................................................................................................................................................
6
Timeline
.........................................................................................................................................................
7
Gods
................................................................................................................................................................
8
Rripermn
..........................................................................................................................................
9
Bagbros
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9
Abrtr
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10
Uladrtr
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10
Lutdv
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11
Nemmags
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11
Dsatr
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12
Spells for Dsatr:
....................................................................................................................
12
Saundvs
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13
Punstr
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13
The Lands Outside
................................................................................................................................
14
The Lands of Msarkn
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15
Hexes of Msarkn
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16
Aurumvorax
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16
Battle of Trkts
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16
Rktr Tower
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17
Hermit
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17
Tower
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17
Qadt
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18
Ma
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19
Herb Patch
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19
Abbey of the Respectful Warrior
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19
Curse of Disease
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20
Introduction
And man found magic.
Thousands of years ago, men from the isle of Erstkks took their new-found
magic and sailed to the continent, where their fabled hanos Lat, the Metal
Legion, fought the dwarves, elves, orcs and others who were already there. The
movement of the hanos Lat up the ktrs River was slow, as the dwarves of
Mr-Nembe with their steel controlled the highlands. The men of Erstkks,
however, turned to the priests of Abrtr to bring back their fallen soldiers as
undead. The undead legions drove the dwarves to their mountains and the elves
to their woods, and soon did the hard work for mankind.
However, the zombie hordes were easy for wizards to use for their own ends,
and in time, both the wizards and the priests of Abrtr found the lure of might
over the undead too much to withstand. Erstkks plunged first into war
between many wizards and priests, then a plague the zombies bore wiped out
huge swaths of mankind. The men of Erstkks lost their might on the continent,
and the men on the continent fell into many smaller realms. Some moved to the
north, in the mountainous dale of rrpon, a religious land which has taken the
god Sllvs over all others; others joined bands in the south, in the desert land of
Natlna.
Over a hundred years ago, the Dttr of Kemmen brought together the other
six Dttores and, with his six smaller counties, founded the realm of Settstt,
the Dttr of Kemmen becoming Or over the whole of the land. However,
the priests of Abrtr, now outlawed, still crave their old might, and have
plotted since their fall, sometimes behind shut doors, sometimes in the open;
they ruled Settstt during a short coup about 25 years after the founding of the
kingdom.
In these times, the first woman has become ruler of Settstt, Ore Lummen
Spe, but in the five years since her father died, she has slowly put her friends in
the priesthood of Abrtr in high spots. Most folks have gathered nothing; the
doings of Prrtr the Black, Dttr of Nussra, have taken up most court gossip.
Prrtr has openly spurned both Lummen and her late father and allied his
lands with the elves of the woodland realm Linquenr, There have been famines
and drought in the lands, one reason for Prrtr's treason since the elves could
help feed his realm, and the Undead Plague has come back.
Timeline
1
250
700
1100
1400
1650
1900
2082
2400
2450
2500
2513
2525
2570
2615
2645
2690
2730
2755
2780
2790
2805
2814
2818
2823
2824
2830
2833
2834
2835
2837
2838
Magic is discovered
Expansion to the Sendutron Sea.
Rise of the hanos Lat
Golden Age of the Erstkks, the realm of the hanos Lat
Beginning of the Iron Age
Migration up ktrs River.
Steel use brings about the supremacy of Mr-Nembe.
Battle of Trkts between two dwarf nations
Undead used for labor overrun man and elf lands.
Undead-borne plague wipes out large swaths of mankind.
Rise of Natlna.
Battle of lklanon between the Duchy of Kemmen and the hobgoblin
Jade Flower Clan.
Rebirth of the Cult of Abrtr.
First explorers reach rrpon.
Rule of Brimis the Great of Natlna.
Gbit of Natlna overthrown in revolt.
Ramazan of Erstkks killed in revolt.
Rise of Settstt.
Cult of Abrtr briefly rules Settstt.
Uthios builds his tower.
Flame the red dragon kills Uthios and claims his tower.
Sllvs becomes the state religion of rrpon.
Forest fire clears out western Linquenr.
Famine.
Major drought.
Famine.
Black Plague ravages Settstt.
Transformation. Space ship crashes in the Berls Peaks.
Blizzard.
Settstt and Mr-Nembe establish trade relations. Forest fire.
Lmaros, the son of the king, disappears at sea. Forest fire.
Dark elves briefly surface in Linquenr. Famine.
2839
2840
2841
2842
2843
2844
2847
2849
2850
2851
2852
Gods
There are nine known gods in Nandm. The folk of Nandm are polytheistic,
and typically worship all the gods, though they have their favorites from place to
place and task to task. Farming villages most revere Rripermn, the harvest
goddess, while nobles worship Saundvs, the god of the sun and most
prominent of the pantheon. The northern nation of rrpon worships Saundvs
only, which is odd. The nobility used to worship Abrtr, god of the dead,
whom they sought to make zombies for hard work, but since the Undead Plague
swept over the land, many of the same nobles have outlawed his cult, which
stays hidden. Wizards and sages worship Dsatr, goddess of wisdom and
magic, while merchants and craftsmen worship Bagbrs. Uladrtr is the god of
nature and the hunt; many hunter/gatherer tribes have his totems. Both lovers
and thieves worship Lutdv. Nemmags is the goddess of the night; while her
church is not banned, it likes to be hidden and not draw heed. Warriors swear by
Punastr. A peasant will pray to Rripermn for his harvest then to Lutdv
to help seduce a pretty girl.
Clerics, Saints and Holy Warriors, however, get their power from one of the gods,
and dedicate themselves to him exclusively. As such, this sometimes makes
problems with a folk who seek each god for its own domain and a cleric who
advances his god's interests. There is no overlap between temples; clerics of
Rripermn cannot get their power items recharged at temples of Saundvs,
and would never stoop to using his holy water. However, when the cleric of
Rripermn has a problem with the undead he cannot handle, he might go
back to the temple of Saundvs for help, much as anyone else would.
Druids get their power from all the gods, and thus worship all of them. They do
not have the special powers that a Cleric of a god might have, but instead have
their own powers. Shamen worship Uladrtr or Rripermn when they
petition a god, but most of the time they seek favors from the many nature spirits
instead. No one much understands the work of Demonologists, Elementalists or
Mentalists, and consider their supernatural allies to be hellspawn sent by an
angry god. As well, there are some gods who have lost their worshippers and
thus lie sleeping.
Details for each god are below, as well as its name in Mannish, the tongue of
Settstt, as well as in Erstokkese and Natalunese.
Rripermn
(Yrmon, Yurutna)
Goddess of farming (Nature)
Divine Elements: Earth, Life, Light, Nature.
Favored Weapon: Flail.
Holy Symbol: Basket of grain.
Cleric Training: Clerics of Rripermn learn while plowing and doing farm
chores. An older cleric comes with the charges, and training always has sowing
and harvests.
Quests: Anything that threatens the crop or the cycle of life is a threat
to Rripermn's followers. The quests often go against those who harm nature
in any way that changes the harvest or the food supply.
Prayers: All prayers to Rripermn start with noting the sowing last undertaken
and end with noting the upcoming harvest.
Temples: Temples of Rripermn are open-air, under a canopy.
Rites: Rripermns followers celebrate all harvests, a bit of which is given
to Rripermn as a tribute.
Divination: Geomancy.
Auras of Power: Aura of Free Movement, Aura of Protection, Aura of True Sight,
Aura of Vigor.
Bagbros
(Mybros, Brianil)
God of crafts (Neutral)
Divine Elements: Good, Earth, Fire, Order.
Favored Weapon: Mace.
Holy Symbol: Silver hammer.
Cleric Training: Many of Bagbros's clerics have parents who were also clerics
of Bagbros, so many clerics train for their calling from childhood with a father
or mother as teacher.
Quests: Bagbrs's clerics are also skilled craftsmen themselves, and thus will go
on quests to help the biggest undertakings, seeking parts or hidden magic items
or hard-to-get metals in the most out-of-the-way lands.
Prayers: Bagbros's prayers often talk about building, crafting or making art.
Temples: Churches of Bagbros are both temple and workshop for some craft or
art, and have wonderful works of the clergy and the laity filling them.
Rites: Bagbrs's ceremonies always have new wrought deeds, be they songs,
paintings, wrought weapons or buildings, and happen when someone has done
such a deed.
Divination: Symbol-Casting.
Auras of Power: Aura of Courage, Aura of Focus, Aura of Protection, Aura of
Vigor, Aura of Warding (Good).
Abrtr
(Abrr, Dadbir)
God of death (Evil)
Divine Elements: Death, Disease, Evil, Fear.
Favored Weapon: Scythe.
Holy Symbol: Silver skull.
Cleric Training: The clergy of Abrtr look for those children obsessed with
death, and recruit them into the priesthood. The last initiation rites are two:
surviving being buried alive, committing murder.
Quests: Abrtr's followers raid old tombs looking for lost lore, help its foes go
to the other side, and raise undead armies to take over the world of the living.
Prayers: Abrtr's priests often pray in the past tense, even for things that have
not happened yet.
Temples: Temples to Abrtr are often in hidden spots, underground or in a cave.
There are undead guards and lots of blood.
Rites: The only rite clerics of Abrtr are wont to celebrate is death, and will find
someone who won't be missed to do so.
Auras of Power: Aura of Cowardice, Aura of Frailty, Aura of Mortality, Aura of
Warding (Evil).
Uladrtr
(Landrr, Iyatil)
God of the hunt (Nature)
Divine Elements: Deception, Fear, Nature, Travel.
Favored Weapon: Spear.
Holy Symbol: Silver spear.
Cleric Training: Clerics of Uladrtr learn their training in the wilderness, mostly
living off the land alone. Only at the beginning and the end of their training do
they have guidance.
Quests: If something happens in the wild, the clerics of Uladrtr are interested.
They are wont to guard woods from woodcutters or herds from mass death.
Prayers: Prayers to Uladrtr do not talk about the god as much as an animal
personification of the god. They typically ask for a suitable animal or plant for
guidance: a bear for strength, an oak for toughness, a lynx for speed.
Temples: Churches of Uladrtr are deep in the wilderness, often among a copse
of trees. They have trained animals for guards.
Rites: Any change in the seasons has a rite of Uladrtr.
Divination: Extispicy.
Auras of Power: Aura of Cowardice, Aura of Free Movement, Aura of Illusion,
Aura of Water-Walking.
Lutdv
(Luddav, Lalbibat)
Goddess of love and deceit (Neutral)
Divine Elements: Beauty, Deception, Life, Travel.
Favored Weapon: Whip.
Holy Symbol: Silver heart.
Cleric Training: The worship of Lutdv seems like an orgy to some, and attracts
many hangers-on looking for sex. Part of the training is weeding those folks out
though sexual wiles, making sure their hearts are first playthings for selfish tasks
then, in the end, broken.
Quests: Love can never be good and true to Lutdv, so her clergy often will foil
well-known relationships that have love as a base. However, forbidden love is
encouraged, and the clergy of Lutdv will go to the ends of the earth to help
them.
Prayers: There is no "us" in any prayer to Lutdv; all prayers are for the cleric's
own selfish wants, or for the wants of a couple in love, which also uses the
singular. A cleric of Lutdv goes into the selfish deeds that are the aim of his
prayer.
Temples: The temples of Lutdv are hidden, but are in lavish salons. Her
followers are often well-to-do.
Rites: Anything to do with the sex-and-birth cycle, including abortion, brings a
ceremony for Lutdv.
Divination: Astrology.
Auras of Power: Aura of Fascination, Aura of Free Movement, Aura of Illusion,
Aura of Vigor, Aura of Water-Walking.
Nemmags
(Nemms, Laltilt)
Goddess of the night (Neutral)
Divine Elements: Darkness, Deception, Fear, Light.
Favored Weapon: Quarterstaff.
Holy Symbol: Silver crescent moon.
Cleric Training: Work all night and sleep all day, training for the clergy
of Nemmags often sets its adepts apart from the rest of the world.
