LN; hp 26; 84b Zhemara; C8/Sage; N(E); hp 25; AC 6;
AC 8; staff of striking staff +2
S 12 Very imposing. Her long, raven hair S 8 Very self important, with an over-erect
and copper-coloured skin remain bearing and a haughty gleam in her
I 17 I 16
untouched by the years; her eyes are eye; wears bracers of defence, AC7;
W 15 those of one who has lived long, and W 14 89 years old
seen much: wears ring of Lama / Sage; future successor to
D 10 D 15
protection +2; 110 years old. Esterlarsha (84a)
C 9 C 12
High Priestess / Sage. ‘Guardian of Being unaware of the theft of the Book
Ch 12 the Book’ Ch 10 of Knowledge, she behaves as one who
Jealously guards the secrets of the has all the answers; secretly, she can-
order, but can be persuaded (by a not wait for the demise of Estelarsha,
suitably large ‘offering’) to research and has already made one or two
into areas not connected with the discreet enquiries about certain toxic
worship of Urrumaa. substances...
Knows everyone within the Feared and avoided by Simran (84d),
monastery; has contacts among knows Fit the Assassin (30d), but he
many of t'League‘s nobility who have doesn't know who she is.
consulted her in the past. Spells Available (3, 3, 2, 2) – as C7
Spells Available (4, 3, 3, 3, 2) - as C9 1 (7*, 8, 16)
1 (2, 8, 13*, 20) 2 (2, 11*, 14)
2 (2, 4, 11*) 3 (3, 8*)
3 (6, 8, 13*) 4 (5, 4*)
4 (4*, 5, 11) Major: Humankind: Legends & Folklore;
5 (4, 16) Theology & Myth
Major: Supernatural & Unusual; Minor: Flora
Medicine; Metaphysics; Outer Planes
Minor: Fauna
84c Xiltara; C6/Sage; LN; hp 15; AC 9; 84d Simran; Fr6; N; hp 30; AC 10;
staff mace
S 10 Emaciated; wears her age very badly, S 12 Portly build, with weather-beaten
appearing the oldest of the three; her features, and just a few strands of
I 18 I 13
robes are usually dirty and crumpled - greying hair; normally wears monkish
W 16 much to Esterlarsha's (84a) W 10 habit, but does have suit of chainmail
9 annoyance; wears ring of protection 9 ‘for emergencies’; 45 years old
D D
+1; 76 years old Monastery steward in charge of
C 8 C 16
Eider / Sage; 2nd in line to the title of administration; weeds out those
Ch 6 High-Priestess Ch 15 questions he considers unworthy of
A born academic and recluse; hates the priestesses‘ time; supervises the
crowds (more than 2 people); has no monastery novices.
time to waste on petty matters such as Somewhat pompous (he carries his
her appearance, or eating; lives for heavy mace of office everywhere);
her studies; suffers from rheumatism extremely officious (writing down all
and hates drafts. sorts of irrelevant details about the
Never remembers anyone’s name, questioner), his interviews can be cut
other than Esterlarsha (84a), Zhemara short for a suitable fee.
(84b), and Simran (84d). A great theatre-goer, well-known to
Spells Available (3, 3, 2) –as C5 the company of Piper's Theatre (74):
occasionally attends the more gory
1 (9*, 16, 19)
events at the Arena (21), member of
2 (2, 11*, 14) the Secret Chapter (24).
3 (3, 8)
Major: Demi-Humankind: Philosophy &
Ethics, Theology & Myth
Minor: Humanoids & Giantkind
Human Male
The FACULTIES
Academic activities are split into seven
‘faculties', one for each of the sagely Major
Fields of Knowledge. Each faculty is headed by a
sage, assisted by half-a-dozen ageing and
incompetent scribes. The Senior Sage is also
head of t‘League branch of the Guild of Heralds,
which makes him largely independent, and only
responsible (at least in theory) to his guild -
which is why the Knights Ocular watch him the
most closely of all! Only three of the seven sages
are fully detailed here, since any particular group
ofPCs is unlikely to want to meet more than one.
Nevertheless, names and Fields of Study have
been given for the other four.
Admittance to the Capitol is strictly controlled by the well-armed Capitol Militia.
Characters may neither bear weapons nor wear armour beyond the gatehouse. All weapons,
(and spellbooks) must be deposited with the sergeant of the guard, who also provides
directions to the relevant faculty. Here questioners are met by a scribe who will admit them
to see the sage – always assuming that he or she is not busy teaching, researching in the
library, asleep, or otherwise engaged.
There is a small ‘public’ Reference Library which may be consulted on payment of a
5gp fee, but the catalogue system is likely to be beyond the comprehension of all but the
most intelligent and persistent of PCs. Still, there is always a chance a character may
stumble across something useful or interesting after a day or two!
85a Caractus Darke; Sage; LN; hp 22; 85b Panna Seer; Sage; LG; hp 13; AC 4;
AC 4; knobbed stick Staff
S 15 Incredibly tall and well built, S 6 Frail and doddery; always wears
considering his age; a truly kindly, if somewhat absent-minded
I 16 I 18
intimidating sight; sports a neat, expression; twinkling blue eyes; silver-
W 15 goatee beard and bristling eyebrows; W 16 haired; wears robe of scintillating
wears bracers of defence AC6 and colours; 953 years old
D 9 D 15
cloak of protection +2; 73 years Sage
C 12 old C 8
First love is languages, likes to talk to
Ch 14 Herald & Senior sage Ch 9 visitors in their own language. but his
Somewhat short-tempered and failing eyesight means he often gets it
impatient, he punctuates other wrong; great sense of humour;
people’ speech with irritated throat- actually likes dwarves!
clearings, and tuts to himself if he Well-known. to the occupants of
thinks they are being inarticulate; Carraway Keep (13); prefers to use
favourite phrase is "come to the the Scribes’ Workshop (42) for his
point!" ‘personal studies’.
Great friends with Malachite Spells Available (4, 3, 3, 2) – as MU7
Burwright (9a); moves in the highest
1 (6*, 17, 29, 38*)
circles including the local judiciary.
so knows all the magistrates (15h- 2 (6, 12, 21*)
k). 3 (6, 24, 25*)
Human Male
Bellix Drimbellar (N; Gnome Sage; casts as I8; S 7 Owl-like features; his dome-like head
Major: Physical Universe - Architecture & is crested with a few tufts of wispy,
I 14
Engineering; Geography; Mathematics; Minor: grey hair: stoops so badly that he
W 16 seem to have no neck; wears a
Supernatural & Unusual).
strange, shroud-like garment; 118
Carras Rimmon (NG; Human Sage; casts as D 6
years old
D3; Major: Fauna - Arachnids; Mammals; Reptiles; C 9
Chief Scribe
Minor: Flora).
Ch 8 Incredibly inefficient, and cringing;
Heluchar (NE; Human Sage; casts as D6; Major: always apologising and describing
Flora - Flowers; Grasses & Grains; Herbs; Minor: himself as ‘your ever so humble
Fauna). servant’.
Methurtyd Vill (CG; Human-Sage; casts as
MU5; Major: Supernatural & Unusual - Astrology &
Numerology; Dweomercraft; Heraldry, Signs &
Sigils; Minor: Physical Universe).
Masterion; M; F2-MU2;aligment to Masterion will shadow the party to the site of their
100i
oppose that of party; hp 14; AC 3; next adventure, looking for a chance to spring a sudden
ambush. He will hit and run, firing two arrows at
longbow +1, potion of speed
unarmoured opponents, and will then hide in the
Elf Male underbrush or in a shadowy place, or better still get
right away from the party as quickly as possible. Lf he
S 16 On first meeting the party, Masterion
can, he will try to seal the party's fate by following them
will just have left the employ of the
I 19 into the dungeon or whatever, and wizard lock a door
Countess Flavia of Cerwyn, having
behind them. Satisfied that his work is done, he will
W 15 been a junior officer in her army for 5
leave, convinced that the player characters will be slain.
years. By elven standards. Masterion
D 13
is a youngster still, but has learned a
C 12 lot as a veteran, fighting wars against
Ch 17 bandits and the tribes in the Sarpath
Peaks. His ambition now is to lead an
adventuring band of his own. and the
first contact the party should have
with him will be as a competitor for a
job. Because he demands a ridiculous
sum of money, Masterion will not get
it, and you know who gets the blame
for that.
100ii Masterion; F5-MU4; hp 30; AC 1; longbow +l, ring of fire resistance
When next the party comes across Masterion, this should be preceded by a series of rumours
about a fearless elven adventurer who has gone looking for a fabulous treasure in the Sarpath
Peaks, and has been missing for six months. If the party expresses an interest in the story, they
will be approached at a later date by a man who claims to have a copy of the map that Masterion
followed. This map can be whatever the DM thinks fit; it should serve only to send the party off on
their next adventure.
Masterion met with an accident while trying to follow the other copy of the map, and his group
of mercenaries and treasure-seekers were virtually annihilated by barbarians in the Sarpath
Peaks. By means of some pretty impressive magic, Masterion will manage to persuade the
barbarians not to have him killed, and during the next six months rise to a position of some power
within their group. He could not leave, however, for the barbarian leader has his spell book, and
various other treasures he holds dear.
Even as the player-characters attempt to find the treasure themselves, Masterion will finally
persuade the barbarians to ‘elect’ him Chief, after the previous post-holder is found poisoned. He
will reach the site of the treasure after the party, and will find only that which they miss. Heading
back to the City League to collect other of his belongings, he will hear tell of the party's exploits,
and will be able to work out who robbed him of the prize he thought was his by rights.
His first reaction will be to challenge the party through an intermediary. He will send the only
remaining member of his previous adventuring party, the halfling Robar, to see the player
characters and demand that they hand over all his loot. It's not unreasonable to expect that the
PCs will send Robnar away with a flea in his ear; Masterion will be gravely offended.
Over the next few months, Masterion will cause the party no end of trouble through inter-
mediaries. He will cover his tracks well; having hired someone to steal money from the party's
homes or rooms he will move to another inn himself, so that none of his hirelings can ever trace
him. He has plenty of money, and will make life a misery for the PCs by arranging assassination
attempts, robberies, frame-ups and for a series of wild goose-chases involving fake maps, etc.
100iii Masterion; F5-MU6; hp 45; AC -1; longbow +3, scroll teleportation, ring of protection +2
Even Masterion’s resources will not stretch to keeping the PCs occupied forever. He will be
forced to leave the City League and perform some adventuring acts of his own. He will spend
most of this period in Xir, and will restore much of his wealth, and increase his power to a
frightening degree.
At a given point, Masterion will decide that the time has come to offer a fresh challenge to his
enemies. He will build a great tower on one ofthe Xir Islands, and will stock it with a host of
unpleasant traps and monsters. He himself will be at the top, with a teleport ready if things have
gone badly, and an earthquake to bring the whole tower down after he has gone.
100iv Lord Masterion; F5-MU9; hp 56; AC -1; longbow +3, longsword +2, wand of fire, ring of
protection +2
Still causing the party as much trouble as he can by sending hirelings after them, Masterion
will by now have consolidated his power, and will be nearly capable of throwing the weight of an
entire country at the player characters. He will have achieved the rank of High Councilor to the
King of Dontaldor, a sprawling Kingdom near the Domains. His power within this resourceful
Kingdom will be second only to the King himself; and since he will have used his charm and grace
to woo and marry the King‘s sister, he will be in line to take over the country.
Using his most trusted retainers (including Robnar the Halfling, who has followed him
throughout his career), Masterion will arrange for the deaths of the King's children, making it
look as though they were killed by foreign adventurers — possibly engineering it to look like the
deed was done by the player characters themselves. Now, with the King’s permission, he will
create an organisation of ‘dedicated’ professional killers of all classes, bounty hunters with the
task of hunting down and killing adventurers all over Pelinore. Their symbol will be a rose,
dripping blood. The player characters will start meeting agents of this group wherever they go.
100v King Masterion; F5-MU11; hp 68; AC -5; longbow +3, longsword +2, wand of fire, ring
of protection +2, rod of rulership
From this moment on, Masterion will hunt the player characters without cease, regardless of
expense or risk. Eventually, in circumstances that seem to show him to be entirely blameless,
Masterion will become King of Dontaldor, and the resources of this great Kingdom will be his to
command. His actions to secure the final defeat of the PCs will depend on how they have
progressed by this time. If they are still active adventurers, he will pour fantastic wealth into the
Order of the Red Rose. Different branches of this hydra-like organisation will spring up; The
Assassins of the Blood, The High Rose Order of Chivalric Knights, The Rose Cabal, The Holy
Order of the Infamous Death. Within these groups, high-level thieves, fighters, magic-users and
clerics will operate against all adventurers, and against the PCs in particular. The DM should
leave traces of the Red Rose at each location the PCs visit while adventuring.
Eventually, to rid themselves of this menace, they will have to go to Dontaldor itself, and end
the feud once and for all. If the PCs become nobles or monarchs in their own right, Masterion will
use a much more direct approach. He will declare war on the PCs and their dependents, and the
host of Dontaldor will arrive at the gates of their capitals, in numbers almost beyond counting.
The final reckoning with Masterion will probably cost the PCs everything they have, and will
certainly leave Dontaldor ruined. On that last battlefield, the climax will undoubtedly be a
challenge to solo combat from the Enemy himself, a fitting finale to a long war.
Passwall
PART III:
COUNTY CERYWN & THE DOMAINS
COUNTY CERWYN
Cerwyn and Beyond
Brief details are given for several of the important Non-Player Characters who might
be encountered by the player characters. The abbreviation ‘Fr’ stands for Freeman, an NPC
character class described in detail in Appendix 2. lf you don't want to use the class, a
Freeman is, in many respects, similar to a Normal Man / 0-level character, except that some
progression - based on age, influence and status – is possible.
The level of detail presented here is sufficient to allow DMs to alter, delete and create
material to fit their conception of the world of Pelinore. Rather than containing specific
adventures, this section of the Special Edition is a source pack for background detail and
ideas to make a campaign seem more ‘alive’, or to provide some help for a DM whose players
wander off the beaten track....
The VILLAGE
Braeme is located in a fertile vale, which has only come under human rule within the
last thirty years. Although Braeme has a frontier position, and its fields and pastures are
bordered by deep forest. The pastures around Braeme are good quality farming land, quite
flat and well drained.
Braeme is an unremarkable place, although it is ringed by the remains of stone circles
and avenues, built thousands of years ago. Most have fallen down, been broken or used for
building. The partial circle in one corner of the village is the most prominent of these
remains.
The village is so small that it does not have an inn or tavern. Visitors - a rare
occurrence - are entertained at Father Jeffrey’s house (3), or housed in the Temple (1). The
finest buildings are the Temple, the Priest's House and the Smithy (4). All three are built of
stone, with timber roofs.
Lately, the village has been plagued by increasingly bold raids from humanoids living
in the wilderness to the south. (see Black Roses, IMAGINE Magazine #11).
The VILLAGERS
The villagers of Braeme are, with two exceptions, simple non-adventuring folk – poor
farmers, but proud of their links with the land. In the description of the village the
inhabitants of each cottage or hovel are not detailed.
There are 101 villagers (Fr0/N; LN/LG/NG/N; hp as below; AC 10). The villagers can
be split into the following groups: 30 labouring males, 4hp each - only this group has access
to hunting bows or spears and can use them effectively; 35 labouring females, 4hp each; 15
active males, 3hp each; 12 active females, 3hp each, -1 combat ability; 4 sedentary males,
1hp each, -2 combat ability - these particular villagers are the Braeme Council of Elders; 5
sedentary females, 1hp each. -3 combat ability. There are also 46 children (hp 1 each) in the
village.
None of the villagers is wealthy. At most the adults will have 1-6cp each, and the
children may (30% chance) have a copper piece each.
CBr1 The Temple of the Green Man: No more than a simple hall, the Temple serves as a
place of worship, hostelry, council hall and pound for stray animals, furnished with simple
wooden benches and brackets for torches.
CBr2 The Tower: Attached to the temple is a 40' high tower, which was originally intended to take
a bell until the Elders decided that it was too expensive. The tower gives an excellent view of
the surrounding countryside - and a good field of fire
CBr3 Father Jeffrey’s House: This house, is a two room building. It is warm, clean and
comfortable. but poorly furnished. Father Jeffrey also uses his house for the important business
of storing the village's supply of salt (used for preserving meat during winter).
Human Male
CBr4 Smithy: The Smithy is also a two room building. The larger of the two rooms is the forge
itself. and the back room is the living quarters for the blacksmith and his family.
CBr5-8, Hovels: The small cottages and hovels of the village are rude dwellings. constructed, for
the most part, of wattle and daub, with one or two stones from the surrounding circles.
12, 14, 16, Each of these cottages, regardless of size, looks much like any other, home to 3-6 adult
18-21, 23- villagers and l-3 children. If the players ask for a description the DM should make one up,
emphasizing the overcrowded, cramped conditions. the squalor and the damp. Life as a
26 peasant is not easy.
CBr9-10 Ruined Hovels: These buildings no longer exist as complete structures. only heaps of
ash and blackened stones. They have been burnt to the ground by raiders as a warning. The
former occupants have been rehoused.
CBr11, Barns: During the planting and growing seasons they are all but empty, awaiting the
fruits of the harvest. These four buildings serve as the winter food store for the village, and
13, 16, 17 the seed store for the following spring's plantings. The barns and other buildings dotted
throughout the surrounding fields and pastures are fodder-stores and winter shelters for
cattle and sheep.
CBr22 Smokehouse: This is communally owned village smoke-house, used during the autumn
months for curing meat.
CBr27 Philo’s House: This is a double-sized cottage built entirely of stones from the circles near
the village by Father Jeffrey, Benbow and the villagers for the village headman, Philo and his
family.
Human Male
Dwarf Male
HISTORY
1283 years ago: The valley was colonised by dwarves. Defensive walls were built and the
dwarves began diggings in the hard gritstone.
137 years ago: The dwarves sold Burghalter to a human merchant after a pyrrhic victory in
the Sarpath Peaks depleted their numbers. The merchant sealed up the caverns and built an
inn. The property changed hands on five occasions in the next forty years.
96 years ago: The Burghalter Inn was destroyed by giants, acting as mercenaries for a third
party, who also cut off all traffic along the Arncastle-Vasarpath road. One year later the
giants‘ contract was completed and they moved on, and at some stage in the next three or
four years, Burghalter was taken over by a dark and evil Rakshasa cult. They re-opened the
caverns with humanoid slave labour and extended them into a major complex over the next
decade, finding traces of ancient workings below the surface of the valley.
8 years ago: Jelima Ganz, a good priestess of Amaras in the County of Bereduth, was
kidnapped, transported to Burghalter and sacrificed.
7 years ago: Jelima's husband, Varlin, and his adventuring colleagues destroyed the Cult in
a mission of vengeance. The Cult Temple was razed and the caverns cleared. Varlin decided
to set up permanent residence here and re-named the village Jelima.
6 years ago: Varlin and a cleric named Solem consecrated the former Great Hall of the
Dwarves as a temple. The community expanded as halfling farmers arrived, and a new inn
was opened on the original site to replace the one which was destroyed. The old quarry was
screened from the rest of the valley by trees.
3 years ago: A silvery mallorn sapling was found in the northern half of the valley. 30 Elves,
to whom the mallorn is sacred, leased the land from Varlin and his adventuring colleagues.
6 months ago: Varlin and Solem commenced work on a new temple.
DM's Notes: The new name of the village, Jelima, has not stuck among the population of
Cerwyn as a whole; the DM should only describe the village thus when the PCs are actually
present there. Note also that the details of the Rakshasa Cult should not be made known to
the players, who should instead be informed of the popular belief that the giants were
defeated by Varlin. There is ample opportunity for the players to discover the remnants of
this cult if they choose to explore the caverns.
The VALLEY
The valley lies among the foothills of the Sarpath Peaks, between the Vasarpath-
Arncastle road and the Black Lygol River gorge. The sides of the valley are steep but by no
means unclimbable by unarmoured characters.
The woodland is mostly oak and ash, and the soil is-well drained by a network of
rivulets and the drainage schemes of the halfling farmers. The roads are log roads, 5-8 feet
wide, except for the road from the entrance to the Rear Fort, which is 12 feet wide.
CB1 The Woods: These cover the valley on the western side. Here live 30 adult Elves, tending
the mallorn at the centre of the site.
CB2 Farmland: The halflings have cleared the woodland and now have good, fertile soil
producing abundant goods under their care.
CB3 The Lake; A dwarf-built dam pens the many streams through the valley and the resulting
lake has been stocked with fish.
CB4 Sealed Tunnel Entrance: Leads to the underground complex, but has been sealed by a
solid stone wall.
CB5 Northern Tunnel Entrance: The trees cut from the southern end of the valley are
stored here, cut to mature for the roof of the new temple. Beyond, the tunnels are sealed with
stone walls.
CB6 Southern Tunnel Entrance: Many of the areas behind this entrance were in use as
dwelling places while homes were being constructed. Two people still live here. Immediately
behind the entrance is the former Dwarven Great Hall, now a temple to Tarmenel.
CB6a Reeni Tayar; Priestess; Human Female; C5; CG; AC 9; hp 27
Reeni looks after the underground temple and handles routine services while Solem sees to
the building of the new temple. She is popular and well-known throughout Burghalter. and is
married to the quarry foreman, Latel (CB6b).
CB6b Latel Tayar; Quarry Foreman; Human Male; Fr2; NG; hp 8; AC 10;
Latel is a Bereduthan, and deeply suspicious of those citizens of Burghalter who hail from
other lands.
The Village
CB7 The Gatehouse: Ten F1-2 mercenaries on long-term contracts watch the main entrance to
the valley. They wear chain, and carry shields, shortbows and broadswords.
CB8 Quarry Barracks: Five F1-2 mercenaries watch over the quarry. They can be alerted from
the Rear Fort in time of danger. They are armed as above (CB7).
CB9 Rear Fort: Five F1-2 mercenaries watch the Black Lygol gorge from here. The narrow gate
guards a flimsy drawbridge. The stream from the valley flows through an iron grille.
CB10 Burghalter Inn: The Inn has high-quality rooms for merchants and other passers-by at 3gp
per night, and common rooms for guards, teamsters, etc. at 5sp a night.
CB11 Temple under construction: The vaults and foundations have been excavated and work
is in progress on the walls. This temple will be dedicated to Tarmenel. It is impressive enough
already to hint at great wealth.
CB12 Stables: There is room for up to 40 horses, although only two berths will be occupied. The
standard charge is 4sp per night, but Yarred can spot adventurers a mile off and hikes the price
up to 2gp.
CB12a ‘No-Nose’ Yarred; Teamster, Stable Manager; Human Male; Fr 1; N; AC 9; hp 4
Wears leathers and carries a whip. Yarred is an old horseman who lost the tip of his nose to a
warhorse. He claims to have been raised by pegasi, though most people scoff however, he is
very capable of raising and training pegasi, and would do so at a considerably cheaper price
than some big-city trainer. Yarred is normally out in the daytime taking stones from the quarry
to the new; temple in an old wagon.
CB13 Workers’ Houses: The large house in each group is a communal dwelling for unmarried
men. Varlin and the others have failed to recruit many married workers; consequently, after
being paid the men often go off to Arncastle, where they are becoming known as a rowdy
nuisance.
CB14 Solem’s House: Endor and Castillo Solem's home is set back amongst the trees. Endor is a
central figure in Burghalter, and his wife Castillo is a qualified engineer who is supervising his
grandiose plans for the temple. She is, however, house-bound after an accident that has left her
crippled. and is very unlikely to be encountered by PCs, even if they call at the Solem
household.
CB14a Endor Solem; C10; Human Male; CG; W 17; C 15; Ch 16; hp 61; AC 0; Flail +3
Wears strangely-cut. old grey suit a unique magical item which becomes plate mail +2
when a command word is spoken. Also has a cloak of protection +1; also has wand of magic
missiles (34 charges); carpet of flying, 6 pots of Nolzur’s marvellous pigments, various
scrolls and potions of his own making, and a special salve that inhibits a person's scent for 2~8
hours. Uses flail +3 if expecting trouble, staff +1 otherwise. Usually has curative, defensive
and at least one high level offensive spell memorised.
Aloof to strangers, allowing only his truest friends to see his sensitive real self. Still enjoys
battle-practice. but his burning ambition is to see the temple completed - it has cost him nearly
every gold piece he ever had.
CB15 Ganz’ House: An effusive house: open and cheerful to suit the owner. Varlin still has some
adventuring wealth about the place, although he spends it quickly. One secret panel contains
his dead wife's jewels (10 pieces, total value 30,000gp), another contains a bag of diamond dust
(value 1500gp) and Bereduthan coin to the value of 14,000gp. The panels are trapped with
glyphs of warding. Wages for the temple construction workers are kept in a locked chest, and
consist of 1200gp in silver and gold coin. A book in the chest shows that there should be 200gp
present, but 3000gp was stolen from this chest recently, and Varlin has been able to replace
just 1000gp from his own resources.
CB16a Cholorodeny; Farmer (thief); Halfling Male; T4; CN; I17; hp 10; AC 7
Cholorodeny (pronounced ‘Chordeny' around the village) is a member of a Thieves‘ Guild
based in the New City area of the City League, placed here to report on events around the
valley, particularly on the arrival of religious relics for the new temple. He has one spectacular
theft to his credit - he recently removed 3000gp from Varlin's home which the adventurer has
never announced as stolen. The money is buried behind his home.
CB17 Byloff's House: A plain building with a slender tower. Tobek and Lana's 6 children can
normally be seen playing outside.
CB17a Tobek Byloff; Fighter adventurer; Human Male; F8; CG; S 15; hp 40; AC 0
Wears lots of frills, lace and bright colours - or grim plate mail +2. Carries shield +1.
Normally armed with bastard sword +3, also owns longbow +2. Has ring of ultravision,
boots of striding and leaping and a rare magical item fashioned from a unicorn's horn that
causes poisoned liquids to foam.
Tobek is an optimistic dandy and wine connoisseur, who tends to run roughshod over other
people when involved in an adventure or when they are dealing with his wife. He and Lana are
virtually estranged.
CB17b Lana Byloff; Magician adventurer; Human Female; MU 8; NG; S 6, I 16, D 7; AC 4; hp 24;
AC 4
Wears dark green cloak of protection +2) fastened with a periapt of wound closure in
the form of a silver spider-brooch with water opal eyes. Carries dagger +1. Also owns wand of
fear, wand of illusion, bracers of defence AC6, a ring of water breathing, rod of
cancellation, potion of diminuation, and several scrolls of her own devising. Unless
prepared. normally has few spells memorised except those necessary for her researches.