Quests: The world of dreams matters most to Nemmags, giving guidance to her
own domain. A cleric of Nemmags would take any quest that happens in his
dreams as his own divine revelation.
Prayers: The onset of night is the time for prayer, which are whispered, never
aloud.
Temples: Nemmags's temples are never lit, even during the day, with no
windows. Otherwise, they are in inhabited spots, not hidden, though not calling
attention to themselves.
Rites: There are few rites for Nemmags, though the winter equinox is a time of
revelry.
Divination: Oneiromancy.
Auras of Power: Aura of Cowardice, Aura of Darkness, Aura of Illusion, Aura of
True Sight.
Dsatr
(Dir, Akilt)
Goddess of magic and wisdom (Neutral)
Divine Elements: Chaos, Order, Peace, Wisdom.
Favored Weapon: Quarterstaff.
Holy Symbol: Leathern book gilded with silver.
Cleric Training: Dsatr's classrooms are academies, with both time for rote and
time for creativity. Studies are tough, and often deal with magic.
Quests: Magic and hidden lore raise the ears of Dsatr's clergy.
Prayers: Dsatr's prayers appease the goddess's vast knowledge, seeking the
advice of the All-Knowing Goddess, not always asking for a specific task but
instead what she deems best.
Temples: Dsatr's temples are the traditional tall, round wizard's towers, and
almost always double as such. Both clergy and wizards mingle there.
Rites: The clergy of Dsatr in a given area gather once a year, on a day the high
priesthood has chosen, but never the same day, and bring together knowledge,
sharing it with each other.
Divination: Numerology.
Auras of Power: Aura of Chaos, Aura of Focus, Aura of Protection, Aura of
Resistance.
Spells for Dsatr:
PI 1: Counterspell (Required), Armor, Aura, Awaken, Body-Reading, Bravery,
Clean, Coolness, Detect Magic, Detect Poison, Final Rest, Find Direction, Know
Location, Lend Energy, Lend Vitality, Light, Measurement; Might, Purify Water,
Recover Energy, Seek Food, Seek Water, Sense Danger, Sense Spirit, Share
Vitality, Shield, Silence, Tell Position, Tell Time, Vigor, Warmth, and Watchdog.
PI 2: Cleansing, Command, Compel Truth, Conceal Magic, Create Water, Glow,
Great Voice, Hide Emotion, Minor Healing, Oath, Peaceful Sleep, Persuasion,
Purify Air, Purify Food, Relieve Sickness, Remove Contagion, Resist Cold, Resist
Disease, Resist Fire, Resist Lightning, Resist Pain, Resist Poison, Seek Earth, Seek
Magic; Soilproof, Summon Spirit, Truthsayer, Turn Spirit, Turn Zombie, and
Umbrella.
PI 3: Analyze Magic (Required), Affect Spirits, Body-Reading, Command Spirit,
Continual Light, Create Food, Cure Disease, Dispel Possession, Healing Slumber,
Identify Spell; Magic Resistance, Major Healing, Repel Spirits, Restore Hearing,
Restore Memory, Restore Sight, Restore Speech, Scryguard; Seeker, Sense Life,
Sense Mana; Stop Bleeding, Stop Spasm, Strengthen Will, Test Food, and
Wisdom.
PI 4: Astral Block, Banish, Bind Spirit, Breathe Water, Dispel Magic, Divination,
Gift of Letters, Gift of Tongues, Great Healing, Know True Shape; Neutralize
Poison, Pathfinder, Pentagram, Relieve Madness, Relieve Paralysis, Resist Acid,
Restoration, Sanctuary, Sense Observation; Silver Tongue, Sunlight, Suspend
Curse, Suspend Mana, Trace, and Vigil.
PI 5: Dispel Magic (Required), Astral Vision, Bless, Curse, Drain Mana, Entrap
Spirit, Essential Food, Instant Neutralize Poison, Monks Banquet, Planar
Summons (Divine Servitor), Predict Earth Movement, Predict Weather, Recall;
Reconstruct Spell; Regeneration, Remember Path, Remove Curse, Resist
Pressure, See Secrets, Stone to Flesh, Stop Paralysis, and Water to Wine.
PI 6: Continual Sunlight, Control Elemental, Earthquake, Instant Restoration,
and Suspended Animation.
Holy and Unholy abilities are as for normal clerics, except that Detect (Magic;
PM, -10%) [18] is also available. Any Hidden Lore may be taken as a Secondary
or Background Skill, as well as Stratgy or Thaumatology.
Saundvs
(Sndavs, amil)
Sun god (Good)
Divine Elements: Fire, Good, Light, Order.
Favored Weapon: Quarterstaff.
Holy Symbol: Golden sun-face.
Cleric Training: As cleric of Saundvs never wasted a moment of sunlight,
trainees of Saundvs do hard manual work while reciting mantras to Saundvs.
Quests: The clergy of Saundvs wants to root evil from the world, and turn back
any undead.
Prayers: Prayers to Saundvs ask for the might of Saundvs to come to the
world, never to the cleric.
Temples: While the temple to Saundvs is often grand, it has open lighted spots.
Rites: The summer equinox is the highest of feasts to Saundvs, as well as any
birthday.
Divination: Augury.
Auras of Power: Aura of Courage, Aura of Focus, Aura of True Sight, Aura of
Warding (Good).
Punstr
(Peniastr, bil)
God of battle and war (Neutral)
Divine Elements: Chaos, Death, Life, War.
Favored Weapon: Broadsword.
allied with Settstt right now, the latter wholly unsympathetic to the struggles
of the small human land of rrpon, which sits in a dale, with Mr-Nembe all
around it. It teems in oil, and a few years ago got back its independence from the
dwarves, who lick their wounds and hope to take back the small land.
Athwart a wide strait of the krrun Sea lies the island land of Erstkks to the
far west. Wayfarers sometimes come from and to there, and it has all kinds of
oddities one can imagine. It once kept an empire that ruled all of the mainland
before the Undead Plague.
The desert land of Natlna (capital Azab) lies to the south, and there are tales of
demons and orcs running rampant in that land. To the south of that desert lies a
jungle at which Natalunese chapmen, a land with degenerate elves who eat other
sentients. The elves of the north say those folk must not be elves, of course.
However, in the southeast, near the market village of Ondrnks, the Eldalv
Woods and the Dumenrn Swamp keep trying to join back together, and
dwellers need to fell trees and cannot claim any more land from these. The
villages fear an attack of a locust swarm, as these come together in the Dumenrn
Swamp and go out and beset fields, eating all the crops.
Vd Hills: These are grassy, rolling hills, these merge into the Dumenrn
Swamp to the west. In spite of a few mosquitoes, these hills are mostly pleasant,
where walnut trees grow among the pines. However, some of the animals of the
swamp have been known to wander here, which cuts down on the wayfarers.
Hexes of Msarkn
Aurumvorax
(0206, Hills)
An aurumvorax, a refugee from the Berls Peaks to the north, lives in an
unnaturally dark cave that military officers chose to curse with permanent
Darkness centuries ago. Its burrow is a glowworm (as limestone) cave with
phosphorescent glowworms, and it enjoys watching the glowworms. The
military didn't want these worms found and used. There are the remnants of an
old caravan here, including preserved spices. Its hoard includes:
2d N gold coins
3d 2 N silver coins
3d 10 N copper coins
9 silver fine balanced crossbow bolts with cheap fringe, $472.50, 0.54 lbs.
Small compartmentalized cabinet with minimal relief of complex geometry, $250,
16 lbs., DR 1, HP 9, with a 2.25 carat moonstone ($421.875), 4 oz. ginger
($152), 4 oz. annatto ($452), 6 oz. onion seed ($228), 14 oz. myrrh ($210), 4
oz. cedar resin ($40), 2 oz. ochre ($1.50), and 1.5 oz. faerie glimmerseed
($405)
200 sq. ft. pashmina wool, $90, 8 lbs.
1/2 ft. by 3 ft. encaustic painting of complex geometry (a la Escher) from
Natlna during its rise 350 years ago, $715, 1.125 lbs.
Battle of Trkts
(0305, Mountains)
The Battle of Trkts happened 770 years ago (2082) between two dwarf
nations; this battle is lost to time, and there is nothing salvageable. A magical
mishap destroyed a whole squad of dwarves, burning their shadows into the
ground. These malevolent shadows retain a ghastly sentience.
Rktr Tower
(0409, Hills)
This is the tower of Lord Knend, a dwarf exile. He managed to get the Count
to grant him a tower in the os Hills, ostensibly to protect the land from
runaway slaves, but he built it over a passage to the underdark. Here, he works
to make short excursions underground with his three men-at-arms to gather the
riches and look for a cure for his Divine Curse (Gluttony), while his tower suffers
from neglect. He is outwardly cocky, but will send his men-at-arms to check out
any visitor due to his Paranoia and fear that someone will learn of his curse.
Tower (type A) (2 floors), 1 Ballista/Scorpion, 1 Oil Cauldron. Defense Bonus +7.
Hermit
(0415, Hills)
In a cave dwells Pelll, a disciple of Dsatr, where she studies his holy book
"Castle, Memory, Sun." She has protected herself using her most advanced
magics (Power Investiture 5, Wizard lens, Magery 2), which leave her lair hidden
to the eye and the scryer. She left the church in Gksun in a huff five years ago
(2847), and has kept herself secluded ever since. Qadat knows her, and
sometimes won't leave her alone; otherwise, her life is alone. She can cure most
conditions, including poison, disease, curses and death, if someone knows how
to find her. Defense Bonus +5.
Tower
(0416, Hills)
This is the tower of the mighty sorceress Qadat, who lives here with her
current apprentice, the young boy Elkros.
Qadat was born in Natlna, but has been living in Msarkn since her family
was slaughtered in the Battle of Macho Grande. Afterwards, a soldier forgot to
look under the bed where the scared girl hid. Then she, in a trance, walked north,
and after days of surviving only on nuts and berries she ate on auto-pilot, a
wandering wizard found her and brought her north to be his apprentice. She still
seeks revenge against whoever murdered her clan at Macho Grande. She has
large brown eyes and dusky curly hair, and dresses in simple pink and grey
robes, but embellishes with whatever illusionary jewels she wants at the moment.
She is a most skilled as an illusionist, though knows quite a bit about magic in
general. She revels in her skill, cocky and sure of herself, and enjoys showing off,
but will blow up and start screaming if things go wrong and is jealous of anyone
doing magic she cannot do. She is a friend of sorts with Pelll, the hermit who
lives to the north of her, though Qadt is more interested in pursuing
a friendship than Pelll, who respects her skill but considers Qadt a mighty
pest. She knows the general area well enough. She was a companion of Gostlios
and her illusions fooled the dragon long enough for Gostlios to kill him, and
might be able to tell a story or two, and a thing or two about life in Mstssun.
Gostlios has been loyal to her, even though she has refused all his advances,
and granted her a tower, even though the Queen doesn't like her at all. Qadat
will stare at someone when he is talking, never fidgeting and seldom blinking.
She doesn't handle her liquor well. She has a cat for a familiar, Ma, who is
often fetching things for her, and usually sends her current apprentice Elkros to
Dtordn on market day for more supplies, though if someone needs to go to
Mstssun, she goes herself. Through her magic knows someone is looking for
her in Mstssun, but has been foiled as to whom and why.
Qadt
ST: 10
DX: 12
IQ: 16
HT: 11
Dodge: 10
HP: 10
Will: 16
Per: 13
FP: 17
Parry: 10
Speed: 6.00
Move: 6
SM: 0
DR: 1*
Ma
ST: 4
DX: 14
IQ: 10
HT: 12
Dodge: 10
HP: 9
Will: 11
Per: 12
FP: 12
Parry: n/a
Speed: 6.00
Move: 10
SM: -3
DR: 0
Herb Patch
(0424, Hills)
Silphium, moly and many other medicinal herbs grow freely here. Two rival
druids claim this. The first, all, is a human woman who accidentally burnt a
large patch of moly and chose to blame it on the other druid, Or. She is loud
and abrasive to anyone she meets. Or, a gnome man, has been trying to turn
the herb patch into an herb farm, which all and most other druids oppose. He
is quieter, and has his hair in a mullet and it and his Van Dyke beard dyed green
to blend with the plants.