Lana has been working on various aspects of magical research, which has estranged her
from her family. On the last adventure she undertook with Varlin and the others, she was very
nearly killed when charmed by a vampire. Quite weak herself, she has been trying to enchant
some gems so that they would make the bearer impervious to all charm attempts, but has failed
so far.
CB18 Toreau's House: A small house compared to the other adventurers, since Ardise and Ildros
don't care much for visitors.
CB18a Ardise ‘Red Hand’ Toreau; Fighter adventurer; Human Female; F10: CG; hp 64; AC 0
Scruffy clothes or plate mail +1 and shield +2. Uses battleaxe +1 or longsword +2. Also
owns rings of feather fall, warmth, djinni summoning and fire resistance (the first two are
normally worn, the others kept on a 'watch chain’ inside her waistcoat or armour), and six
packets of dust of sneezing and choking. Her fascination with rings extends to non-magical
ones as well, and she wears as many as a dozen, worth 100-2,000gp each.
Ardise is an uncompromising fighter, and a careless, insensitive and abrasive comrade. She
is normally both loyal and courageous - but her passion for collecting rings has actually led her
into a fight with Tobek Byloff which - astonishingly! - she lost. She is sullenly waiting for a
rematch.
CB18b Ildros Toreau, aka Thorn of Xir; Historian; Human Male; Fr 5; CN; I 18; hp 17; AC 10
Ildros is the son of the magic-user under whom Lana served her apprenticeship. Formerly a
noted historian in Xir. he now acts as Burghalter's record keeper. in his small office in the Inn,
there is a huge map of all the surrounding wilderness, right up to the edge of the Steppe
country. He will make accurate, smaller copies for 50gp each.
The PEOPLE
The other citizens of the village are: 5 quarrymen, 10 masons and 10 builders: a
foreman (Latel Tayar, CB6b), driver and cook. These work under Varlin and Solem's
directions.
20 mercenaries under the command of Ardise Toreau (CB18a). One of these is the
only other unmarried woman in the village (see Falli, CB10b). The guards are very
protective of her.
30 elves under the guidance of Lagoniturel (CB1a).
30 halflings. with 14 children.
3 Inn staff
4 house servants for the adventurers.
The POLITICS
Nominally, Burghalter owes allegiance to the High Steward of the County of Cerwyn.
Jeorge Fardwarm. However, the village is beyond the recognized boundaries of the County,
and as such is merely a trading partner covered by certain guarantees of military assistance.
In return, Varlin and Solem have paid a large sum of money to Fardwarm for the right to
establish their temple here. Varlin is also secretly negotiating to have Burghalter officially
recognised as a part of Cerwyn and for at least half the garrison of Arncastle to be moved
here, offering his services as a mercenary to extend Cerwyn influence further south and
east.
Because of this, employment would be available to adventurers willing to journey into
the wilderness, although Varlin would not reveal the full extent of his plans to just anyone.
Varlin's imaginative and expansionist plans will inevitably cause problems as both the
inhabitants of Burghalter and nearby towns and communities realise the full implications of
what he has in mind. He is quite aware that the merchants who use Burghalter will support
his plans, as they could look forward to the increase in revenues that a garrison would bring.
On the other hand, Varlin knows that the dwarves of Vasarpath will be concerned that
the County's influence will be seen as approaching their independent town. Although he has
had little contact with the barbarian tribes of the Steppes (and those cultures no-one knows
of, which lie beyond), they are hardly likely to be pleased if they perceive even a small
authority like Cerwyn extending its borders in their direction. Further, Varlin suspects, quite
rightly, that the citizens of Arncastle will also be upset if they lose all or part of the revenues
that the garrison has brought, along with the protection it has afforded them and their
prestigious position as an honoured outpost of the County. He is completely unaware of the
fact that some of the bitterest rivals to his plans will be his fellow adventurers, who have
helped establish his position of authority within the town, and who use it as a base for their
explorations into the mountains and steppes. They value the fact that Burghalter owes real
allegiance to no-one, and are keen to make sure that no outside power increases its grip on
'their' little town. Lastly, the elves have their own secret ambitions for the valley where the
Mallorn grows. hoping that one day it will be a shrine held by them alone; Varlin's plans can
hardly be said to tie in with this hope.
RAKSHASA CULT
For many years, Burghalter and its environs were dominated by the evil minions of a
cult that worshipped the dreaded (and, some say, mythical) Rakshasa. These horrid beasts
are rumoured to be able to appear in any form in order to cause victims to relax for the
fateful second which seals their doom - and guarantees the Rakshasa a tasty meal. It is
unclear why anyone should choose to honour and worship these evil creatures; although
such acolytes can be of use to the Rakshasa, the monster recognises allegiance to no-one and
these same acolytes could one day follow the same path as the other unfortunate victims of
the cult.
It was an enormous relief, therefore, to all those who live in this part of Cerwyn, when
the cult was vanquished and driven from the district. Since the coming of Varlin and his
adventuring colleagues, life has returned to what passes for normal in this part of the world -
so much so that even the occasional disappearance of a member of a passing caravan has
raised no memory of the cult.
These disappearances are signs that the time of the Rakshasa has not entirely passed.
The remnants of the cult - which was crushingly defeated by Varlin - fled deep underground
into passages and caves beneath the village that even the dwarves would not have known of.
There they wait, slowly recovering their strength, until the day when they might once more
threaten the security of the whole of the Domains.
DM’s NOTES
There are no maps of the Rakshasa cult's lair, as it is made up of a tortuous network of
cracks, tunnels, caves and underground rivers, far beneath the surface. Access to this
network can be gained from the backs of the caves in the Burghalter valley (assuming the
obstructions can be cleared without the interruption of investigating Burghalter citizens), via
unnoticed and unexplored passageways. There is even a way down through the existing
temple to Tarmenel. A fourth entry point exists beneath the new temple, being built in the
middle of the village. Only the senior engineer, Castillo Solem, and the two clerics, Endor
Solem and Varlin Ganz, know that the temple is being built on the site of a previous building
- and even they do not know that this was a shrine of the Rakshasa cult. If PCs find the
extremely well-hidden entry point (beneath a fake foundation stone), they will discover
passage ways and tunnels that lead ultimately to the maze that the cult still occupies. This is
the entry still used by cult acolytes on occasional forays into the night. And in this new
centre of evil, they will find another shrine. built to honour something even more foul and
horrid than the Rakshasa! Just what this thing is, the GM will have to think of- preferably in
daylight...
As for the only mildly-terrorising members of the cult, there are listed below the
acolytes and men-at-arms that are the remains of the cult. These are men and women of
advancing years, long-starved of daylight. If desired. the GM could arrange for the party to
meet one of the Rakshasa themselves…
CB19a The Besotted One; Chief Acolyte; Human Male; F12; LE; AC 0; hp 100; ring of
regeneration, mace +4
This poor creature has long since forgotten his name, his past, why he came to be here or
indeed anything that is outside his total adoration of the Rakshasa. Words like ‘depraved’ or
‘evil’ are almost meaningless when considering the complete control the monsters have over his
mind and actions. Suffice it to say that he is a tool of the beasts, and will stop a nothing to lead
the unwary or the weak to be eaten by them. If that is not possible, he will sacrifice his life to
try and slay intruders - and it would be preferable to be slain rather than be taken alive.
CB19b Reena; Acolyte/Servant; Human Female; F11; LE; AC -4; hp 68; ring of invisibility,
gauntlets of ogre power
Reena has embraced the cult wholeheartedly since being captured. She was once fair and
attractive and her good looks were the cause of the demise of many a hot-blooded male, and
thus she was most useful to the Rakshasa. In her later years, this has been replaced by a
ruthless spite. Although she is as much of a cipher as the Besotted One - devoting her time to
capturing innocents for her masters - she is more likely to flee if confronted on her own. Amidst
a mass of fellow cult members though, she will be a formidable fighter .
CB20a Far Sighted Gaspar; Hermit, lunatic; Gnome Male; I10; CN; AC 10; hp 20;l 18; wand of
illusion (disguised as a clay pipe]
The rock is guarded by an old gnome illusionist called Gaspar. He is highly intelligent and
completely insane, although in a perfectly harmless and pleasant way. His insanity is not
entirely due to the solitary existence he has led since first he came to sit at the foot of the
rock; he must have been at least mildly eccentric to have done so in the first place.
He will afford no danger to anyone who visits the rock, but he may trick or confuse them by
minor illusions designed for his own amusement. He will stop at nothing, however, if he feels
that a visitor might have a mind to perpetrate serious harm upon this prized possession. In
addition to the normal accoutrements of his life as a hermit, he possesses a wonderful and
peculiar instrument that has earned him his nickname ‘Far-sighted’. It is a long. hollow tube
with pieces of glass in each end, that Gaspar says allows him to see things that could not
normally be seen. Not many people, when given the opportunity to use this device, can make it
perform in the way that Gaspar claims it does
CB20b Crothone Bear; Tribesman; Human Male; B4; N; AC 4; hp 40; S 18; shortbow, spear
Whenever the PCs are at the rock, they will be observed secretly by Crothone and his
fellow Bear tribesmen and women. This unfortunate group of barbarian horse-raiders have
been ‘exiled’ here by the head of another clan within their tribal group, after a mistake
involving the ownership of some deer horns. Having taken issue with the tribal chief, the Bear
clan is in disgrace, and Crothone and his kin have been stationed here to watch the rock. Their
instructions are simple; they are to remain at the rock until such time as the Red Finger shines
no longer at Day-end, when the peoples of his tribe will lead the barbarian invasion of Cerwyn.
It has already been seven months, but Crothone has not neglected his duty for a moment.
The tribesmen are masters of camouflage, and it is unlikely that the PCs will notice them while
they are at the rock. However, if they do anything that causes the rock's glow to fail - blowing
it to atoms might have the effect - the PCs will hear the howling war-cry of the Bears, and
Crothone and his fellows will be off to tell the tribe the good news. Alternatively, if the PCs
wander around the mountains about the Red Finger, the Bears might attack them or spring a
few traps, just to while away another day.
Crothone is accompanied by 30 Bear tribesmen and women (B1-4; AC 2-4; hp 11-40; bows,
axes, daggers) who will follow his orders without fail unless they would offend the honour of
the clan.
No CD The TOWN of DARKMOOR
Darkmoor is one of the closest towns to the City League, and one passed through by
adventurers on their way east. It has a population of approximately 2700, scratching a living
from passing trade, fishing and some animal farming. Even so, PCs might be attracted to
stay awhile; since the forests and hills just a few hours east contain many tribes of goblins,
hobgoblins and gnolls - not to mention the brigands operating from the steppes beyond. DMs
could locate all kinds of encounters and adventures within a day or so of the town.
The Town
Darkmoor is not a rich place. The dwarves and humans who live there are ruled by the
County Marshal (on behalf of the Countess Flavia) through his representative, the Marshal
Gasres (CD 9a). However, the garrison of County troops supposed to exist here has fallen to
just 30, and the town has had to defend itself from the raids of humanoid species (three
attacks in the last twenty years) through its own resources. The Town Meet pays 10,000gp a
year to Riojar Andrej Luis (CD 2a), who maintains and trains a part-time militia of 250.
There are few static defences, save a ring of houses with fortified outer walls, arrow-slits and
a cleared area beyond, and two 25' towers. In an emergency, most of the citizens would
fight, but forewarned of a big attack from the east, 60% of the population would flee to the
City League.
The City is the major trading outlet for Darkmoor produce. The town was built when
the bay was full of tasty Whidring fish, a local delicacy. These are long gone, and Darkmoor
fishermen compete badly with those of Borth. Goat cheese, meat and horses form the
majority of trade goods.
Darkmoor is built about a central open area - normally jammed with fishermen
haggling with League buyers - and the through route League-Abercornil. Much of its life
revolves around the Fish Market and the weekly Horse Market; the two fresh water wells;
the Temple of Rissinis and the Courthouse. Most of the built up areas consist of slum
dwellings. small shops, etc. (this is equally true of the hamlets of Theist and Andlerfjee
beyond the 'walls), criss-crossed by narrow alleys.
Its sole peculiar feature is the Nobridge. Thirty-five years ago, a gnoll warband broke
up when the bridge it was crossing vanished – turned invisible by a transient mage
adventurer. Perhaps he was a bit unstable, because he then made the illusion permanent.
The bridge is crossed many times a day, but the DM might want to enforce an intelligence
check before PCs cross it for the first time.
People
The population are fairly shrewd, and will try to overcharge strangers for most items
on first acquaintance. They are largely neutral in alignment, with few thieves beyond petty
cutpurses, and no permanent magic users. It will not be possible to hire them as extra
sword-arms for adventures, but servants and retainers will come cheap. Rumours abound
about all the treasure that has been brought down from the mountains by adventurers in the
past - and of others who never came back. A counter-rumour of impending goblin attack will
cause a riot, and the PCs will find themselves on the wrong side of the authorities once the
‘joke’ is revealed.
CD1 Three Wagons Inn; Probably the first port of call for newcomers. A travellers’ resting
place. Rooms for 1gp/night, cheap food, grim ale and no wine. Few locals come here, but hard-
up adventurers might be offered escort work by merchants.
CD2 Militia Houses; The two watchtowers act as training centres and barracks for the militia.
The western one also serves as HQ for the Fighters Guild - which is also under the control of
Luis. The militia are all F1, AC5, hp4 with spears and shortswords. They do not function beyond
Luis‘ explicit orders, and maintain order in the town in a casual and arbitrary manner.
CD2a Riojar Andrej Luis; Militia Leader: Human Male; F7; N; AC O; hp 43; S 15, D 18, Ch 16;
uses longbow +3, longsword; ring of charm person (18 charges)
Luis is making a good living from this place (he is secretly buying a huge house in the City
League by installments), and will react immediately if anyone tries to take over. He will use his
charisma (or his ring, which is a very rare item given to him by a previous employer) to keep the
Town Council on his side, and if ousted, will arrange for information about merchants‘
shipments to reach some bandits he knows of. His successors will thus start off with a string of
failures on their records.
CD3 The Temple of Rissinis; Aborekket (CD 3a) and eleven acolytes (C1, AC 5, hp 4, tridents
or maces) run the temple, which is dedicated to the LN fishing deity of Cerwyn and the rest of
the Domains. All curative and water-related spells (up to 3rd level) are available here at
75gp/level, with modifiers of x2 for Good, x3 for Evil and x5 for Chaotic characters (cumulative).
First time visitors requiring spells must drink at a fountain, which will reveal the alignment of
the drinker.
CD3a Aborekket; Chief Priest of Temple; Human Male; C6; LN; AC 7; hp 30; W 16; C 16; trident
+3, mace; ring of regeneration; usually memorises curative spells. Aborekket hates
competing clerics. Before the arrival of the Temple of Csthenkes (CD10), Rissinis was the only
deity worshipped in Darkmoor. and Aborekket does not want any more competition. If a cleric
seeks his professional help it will only be granted to those of LN alignment with a charisma of
15+. Should a PC actually be a follower of Rissinis, then Aborekket will be obsequious and
charming.
CD4 Fishermen's Guild; This is the local HQ for this world-spanning brotherhood. Mostly, it
acts as a clearing house for the fisher fleets, putting sellers in touch with buyers. Large sums of
money (d6x1000gp) accumulate here on deposit until catches are shipped out, kept in a
strongroom with an iron door. thick walls and a stout lock (Lvl 2 Sliding or -10% Open Locks).
Four local bravos are normally hired to watch the place during the night (F1 -2; AC 3;
shortswords).
CD5a Matrexes di Regines; Landowner, Head Councilor; Human Female; Fr5; LN; AC 6; hp
15/20; I 14; Matrexes is in her second term. Her administration is no different from any recent
predecessor, handing over responsibility for defence to Luis. She is unlikely to change and thus
the decline of the town will probably continue. Very popular with the voters, she has the key
support of three.
CD5b Carrodine of Kosre; Horse Trader, Councilor; Human Male; F4; LE; AC 2; hp 20/25; S 15;
C 4; battleaxe +1. An ex-soldier, now an exile, Carrodine is the victim of a curse which has left
him prey to all manner of diseases. There is a 75% chance of him missing a Meet, which is a pity
since two other councilors follow him. and he has suspicions of Luis’ activities.
CD5c Raf Oresdeep; Councilor; Dwarf Female; F6; LG; AC 1; hp 25; S 18(66); D 15; two-handed
sword +2; chain +1; shield +1. Oresdeep looks after the interests of the Dwarvish minority,
and does it very well. Two others sit on the Council with her, and the excellent work of the
Dwarves in building has shored up the town. Known opponent of Carrodine and disagrees with
everything he says - but also concerned about Luis. Sister of Raf Delvefar (CD7a).
CD6 Messengers & Couriers Guildhouse; The Messengers & Couriers Guild operates a
series of watch stations along the road to Abercornil, at five-league intervals. This End-station
houses 20 Couriers (Fr3; AC 7; hp 10; longswords) and has a stable for two dozen fast horses.
They keep the road safe (-ish), and act as a banking service for adventurers from the League,
transferring funds from their offices to like premises in the City, where it can be held until
collected.
CD6a Landrennian (‘Fast Lanny’); Herald; Human Male; R7; LG; AC-2; hp36; S16; W15; D16;
C16; Ch16; shield+3, longsword +2, 3x potion of speed, potion of extra-healing. Sharp,
bright and very agile, Landrennian has been good at everything he has ever tried, from his early
days as a thief in the City League, to a reforming stint as a member of the County Horse, to an
eight year adventuring career in the Splintered Lands, to this job. Guild Officer for the Heralds
in NE Cerwyn. These days, he doesn't get involved when fights break out, or when there's a
dispute between the Council and the Marshal Gasres. But if the chips were down, he might be
the best person to turn to. He has treasure to the value of 12,500gp kept at the Guildhouse,
savings he intends to use to marry Niori (CW2 - see Wicbold) and to build a new farm out in
the wilderness.
CD7 The Wolf & Cubs Inn; Raf Delvefar runs a good hostelry. He knows adventurers have
money, and this is the place in Darkmoor to spend it. Name your vice, Delvefar will supply. It's
pricey (twice normal), but a hotbed of rumours and useful tips. 0-1 MUs, 0-2 Clerics, 1-4 Thieves
and 1-10 Fighters can normally be found here, and they will sign on for adventures. Delvefar
also boasts that you can leave anything in your room here, and it won't be stolen.
CD7a Raf Delvefar; Publican; Human Male; T7; CG; AC -1; hp 25; S16, D 18, Ch 16; dagger +2,
leather armour +3, ring of protection +2, ring of invisibility, access to d6 magical items
‘borrowed’ from guests Delvefar is not short of money (cash, gems, etc. worth 10,000gp are
cached in five secret compartments in his quarters), and rarely steals these days. He does have
a ready market for miscellaneous magical items however, and there is a 25%/day chance that he
will succumb to the temptation to ‘lift’ the belongings of a PC. Normally very friendly, and can
sell ‘hot’ items for 50% value. Brother of Raf Oresdeep.
CD8 Armourers; The most important ‘trade’ guild in town, producing only leather armour, mostly
aprons and gloves for various working-folk in Darkmoor. They are pretty good at their job, and
can manufacture goods of great quality for normal prices. A specialty of theirs is to make very
supple leather gloves which can be worn "while even the most dextrous work is performed" and
which are 50% likely to resist being pierced by a needle in the meantime, just 250gp the pair,
cash up front, six week wait.
CD9 Manor House/County Garrison: This fortified stone manor house. with its keep, food
stores and signal beacon is supposed to be the visible form of the County Marshal's authority in
these parts. Alas, his representative is the Marshal Gasres. Kanwas Gasres, On the last step of a
long climb towards noble status, has fallen victim to old age and indecision. Thus, this difficult
part of the County is now not only geographically distant from the centre, but politically as well.
The garrison (30 F1 -2, AC 3; pikes and longswords) has dwindled through desertion and
neglect, and morale is poor. The precept that the Marshal is supposed to serve on the local
community to raise money for County administration has not been served for three years and
the garrison has been paid out of the Marshal's funds; he is now nearly destitute.
CD9a Kanwas Gasres; Marshal of the County; Human Male; F9; LN; AC O; hp 55; S 13, W 7, C 6;
longsword +3 (Int 14, Ego 20, LN, detect chaos, detect undead, +5 vs. undead), plate
mail +1, shield protection from normal missiles +3, medallion of ESP
Kanwas is 78, and increasingly senile. For long periods he will be under the control of his sword
Lifesheart, which has only one aim, that being to be transferred to someone better able to wield
it against undead. It is manipulating Kanwas to find a suitable mate for his grandson or grand-
daughter, who can be given the sword as a wedding gift. Thus, it is known that the Marshal is
looking to marry his grandchildren off. And there will be 1-3 suitors at the manor at any one
time, each LN and of levels 5-8. None, however, has yet met Kanwas’ own stipulation - that the
prospective spouse give him 20,000gp to pay off the garrison, and to return to High Lygol to see
out his days. Should a PC suitor come forward with the money, the marriage will be rushed
through. Alas, all are being misled. Although the title of Marshal is hereditary, the old man has
decided that it will go to whichever of his grandchildren marries second; thus the PC will end up
with Lifesheart, a graceless spouse, and will remain as far away from being one of the County
nobility as before.
CD9b Krisnetta Gasres; no profession; Human Female; Fr7; LE; AC 10; hp 28; cosmetics of a
magical nature appear to make her Ch 18 - they take five hours to apply correctly. Krisnetta
hates Darkmoor, and intends to leave at the first opportunity, be it marriage, the death of her
grandsire, or whatever. She is selfish, noisy and otherwise thoroughly unremarkable.
CD9c Bregan Gasres; no profession; Human Male; Fr7: LN; AC 5; hp 35; l7; longbow +1
Bregan is dense, listless and useless. If he ends up in charge there is the distinct possibility that
things could get even worse.
CD10 Temple Of Csthenkes: Csthenkes is a Neutral deity whose province is misery. Its
philosophy is fatalistic, morbid and soporific. About 25% of the population of Darkmoor have
turned to this cheerless deity; served by 20 spiritless acolytes in a grey temple, offering purified
food from rubbish tips to the poor. Csthenkes worshippers will be found mostly among the most
uninteresting members of the community, and the acolytes are all C1 , AC 7, hp 2, armed with
no more than their ability to make all human endeavour seem utterly futile.
Of all the towns and villages in Cerwyn, Tellhalter is the most removed. In fact, it is
dubious if it is in Cerwyn. since it is a self-governing Free Town beyond the recognised
boundary of the Countess‘ authority.
But for adventurers, Tellhalter acts like a magnet. Barely two leagues away is the road
that leads from Wicbold to the Cirbell Pass and thence to the Steppes - as clear a route to
fame and fortune as one could ever find. Somewhere in the mountains above the pass is the
fabulous City of the Mages - or so men say. There are no maps, nor records to show what
might be found in the forested peaks, not a morning's ride away.
Tellhalter is an adventurers town where danger lurks in every street and no-one is to
be trusted. So few of the inhabitants have any regular form of income, that from the moment
newcomers set foot within the walls, every possession must be guarded.
The Village
Tellhalter is a fortress, built in the time of the Empire of Almete, and its black walls
are centuries old. It perches on the saddle of a narrow pass, on an ill-kept path. One gate
breaches the wall, and a further bastion guards the bridge across the moat. Once, 20,000
men - or others - were quartered here, but there are only 300 inhabitants now, mostly
humans. All of the buildings are made of the same black stone as the walls, dragged from
who knows where. The dominant feature is a huge block building, with a slender tower rising
into the sky, whilst no other building rises higher than two storeys. The rest of the fortress is
occupied by the plazas of domestic buildings the current citizens inhabit. The orderly plan is
marred only in the Gate Quarter, where extensive damage has been shoddily repaired. In
this area are a few inns and businesses. Other areas are claimed by individuals or
adventurer parties, squabbling over precedence. The atmosphere is sullen and foreboding.
The People
Although the population is nominally 350, since at least 200 of these are of the
adventuring persuasion, as many as 100 can be out of town at any time. The DM should
record the comings and goings of those adventurers the PCs have dealings with, but should
make it very difficult for the PCs to discover that information. Tellhalter is a very secretive
place and one with no police or militia.
Money changes hands grudgingly in the fortress, and there is little outward show of
wealth. The traders charge extortionate amounts for every necessity (five times the listed
amounts), but the shops and stalls see customers rarely. Freshly returned adventurers may
have a large cache of money, but it will be difficult to spot.
Among the leading lights of Tellhalter are a number of NPC parties. The DM should
encourage the players to believe that their characters will be in competition with these for
what commissioned work there might be - and that there might be times when they will be
hired by opposing sides in a dispute. Life comes cheaply in a place such as this.
CT1 Temple Of Mordrenn: Everyone in Tellhalter visits this place eventually; it is the only
public temple in the fortress. The huge Hall behind the main doors is three storeys high, and
from galleries at the top there are access stairways to the tower, where only the priests of
Mordrenn may tread. There are 19 priests (C9, C7, 2x C6, C5, 3x C3, 10x C1; all CE; plate and
shortswords; spells as standard - emphasis on defensive, reversed curative and those that allow
th th st
them to move unnoticed and take prisoners) besides Sairin. Only the 9 , 7 , and 1 level clerics
th
are active adventurers, out 30% of the time. The 6 -level clerics officiate at the Ceremony of
Servitude on each Avann-day, and all the clerics perform the necessary devotional duties.
Mordrenn is an ancient deity from the time of the Almete Empire, wherein he was a God of
Love - known romantically as the Heart God. The cult died out, but Sairin has revived it,
twisting it to her own purposes. When she discovered the temple, she believed Mordrenn
required the sacrifice of young men and women, to obtain their hearts. This has perverted
Mordrenn himself; without followers he knows he could no longer manifest himself in physical
form. He scours the streets of Tellhalter in the guise of an old man (CT8a) looking for a cleric
who might restore the true nature of his religion; he promises very little in return, hoping to
find someone who will help him in the name of love.
For now, Sairin's is the only openly-operating religion in Tellhalter. She maintains that she is
Priestess for a deity worshipped in Kosre whose province is reincarnation. There are few who
disbelieve her. Most of the victims she requires are brought in secretly by her acolytes who prey
on the hamlets of eastern Cerwyn, but when short, she has been known to pluck victims from
the very streets of the fortress.
CT1a Sairin Vertrille; High Priestess of the God Mordrenn; Human Female; C16; CE; hp 64;
AC -1; S 15, W 15, D 15, C 14; uses matched shortswords +3; plate mail +4; helm of
teleportation; ring of invisibility; Hand of Mordrenn.
Whence Sairin comes, or when, no-one knows. In fact, she is 45 years old - though she was
born at the very death of the Almete Empire! She was magically suspended by the clerics of a
Religion of Warriors and Death and was only restored by the intervention of another cleric,
Corvet of the Glaive, some twenty summers ago. He is now dead, and the secret died with him.