1d N gold coins
3d 2 N silver coins
3d 10 N copper
The treasure is hidden over a door in a room with a trapped font that sprays
flaming oil. Outside a group of bandits led by as-Sharaks waylay travelers, often
chasing them to the Hangman Tree. They are trying to figure out a way to get the
treasure without triggering the curse.
Curse of Disease
Detect: Per-based Thaumatology at -4.
Disarm: No.
,Circumvent: Automatic (don't go in the ruins).
,Evade: No.
Effects: Resist HT or get the Purple Pustules disease.
Shots: Infinite.
Rearm: No.
,Steal: No.
Purple Pustules
Statistics: Blood Agent (arcane curse at first); HT to resist; 1d-2 day delay; 1 HP
toxic damage; 1-day cycle with 6 cycles. Symptoms are breaking out in purple
pustules, hence the name, which gives a -2 to all Reaction rolls based on seeing
the victim, and the Itching condition after the loss of 1/3 HP; resist HT to avoid
Itching under stress. Combat is definitely stressful! Highly contagious.
Flaming Font
Detect: Per-based Thaumatology, or Perception + Magery for mages. ,
Disarm: No.
,Circumvent: Automatic (don't touch the font).
,Evade: Vision allows Dodge.
Effects: The font sprays flaming oil at everyone within 3 hexes of the font. The oil
does 1d burning damage.
Shots: Infinite. ,
Rearm: No.
,Steal: No.
Crossing
(0510, Hills)
This is the one pass in the area that is actually patrolled by the Queen's men, who
charge a silver crown toll for passage but it is remarkably bandit-free.
(0521, Forest)
There are seven traders and guards who live here, paid by guilds to keep up the
post, who specialize in the tea trade. Like all trading posts, this post has a royal
charter, and does not answer to county or ducal authority. The post taxes all
trade goods going into the post at 20%.
Lost Cottage
(0614, Heavy Forest)
This cottage manor, made of poor-quality undressed stone, was lost to a fire 782
years ago (2070). It has a pool that recharges any magic item that relies on
charges/uses that is placed into it, a one-time only effect. It is plagued by
swarms of hornets: treat as bees (p. B461) but they do 2 HP impaling each turn.
Teleportation Portal
(0713, Forest)
This goes to the portal in 2903, and is in a pool between three trees that has a 1yard radius.
Ermrun
(0719, Hills)
Six large trees surround a misty freshwater pool and cover it with their fronds,
making this a fabled oasis. Like the trading posts, this is staffed by 18 guards,
and is subject to royal authority. The oasis gives +1 HT for all healing rolls,
which is +2 during a full moon but +0 during a new moon.
Rebgllos Fortress
(0813, Plains)
This keep (3 levels, 5/8/9 rooms) was made of good-quality cyclopean stones
and is severely crumbling. The original inhabitants were wiped out in a plague
410 years ago (2442). The majordomo is Hb, an infamous kobold necromancer
with a bounty on his head, and his minions are Corpse Golems and a pack of
Leucrottas, his allies for reasons only they know, as well as a few zombies. They
have no treasure, but are anxious to get some.
Hb is a kobold necromancer who wants to become a lich someday. He grew
up working in the mines, but a necromancer won him in a card game. He is big
for a kobold, and has golden scales along the spine of his green skin. He is not
only a necromancer, but a good dancer, and practices with his zombies. Like so
many necromancers, he wants to become a lich someday, and works to learn the
spells and potions he needs to do this, as well as to waylay travelers. Like most
kobolds, he is a sniveling coward, and when he talks to others he has his zombies
with him, but is surprisingly friendly and chatty, and likes to learn news from
travelers who have no money. He insists on clean corpses that have no damage,
and will destroy those he deems unsuitable.
Hb
ST: 6
DX: 13
IQ: 13
HT: 14
HP: 6
Will: 17
Per: 13
FP: 15
Dodge: 10
Parry: 10
Speed: 7.00
Move: 4
SM: -2
DR: 3 (see notes; includes Tough
Skin DR 1*)
Shots: 1. ,
Rearm: No.
,Steal: Yes, you now have a rug. It is 12 ft. by 16 ft., 108 lbs., $4,860. If the trap has
not been set off, it takes an IQ-based Traps check at -5 to avoid setting off the trap.
Glass Case Pit
Detect: Per-based Traps at -4.,
Disarm: DX-based Traps at -2. Failure triggers!
,Circumvent: Automatic (don't touch the case).
,Evade: Hearing allows Dodge at -4.
Effects: A trap door opens under the toucher. Under the door is a 10 ft. spiked pit
trap; the victim takes 1d+2 impaling damage from the fall.
Shots: Constant.
Rearm: Yes.
,Steal: No.
Trapped Chest
The lock can be picked on a DX-based Lockpicking roll, but this will trigger the
trap. If Hb had any treasure, it would be here. One could let him steal some
to build up his hoard bit by bit.
Detect: Per-based Traps at -4.
Disarm: DX-based Traps at -4. Failure triggers!
,Circumvent: Taking a -4 to the Lockpicking roll will let the picker avoid the trap,
but critical failure still triggers.
,Evade: Hearing at -4 allows Dodge.
Effects: A needle pricks the skin of the victim. The needle itself does no damage,
but it has a poison on it. After one minute, resist vs. HT, with any DR on the
hand being a bonus to the roll. Rigid DR 3+ blocks the needle. If the victim fails,
he takes 1d toxic damage, with a follow-up of 1d HT damage.
Shots: 1.
Rearm: No.
,Steal: No.
Oracle
(0906, Mountains)
is an oracle (Power Investiture 4, Wizard lens, Magery 4, Blessed), and she
lives in a tower monument to Dsatr on a peak. So great is her faith and
magical might that she can summon enough food and water to feed herself. She
stays out of the public eye, and is a lesser oracle of Settstt, but will grant a
vision of the future for a donation of knowledge or magic. She sings her
prophesies, and dresses well.
Battle of lklanon
(0908, Hills with Canyon),
The Battle of lklanon happened 339 years ago (2513) between the Duchy
of Kemmen and the hobgoblin Green Flower Clan; Kemmen won,
cementing its control over Msarkn. Treasure-seekers have picked the field
bare, and nothing haunts it, despite rumors to the contrary of both.
Cinnabar Boulders
Zbrs Mine
(1003, Hills)
This is a large copper mine owned by the Zbrs of Mstssun. It had 83
humanoids mining, overseen by thirteen armed guards. There is a good chance
the miners might strike something odd: gold, undead, passage to the Underdark,
passage to Hell
Fort Rnnuts
(1004, Hills)
Fort Rnnuts houses the House of Gaan, a group of cultists trying to summon
the long-lost god Gaan. Lord Prair is curious about Ga'an, and has let them
use his small two-floor keep (Type A) as a base. Gaan, god of the mountain, is
presumably of Natalunese origin from the name, though the idea of Natlna
spreading this far north would make the most learned sages laugh. For the
moment, it does not want to be out among the outside world, and often dines on
the dirt from a mountain. 2 Ballistae/Scorpions, 1 Oil Cauldron. Defense Bonus
+8.
Lord Prair lives in Fort Rnnuts, which he won in battle with its old owner.
He pays for his upkeep by having his group of 13 wild barbarians till the land
and by a waylaying the odd traveler; he sends the Queen her cut, so legally is
collecting taxes. He was born to a priest in Nussra, but became sickened by the
out of control lifestyle of the priesthood. He became a mercenary until winning
his castle, but still kept his eyes open for religion, and heard of Ga'an. He has
healthy dark skin but white blond hair, and wears dapper clothes. He is a skilled
mercenary, and still remembers some of his religion lessons from his father. He
truly wants to feel the gods, something he thinks his father's lifestyle kept from
him. He often bothers the cultists with his interruptions and snide remarks when
they fail to summon Gaan.
Prair
ST: 13
DX: 12
IQ: 10
HP: 10
Will: 10
Per: 10
Speed: 6.00
Move: 4
SM: 0
HT: 13
FP: 12
DR: 4 (see notes)
Dodge: 8
Parry: 13
Block: 11
Fine Thrusting Broadsword (19): 2d+3 cutting or 1d+5 impaling; Reach 1.
Large Knife (12): 2d-3 cutting or 1d impaling; Reach C, 1.
Regular Bow (13): 1d+1 impaling; Range 195/260.
Traits: Callous; Combat Reflexes; Curious (12); Disciplines of Faith (Mysticism);
High Pain Threshold; Overconfidence (12); Status 1; Wealth (Comfortable);
Weapon Master (Broadsword).
Skills: Bow-13; Brawling-14; Broadsword-19; Carousing-13; First Aid-11; Hidden
Lore (Magical Writings)-10; Knife-12; Meditation-10; Religious Ritual
(Saundvs)-10; Shield-14; Survival (Plains)-9; Theology (Saundvs)-10.
Class: Mundane.
Notes: Knows Mannish at Native. Notable equipment when expecting trouble
includes:
Arrows 20 [Quiver] $40, 2 lbs.
Boots [Feet] DR 2*. $80, 3 lbs.
Fine Thrusting Broadsword [Torso] $2,400, 3 lbs.
Hip Quiver [Torso] Holds up to 20 arrows. $15, 1 lb.
Large Knife [Torso] $40, 1 lb.
Leather Gloves [Hands] DR 2*. $30, 0 lbs.
Mail Leggings [Legs] DR 4/2*. $110, 15 lbs.
Mail Sleeves [Arms] DR 4/2*. $70, 9 lbs.
Medium Shield [Torso] DB 2. $60, 15 lbs.
Ordinary Clothing [Torso, Arms, Legs] $120. $0, 2 lbs.
Pot-Helm [Head] DR 4. $100, 5 lbs.
Regular Bow [Torso] $100, 2 lbs.
Scale Armor [Torso] DR 4. $420, 35 lbs.
Mlls Hollow
(1015, Plains)
Population: 55 (Search -3)
Physical and Magical Environment
Terrain: Plains
Appearance: Average (0)
Hygiene: -1
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2) Status: -2 to 2
Political Environment
Government: Feudal, Municipality
CR: 3 (Corruption -2)
Defense Bonus: +4
Notes: This town on rocky ground, and a rickety bridge goes athwart the river.
The Undead Plague has hit here in the last year. Militia 1.
Lord Dmos rose to the throne in a deadly coup by assassins. The death of the
last lord was written off to the plague, but Dmos is always looking over his
shoulder to see if he will be followed in the same way. He keeps his red hair
short but wears mutton chop sideburns, and he does little to hide his hatred of
anyone else.
Encounters:
nptr, retired stoneworker, still tells tavern tales of the runes he found
on the stones he cut, claiming they were walls of giant-kings, though its
clear his mind is going.
Soddvs, toll collector, chasing a traveling teacher.
During a dice game in an alley, claims of cheating erupt and the characters
see one of the gamblers stab and kill the dice roller, Srawen, an elf
weapon master. The party gets a good look at the fellow, who flees, and
the other witnesses see that the party gets a good look, but none of the
other witnesses do as the boy was wearing a hood and scarf.
Slavers' Camp
(1110, Hills)
This is a semi-permanent camp for slavers. They don't like to stay in the exact
same spot for too long lest the slaves figure out where they are, but tend to camp
in this area. Typically, there are 10 slavers here as well as some slaves.
Kervron
(1115, Plains)
Population: 440 (Search -2)
Physical and Magical Environment
Terrain: Plains
Appearance: Unattractive (-1) Hygiene: 0
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 3
Political Environment
Government: Feudal, Municipality
CR: 4 (Corruption -1)
Military Resources: $770
Defense Bonus: +5
Notes: Kevron is old and in need of repair; the walls crumble from the constant
sieges. The village herds sheep and farming is a sideline. Militia 9. City guard 3.
Lord Meldo, an elf, seeking to draft guard to defend against hostile humanoids
who are attacking the town. He is hard-headed, and dismisses any unwanted
advice with a wave of his hand.