He left Sairin behind, dwelling in the tower above the disused temple, where she discovered
manuscripts relating to Mordrenn that allowed her to commence her evil religion. Now, all she
lives for is the opportunity to extend her dominion. Any attempt by a cleric to found another
religion, or to restore Mordrenn to his true faith, will be met with all the resources at her
command.
Sairin uses her two matched, magical shortswords with great skill, although she is not
genuinely two-handed. The Hand of Mordrenn is an artifact she compelled the god to fashion. it
is a glove of silvered steel that stores a staggering amount of electrical power. lf she lays hands
upon another being, they will take 8d8 points of electrical damage; the glove may also be ‘fired’
as a wand of lightning three times a day, or at will on Avann-day. Only Sairin may wear it. Any
other being that tries to don it must save vs. wands or take a shock equal to the full stored
power of the glove - 18d8. After such an occurrence the glove will be powerless until the next
Avann-day; only Mordrenn may alter its power.
CT2 Cord’s Home: A part of one simple plaza houses one of the more famous sons of Cerwyn,
Cord of Dahn. An adventurer for 40 years, he was the leader of the famous Red Gauntlets, a
band that roamed the Domains. His home is poorly furnished and offers barely 130gp in
treasure, although there are ten locked, trapped chests around the building. testimony to
former grandeur. All are now empty.
CT2a Cord of Dahn; Human Male; Adventurer; R16; LG; hp 74; AC -1; C 15 (6), Ch 17; uses
longsword+5/Holy Avenger, a crossbow +2 and a shield +3; Spells memorised usually
curative, defensive and animal-related.
Cord is virtually impoverished. Having accumulated wealth estimated at over a million gold
pieces in a long career. he retired, passing most of his magical goods to trusted lieutenants.
Then, a terrible illness nearly slew him, and only a series of costly clerical spells halted the
decline. He was left weakened, so that for every hour spent adventuring he will lose one point of
constitution, down to a minimum of 6. He has come to Tellhalter to reform the Red Gauntlets,
and will recruit any willing Lawful PCs. However, he aims high, and already one group of
seventh-level adventurers has fallen at his side. He will extract an oath of loyalty from all who
join him; who knows to what adventure it will lead them.
CT3 The Corin: A network of alleys near the Gate Quarter. An independent Thieves’ Guild,
operated by Jarda Whitehand, is established here, among the semi-destroyed buildings. The
blocks are riddled by tunnels, secret doors and underground passages that only Jarda knows
completely. Trying to track down an individual could be next to impossible. About 30 Thieves
live here, in near poverty; drawn by the lure of ‘easy’ pickings on the frontier. Each will be T1 -
4, AC 4, armed with throwing daggers and shortswords.
CT3a Jarda Whitehand; Thieves’ Guildmaster; Human Male; T16; CN; hp 62; AC 4; D16; uses
shortbow and poisoned dagger
Jarda is using Tellhalter and the thieves who dwell there as part of his design to become a
great Guildmaster in the City League. Whilst maintaining an air of incompetence and poverty,
he has located a vault, hidden in a maze of tunnels below the Inn of White Bells, and known to
him alone. There he stores the loot he has accumulated a staggering haul of over a quarter of a
million gold pieces in gold, platinum and gems, and a number of art treasures which might
double that sum. The vault is so well hidden and defended that no-one has ever managed to
penetrate it; Jarda trusts nobody. One additional quirk in his nature is that he also has no faith
in magic, and will never employ magical items against even his worst enemies.
CT3b Shmettling; Jarda's lieutenant; Human Male; A10; NE; hp 40; AC 1; S 17, D 17, Ch 17; uses
black-bladed blade of venom +4, wears leather armour +4.
Shmettling is a frightening individual, utterly immoral. He is Jarda's assassin. and kills
without compunction. He has no motive for staying in Tellhalter - he is not enjoying any of
Jarda's wealth - but since he gets so many opportunities to practice his art, he has never
thought of leaving. Any threat the PCs pose to Jarda, and Shmettling will begin his work.
CT3c Croan; Fence; Human Male; Fr3; N; hp 12; AC9; hp 12; wears helm of teleportation
Croan appears to be independent of Jarda's Guild, but is utterly under his control; this
halfling's wife is being held prisoner by a confederate of Jarda's in the League. It is through
Croan that Jarda accumulates his wealth. The fence is a skilled manipulator of men, and pits
individual party members against each other. Thus he will offer one 1000gp for an item worth
three times as much, but with the bonus that he will tell the rest of the party that the item is
next to worthless. He then takes the items and sells them in the League, and brings the money
back to Jarda. This journey occurs every month, and is made in the greatest of secrecy.
CT4 Cartennsen‘s Plaza: Even by Tellhalter standards, the goings-on in this part of the
fortress are shrouded in secrecy. Those watching the building at night have noted strange
smells upon the air and lights in the sky. Most people avoid the place.
CT4a Cartennsen; Wizard; Human Female; MU16; LN; hp 46; AC 2; l 18; wears bracers of
defence AC2, uses wand of fireballs/wand of fire (8 charges); medallion of ESP 30'.
Cartennsen gave up active adventuring five years ago, to take up experimentation in
enchantment. One particular experiment has gone dreadfully wrong, and a ferocious demon is
now contained within a chamber, held only by Cartennsen's magicks. While she has little
difficulty in keeping the demon contained under normal circumstances, on approximately one
night in ten it tries to break free, and she has to fight it. lf anything happens to break her
concentration on such a night....
CT5 The Plaza of the Medusa Legionnaires: This houses one of the NPC adventurer
parties inhabiting Tellhalter. The Legionnaires are a noisy, quarrelsome group of chaotics, not
particularly malicious, who use the fortress as a base. They will only be in residence 20% of the
time, and normally carry a variety of wounds and ailments when at home. They rarely have any
money, even after adventures; their first port of call is always Alnedius' (CT7). When first
encountered, the party consists of F6, C5, MU5, F/MU4, F4, T4, C4 and F3 - there is a 50%
chance of 1-3 of them failing to return from one of their forays.
CT6 The Patricians: A tiresome bunch of neutrals, much depleted by over-ambition. They are
in residence just 10% of the time. and have another home in the City League. They are more
inclined to be evil than the Legionnaires, and are more successful at holding on to money. They
might have d100 x 100gp in their block at any one time, although their enormous appetite for
fine wines usually evaporates whatever money they do find. The party currently consists of T8,
F7, F7, C6/Dr6, but they could easily just fail to return one day.
CT7 Alnedius' Club: A squalid gambling den, inn and bordello, where the rowdy adventurers of
Tellhalter generate the only truly regular income: Alnedius'. Prices are 5x normal, and the
quality is lousy; but it's the only game in town.
CT7a Alnedius; Club-owner; Human Male; T6; N; hp 24; AC 5; D 17; uses poisoned daggers,
poisoned swords or just poisons the wine...
Alnedius doesn't intend to stay in Tellhalter long. With the money he is raking in, he can buy
a proper club in High Lygol or even the League, and be respectable. For now, he just sits back
and rakes it in. The club has been robbed every week or so for the last ten years, but he doesn't
mind.... his three savage guard dogs have killed two men for every gold piece that has ever been
taken.
CT8 The Gate Quarter: Food, drink and most perishables can be bought from the stalls in the
‘market’, but at 5x times normal prices. All other goods can be imported at double the cost
again. These factors ensure no-one does business with the traders of Tellhalter unless they are
really desperate, and why larceny is the cause of more money circulating than trade. There will
be 1-6 traders, 2-12 T1-2s and 5-8 beggars here at any time.
CT8a The Old Man/Malsenn; deity; Human Male; Fr1; hp 1; AC 10; S 4; Ch 4; no visible
weapons or means of defence
The only way Malsenn can manifest himself upon this plane is in the guise of a pathetically
weak, diseased old man. He waits in the Gate Quarter for newcomers, and will badger clerics
for aid, along with three or four other beggars. He doesn't want money though. instead he will
beg them to restore the true religion of Malsenn. He will, if anyone will listen, relate the story of
the malicious twist the worship of Malsenn has taken; everything, in fact, but his true nature.
Should anyone mistreat him, he will appear again the first time that person is alone, and lay a
curse. The person will then be left with an effective charisma of 3; surely to be reviled by
everyone and everything until the inevitable end.
No CTi: The VILLAGE of TIRHALTER
Four generations ago, Cirann Olvorr, head of a large and powerful family, took it into
his head to establish an institution for the training of fighting men. Being a loyal servant to
the Count of Cerwyn, it was his aim to establish not only a new source of defenders for the
embattled frontiers, but also an encampment in the marches which would itself be a bulwark
against the humanoids of the Kahzgaz Mountains and the forests of the west and south. And
so he came to the partially-ruined village of Tirre, and built a wall and moat about it, and
replaced most of the inhabitants with the first apprentices of his College of Fighting Men.
The buildings were replaced with low houses of solid construction, a few two-storey
buildings for the College and an imposing three-story house for himself. The encampment
soon became known as one of the finest armed villages on the frontier, and its name was
thereafter Tirhalter.
But the initial flush of enthusiasm soon died away. Cirann, had over-stretched his
budget, and was unable to spend money to find the Royal Patronage he needed. Few noble
families sent their sons to the village, and the population fell to less than 300 from its height
of 2000. Over the same period, three dangerous sieges came close to taking the town, and
the cost of repairs completed the withering of the family fortune. Cirann became insular,
bitterly complaining that the Count had let him down, and the College was almost forcibly
closed.
Tirhalter underwent a transformation. Instead of keeping the peace in this part of the
County, the village began to attract the kind of adventurous younger sons from poorer
families who revel in battle for loot and plunder. The village became a base for raiding
parties to strike out into the hills and forests, looking to draw the humanoid tribes into
battle. But even this tactic was not entirely successful, for the feckless leadership of the
Olvorr clan twice took large numbers of fighting men into ambush and death. It was almost
inevitable that the inhabitants should slip into a kind of brigandage, aggravated by the
racialist sentiments so commonly held by members of the Olvorr clan. Small groups of
Tirhalter youths began causing trouble in the nearby village of Kaantinnen, and there was a
pitched fight some years after. All this served to push Tirhalter further and further from the
centre of gravity in Cerwyn, so that it was infamously known as a bandit town. This is over-
stretching things a little, but a common Cerwyn saying sums up what Tirhalter has become.
A man is said to have left his home and travelled the by-ways of Cerwyn. He went to
Burghalter and became rich. He went on to Jarhalter and became wise. Next he came to
Tellhalter, where he became famous. He came to Tirhalter to die, and that is all anyone
remembers of him now.
TIRHALTER TODAY
Many of the houses stand empty, abandoned to the elements. Many others are in bad
repair. Tirhalter is still in decline, though the impression can be given that it is a place of
virile, aggressive action. Such money as the inhabitants do have comes from plunder; the
farming carried out to the north and east is patchy and uneconomic. Sheep and cattle are
grazed to the west, but the risk is always that they will he carried off. Tirhalter remains the
fief of the only people in the village who can lay claim to have any property at all; the Olvorr
clan. The key - indeed, the only - institution in Tirhalter is the College for Fighting Men. The
head of the Olvorr clan still keeps up the pretence that this is a training centre for the sons
of gentlefolk, but the present students are a rough and ready bunch of ne’er-do-wells, badly
led though excellently trained. The students are taught the rudiments of battlefield craft,
with emphasis on infantry tactics and weapon skills. The Fighters’ Guild recognises the
College, though it feels no need to be represented here.
The College is run entirely by the Olvorr clan, according to their own peculiar
concepts. The present head of the family - who bears the name Cirann, like the founder - is
the Master of Champions. His role is to supervise the actions of his deputies, the two
Masters of Heroes and the two Masters of Veterans. Another member of the family, usually
the youngest male with any fighting ability, is known as the Test of Veterans. Currently, the
holder of this position is such a weakling that the Tests have been abandoned.
Students are accepted at Tirhalter at any time, provided they can meet the code of
entry. This stipulates that the student must be a human, trained to date only as a fighter,
with a clean record of legal behaviour throughout the Domains (not something that is
checked up on), and able to pay fees of l,500gp per ‘term’ (in game terms, the fees are to be
collected at each level rise, as an alternative to the normal training system in the campaign).
The candidate must swear loyalty to the Olvorr family and the laws of Tirhalter, and agree to
take the God Dayleeh as his or her own.
RELIGION
Religion in Tirhalter is a fairly haphazard affair. Although Dayleeh is the only ‘official’
deity, several others are worshipped privately, and the practice is tolerated so long as this
does not become incompatible with the official line.
CTi1 The Temple of Dayleeh: The Temple is a large building, the only one in the village
allowed to rival the majesty of the Olvorr home. Its towers rise to three storeys, but otherwise it
is a high-roofed, single-storey edifice. The southern tower contains living and training areas for
the resident clerics, while the round northern tower holds a bell in its domed roof, and several
areas for private worship (one of which is exclusively used by the Olvorr clan). The entire
population of the village turns out on two weekday evenings and in the afternoons during the
five Festival days of the summer. The clerics hold a monopoly on all medical services.
The business of the Temple is presided over by Ol-Antonn, family holy man for the past
Dayleeh-knows-how-long years. His assistants are combative, but have some good qualities. In
many villages, the priests of a monopoly religion like this would have enormous power and
influence, but politics is not something that comes easily to a Dayleeh-worker....