Encounters:
Blanr, deaf farmer, swears he's been hearing the scarecrows speak to him,
asking him to collect animal horns for an ancient ritual, and he is saddling
his horse to get out of the village to collect them.
Praidvs, guard, is drumming his fingers on a rail, looking out. He is
looking for smugglers.
Uppralks, hobbit thief, jeering at religious pilgrims under a vow of
silence while in the stocks.
Dtordn
(1116, Plains)
Population: 920 (Search -2)
Physical and Magical Environment
Terrain: Plains
Appearance: Average (0)
Hygiene: -1
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: Broken
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 4
Political Environment
Government: Feudal, Municipality
CR: 4 (Corruption -1)
Military Resources: $1,610
Defense Bonus: +6
Notes: The town sits on a hill, surrounded by a stone wall, and is smoky and
hazy from a distance thanks to numerous workshops, tanneries, and smithies
down by where the Revnn River meets the Grrrs Estuary. Dtordn has
many weavers, grown from fibers on the edge of the swamp; there is also a peat
trade from here. The elite of this village is a small group of old men, who arrange
to pass the lordship of the town to the oldest. Many vagrants pass through here,
making little ado; the town watch chases them out if it deems them too
unruly. Men in this town often wear their bangs long and shaggy. The town
watch is four guards with spears and leather armor and a mage. Militia 18. City
guard 5.
The current village elder is oradros, who is 89. His hair still has black streaks,
and he keeps it long and wears a shaggy beard and is often twitching.
Alliptr, a sage, lives here, a cheerful man who is about as near a real doctor as
one can be here, and often does dissections and autopsies to learn more about the
human body (Diagnosis-13, Heraldry-14, Physiology (Humankind)-14,
Psychology (Humankind)-13, Surgery-12).
1) Docks, smithies and tanneries. This is outside the city walls, down at the base
of the hill, along the Revnn River. The roads from Mlls Hollow, Kervron
and Rhtats meet here. The Ale Well tavern is here; only ale is served here, and
is known for its low cost and quality.
2) North Gate. Typically there is a squad of the town watch here, or at least a
pair of guards, with the other guard and the magi nearby. The road leads down
to the docks.
3) South Gate. Typically there is a squad of the town watch here, or at least a
pair of guards, with the other guard and the magi nearby. The road leads east to
Pranrs.
4) Lord's Home. This is where oradros lives. It is in the noble quarter, near the
other noble homes and the doctor's house, and is only one level, as the lords have
trouble climbing stairs.
5) Temple of Bagbros. This is a slightly aged one-level dome made of timber,
with a single priestess, Maksil (Virtuous Good Cleric Initiate). She is a short
woman who hides that her father is one of the village elders. Next-door is the
Spirits tavern. For an extra silver the barkeep will read fortunes with cards. The
locals swear by him. Maksil deems him a charlatan.
6) Marketplace. This is near the temple, and craftsmen typically make a donation
there after a successful sale. The sorceress Qadat sends her apprentice Elkros
to the market every market day, and as such might have some magical materials
available for trade.
Encounters:
A guard officer has lost his badge of office and must find it before the end
of his shift. One of the PCs spots an orphan beggar handing it discreetly to
another beggar.
Dptr, muscled stonecarver, was challenged to a fight by a competitor,
but feels this person is going to cheat, maybe using poison or magic.
Denmos, ranger, unconscious on the side of the road.
Theres an execution to be made in town. The PCs are given a well-paid
offer to keep peace during the execution, partly as they are suspected of
trying to break the prisoner out.
Dgglas Stronghold
(1206, Hills),
This castle (2 levels, 11/5 rooms) was made of good-quality brick but is
moderately covered in rocks and blast marks from the dwarven blasting powder
that destroyed the keep 223 years ago (2629). A stag that runs through the ruins,
but nobody can shoot or capture it. On the top lair lives Gestivon the Greenscaled Death, a green dragon with blazing jade eyes. His treasure (3d 2 N
gold, 3d 6 N silver, 3d 15 N copper) is on the bottom floor in a room with
a shiny trapped candelabra that disintegrates the victim's possessions on the
floor that he uses to tempt armed foes with greed into touching before killing
and eating them.
Gestivon the Green-scaled Death
ST: 30
DX: 10
IQ: 14
HT: 11
Dodge: 8
HP: 30
Will: 17
Per: 19
FP: 11
Parry: 9
Speed: 5.25
Move: 5
Air Move: 20
SM: +4
DR: 6
Acid Breath (11): 20-yard long x 5-yard wide cone of fire does 4d corrosion
damage 6/day.
Fangs (11): 3d-1 impaling. Reach C-3.
Long Talons (11): 3d+3 impaling or cutting. Reach C-3.
Tail (11): 3d+3 crushing. Reach C-3.
Suggest (15 vs. Will): Lets the dragon implant a suggestion by winning a Quick
Contest of IQ+Magery vs. his subject's Will. The victim acts on the suggestion as
if it were his idea. This requires no further concentration on the dragon's part.
Traits: Amphibious; Bad Grip 3; Congenial; Discriminatory Smell; Doesn't
Breathe (Gills); Enhanced Move 1 (Air Move 20); Extra Attack 1; Extra Legs (Four
Legs); Flight (Winged); Gluttony (12); Greed (12); Horizontal; Impulsiveness (12);
Longevity; Magery 1; Miserliness (12); Night Vision 8; Overconfidence (12).
Skills: Brawling-11; Fast-Talk-16; Innate Attack (Breath)-11; Psychology-15;
Tactics-13; Traps-14.
Class: Mundane.
Notes: Will negotiate for more treasure, never to part with his own. He likes to
chat, and will do so as long as there is no threat to him or his hoard. He needs to
make a Self-Control roll against his Greed (12) to keep him chatting instead of
growing his hoard given a chance. Speaks Mannish and Elvish at Native and Old
Elvish at Accented.
Trapped Candelabra
Detect: Per-based Thaumatology, or Perception + Magery for mages. ,
Disarm: No.
,Circumvent: Automatic (don't touch the candelabra).
,Evade: No.
Effects: The candelabra destroy all non-living material that touches them other
than stone. If a living creature touches them, he is not harmed, but everything
touching his body, including all his clothes, armor and weapons, turns to dust.
Shots: Infinite. ,
Rearm: No.
,Steal: No.
Rhtats
(1215, Plains)
Population: 320 (Search -2)
Physical and Magical Environment
Terrain: Plains
Appearance: Average (0)
Hygiene: 0
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 3
Political Environment
Government: Feudal, Municipality
CR: 5 (Corruption -2)
Military Resources: $560
Defense Bonus: +4
Notes: Rhtats is nestled atop a large plateau overlooking a trade route. Some
of its buildings are set in a cliff. Hobbits dwell here, and they are famed for their
hatred and fear of savage humanoids. Militia 6. City guard 3.
Lord Batilnts, a man, is planning his upcoming marriage in grand style. He is
bald but bearded, and is has Paranoia, paces often and speaks fast.
Encounters:
Mlks, drunken hobbit brewer, is being hauled away after a barrel of his
Blackeye Bourbon poisoned a group of guardsmen at the Lonely Lantern
tavern.
Ktos, hobbit singer, is scaring cats and dogs by smoking a dog carcass
and gleefully threatening any dogs or cats with the same.
Villdos, hobbit farmer with a fever, while chasing a horse, makes a
passing child drop pottery, who cries.
Pranrs
(1216, Forested Hills)
Population: 100 (Search -2)
Physical and Magical Environment
Terrain: Woodlands
Appearance: Average (0)
Hygiene: 0
Normal Mana (Common Enchantment)
Peat Farm
(1222, Water)
This is a peat farm with 3 farmers. Merchants usually come to them to buy their
peat, which lowers the asking price but does keep them from having to leave the
farm unguarded and march through the swamp.
Edmm Tower
(1303, Hills)
This tower has two floors, and its lord, Vikkrtr has lent it to a group of
humanoids, the Giant Lord Slaves, to let them plot to free the slaves.
Vikkrtr leads a group of seven mounted knights into battle. Tower (Type A) (2
floors), 1 Ballista/Scorpion, 1 Oil Cauldron. Defense Bonus +8.
Lord Vikkrtr has a hatred of slavery from when he was a child; he was usually
left alone by his father, a knight, and only celebrated his life events with the local
orc slaves. He has fought bandits not based out of his castle, and has a gash on
his side that didn't heal right to show for it. He's a little leery of Raidvs, who he
knows is stupid, but treats the group as his equals; he is especially friendly with
the intellectual Ldr. He does not want to go against the social order, but lets
the Giant Slave Lords hide out in his castle when things get tough and turns a
blind eye to their activities. Vikkrtr has no desire to be a traitor, and as such
spends quite a bit of time in Gksun appeasing the Queen and in Mstssun
appeasing the Count. He has said no to an outright uprising and brought it out,
and for that the Count personally commended him. He thinks he has the Giant
Slave Lords under control, only attacking slave trains, the mines and the
occasional traveler. He gainsays the slavers himself, and will denounce
Nabbrus for owning slaves to her face. He is quite chatty and friendly, his hair
and eyes looking like the copper of the mines, and keeps himself well dressed
and immaculate. However, he can lose his composure, affecting a nervous
hiccough when the best-laid plans go astray.
Vikkrtr
ST: 13
DX: 13
IQ: 11
HT: 12
Dodge: 7
HP: 13
Will: 11
Per: 11
FP: 12
Parry: 10
Speed: 6.00
Move: 3
SM: 0
DR: 4 (see notes)
Giant Slave Lords are trying to free the slaves of Zbrs Mine in 1003 and
attacking the Slavers' Camp in 1110, Kervron in 1115, Rhtats in 1216, Pranrs
in 1217, Trriv in 1410, Skripsos in 1812. Based out of Edmm Tower in 1303.
This isn't much of an organized group, hopelessly crippled by interracial spats
and the low intellect of many of its members. Most of the attacks are nothing
more than raids for food and supplies, but savage humanoids getting anywhere
near these towns, even peacefully, will cause an alarm. The orcs and goblins are
from the desert of Natlna to the south while the ogres and kobolds come from
north of Mr-Nembe, but they have been in Settstt so long that they have
adopted human culture and speak Mannish, even among themselves. Since
anyone can tell who is an orc or an elf, they value secrecy above all else, and only
make time-to-time bandit raids south of the Rlistis area, though they did hit
Bll (2017) last year.
If encountered, each one of these will have 1d+N common soldiers of his race, 2
tough soldiers and 1 shaman, other than Paidvs, who is with N+2 common
ogres. Paidvs is also the only one who will be out-front in battle; the others are
smart enough to let the goons do the work.
The leader is Kltr, an orc, clad in mail and carrying an axe, spear, bow and
shield. He's secretive, a result of surviving many plots against his leadership, and
is clad in a never-ending array of bandoliers, necklaces and wrist bands. He is
always plucking his facial hairs with his fingers. He hates the village of Pranrs
due to a long ago perceived slight.
Kltr
ST: 19
DX: 13
IQ: 10
HT: 12
Dodge: 9
HP: 20
Will: 11
Per: 11
FP: 12
Parry: 11
Speed: 6.25
Move: 5
SM: 0
DR: 4/2*
Block: 11
Class: Mundane. ,
Notes: Notable equipment includes:
Kltr's lackey, for lack of a better word is Aggt, a kobold. He also wears
leather with big shoulder spikes, and carries a spiked wooden club and a spiked
shield. Officially, he is the leader of the free kobold clans of the os Hills, but he
mostly takes orders from Kltr, no matter how petty. Secretly, he plots against
Kltr, but is smart enough to know that killing him outright will just set an orc
clan on him. He looks absurd in his spiked armor, which is a little too big for him,
and he affects machismo when around kobolds or humans, but his big bright
blue eyes, odd for a kobold, stick out. He punctuates his statements with a spat
on the ground.
Aggt
ST: 11
DX: 15
IQ: 11
HT: 13
Dodge: 9
HP: 13
Will: 12
Per: 17
FP: 13
Parry: 12
Speed: 7.25
Move: 4
SM: -2
DR: 3*
Block: 12
The goblin leader is Ldr, who wears leather and carries only a sling; he lost
his spear to Aggt after a duel and Aggt broke it afterwards. Odd among this
group, he dabbles in magic, knowing just enough to help him stay alive. He is
quiet, and he is more interested in having a personal domain than any revolution,
and is oddly tidy for a goblin.
Ldr
ST: 10
DX: 11
IQ: 15
HT: 10
Dodge: 9
HP: 11
Will: 16
Per: 19
FP: 12
Parry: 8
Speed: 5.00
Move: 5
SM: 0
DR: 2
The ogre leader is Raidvs, who carries an enormous battle-axe and wears mail
as well as a man's sombrero, which is just a cap to him. More so than anyone in
the Giant Slave Lords, he got where he was by being tough. Typical of ogres, he
is as dumb as a rock, and the others humor him by pretending Raidvs is the
leader of the group. He has a crude sense of humor, and the others must put up
with his often-bad jokes.
Raidvs
ST: 24
DX: 11
IQ: 7
HT: 16
Dodge: 9
HP: 40
Will: 7
Per: 7
FP: 16
Parry: 10
Speed: 6.00
Move: 6
SM: +1
DR: 6/4* (See notes)
vlls Rise
(1309, Plains)
Population: 310 (Search -2)
Physical and Magical Environment
Terrain: Plains
Appearance: Average (0)
Hygiene: 0
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 4
Political Environment
Government: Feudal, Municipality
CR: 4 (Corruption -1)
Military Resources: $542.50 Defense Bonus: +4
Notes: vlls Rise was built around its fighting arena, which holds a fight once
a month. The arena itself is a beautiful building or alabaster, but the rest of the
village is humble wattle and daub. Most of the fighters are humanoid slaves, but
men do fight from time-to-time, and those who win get a Reputation akin to that
of a modern star athlete or rock star, but there is little money. Militia 6. City
guard 2.
Lord Ianr hires trainers and monks to teach him martial defense so he too can
fight in the arena. He is quiet and wears a Van Dyke beard, and will never admit
to his Compulsive Behavior (Spending) (12) that has led him to try to fix arena
events.
Encounters:
Brvn Bluff
(1310, Hills)
Population: 50 (Search -3)
Physical and Magical Environment
Terrain: Plains
Appearance: Average (0)
Hygiene: -1
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 2
Political Environment
Government: Feudal, Municipality
CR: 3 (Corruption -1)
Military Resources: $87.50
Defense Bonus: +5
Notes: On the edge of a hill, Brvn Bluff spans out to all three sides and
working inland. Its herds of livestock outnumber its humans, as it has been hit
by the plague in the last year. Militia 1.
Despite the plague, Lord Danr plans his upcoming marriage to a far-off
noblewoman to grow his wealth. His Stubbornness makes him always insist on
having the last word.
Encounters:
rkn Wall
(1408, Hills)
Population: 320 (Search -2)
Physical and Magical Environment
Terrain: Plains
Appearance: Average (0)
Hygiene: 0
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 3
Political Environment
Government: Feudal, Municipality
CR: 5 (Corruption -1)
Military Resources: $560
Defense Bonus: +8
Notes: The village of rkn Wall sits on the edge of a hill, spanning out to all
three sides and working inland. The wall that gives the village its name goes all
around it. Militia 6. City guard 3. One hedge wizard.
Atop the hill is a temple of Rripermn is a three-story pyramid made of worn
limestone. Its priestess is Rainwen, an elf woman (Nature-Worshipper Good
Cleric Initiate). She is a quiet woman with short blue hair who spends her spare
time practicing her lute, but would never dream of playing in front of others.
Lord Blanr is very religious and strict, enforcing very strict penalties for even
minor crimes. He walks around in leather armor, and makes sure every peasant
knows that he is lord and master, and takes the best food to feed his Fat body.
Encounters:
rrua, old cook, shoes a horse in an alley and takes coins from a gang to
gossip about a local politician who frequents the tavern where she works.
Tilanr, a guard, is desperate to buy a new sword, as he has been lately
robbed of his old one, and will accost anyone to buy off his sword.
Uppratos, scribe, talking to young men, sentenced to tell the young men
of the dangers of venereal disease.
Rlistis
(1409, Plains)
HP: 10
Will: 14
Per: 14
FP: 11
Parry: 7
Speed: 5
Move: 5
SM: 0
DR: 1* (see notes)
6) Docks. These are the most common spot of coming into the village. Here is the
lower-class Hellgate tavern. This place was built around a massive stone portal,
but this legend has been lost to time. One of the stones is missing.
7) Market. Also here is the Chessman Inn. If a patron beats the owner at chess he
gets free room and board for one night.
8) Temple of Bagbros. This is a rhomboid one-story church that is the oldest
building in the village, older than even the castle, and spots of the structure still
show the sod and leather beginnings. Its high priest is rrus (Cleric), a tall and
Overweight man who wears a dark brown wig on his baldhead. He is often
upset by small matters, and goes to hang out in his church when he is.
9) Smelting. There isn't much smelting here, since most ore goes south
to Mstssun, but some happens here for local use. The Pink Moose tavern is in
this district, named for a wooden statue of a moose outside the dive that some
joker keeps painting pink.
10) Lake Rlistis. This drains into the river via the Rlistis Rill.
11) Sarkrrne River. This comes from the hills and mines to the north and
drains into the ktrs River north of Mstssun.
Encounters:
Just as the PCs enter the city they find themselves smack in the middle of
a riot against the nearby humanoids in outside camps who have been
hysterically blamed for the recent crime wave. The party must decide
whether or not to fight against the majority of the city to defend the
humanoids, to hide their traveling gear and blend in with the rioters, or to
turn tail and leave this city to the dogs
Eldrdos, grizzled bouncer, wraps his hands in bandages as he relates the
tale of the elf who managed to best him in a brawl last night. He tries his
best to hide his injuries under a cloak draped on his arms.
Prssvs, bottler, is searching for homeless brother, and is saddling his
horse to look for him outside of town
Elkros, an obese horse trainer, accuses the party of stealing his horses
and selling them for food and threatens with a call to the authorities. Does
the party fight their way out, run away, confront the false accusations or
pay the merchant?
Trriv
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 3
Political Environment
Government: Feudal, Municipality
CR: 4 (Corruption -1)
Military Resources: $630
Defense Bonus: +4
Notes: Half city, half wilderness. Bushes, trees, gardens, and lawns integrate
perfectly with buildings. Militia 7. City guard 2. One hedge wizard.
Lord Tereru, an elf, works hard to end the riots among the humanoids in the
camps nearby. He keeps a pleasant bearing, not something one would imagine
from a tall elf with his blue hair in a Mohawk.
Encounters:
Gaits, pitiful storyteller, asks for help. In acting out a scene he may have
hurt his friend. He holds a bloody knife in his hands, and is also cut on his
cheek.
A wrong turn during a city festival places the characters dead center in the
path of a classic bull run already in progress. Better hope you can
outrun angry animals.
Dbrtr, merchant, has an allergic reaction to an exotic spice.
uns Point
(1412, Plains)
Population: 75 (Search -3)
Physical and Magical Environment
Terrain: Plains
Appearance: Average (0)
Hygiene: 0
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 2
Political Environment
Government: Feudal, Municipality
CR: 4 (Corruption -1)
Military Resources: $131.25
Defense Bonus: +6
Notes: This is a boomtown, constructed in the last two years, and its buildings
were built on hilly ground, nestled inside well-guarded walls. It is built around a
central main tower complex. Militia 1. City guard 1.
Lady Ln survived three husbands and has a rep as a black widow. She wants
to have another husband, despite her bad luck, letting her dark auburn hair
A barroom brawl breaks out between two village groups, each blaming
the other for the death of an ox.
r, notary, is so angry that he doesn't watch where he's walking and
falls down stairs.
Villdos, beggar, follows a troupe through town, hooting and hopping
after them.
Abrs Range
(1413, Plains)
Population: 95 (Search -3)
Physical and Magical Environment
Terrain: Plains
Appearance: Unattractive (-1) Hygiene: -1
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 2
Political Environment
Government: Feudal, Municipality
CR: 3 (Corruption -2)
Military Resources: $166.25
Defense Bonus: +4
Notes: This village was built in a gigantic cave mouth and sprawls to the
surrounding territory. An old dwarf fortress rests at top. Legends abound of
creatures that come out of the cave in the middle of the night that take folks
away, but most rumored to have gone this way seem to have had natural deaths,
or are merely victims of rumor and are still alive. Militia 2.
Lord Dttr, makes his side money by helping a team shave coins. He acts
cheerful with a playful cackle, but has long been a sleeper agent for Erstokkian
nobles hoping to someday reunite with the mainland.
Encounters:
rrn Point
(1509, Plains)
Population: 50 (Search -3)
Physical and Magical Environment
Terrain: Plains
Appearance: Average (0)
Hygiene: 0
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 2
Political Environment
Government: Feudal, Municipality
CR: 4 (Corruption -3)
Military Resources: $87.50
Defense Bonus: +4
Notes: rrn Point is an unwalled city sprawled over a hilly region with wellmaintained roads. Militia 1. City guard 1.
The temple of Rripermn is a two-story domed earthen square that is showing
its age. Its priest is Krellvos (Cleric), who can cast Cure Disease and other
Healing spells. He fakes casting magic spells he cant cast with simple
legerdemain (Sleight of Hand-12) to pick up women (Lecherousness (12)), and
then brags about sleeping with them.
Lord Nttr is ostensibly devoted to Rripermn, but has had bad harvests,
gambling debts and bad luck in general. He's a dashing (Attractive) nobleman
(Status 2), with smoke-black hair against pale skin and in dapper clothes, but his
dark-green eyes are always darting away, betraying paranoia. He isn't the best
administrator nor is he too interested in serving the Queen in a fight, and he has
a weakness for gambling (Compulsive Behavior (Gambling)). Nttr likes his
comforts, and will sacrifice anything, up to and including his ancestral domain,
to keep them up. He is friendly and cracks little jokes, minor ragging on others,
and will find a way to get into a game of luck given enough time. He doesn't ask
too many questions about from where he gets money and luxury, so he really
doesn't know anything about who is involved in this conspiracy, but he knows
the two big men who take away the bodies as Praidvs and Soddvs, and he
has a pretty good idea what they are doing, and that they are working for
someone else, since they don't appear to be bright enough to animate the bodies
themselves. He is always willing to invite someone else for a wager on absolutely
anything.
Encounters:
Lehta, elf spy, seeks anyone who can provide him with plans to the black
knight's fortress and details of the inner chambers and possible traps, and
is digging a hole out behind the tavern.
tilos, a local preacher, has been predicting the weather and harvests and
such with unerring accuracy. As the PCs pass by one day, they hear him
predict an important persons death.
Danr, slaver, leading caged wagons, stumbles from dizziness.
Drkros
(1512, Plains)
Population: 120 (Search -2)
Physical and Magical Environment
Terrain: Plains
Appearance: Average (0)
Hygiene: 0
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 2
Political Environment
Government: Feudal, Municipality
CR: 3 (Corruption -2)
Military Resources: $210
Defense Bonus: +4
Notes: No outer walls are around this village, which is religious. Militia 2. One
hedge wizard.
There is a big temple to Bagbros, a domed triconch with withering tree arches.
Its priest is Mattr (Cleric), who is never without his dog.
Lord Or, is a former merchant guild master and black market specialist. He is a
huge man with a big black beard and a deep voice.
Encounters:
Her, dwarf jester, sings while going through his packs, and his song
unwittingly harmonizes with a passing bard's mandolin strumming.
Gaits, tanner, whistles while working to meet a deadline.
tilios, page, reading a book on magecraft, searches the town for baked
goods.