CTi1a Ol-Antonn; M; C8; LN; hp 68; AC 4; CT1b-d Gutonn; Human Male; C5; CN
mace +4 Very silent, giving everyone a bad
Human Male impression; his loyalties are to himself,
and most people seem to know it; hates
S 15 Very aged, white-haired, thin; wears the sight of Rann and is very jealous of
grey robe which hangs on him like a
I 12 Hiero‘s popularity
sheet
W 18 Rann; Human Male; C3; LN
Priest of the Temple of Dayleeh and
D 13 Master of Worship Likeable, though somewhat difficult
to approach at first because of a brisk
A decent man, but not pleasant;
C 7 ‘I'm busy’ attitude; Antonn‘s most
speaks his mind very audibly; highly
Ch 9 practical, loyalties lie with Dayleeh, promising pupil; thoroughly dislikes
Gutonn and has the knack for putting
the Olvorrs and the people of Tirhalter
him into positions where he appears to
- in that order
be entirely in the wrong
A useful contact, as he knows
everyone in the ‘halter, also has Hiero; Human Female; C1; NG; hp 6;
Domain-wide contacts through religion AC 7; Cha 18
Everybody’s friend, doing her best to
be likeable; knows a lot of secrets, since
many confide in her; uses her
information for the furtherance of the
religion - a dangerous game
CIRANN-QUARTER
This area is off limits to anyone who is not a member of the Olvorr clan, or does not
have official business there. The students are encourage to beat the living daylights out of
anyone who does not adhere to this rule.
CTi2 Olvorr Clanhouse: The Olvorrs live here, in the house that Cirann built to establish a
dynasty. The original house was magnificently decorated and furnished, and later heads of the
family have allowed further improvements. However, much of the recent work is shoddy, and
the new furnishings are scrap. In many ways, the house is like a junkyard.
Eight people inhabit the house. They do not represent the whole of the Olvorr clan, merely
the immediate family of Cirann. He was once as great a warrior as any that his family have ever
produced, and even though age is telling on him, he is still someone few would choose to test.
His weakness - an almost inherited one - is that he believes his own propaganda; the College
will one day be the finest institution in the land, attended by all the noble families of Cerwyn,
and that in the meantime a few indiscretions against the filthy dwarves and the sneering elves,
and all the humanoid rubbish beyond the border is perfectly reasonable.
His wife, Niara, whom he met while in the service of the Count of Cerwyn (a brief attempt at
a reconciliation during the life of his father), has borne him four sons and two daughters and is
exhausted with life. Having such a motley brood of children has probably broken her heart. The
eldest, Freirr, is a troublemaker and a true son of the Olvorr clan. He cannot wait to be head of
the family and Master of the College for himself, so that he can step up the pillaging of other
villages. He has the most appalling relationship with the other Master of Heroes, his uncle
Iamsonn, who he has challenged to duels, was assaulted by students, and whose house he set
fire to. Probably unbalanced, Freirr will make a fine Olvorr one day.
The twins, Jonann and Wilm, are quieter, but no less afflicted with the Olvorr lack of
responsibility. Wilm is a violent hedonist, constantly trifling with girls in the village, and injuring
students in training. He is probably the finest swordsman in the whole of Cerwyn, but is fatally
doomed to keep trying to show it to everybody. Jonann was much the same, until a training
accident which cut off a leg and shattered an arm. As a cripple, he has become the mouth-piece
of the family, a clever and twisting demagogue. Both the twins are fiercely loyal to their father,
and against Freirr.
Aya, the eldest daughter and the second Master of Veterans, is a tough tutor and a brash
fighter, equally anti-Freirr, though for her own reasons. Ellas, the second daughter, is waiting
for a reasonable marriage opportunity. Originally she showed great promise as a war-leader,
but a silly romance has totally ruined her, and all her skills are gone.
Lastly, there is Calsonn, the Test of Veterans. As such, it should fall to him to examine the
skill of students after each ‘term’ of training. But Calsonn is hopeless, normally being sick as
soon as he has a weapon in his hand. Consequently, the Tests have been abandoned, and
Calsonn is a dilemma to his father, who cannot think of a thing to do with him.
CTi2a Cirann Olvorr; F10; LN; hp 68; CTi2b Freirr Olvorr; F8; NE; hp 39; AC 4;
AC 2; broadsword of dancing longsword of wounding
S 1840 Very tall, but stooping with age; iron- S 1811 A younger, shorter version of his
grey, shoulder-length hair father
I 13 I 16
Master of Tirhalter, Master of Cirann’s heir, Master of Heroes
W 8 W 11
Champions Wants to rule Tirhalter; plans to steal
D 17 Absolutist; obeyed or feared, happy to D 13 father's sword‘, kill him, and leave the
settle disputes by the sword sword planted on someone who can
C 16 C 12
Well aware of his son’s plans, but take the blame
Ch 13 Ch 8
hopes nothing will happen; unaware of Knows most of what is going on,
Tepol's intentions including the Students’ unrest.
Calsonn Olvorr; Human Male; F2; NG; hp 12; S I7, W 7, Ch l5; Shortest and youngest of
the Olvorr clan; has a surprising shock of red hair; Test of Veterans; knows most of the Trainees
in the Veterans’ Quarter because he fought nearly all of them!
Niara Olvorr; Human Female; Fr6 (formerly R5); N; hp 28; I l6, W 15; Ch l4; Plain-faced,
but coppery hair and bronzed skin give her an exotic look; disapproves of the tension in the
family and recognises Freirr as the cause; she has contemplated murdering him, but cannot
stoop to such a deed herself; suspicious about Tepol (CTi7a).
CTi3 Clan Cemetery: Here lie the remains of many past members of the Olvorr clan. The
triangular building to the southeast is the tomb and memorial of the founder of Tirhalter,
beneath which there is reputed to be considerable treasure, though this is denied by all the
Olvorrs who know that the wealth has been plundered over generations to maintain Tirhalter in
the face of its economic decline.
CTi4 Gatehouses to Clanhouse: One of these is a stable-block, with servants’ quarters above.
The other houses the family of Cirann's brother, Iamsonn. This junior branch of the family is
completely in the shade, suffering from the ostracism and spite of Cirann and his offspring. Still,
they have fared better than many other junior members of the family - they're still alive.
Human Male
D 16 Master of Heroes
Quiet and unremarkable; hides
C 17
behind air of complete indolence;
Ch 9 will do virtually anything to ensure
the safety of his family
Has hidden away for so long, most
people have forgotten him; some
Tirhalter villagers would prefer him
to Cirann or Freirr any day
HEROES QUARTER
These are the living and training quarters of the senior students. Fighters of level 4
and above train here under the tutelage of Freirr and Iamsonn. There are ten Heroes in the
halls of this quarter, men who unable to pursue their careers elsewhere. None have come
here for the training - many might be considered better fighters than either Freirr or
lamsonn - but because they need somewhere less public to hide. The Heroes are expected to
be at the forefront of attacks on neighbouring hamlets and the raids into the forest and hills,
but only two have any ambition beyond that. Denbras is the elected Champion, the most
senior student. As such, he looks after the welfare of the others as best he can. In the face of
the calculated spite of Freirr and the general lack of finance, this is a hopeless task. For
Denbras, the answer is to seek for more forceful leadership from the Olvorrs, to whom he
remains loyal. In any conflict, Denbras would be important - most of the other Heroes follow
his guidance - and he would only oppose Cirann if he or Freirr went too far. Otherwise, the
Heroes are an obstruction to change.
Tepol is a different matter. He came to the ‘halter after fleeing the Theocratic
Principalities and travelling overland to Cerwyn. He became friendly with Cirann, and many
believe Tepol was responsible for the death of Cirann’s father and all his brothers except
Iamsonn. His reputation, therefore, is as the hatchet man of the Olvorrs. He is, in fact,
seeking to overthrow them, being in the pay of the Countess Flavia of Cerwyn, who would
dearly love to have Tirhalter under proper control. Tepol has many supporters among the
lesser students, but knows Denbras and the Heroes are too strong to overcome on the way to
dealing with Cirann and Freirr. If additional help were to appear...
CTi4 Champion’s House: The current champion is allowed to use this fine kite-shaped house.
Denbras fills it rather inelegantly.
Human Male
12
S 18 Very large, almost fat; bristly black
beard and straggly hair; wears sword
I 12
in sash around waist; thundering
W 11 voice
D 6 Champion
Likeable; loves telling tall stories and
C 17
rude jokes; drinks ale by the keg; if
Ch 15 challenged, brave and strong, but
not naturally quarrelsome
Has plans to leave Tirhalter before
much longer, being tired of keeping
other students ’ morale up in the
face of all the reverses, a strong
Guild man, with many useful
contacts in many armies
CTi6 Master of Heroes’ House: Currently empty. Either Freirr or Iamsonn could take
residence here if they wished. Freirr does not because he wishes to remain close to the seat of
power, Iamsonn for exactly the opposite reason.
CTi7 Tepol’s House: Tepol lives here with three other Heroes. This house is well-known as being
the scene of lively political debates
Tepol of Borth; F6; NE; hp 40; The other Heroes of Tirhalter can be found
CTi7a
AC -1; bastard sword +3 living or hanging around here. They are F4-5, AC 2-3,
hp 24-29, armed with a magical weapon. Though they
Human Male
follow Tepol for the sake of entertainment, they are
S 16 Smiling, good-looking student; very Denbras’ to a man, and are therefore a prop to the
fit; short hair, strong eyes; wears continued success of the Olvorr clan.
I 15
plate and cloak of warmth (protects
W 12 wearer from cold weather
18 conditions) - a gift from Cirann for
D
services rendered
C 17
Student - also Colonel in the secret
Ch 10 service of Countess Flavia
Ambitious, ruthless, skilled; smiles a
lot, says little; has knack for seeing
the right moment to make a move or
change sides
A servant of the Countess in High
Lygol, but otherwise unknown
VETERANS’ QUARTER
The junior students, about 40 F1-3, AC 3-5, hp 8-17, armed with polearms or swords,
live here. Most are impoverished younger sons of farmers, with a scattering of petty crooks
from out of the way places thrown in. Unprincipled and uncaring, they will as happily follow
a revolt against the Olvorrs as they would a raid led by Freirr against High Lygol itself, so
long as there was money in it. Most follow Tepol, a few have been recruited by Iamsonn.
CTi8 Master of Veterans’ House: Also currently empty, although Aya plans to move in once
she is confirmed as a third Master of Veterans - an event which will further confuse the loyalties
of the junior students.
TRADERS’ QUARTER
CTi9 Smithy Square: A small market is held here twice weekly, with travelling pedlars adding to
a small trade in home-grown foodstuffs, locally produced clothes and homewear and a thriving
trade in ales and wines. This is also the area where potty thieves are punished in stocks.
CTi10 Smithy: The Smithy is the only profitable business in Tirhalter, producing the armaments
needed for raiding and training. Graven Marda is a superior craftsman, with his own
leatherworker and carpenter, and can make anything from a siege engine to a valuable dagger.
Prices are high, but the Olvorrs buy nearly everything, so there’s no complaint.
CTi11-12 Warehouse & Stable: Graven has quite a little trading empire. His warehouse has lot
captured in raids on neighbouring hamlets, which he ships to far parts of the Domains to be
sold. The stable houses the College horses. Seeing as he keeps his eyes open, Graven will be
among the first to see newcomers to town; and since he has every interest in seeing things
stay as they are, he will betray anybody to Freirr who goes along with his whispered ideas
that things would be better here if only the Olvorrs were gone.
Human Male
CTi13 The Stone Circle Tavern: A modestly good hostelry, with fine ale and reasonable
prices. Lack of contact with outside world makes things like spirits pricey, but most things
can be purchased after a little gold changes hands. Guest rooms are empty - this is no tourist
resort, after all.
CTi14-15 Bank & Pawnbrokers: Tirhalter uses a system of currency based on barter and bearer
bonds to make up for the fact that so little actual currency changes hands. The bonds are
pieces of paper carrying fixed amounts in gp amounts; these are bought from the bank for the
price shown plus l0%. The bank is even more important for the regulatory work it does on
bartering, fixing the number of hens to be traded for a sheep, the worth of hay, the price of
beer.... Add to that the fact that he runs the village pawnshop, and Kenet Osef runs a
lucrative business, but for the fact that the Olvorrs take an official 40% cut, and Freirr
collects an additional 20% for his private purse. Still, by only fixing high prices for a
commodity when he has some, or by accepting inducements, Kenet is living well, which
makes him a supporter of the regime, although not of Freirr.
CTi14a Kenet Osef; Human Male; Fr4; NE;
hp 18; AC 9; swordstick
Human Male
TOWN QUARTER
The ordinary townsfolk of Tirhalter have made their community here, near an old well.
They form the nucleus of a ‘normal’ community, though there are many of them who have
fallen prey to the easy pickings that come from pandering to the needs of the students.
About 150 adults have their homes here, mostly Fr1-2, Neutral and without any weapons.
TRAINING QUARTER
This, and the two areas marked 16 are outdoor training fields, where most of the
weapon practice takes place. Archery butts, practice dummies and other items are scattered
in profusion in these grassed areas.
GATES
The section behind the gates has one interesting feature; twin statues, 15’ high, of
armoured men wielding mighty swords. The figures represent the first Cirann Olvorr and the
greatest Champion, Natan di Revorllers. The swords cross above the pathway, supposedly
symbolising the setting of a challenge to excellence by these two great men. Those who
would see the Olvorrs cast down tend to take a more literal view that the only challenge to
Cirann can come from the Champion student. Tepol holds secret conversations with other
plotters beneath the statues at night.