Mstssun
(1513, Plains)
Population: 3,300 (Search 0)
Physical and Magical Environment
Terrain: Plains
Appearance: Average (0)
Hygiene: -1
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: Broken
TL: 3 (some TL 4 goods available)
Wealth: Struggling (1/2)
Status: -2 to 5
Political Environment
Government: Feudal, Municipality
CR: 4 (Corruption -1)
Military Resources: $11,510
Defense Bonus: +8
Notes: Mstssun is the capital of the County of Msarkn. It sits upon a high
hill called Koklanon, having iron-tinged city walls, built up from its dwellers
took back the town from bandits sixteen years ago. The banners of the town, a
bendy of eight alternating between gules (red) and or (copper) with an argent
(silver) sword on the front, give the walls a much-needed hue. Otherwise they
are gray and dreary, and the foul smell and smoke of copper smelting covers the
town. Militia 66. City guard 22. Nine hedge wizards.
The government of the town has a king-appointed Mgnos (Mayor) heading a
town council of guild leaders that holds most of the might in the town
government. As capital of the Praiklamen (County) Msarkn, it is where
the Praikrtr (Count) lives, and whom the Ore (Queen) also appoints for life.
While the Praikrtr holds no official might in town politics, he always lurks in
the background.
First impression: a young woman just inside the gates passes out wooden tokens
for free ale at the Scarlet Harlot tavern. There is a recently burnt or weatherdamaged building. There are the sounds of a crackling of a fire and the smell of
cinnamon from the town's famous cinnamon buns. A local legend is that ghosts
of local lovers have been seen on opposite sides of the river ktrs, which flows
at the foot of the hill Koklanon.
Market Ward
Count's Residence. This luxurious two-tower castle made of stone is in good
condition with some age. The Count and his family live in one tower, while the
County government is in the other, though cases are tried in the Courthouse.
By reputation, the greatest warrior in the land is Praikrtr (Count)
Gostlios Ats. He was born to a career soldier in Gksun, and as a young
man, he and his friends slew the dragon Lavadeath, who was running
amok throughout the countryside. Two years later, Gostlios became count by
the order of the King, one year before his death. Since then, Gostlios has lived in
Mstssun where he runs an alchemy business, a topic that has fascinated him
since he was a child, even though he is only an amateur; he learnt some from his
friend, the sorceress Qadat. He has two other outstanding alchemists working
for him, and they are the only alchemists in town. In spite of not knowing much
about alchemy, he wants to make sure the alchemical items he makes are safe. He
has kept up his masterful swordplay, however. He is tall, strong and handsome,
with trimmed brown hair and a trimmed beard on his square jaw, and dresses
simply but well, and stays quite clean. And he knows he's handsome. He has an
ex-wife, Bs, who hates him for not coming to see her because he was too busy
with his mistress, a wife akks, with whom he has a daughter, Ongn, a
mistress Allil, the true love of his life whom he saved from a burnt village and
with whom he also has a daughter, rrua, and a long stream of one-night
stands with broken hearts. In spite of his womanizing, he is a doting father, and
works to give the best to his two little girls, taking the two out together often
even though their mothers hate each other. He grew up a military brat, and
wants stability for his girls. He is charming and friendly, cracking jokes often,
though sometimes his wit gets biting. He knows his adopted land well, and has
stayed out of court politics since his patron, the King, died. However, he has a
friend, a captain named Uppritos, in court back in Gksun, who keeps him
abreast of happenings there. Gostlios knows the Queen likes to give titles to
cronies, and doesn't want to lose his.
He is well to do from both his business and his rule, but his Status 5 comes
mostly from his role as Praikrtr. He is well known for his past as a dragonslayer. He can make Msarkn a 20-point organizational Patron. As a Contact,
he can provide Politics-18 or Alchemy-18, and he is completely reliable.
Gostlios Ats
ST: 16
HP: 16
Speed: 7.00
DX: 15
Will: 10
Move: 5
IQ: 10
Per: 10
SM: 0
HT: 13
FP: 13
DR: 6 (torso only; see Notes)
Dodge: 10
Parry: 17
Block: 13
Bow (16): 1d+2 impaling; Range 240/320.
Broadsword (26): 2d+9 cutting or 1d+7 impaling; Reach C, 1.
Kick (14): 1d+1 crushing; Reach C, 1.
Large Knife (16): 2d cutting or 1d+1 impaling; Reach C, 1.
Punch (16): 1d crushing; Reach C.
Traits: Appearance (Handsome); Born War Leader 4; Charisma 3; Code of Honor
(Chivalry); Combat Reflexes; Dependents (Daughters Ongn and rrua; 0
points or less; Loved ones; 9 or less); Duty (Msarkn, 12 or less); High Pain
Threshold; Lecherousness (12); Reputation +2 (Dragon-slayer; Folk
of Msarkn; All the time); Sense of Duty (Msarkn); Squeamishness (15);
Status 5; Wealth (Very Wealthy); Weapon Master (Broadsword).
Skills: Administration-12; Alchemy-10; Area Knowledge (Msarken)-13; Area
Knowledge (Mstssun)-13; Armoury (Melee Weapons)-11; Bow-16; Brawling-16;
from near the border with Natlna. He has dreams of a bigger church, either
growing this one or moving on elsewhere.
Caravan Outfitters. In Mstssun and the region, the best shop for buying
expedition supplies is Caravan Outfitters, in the Market Ward, though there are
some supplies in the large northern mining village of Rlastis. Befitting a shop
for caravan gear, it is near the North Gate, and has big stores, since big caravans
(there's no such thing as "adventurer" as a profession) stock up here, and it can
do custom orders, or at least did in the past. There might be an issue now for
them, since the owner is new. Or, who made this business, died five months
ago, and left it to his son and nephew. The two know little about it, but still have
a big client base. Instead of a proper shop, the business is in a tasteful warehouse
made of wattle and daub, reinforced by wood, and with the goods right there.
Dttr is the new owner of the Caravan Outfitters, a business he shares with
his cousin and gay lover, Annts. They just moved to Mstssun from his
birthplace of Dtordn a few months ago after the pair inherited the business
from Annts's late father Or, and his cousin has no interest in the business, so
he does all the managing (Merchant-12). He has a shock of red hair with the
shaggy bangs of his village, and wears very tight clothes and tight leather gloves.
Secretly, he has a library of occult books, gifted to him by a demon, and studies
demonology from them (Mannish Native/Accented; Erstokkese Broken). Weak
from a premature birth (ST 7), he studies demonology to help him get back at
everyone who slighted him as a child and turn himself into a powerful lord
(Initiate (Demonologist); Demonic Attunement 2; Bad Temper (15);
Impulsiveness (15)). He doesn't care for the new job, and sighs whenever
someone walks into the shop, but does tend to him (Loner (15)). Dttr knows
a bit about demons, though he hasn't met once since his initial encounter a few
years ago (Area Knowledge (Dtordn)-13; Hidden Lore (Demons)-13; Hidden
Lore (Magical Writings)-13; Hidden Lore (Secret Writings)-13; Occultism-13;
Physiology (Demons)-11; Psychology (Demons)-11). He reeks of the incense he is
always burning, not only for his studies, but also in the store.
Scarlet Harlot. A good-sized tavern made of wattle and daub and in decent
shape, the Scarlet Harlot caters to travelers, which gives it a diverse clientele. It
has a few alcoves where one can go to take care of less public business, though
the whores and the thieves here don't flaunt it too openly.
Yngratr is the owner and barkeep (Status 0) at the Scarlet Harlot. He has
owned the bar since he left the priesthood of Saundvs many years ago. Quiet
and his grey eyes somewhat sad, he has light skin and warm auburn hair he
dresses casual and always wears light leather gloves to keep from dirtying his
hands. He knows his business and smatterings of his early clerical teachings
(Religious Ritual (Saundvs)-9, Theology (Saundvs)-8). He feels guilty about
being such a bad priest that he washed out, so he wants to help those in need
however he can. Yngratr also wants to go to a yearly high-church meeting in
rrpon once in his life, but doesn't talk much about it, thinking it greedy of him.
He smiles softly at most gossip, nodding his head, and will listen for hours at
any sad tale, but does not like fighting in his bar. He knows most of the gossip
around town (Current Affairs (Mstssun)-12), and the town itself (Area
Knowledge (Mstssun)-12), and has heard of the horde in Natlna. He cracks
his knuckles before talking.
The Reapers, a company of 250 heavy infantry (TS 100, WT 25, Maintain $200K),
is based in Mstssun, but works extensively in Relistis and the surrounding
area, cracking the skulls of slaves, guarding caravans and fighting off bandits
until the next big job. It will train soldiers and then hire them out. One can find
its soldiers drinking off-duty at the Scarlet Harlot. Most of them are either Basic
Archers (Mirror of the Fire Demon, p. 42) or Basic Warriors (Mirror of the Fire
Demon, p. 43).
Rkoros is the leader of The Reapers, a cheerful man who greets everyone as an
old friend and hopes that no one finds out that he once left a fellow soldier to die
on the battlefield.
The Pantry. This tavern is made of wattle and daub and in decent shape. Shiny
trinkets hang from the walls on strings. Contributions are welcome.
The Safehouse. The Safehouse is a small tavern made of wattle and daub and
strategically reinforced by wood in selected places and in surprisingly good
shape, even though it is a dreary building. Run by smugglers and thieves, the
tavern is among the safest places in the town.
Merchants Ward
Alchemist. This is a tasteful shop, but it is made of wattle and daub since it often
needs to be rebuilt. There is a 3-yard gap between it and all neighboring
buildings to keep them from being damaged from an explosion, but these still
bear scorch marks. It carries all kinds of items, and there is often activity here,
since the two helpers who do most of the work like to work the Count is not
around.
Zbros House. This is a nice two-story house made of wood, with a fence
around it and separate buildings for the privy, the kitchen and the servants.
If Mgnos Dra is the political leader of Mstssun, Nabbrus Zbra is its
economic leader. Her family owns the largest copper mines to the north of
Rlistis, and she is the lone heir. The Zbrs and the Vts have been rivals for
as long as anyone can remember, and Nabbrus finds this to be bothersome, as
this causes political trouble for her and her business. She was the eldest of three
girls, and as there were no boys, she inherited everything when her father died.
Nabbrus has aged well, but has aged, but makes a good impression with her
tall neck, her paling golden blonde hair, her dressy clothes and her hat. She is a
skilled business woman, and also breeds horses as a costly hobby. She considers
herself and her business to be the backbone of Msarkn, and she wants to make
sure her father's memory is honored. It's hard work running her business, and so
Nabbrus grooms her son Prmonos to succeed her so she can retire and enjoy
the rest of her life. She often worries about her life and her business, which gives
her mood swings; she works fast and furious during her manic phases. She
knows her mines well, though she only visits them a few times each year, and
knows the business world of Msarkn. She usually sends Lv, an air
elementalist who works for her, to look at the mines instead. Nabbrus does
worry about attacks on the mines, and looks to have more guards there. She
employs Pell, a slaver, to not only buy more workers for her, but also to root out
rebellion among them. Vikkrtr, a minor noble who has only a tower to the
north, is always bad mouthing her for her ownership of humanoid slaves. She
often speaks loudly over anyone who is starting an argument or might be
insubordinate as her way of ending the problem.
She has Status 2 from her wealth. Being a woman in the business world, she has
Reputation -2 (Businessmen of Mstssun; All the time). As a Contact, she has
Animal Handling (Equines)-15, Current Affairs (Business)-18, or Engineer
(Mining)-15; she is somewhat reliable.
Nabbrus Zbra
ST: 8
DX: 10
IQ: 13
HT: 11
Dodge: 8
HP: 8
Will: 13
Per: 13
FP: 11
Parry: n/a
Speed: 5.00
Move: 4
SM: 0
DR: 0
never wanted her to go into a man's business. However, Allil is tall (5 ft. 11 in.)
and strong (ST 13), and is known for her skill as an armorer (Armoury (Body
Armor)-15; Jeweler-11; Merchant-12; Smith-13; Mannish Native) throughout the
dale (Reputation +1 (Skilled armorer of Gostlios Ats, Warriors and Misarkene,
10 or less); Status 1; Comfortable). She wears her strawberry-blonde hair in a bob
and can pass as an elegant lady (Attractive Appearance; Savoir-Faire (High
Society)-9; Voice) when she needs to do so. Her main concern in life is caring for
her daughter (Dependent), and such never works more than she needs to work
to spend more time with her. She behaves refined at all times, even among coarse
warriors, taking care not to let her lowborn roots show. She knows quite a few of
the ados of high society around town, though Gostlios's wife atks detests
Allil (Current Affairs (High Culture)-11; Repuation -2 (Gostlios's peasant
whore, nobles of Msarkn, 10 or less)). Indeed, she goes out of her way to ask
any customer who might know something about the nobility for news or a rumor
about them (Curious (9)).
The Silent Dancer. This is a small simple tavern made of wattle and daub and
needs some repairs. The contortionist dancers don't speak to anyone, but work
for tips. The dancers are not whores, and the joint is respectable.
Smelters Ward
Courthouse. A large, two-storied building made of a drab stone that still
manages to stick out as nicer than the rest of the ward. This is where the city is
administered. Traveling judges hold court here, and city records are here. There
is a small building for holding prisoners next to the Courthouse that is also the
base of the City Watch.
Wild Cats. This small dive is made wattle and daub and needs work. The tavern
is said to be visited by a lost god of wine and spirits, but nobody knows which
patron is he or she.
Tanners Ward
Temple of Punstr. While Bagbros is the biggest church in town and
Saundvs is the richest, Punstr is popular among the miners and smelters,
who fear their slaves. The church itself is a basic triconch made of limestone,
bland but functional, with room in the middle for sparring.
The cleric here is Allvs (Devout Good Cleric Initiate). Hes a macho man with
dark hair with big bangs and a dark beard (hes from Dtordn) who hones his
fighting skills, but never lets anyone know about his psionic powers.
The Vulgar Lizard. The Vulgar Lizard is the biggest dive in town, and is made of
wattle and daub and run down. Rumors persist that the drinks here kill, but
those are just rumors
The Satyr. This limestone building is dilapidated. A haven for whores, this
bathhouse does not segregate its customers by sex.
Sewers
The Cult of Abrtr has a local base in Mstssun, with royal backing. Finding
the box in the spirit naga lair in 1520 will pique its interest. It cuts deals with the
noble in rrn Point in 1509. In case of any trouble, Vristrs Castle in 2020 is a
likely strike point. The Cult isn't sympathetic to humanoid slavery, and would
use that as an argument in its favor, if it ever surfaced. It is mostly groups of
isolated cells, and some family traditions of keeping up the "old ways."
Animating the dead is itself punishable by death, and the Queen won't change it,
lest that change tip everyone off. The cultists always carry lit candles in their
ceremonies, symbolizing the light they are reanimating in dead bodies. At the
moment, they are trying to get in as many political offices as possible, and will
pass offices onto their successors before passing into lichdom.
All of the market villages have secret cells for Abrtr, even if only a couple of
cultists, but none of them know anything about the others, nor anything about
any leadership. Nttr is a pawn of the cult in Rlistis, which knows of the cult
in Mstssun, but is always in a spat with it, the civic rivalry between the two
towns unable to transcend even death cults. There are only a couple of cultists
in ndrnks, who are not in communication with any of the others, since
everyone has written off ndrnks to being a useless haven of thieves. They use
anonymous couriers in merchant caravans who are paid to deliver messages to
intermediaries in each market village.
Maksil is the cult leader in Mstssun. She is a loyal priestess of Abrtr,
having joined a cult of death to spite her rich family giving her brother control of
her inheritance. She looks to be about 40, with dark skin, wild auburn hair and
wide green eyes that complement her wild black gown. She has given her life to
the cult, and has been been a secret member for most of the last two decades.
However, the authorities caught her trying to spoil the incense of the Church of
Saundvs to keep it from being used to give souls a Final Rest, making her flee,
which upset her superiors in the cult. Thus, she now wants to summon a demon
army to destroy the town to prove her worthiness. To make matters worse, her
superiors in Gksun have deemed her a mole for the County. She wants to find
out who made up that lie and deal with him. Maksil is imperious to everyone
around her other than superiors. She will make wild prophesies with almost
every statement. She did get away with her family's best dresses, wines and
artwork. Even though she can't do much with them, they can't either.
Maksil
ST: 10
DX: 11
IQ: 14
HP: 10
Will: 14
Per: 14
Speed: 5.00
Move: 3
HT: 12
FP: 12
SM: 0
Dodge: 6
Parry: 13
Neliek, dwarf moneylender, thinks he knows who has been shaving coins,
but being a longtime friend, needs to catch someone else in the act to
assuage the guilds, and collect the bounty to make a purchase.
A street fight gets Praidvs, a barbarian, thrown into a horse trough a
trough with a deadly water snake in it.
nptr, questor, searches for a killer, asks anyone in the quarter,
desperate for a lead.
One of the group is a dead ringer for a gang member who was supposed
to deliver money to the thieves guild but has instead fled town with the
loot. Convincing the guild the party member is not who they are looking
for will not be easy, but maybe not as hard as the fight.
Citizens are scared to death of a creature ravaging the region. The creature
is actually an escaped exotic pet that still carries the chains and tethers of
its captivity, making it seem extraordinary when seen at night, from a
distance or at a glance.
Drnos Hollow
(1514, Plains)
Population: 70 (Search -3)
Physical and Magical Environment
Terrain: Plains
Appearance: Average (0)
Hygiene: -1
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 2
Political Environment
Government: Feudal, Municipality
CR: 2 (Corruption -1)
Military Resources: $122.50
Defense Bonus: +4
Notes: A farming town that doubles as a barbarian meeting ground, the village
has a hedge maze and gap-spanning stone bridges. Militia 1. One hedge wizard.
The sage Dmontis lives in here, where barbarians and civilized men meet. He
specializes in nature (Expert Skill (Natural Philosophy)-13, Pharmacy (Herbal)-13,
Naturalism-14, Veterinary-14).
Lord Btos goes out to deliver his tribe's demands to the other tribes' hunters. He
is a always in his leather armor and with his wolf companion.
Encounters:
Spirit Naga
(1520, Heavy Forest)
A trio of spirit nagas is nursing its eggs. They know to avoid the local mushroom
patches, as these feed off of magic. Each ten minutes spent in the area drains a
random magical item of a charge/use, disenchants a potion, causes a caster to
forget a spell, etc. Casting magic in the area results in a sudden spurt of fungus
growth, which entangles the party, closes off exits, etc. They have accumulated
much treasure from travelers over the years, including:
2d N gold coins
3d 2 N silver coins
3d 10 N copper coins
Large stone box with Summon Elemental (air)-15 covered extensive beads/nails in
the style of zombies farming that move when you watch them that the clergy of
Abrtr once used to summon air elementals, $20,750, 220 lbs., DR 4, HP 24.
Fine, highly articulated mail suit with its ringlets pressed to resemble bricks,
extensive inlay resembling a moon on the left breast and a collar that looks like the
top of a castle (DR 4/2* vs. crushing, two-thirds DR vs. chinks in armor),
$25,155, 43.5 lbs.
Pennant (1 ft. by 1 1/2 ft.) of a shark that was the coat of arms of a noble family,
$1.50, 0.75 lbs.
Tempera painting (1/2 ft. by 2 ft.) of a narrative of demons that was an Artist's
autobiography, $400, 0.75 lbs.
Tempera painting (1 ft. by 2-1/2 ft.) of symbols that the Artist was trying to send
to a Wizard, $1,365, 1.875 lbs.
Stone sculpture (2 1/3 cu. ft.) of simple geometric shape with expensive fringe
that was made by an orc, $465, 385 lbs.
Stone sculpture (5 cu. ft.) of a hunter that had been part of a sequence from a
temple of Uladrtr, $2,150, 2,150 lbs.
Ivory sculpture (1.6 cu. ft.) of a lion with extensive minimal inlay that had been
owned by a noble family, $780, 72 lbs.
See the Mongoose Book of Encounters and Lairs (p. 123-127) for more.
1d N gold coins
2d N silver coins
3d 2 N copper coins
Universal scroll of Alertness 1-18 on engraved metal, $128, 0.25 lbs.
Wolfsbane, $5, 0.25 lbs.
Large wig of the finest wool with extensive lace and cheap fur trim, $16,000, 6 lbs.
Magrpon
(1609, Plains)
Population: 0 (Search n/a)
Physical and Magical Environment
Terrain: Plains
Appearance: Ugly (-2)
Hygiene: -1
Normal Mana (Common Enchantment)
Culture and Economy
Language: None
Literacy: None
TL: 3
Wealth: None
Status: n/a
Political Environment
Government: none (was Feudal, Municipality)
CR: 0 (Corruption 0)
Military Resources: $0
Defense Bonus: +4
Notes: The village has been abandoned. Its villagers are all dead, many are
zombies, and buried in the fields. A few miles away is the haunted temple where
the lich worked and did his experiments.
tsun Way
(1612, Plains)
Population: 120 (Search -2)
Physical and Magical Environment
Terrain: Plains
Appearance: Unattractive (-1)
Hygiene: -1
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 2
Political Environment
Government: Feudal, Municipality
CR: 3 (Corruption -1)
Military Resources: $210
Defense Bonus: +4
Notes: The village was much larger once, with abandoned dwellings in the wallless village at the base of a waterfall and lake. It still has many fishing outlets,
and some bustle still happens on the dockside. Militia 2. One hedge wizard.
Lord Grtos is in hiding for tax evasion, and hides every time the Counts men
come to the village. Hes an old man who wears clothes that are too small for him,
but hes too cheap to buy new ones (Miserliness (12)).
Encounters:
men, leathered healer, is disgraced and sent out from the local guild
when she speaks out on the uselessness of leach therapy that all consider
popular, and has bruises on her face.
Uppratos, guard, looks for smugglers, but is hiding some goods on his
person himself.
Anr, conjurer, conversing at length with imp, who insists on playing
hide-and-seek with him.
Lt Downs
(1613, Plains)
Population: 120 (Search -2)
Physical and Magical Environment
Terrain: Plains
Appearance: Average (0)
Hygiene: -1
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 2
Political Environment
Government: Feudal, Municipality
CR: 3 (Corruption 0)
Military Resources: $210
Defense Bonus: +4
Notes: A small business town, with elaborate guild manors, businesses, and
workshops, but any business eventually fails in a spectacular way, like a curse.
Most folks thus stick to farming. Militia 2.
Lady tili is rumored she cant tell a lie. Shes an old lady who will leave her
title to her son.
Encounters:
Denmos, deaf clothier, maniacally insists on giving the PCs swanky new
outfits free of charge.
Dbrtr, inquisitor, accusing elf of subterfuge, beats him.
lk, dwarf protector, drinking away failure, looks for work, but smells
of a skunk.
Logging Camp
Skripsos
Rkranun
(1812, Plains)
Population: 440 (Search -2)
Physical and Magical Environment
Terrain: Plains
Appearance: Average (0)
Hygiene: 0
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 3
Political Environment
Government: Feudal, Municipality
CR: 4 (Corruption -1)
Military Resources: $770
Defense Bonus: +4
.Notes: A huge dock lines one side of the city, and its river continues inland
around the solid walls. Hobbits dwell here. Militia 9. City guard 3. One hedge
wizard.
Lord Elequeta, an elf with short green hair and gold-tinted skin, works to clear
the beggar wards, mostly through exile. He will chase them out with his sword,
but isnt much of a fighter himself; he hides his skill with magic.
Encounters:
Prmonos, magical adept, asks the party to please help him procure the
Bark of Tyrrany from the druid tree of Winterhale for an experiment.
Prssvs, engineer, is buying (stolen) tools after a noble has derided his
plans to upgrade the city walls.
Mlg, hobbit cook, learning from her aunt, empties a slop bucket on
someone while she works, blissfully singing.
Lrs
(1815, Forest)
Population: 50 (Search -3)
Physical and Magical Environment
Terrain: Woodlands
Appearance: Average (0)
Hygiene: 0
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 2
Political Environment
Government: Feudal, Municipality
CR: 3 (Corruption -1)
Military Resources: $87.50
Defense Bonus: +4
Notes: Lrs is bright from a distance. There is no wall. Militia 1. One hedge
wizard.