The OLD VILLAGE
Beyond the 10' high stone wall, with its 15' high towers and the 10' deep ditch, are
open meadows of patchy grass, broken only by a track leading south-east towards Roseberry.
Just beyond the gates, a few tatty buildings from the old village of Tirre remain. In ten
houses about 60 people live by herding sheep or scrawny cattle. The only feature of this
hamlet are the small inn at 17, and the house of sooth-sayer, Freia, at 18. If the GM has
some method for introducing prophecies into the game, then he or she might like to have
Freia offer the PCs pronouncements on the future of the village and the Olvorrs. She seems
to have some undefinable power; and she is never wrong....
Human Female
D 11 Sooth-sayer
Confident, business-like, has great
C 7
hatred for Freirr but hides it - she
Ch 15 knows that Tepol is plotting to see
him slain and the knows what the
outcome of the revolt will be; loves
silver
The most important of all the
villagers, and the source of all their
wisdom; has no reputation beyond
the immediate vicinity of Tirhalter
PLOTLINES
Most action in Tirhalter will range around the fact that the village is ripe for revolt
and that there are a number of different factions who might profit or lose through such a
change. The following is a summary of the potential groupings, and the way the PCs may or
may not be drawn into their web.
1. Cirann himself still has plenty of mileage left in him, though there are surely too many
people lining up against him for him to survive long. This might make him one of the first to
approach the PCs, offering money (not at lot, mind you) for protection. He knows Freirr is
the main threat, but will not deal harshly with his eldest son. His support comes from
Denbras, the Heroes, Kenet and Graven, but only the latter two will follow him anywhere.
2. Freirr is on his own, save for the fact that the Heroes and Veterans obey him out of fear
and for money. Needing a power-base, he might offer the PCs some kind of partnership in
the running of Tirhalter, though it is not a deal he would want to honour. He is capable of
shifting his ground to ally with just about anyone other than his father or Iamsonn.
3. Jonann, Wilm and Aya would be another faction, at least at first, with Elias, Calsonn and
Niara in their shadow. All want to see Freirr removed, and might be able to find money to
tempt the PCs to act. This
grouping has little future,
however, since none of the
students nor the population of
Tirhalter support them, and
they will divide into smaller
groupings once Freirr is
removed. Ellas might make
some romantic connection with
a PC, just to add further
confusion to the story.
4. Iamsonn, seemingly useless,
has two major assets. First, he
would be the immediate choice
of the villagers, if Cirann and
Freirr were gone (in fact, this is
the only active opinion the
villagers would put forward). Second, Cristonn would be a genuinely beneficial ruler for the
village in a few years time. If the PCs began to look as if they were in a position to make
changes happen, the villagers would approach them and ask for their own candidate to
succeed, and suddenly the PCs would have important allies.
5. The Heroes and their leader, Denbras, are a floating obstruction to change, but assuming
Cirann were gone, could be the vital component in deciding who took over.
6. Tepol and the Veterans are ready to take the first step in altering the current balance in
the village, though Tepol has managed to achieve this with only Freirr and Niara getting at
all suspicious. In any prolonged situation of unrest, Tepol could play an unbeatable trump
card - the military strength of the County of Cerwyn, which could sweep away anything short
of a village united against them.
7. And, of course, there are other groups with a healthy interest in Tirhalter. The humanoids
of the hills to the west, or the villagers of Kaantinnen might be glad to see Tirhalter broken,
and both would be sure to find out if the village were in confusion over disputed leadership,
or if there had been much blood-letting. Several hundred orcs and goblins might settle the
question of who owns the village rather more quickly than anything else...
The GM should not be afraid of using Tirhalter as a short scenario, involving the PCs
in spiteful political battle, before allowing them to use the village as a base for operations in
the Kahzgaz range and beyond. Once the matter is settled, other NPCs should be drafted in
to provide a new background. The PCs should only be allowed to take over the running of
th
Tirhalter is they are 8 level or higher. Otherwise, Flavia will take it herself.
BEYOND CERWYN
This section is an overview of the areas around Cerwyn and the City League. The
sections below give brief notes - a thumbnail sketch of each of the domains shown on the
map.
The DOMAINS
County of Bereduth: Bereduth is a large and relatively poor domain stretching along
the upper valley of the Lygol river. Although established 200 years before the Cerwyn,
Bereduth was always under pressure from the humanoid tribes from the surrounding peaks.
By the time the County had suppressed these in a series of bitter campaigns and was strong
enough to expand towards the sea Cerwyn was in the way, its armies paid for by Osport
silver.
The ruling house of Bereduth --the d'Erebia family - have managed, by cunning
diplomacy and several dynastic marriages, to ally themselves to the House Micreta. The
current Count, Nortus (the brother of Sir Ewan d'Erebia, the Marshall of Cerwyn) has plans
to marry his eldest son, Tyan (F7, hp 32/39), to Countess Flavia Micreta, despite the fact that
the two are cousins, and Hellis II, Baron of Kalos also wants to marry the girl. Children of
such a marriage would be heirs to the titles of Bereduth and Cerwyn.
Bereduth has a small population for its size, made up mainly of cattle farmers - in total
no more than 40,000. The d'Erebia family's military forces are small. proficient and wholly
occupied with the suppression of humanoid clans.
Principality & Kingdom of Korrath: At much the same time as the Barony of Kalos
became independent. the Princes of Korrath also declared themselves to be sovereign rulers,
although nothing could be further from the truth. The Principality of Korrath – in reality little
more than the port of Emear and its surrounding fields - is the domain traditionally
conferred upon the second born of the monarch of Korrath - but only for the lifetime of the
King. On the death of the monarch the first born assumes the title, and the Prince or
Princess become the High Lord of Korrath, the new monarchs chief adviser and war leader.
This system has ensured stable government under the same family, the House Vos
Ambry, for the last 500 years, as provision is made for the monarch to be well schooled in
the theory of politics and rulership, while the High Lord has the practical experience and
cannot cause too much harm while learning the ropes of government.
The two halves of Korrath have different coinage and legal systems (in the Principality
the only proof of innocence is Trial by Combat, while in the Kingdom Trial by jury is widely
practised), but have a unified feudal army (some 2,500 troops if all are called out) and all
taxes go to the Royal Treasury at Corratical.
The current Queen, Riella IV, her brother. High Lord Mirkus and her son, Prince
Borutes I, rule a nation of 25,000 people.
Barony of Poritas: For the last 200 years, the Baron of Poritas has been just one
man. Iren Fredeas Poritas was once the High Wizard of Poritas Magnae and Baron of
Poritas; now he is only called Iren the Undying. As a result of a poorly-worded wish spell, the
unfortunate Iren Fredeas is doomed to unending life, although he is now over 264 years old
and suffers all the effects of such years, save senility. Even assassination attempts have
proved unsuccessful - Iren Fredeas spent an interesting year of his life with poison burning
in his veins.
Although Iren Fredeas‘ physical powers have long since failed, government cannot be
legally passed on to another member of the family, as no one is sure what wording the old
man used in his spell; all are afraid to depose him in case it results in the devastation of the
Barony. Iren Fredeas does nothing to quell these fears, as he needs the comforts of his
position to make his endless life bearable. Thus, Iren Fredeas' son, grandson, and great-
grandson have grown old and died as Barons-in-Waiting. Other members of the family have
realised the futility of their positions within Poritas and have made good marriages.
Were it not for the tragedy of his plight, the governance of such a domain by a body
known as ‘The Council of the Bedchamber' would be comic. However, under the Council of
the Bedchamber the Barony has flourished. Save for the City League, Poritas is the height of
art, culture, and politics in the region. and its 35,000 people live under a liberal regime
where death is a rare punishment reserved for treason, murder, heresy, theft of goods worth
more than 1gp, some cases of adultery and giving short measure.
The long, eastern frontier with the Cammarus See is marked by the GreyHills, a region
of infertile uplands, largely given over to herders and a few minor orcish clans. The Grey
Hills are breached by many passes, the major one being the trade route from the capital,
Poritas Magnae, to Dolterion in the See. Further north, the area known as the Wilderlands is
a high plateau of mountains and forests, marked principally by a climatic pressure centre
about 40 miles north-east of Caer Darus, which sends out swirls of rain-bearing cloud over
most of the sub-continent. This generates powerful winds, which whip along the coast from
Skenos to Zimloth and beyond, providing fast passage for ships on their way to the
Tradecities of Xir.
There are nine towns of any note. Poritas Magnae is the capital and seat of Baron Iren
Fredeas Poritas, with a small population of courtiers, magnates, servants and traders. Argos
is a trade port, with 9,000 inhabitants, dominating the out-bound trade routes from Cerwyn
to the Xirian cities. Camath and Poria are minor ports dealing in localised trade within the
Domains, while Skenos is a fishing and ship-building town with a generous reputation for
war-galleys. Zimloth is a tributary town, nominally under the Baron’s control, but operated
by a Guild financed by Xirian city-states, and providing them with an advanced trading
centre. Seahold is also semi-independent, from where the mercenary and privateering order
of the Dagger Brotherhood operate their bloody trade. Barul is a farming centre. The total
population of the Barony is about 35,000.
The citizens of Poritas are regarded as scrupulously honest men and women. Art,
poetry and letters thrive in the realm of Iren the Undying. And so, occasionally, do
adventurers, who can make for the Wilderlands, and find death or glory there.
Barony of Kalos: The lands of Kalos are, technically, a sub-fief of the Province
Palatine of Kosre, but for 70 years the Barons of Kalos have never sworn fealty to the
Admirals of Kosre. 209 years ago the Province Palatine of Kalos was established by the
Huldoa family (see ‘The Province Palatine of Kosre’), who had too many sons chasing too few
titles at the time. The new Barons Palatinate inter-married with the ruling houses of Poritas
and Korrath - a process which made the Huldoas somewhat independent in their outlook.
Seventy years ago this independence finally surfaced, and Baron Hellis repudiated the name
Huldoa, adopting instead Kalos as the new family name.
Since that time, the Barons of Kalos have enjoyed excellent relations with all the
domains in the area, except the Cammarus See (with whom no-one has good relations), and
the Kosre, the former overlord of Kalos. The Kalos family have had the good sense to marry
into many of the titled families of the region – and into money as well. Many of the younger
members of the family are married into guildmaster and merchant families.
The development of the Barony was impeded in the first place by the Admirals of
Kosre, who didn't want too powerful a subject state, and then by the need for defence
against the revenge of the Admirals of Kosre. Since the break with Kosre, there has not been
a single year in which at least a skirmish or a small running battle at sea did not take place
between troops from Kalos and Kosrean forces. As a result, the Baron's troops, some 5,000
soldiers and 1000 sailors out of a population of 40,000, are the most practiced and proficient
in the region.
The current Baron, Hellis Kalos II, (F11, hp 60/70) is negotiating with the Council of
Guardians of Cerwyn for the hand of Countess Flavia, but so far without much success.
The Cammarus See: 367 years ago, the Prophet Naxos had a vision of a Holy
Imperium, ruling the world from a city floating on a lake. The prophet's powers of persuasion
were such that many flocked to his banners, and the Cammarus See was established as the
first part of the Empire-to-be. The faith of truth, justice and absolute obedience to superiors
would be spread from this stronghold by the sharpness of its proselytizers' tongues and
swords.
In the intervening years the vision has become more than a little tarnished as the
cares and pleasures of the world impinged upon the Hierarchs of the New Order. Strangely,
the peasants of the surrounding dominions saw little attraction in exchanging secular
masters for a those who claimed direct authority from the gods, and the jihad to convert the
world declined in vigour as the See grew richer.
The governance of Cammarus is the responsibility of the Hierarchs, an anonymous
body of 27 men referred to only as the High Brothers. Although they claim religious status,
the Brothers and their associated state/church bureaucracy, the Holy Order of the New
Imperium, have no clerical abilities whatsoever. Within Cammarus this is seen as a sign that
the land is filled with sin which must be rooted out.
As a consequence, all foreigners, (especially elves, dwarves, and halflings), those who
are a little slow of wit, the ugly or old, people with blond hair or anyone who the officials of
Holy Order dislike are denounced as sinners and enemies. The punishment inflicted is‘
usually exile and forfeiture of all goods, but death by stoning or impalement is not
uncommon.
Surprisingly, the people of the Cammarus See (some 65,000) accept their lot, as they
are unexposed to outside influences ‘which would corrupt their souls’. When the See has
been threatened by war the entire population - almost regardless of age and sex - has risen
in arms to the defence of their land, their lack of military ability at all levels being
compensated for by their fanaticism.
Merchants are allowed to land goods only at the port of Stanegard, and to import
them by land only to Dolterion. Trade is always by barter, the chief products of the See being
cloth and cereals, and supervision by the Prophet's Sons - the military - is strict. Traders are
never allowed near the town of Cammarus, although diplomatic missions have been
tolerated.
Province Palatine of Kosre: 1,400 years ago, the Empire of Almete fell when the
Imperial generals fought for the privilege of occupying the Black Throne. The Empire
dissolved into a mass of statelets, endlessly warring amongst themselves, while the
barbarous hordes destroyed them one at a time.
In the last days of the Empire Ynys Kosre and its Imperial naval station were placed
under the command of a once-barbarian admiral, Sceris Huldoa. In the years that followed
the title of Port Admiral of the Kosre Fleet became hereditary within the Huldoa family, and
the Province Palatine was established - the Huldoas claiming to represent the true heirs to
Almetian greatness. Unfortunately for the Admirals, in the intervening years other domains
have risen - domains which owe nothing to the Imperial legacy, save for Kalos which is a
constant insult to the pride of the Huldo family.
Ynys Kosre is still the centre of the Province Palatine, although years of inattention
have not been kind to the facilities at the naval yards - but the yards are still the biggest
docks in the region outside the City League, and are the basis of Huldoa power. The
‘Almetian Fleet’ - a group of little more than state pirates - preys upon shipping, extracting
‘Imperial tolls’ (typically a tithe on a ship's cargo) for the most part and sinking one or two
ships a year. The other domains in the region lack the naval power to put a stop to the
Fleet's activities, or are content to pay the tolls in exchange for being left alone.
Under the present Admiral, Brekekekex Huldoa, Kosre has poor relations with all the
other states in the area. Kosrean merchants, travellers and even their coins are treated with
suspicion and contempt. Only in the City League - where the colour of a man's money counts
for nothing - are Kosrean coins worth their full value; elsewhere only a skillful bargainer can
hope for better than half the value of his coins.
The Province Palatine's overall population is approximately 80,000, of which 2,500 are
under arms serving with the Fleet and a further 750 as a border militia.
FASTROCK
One reason that Guillon's fortune was spent so rapidly was that the first fort, Fastrock,
cost a sum beyond belief. The fort has many magical protections, not the least of which is
that it has no normal entrance. Instead, there is a space below the fort on the valley floor
which marks the bottom of a levitation column. One mounted figure at a time can be
levitated up into the fort through a space in the floor, provided that both horse and rider are
wearing Ranger amulets. Within the fort there are stables, barracks and various rooms
designed for defence, that can fire all manner of magical spells (fireballs and webs in the
main), missiles and other defence materials (boiling oil, rocks, that sort of thing) onto the
mountain face or into any of the valleys below.
Permanent anti-magic spheres surround the fort, and the Rangers themselves keep a
vigilant watch, aided by a complicated system of alarms and magic mouths. Clearly, if
someone were able to disintegrate the mountain, the fort would be destroyed, but
otherwise...
The RANGERS
The dedicated members of the Ranger Battalion number 17, lead by Coronev the
Immortal, a legend-laden figure who most of the PCs will have heard of in connection with a
whole host of seemingly-impossible escapades. When the money ran out after the Battalion
moved into Fastrock, it was he who persuaded the others to stay on, and try to fulfill the duty
they had been given. The Rangers obey Coronev without question, even though there is no
real reward in it for them, and only death as a long-term prospect. Fifteen years ago there
were 55 fighters here; despite having attracted an average of 5 new recruits a year, Coronev
has seen his force whittled away.
RB1 Coronev the Immortal; R6; LG; RB2 Levann-Cryft; R5; LG; hp 39; AC 2;
hp 50; AC 4; longsword +1 longbow +2, broadsword +1
Human Female
MINOR NPCs
Less important NPCs will be described merely with their name and a few descriptive
sentences. All are NM/F0 hp4 unless otherwise defined. it is of course, possible that an
otherwise unimportant NPC gains undue attention in a game, in which case the DM should
add whatever stats are required.
ABBREVIATIONS
The following abbreviations will be used in the NPC stats, in addition to the normal:
Assassin; Acrobat; Barbarian; Bard; Cleric; Cavalier; Druid; Fighter; Freeman; lllusionist;
Monk; Magic User: Paladin; Ranger; Thief, ½ -ling, ½ -Elf; Gnome; Human; ½-Orc
SPELLBOOKS
Spellbooks show level, followed in brackets by the spell as numbered in the rule book,
with an asterisk if it is currently memorised; e.g. 1 (2,3*) means that the MU has the first
level spells numbered 2 and 3, in her spell book and that number 3 is currently memorised.
Full spell memory will not normally be allocated, to allow the DM flexibility.
APPENDIX 2: The FREEMAN or FREEWOMAN
A new NPC character class for use in towns and cities
Cities are not just populated by a mixture of exotic adventurers and thousands of zero-
level fighters (NM/F0). There will be many representatives of the adventurous classes, and
there will also be the social also-rans, the low-lifes, but a great many of the people will be
Freemen and Freewomen, representing merchants, business people, functionaries, clerks,
bankers and many other mundane trades. In order to allow these people a little more depth
in this campaign, we suggest that DMs make use of the Freeman character class hereafter
detailed. Note that this is not intended to be a class available to player-characters, and after
a quick look, very few of your players will be that keen anyway!
Character abilities
The abilities are as normal and are rolled as normal. There is no reason why these
people should be any less or any more able than the average adventurer. In certain
circumstances, the DM should reduce some ability scores to allow for the less-than-
strenuous training that non-adventurers may have had.
Cv / Pl F / Cl T As MU / I Sl Notes
1 1 1 2-3 2 2
3 4 5-6 9 7 5
5 7 10 8 6 City-wide reputation within class
4 6 8-9 11-12 9 7
7 10 13 10 8 Name known all over the City
Social Level can be used to modify Reaction rolls by the difference between levels.
Note that the Social Level depends on people knowing about you; if not a Guild member or
an authentic self-publicist, then SL will be lower. Temporary SL increases can be bought by
indulgent spending of money; 5,000gp buys a one-level increase for two weeks.
APPENDIX 4: THIEVES, LOCKS & DOORS
There are five (at least) different ways of locking a door:
(1) a tumble lock accessible from both sides (like modern mortise locks)
(2) a tumble lock similar to type l but only accessible from one side
(3) padlocks
(4) bolts
(5) bars.
The standard AD&D rules seem to assume that only locks of type 1 are ever
encountered. as there is no advice to tell DMs how to cope with thieves faced with any of the
other varieties. This has led to material presented in modules and magazines ignoring these
variations and possibilities.
As can be seen from the key below (and on the map of the safe house in the Old
Bastion #34) a great deal of information can be included with a few symbols.‘ With this new
knowledge the DM can make the adventure more or less difficult for the players depending
on their inventiveness and the DM's attitudes to how a thief could deal with the various
options. For example it may be considered that only type 1 locks can be picked from both
sides of a door whereas types 2 to 5 are unpickable from the ‘wrong’ side; or they may
require special, expensive, tools to do the job; or they may make no difference at all; or
some. like bolts, may be unpickable under any circumstances.
Whichever way, as DM, you choose, you will have more options with these new
symbols.
APPENDIX 5: MAKING a LIVING in the THESPIAN’S GUILD
Not everyone in the world makes their living from seeking out nasty holes in the
ground and persuading innocent cockatrices and shambling mounds to give up their hard
earned cash. Some people actually work for a living. Not least among this peerless group are
those who work within the brotherly embrace of the Guild of Thespians. Nowhere is the
distinction between the haves and the have-nots more clearly defined: a Thespian with talent
can be assured of fame, food, and a fortune; one without could have fame of a kind, inedible
food thrown at him or her, and be fortunate to escape alive. Even in the City League there
are those who care genuinely about public opinion.
Counted among the Thespians you will find:
- actors, either singly or in bands, who with memorised word and studied movement
recreate heroic deeds or moments of love unrequited;
- yarners and jokers repeating sagas of epic proportions and merry jests;
- prestidigitators astonishing the crowds with their sleight of hand (or, who knows,
genuine magic!);
- jugglers apparently defying gravity and appearing to have four hands (those
jugglers that already have four hands would be expected by the discerning crowd
to appear to have at least six);
- acrobats performing death-defying stunts and fine feats of balance;
- ventriloquists causing consternation by casting their cries about the courtyards;
- animal trainers and their performing xorns, hoar foxes and gelatinous cubes;
- dancers enchanting all with their grace;
- mummers causing laughter and tears and never uttering e word;
- singers giving voice to the feelings of the ordinary people and keeping a wary eye
open for any wandering bards (you might seek to emphasise their monopoly in that
field);
…all these and more you will find - each one vying with the next for the praise and
reward of the crowd.
What then of a PC who needs to make enough for a hot supper and a night's shelter?
As can be seen there are many professions to lure him, all of which fall under the aegis of the
Guild of Thespians. Naturally, a player will be well advised only to attempt those things at
which the character would have a reasonable chance of being competent. Remember,
though, that no PC would ever be as good as a trained Thespian - they simply would not have
the time to acquire the expertise and polish. A magic-user or illusionist should have no fears
of prestidigitation or ventriloquism, or of providing entertaining light shows to enhance the
performance of actors or mummers. Thieves and thief-acrobats could reasonably expect to
be successful as jugglers. dancers or acrobats - though the thief-acrobats should remember
that the skills required in the class are not designed to be appreciated by a critical and
ignorant public.
The most important ability needed by the PC is charisma. How much can be earned
will depend upon charisma, the mood of the crowd and the local conditions.
In order to calculate how much is earned the DM should use the following procedure:
1. Establish how many people come to watch by rolling 1d12 and adding the result to
the character's charisma
2. Apply the modifiers shown below to calculate the final number of people watching
at the end of the performance. If you are not sure which option applies, roll ld6 to determine
the modifier in each case. The modifiers are cumulative. A fortunate soul with a high
charisma could have as many as 240 people watching by the end of the performance.
Notes:
1
A holiday would be a day of public celebration like a Feast day or the day of a hanging; not
to be confused with Festival Days, during which assemblies of more than 30 people are
supposedly banned
2
A day of gloom would be one on which new taxes had been declared
3
An event would be something like the Circus or a public flogging
4
If the performance takes place near Thespians remember they are likely to take a very dim
view of the competition and may well get a bit rough.
3. Each watcher will then throw 1d4 copper coins as reward for the performance. A
successful performance may bring its own problems as if more than 150 gather to watch the
District Militia will arrive in 1d4 turns to ask them to move along. In the meantime, the
performers may find that they have upset a few travellers and traders by blocking the
streets. Similarly if more than 200 copper coins are thrown then the local beggars and
thieves will ‘help’ the PC remove them at the rate of 1d20 coins per melee round until the
remainder are removed.
Using this format, those boring hack-and-slay sessions will be gone forever, as the
players will be struggling to keep the monster not only alive, but in good working order so as
to get the best possible price for it. Capturing a really tough, combat-worthy monster could
be worth more to the party than the treasure it was guarding. You could even get the
characters going on monster hunts, as they develop clever techniques for capturing
particular beasts. As with all nice things, however, beware of letting things get out of hand -
adopt these restrictions:
The Arena doesn't want boring monsters - who is going to pay to watch a bucket of
green slime?
The Arena doesn't want super-powerful monsters - who is going to pay to get turned to
stone by a basilisk?
The Arena doesn't want unfettered aerial monsters - who is going to pay to watch a
harpie fly away?
The Arena doesn't want damaged monsters —who is going to pay to see the coup de
grace given to a land shark on 1hp.
The Arena's rate of payment was strictly laid down by Enactment XXXIV, and is
monitored by the court officials. The same rate covers all the Arenas in the City League,
although it is common practice for the smaller, district arenas to cheat on the rate, offering
as little as one third of the rate below. The DM should calculate payment with regard to the
XP values of the monsters captured and the frequency with which the monster can be
expected to be found in the locality. The DM should refer to whether the monster is common,
uncommon, rare or very rare (unique monsters should never be captured, and DMs who
allow it to happen should end up in the Arena having to face them).
The payment received is:
Common monsters ½ x XP value
Uncommon monsters 1 x XP value
Rare monsters 5 x XP value
Very Rare monsters 10 x XP value
These payments should be modified by the amount of damage done at the time it is
presented at the Arena. Calculate the percentage damage done to the monster and pay only
that percentage of the maximum price. Example: A neo-otyugh (rare)
XP value = 1500+15/hp = 1500+(15 x 54) = 2310 XP
monetary value = XP value x rarity value = 2310 x 5 = 11,550gp
damage% = (actual damage/total hps) x 100 = (32/54) x 100 = 59.26%
cash received = monetary value x damage % =11,55O x 59% = 6814gp
This would probably be rounded off to 6800gp.
The XP values for monsters can be found with the other stats in the FIEND FOLlO
Tome and Monster Manual II, on pages 196-215 of the Dungeon Masters Guide or
calculated using the table on page 85 of the DMG. None of the money received in this way
counts towards xps (unless you are using a ‘buying’ system similar to the one outlined in
What To Do With A Dragon's Treasure - IMAGINE Magazine #17). The party should,
however, get the same experience for capturing the monster as they would have had they
killed it.
One last point. There isn't an unlimited demand for monsters in the Arenas. At each
one that the party visits, the DM should make a roll to decide whether the manager is
interested in the offer: perhaps allowing a 25% chance of the monsters) being rejected. The
adventurers will then have to sell elsewhere (and the smaller District Arenas will always
cheat on the price), or make a sensible effort of disposing of the beast. And should they start
making too much money from the enterprise, then Gross an Creer (#31) and his numerous
hirelings will doubtlessly take a very close interest.
APPENDIX 7: USING The MODULES in IMAGINE
MAGAZINE & GAMEMASTER PUBLICATIONS
Five of the IMAGINE Magazine modules take place within the area given on The County
of Cerwyn Map. These fixed adventures are:
The Beacon at Enon Tor, a Basic D&D adventure – set just to the west of Borth at
the mouth of the River Lygol
Jack of all Trades, a multi-system (D&D, AD&D, and DRAGONQUEST) scenario set
in and around the town of Roseberry
Guardian of the Key to Time, an intermediate level AD&D module
which starts in the woodlands area between Roseberry and Osport.
Black Roses, an AD&D module set in the village Braeme
The action of Round The Bend can take place in anywhere
within the County borders of Cerwyn.