Plvs
(1816, Forest)
Population: 190 (Search -2)
Physical and Magical Environment
Terrain: Woodlands
Appearance: Attractive (+1) Hygiene: 0
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 3
Political Environment
Government: Feudal, Municipality
CR: 4 (Corruption -1)
Military Resources: $332.50
Defense Bonus: +5
Notes: Ancient monolithic walls of another age tower over Plvs, which
features a fighting arena with a monthly fight. Most of the fighters are humanoid
slaves, but men do fight from time-to-time, and those who win get a Reputation
akin to that of a modern star athlete or rock star, though there is no money for
the winner. Militia 4. City guard 1. One hedge wizard.
Lady Attiblon works to keep her throne amid half-blood rumors. She is Skinny,
but keeps herself in the latest fashions from out east, often red to match her hair.
Encounters:
Grads, hairy jailer, says orders came through to let out "Mad Dog"
Eldrdos a week early, and he did so. But his boss says no such orders
came from him, and now has taken Grads out to be whipped in public.
Denma, student, needs a special ingredient or piece of equipment to
finish her project in an annual competition. The PCs are hired to infiltrate
a competing wizard's tower to steal said thing.
Anr, dragoon, buys drinks for all present, but is itching constantly and
obviously.
Nkrvos
(1911, Plains)
Population: 400 (Search -2)
Physical and Magical Environment
Terrain: Plains
Appearance: Attractive (+1) Hygiene: 0
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 3
Political Environment
Government: Feudal, Municipality
CR: 4 (Corruption -2)
Military Resources: $700
Defense Bonus: +4
Notes: Nkrvos is bright from a distance. The city guardsmen are all church
laymen. Free market town; CR is 2 for any buying and selling. Militia 8. City
guard 3. One hedge wizard.
The temple of Punstr is a two-level rhomboidal pyramid made of old quartz.
The priest here is Alligntr (Nature-Worshipping Good Cleric Initiate). He is an
Overweight man who keeps his red hair in a pageboy haircut and gives advice to
anyone, whether needed or not.
Lord Attilnts works to chase out the beggars. He is a short but well-to-do man
with dark hair and a dark beard who shouts loudly about needing to buy and
sell without hindrance.
Encounters:
The party is in a shop, buying their latest gear, when a commotion occurs
outside. Dbrtr, the shopkeeper rushes out to investigate. Several orc
prisoners being paraded through town have broken free of their chains.
Will the party save the town from the orcish threat, or will they take
advantage of the now empty shop with all its shiny baubles?
Ktos, chanter, was gathering fetishes, but now is bound and gagged and
lying in a ditch.
Vid, priestess, tending to the diseased, steps in a nearby puddle making a
big splash on a character.
bsun
(1912, Plains)
Population: 840 (Search -2)
Physical and Magical Environment
Terrain: Plains
Appearance: Attractive (+1) Hygiene: -1
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: Broken
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 4
Political Environment
Government: Feudal, Municipality
CR: 5 (Corruption -1)
Military Resources: $1,470
Defense Bonus: +4
Notes: Unusual for a village of the dale, bsun is welcoming to elves, and has
even put its government buildings on trees to copy the architectural style of the
elves; it has no walls. The city watch is two squads of four guards with spears
and padded armor and shields for its village watch. They are always looking to
run out wanderers and beggars, and will insist that visitors pay for an inn room
right now or leave. Those who make trouble are thrown out of the village right
away. There is a trade of livestock in its market. Militia 17. City guard 8. Two
hedge wizards.
Its lord, Danr, is a retired officer, runs his village like a military regiment. He is
an Overweight old man with a beard with noble bearing, said to know rare
killing techniques but never talks about them.
21 Clergy, 1 Doctor, 4 Noble Households; 16 hexes; 168 households
1) Market. This is above the ground, though overlarge goods stay on the ground.
2) Feral Daughter. The owner refuses to serve anything from a farm, only wild
game. This sits on the ground.
3) Temple of Rripermn. This is on the upper level of the village. It is a
hypaethral, open-air temple with 12 trees for columns. nos is the priest here
(Devout Good Cleric Initiate). He is a tall but meek man who hides that he
learned his ways of farming from the elves among whom he grew up.
4) Paper House. This place has Asian-style rugs and paper-paneled room
dividers. This is above.
5) Noble houses. These are above.
6) Gbrs Runnel. This empties into the ktrs River. A stone bathhouse on the
side, where the villagers bathe with fresh stream water.
Encounters:
Kkdz
(1913, Hills)
Population: 110 (Search -2)
Physical and Magical Environment
Terrain: Plains
Appearance: Average (0)
Hygiene: 0
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 2
Political Environment
Government: Feudal, Municipality
CR: 4 (Corruption -2)
Military Resources: $192.50
Defense Bonus: +5
Note: Kkdz is a hobbit village with no walls sprawled over a hilly region. It
has well-maintained roads and patrols. However, no one goes out at night due to
hauntings from undead and lycanthropes. Militia 2. City guard 1.
Lord Elkros seeks to push for maximum sentencing against beggars and thieves.
He is a hobbit man with slicked-back brown hair who holds the low-life in
disdain.
Encounters:
The streets are not safe after dark for women any more. A sinister
presence lurks in the shadows and appears to prefer preying on females. It
seems to be invisible. It grapples its victims, squeezes the life out of them,
then feeds upon them in some grisly manner before dragging the body to
the river. What monstrous creature could be responsible, and how can
anyone hope to catch something you cant see?
Dplks, a hobbit butler, sits smoking in public square. He will ask the
group for help getting rid of his employer's new lover, whom he dislikes
but does not know is a succubus.
Gllg, a hobbit gambler, is looking for an honest game after being
cheated for most of her money.
ndrv
(1915, Plains)
Population: 240 (Search -2)
Physical and Magical Environment
Terrain: Plains
Appearance: Average (0)
Hygiene: 0
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 3
Political Environment
Government: Feudal, Municipality
CR: 5 (Corruption -1)
Military Resources: $420
Defense Bonus: +4
Notes: ndrv has more government buildings than usual, and its keep flies
many flags and archers walk its walls. Militia 5. City guard 2. One hedge wizard.
Lord Vrtr seeks to push for maximum sentencing against beggars and thieves,
and enjoys cruel punishments for any lawbreakers. He suffers from or enjoys
Sadism, but is a tall, Handsome man with parted dark brown hair who is
cheerful even while he tortures.
Encounters:
Bs, animal trainer, is asleep on the side of the road in the middle of her
long trip to Mstssun, but his accosted by the town guards who want to
throw her in the stocks.
ndrnks
(1916, Plains)
Population: 500 (Search -2)
Physical and Magical Environment
Terrain: Plains
Appearance: Unattractive (-1) Hygiene: -1
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: Broken
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 4
Political Environment
Government: Feudal, Municipality
CR: 3 (Corruption -3)
Military Resources: $882
Defense Bonus: +4
Notes: ndrnks is a village in decline. The rest of the area deems this village to
be a group of thieves. Its watch is nothing but three guards with clubs and
shields. The whole village is old and in need of repair; walls crumble, the
brickwork lacks mortar, and no civic pride is evident. As such, much of the
village is wooden, more so than wont for these places, and fires go through here
every few years. The whole village smells likes apples. Militia 10. City guard 3.
Two hedge wizards.
Lord Noktr of ndrnks is nothing more than a bandit with a title, and barely
conceals his activities. He is cautious enough to not use his local militia to hit
travelers, but will fence the gains of bandits or burglars from the area. He has
olive weather-beaten skin that is somehow lacking wrinkles, a mess of dark
taupe hair on his round head, but wears a very dapper set of noble clothes, with
too much gold trim. Noktr is a former courtier who has a long history as a fixer,
and his lordship was a reward for favors to the late king. When he learnt the
King was ill, he knew it was time to go. Princess Lummen didn't trust him. He
still schmoozes and manipulates with the best, but he has no idea how to handle
his domain, not that this bothers him. His domain is only a way to feather his
own nest, and he enjoys the feeling of power in his little area. He wants to
make sure he never comes to trial for anything that happens in ndrnks.
Noktr has foes: once a woman was sent to seduce and kill him, but Noktr
was suspicious and had her detained, then sold to a slaver going to the mines
where she was a camp toy until the goblinoids tired of her and killed her. He is
friendly to anyone, projecting an air of confidence. He knows the capital well, as
well as the military and upper nobility, but seldom leaves ndrnks. Couriers
come to his village to tell him the news from out east. He often turns and
addresses asides to no one, as if there was a lackey right next to him.
Noktr
ST: 10
DX: 14
IQ: 15
HT: 12
Dodge: 8
HP: 10
Will: 16
Per: 15
FP: 12
Parry: 10F
Speed: 6.50
Move: 5
SM: 0
DR: 2 (see notes)
The party stops to witness a funeral procession for a crime lord. Soon after
passing, the party hears an explosion and sees a gigantic smoking fireball
rise into the sky a few buildings away.
Thero, dwarf protector, is drinking away failure; counting aloud the
number of friends he has lost trying to get a treasure trove.
nptr, a known crime boss, sits and reads while sweating shoe shine
boy buffs and casts the PCs worried looks.
Agdnon
(1917, Plains)
Population: 110 (Search -2)
Physical and Magical Environment
Terrain: Plains
Appearance: Attractive (+1) Hygiene: 0
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 2
Political Environment
Government: Feudal, Municipality
CR: 5 (Corruption 0)
Military Resources: $192.50
Defense Bonus: +6
Notes: Maze of walls intersects Agdnon, combined with ancient monolithic
walls of another age. The citizens devotedly follow rules. Militia 2. City guard 1.
Lord Ymos hires trainers and monks to teach him martial defense. He isnt too
big, and is thin and balding, so he wants to know how to defend himself.
Encounters:
Denmos, who thinks he is a witch hunter, says his father has a formula
for a magic-detecting potion and needs help wrangling it away from his
stepmother's guards.
Kltr, carpenter, standing in line for healing, has an allergic reaction to
exotic spice/pollen.
The sewers and wells are infested with radioactive rats that poison the
water supply. The constable hires the PCs to rid the town of the rats.
Kndrakos
(2011, Plains)
Population: 360 (Search -2)
Physical and Magical Environment
Terrain: Plains
Appearance: Attractive (+1) Hygiene: 0
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 3
Political Environment
Government: Feudal, Municipality
CR: 4 (Corruption -1)
Military Resources: $630
Defense Bonus: +4
Notes: Kndrakos is a sprawling trade center with guild manors, businesses, and
workshops. The village is religious and the villagers go to the temple often.
Militia 7. City guard 2. One hedge wizard.
The temple to Saundvs is a large cruciform building, though its wooden
structure is rotting. The temple's priestess is Kuk (Virtuous Good Cleric Initiate).
She is a redhead who is Absent-Minded and notoriously scatter-brained; it is said
her brain is on a different plane.
Lord Strtr of Kndrakos, a cat-man, pays others to discredit his peers in office.
He has the craftsmen of Kndrakos in a deal: he maintains their monopoly; they
pay him a fee after cutting the inevitable corners. He keeps his reddish coat well
groomed and wears a sumptuous cloak with a matching cap. He had been a
military companion of Noktr, devastating with a sword and fearless in battle,
and when Noktr got his lordship, he granted Strtr lordship of nearby
Kndrakos, a job Strtr has done better than his friend. He enjoys his station,
and hopes someday he can rise in it, but he needs to handle his sleazy friend, his
non-humanness and his second-generation status (his parents moved from
Erstkks; his father was also a soldier) first. He holds himself above anyone else,
always speaking properly to anyone. Like Noktr, he knows his upper nobility,
and pays heed to the doings of Mstssun and Goksun. He often sneezes; the
weeds of the dale are not the norm for his feline lungs.
Encounters:
Mldnon
(2012, Swamp)
Population: 320 (Search -2)
Physical and Magical Environment
Terrain: Swampland
Appearance: Unattractive (-1) Hygiene: -1
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 3
Political Environment
Government: Feudal, Municipality
CR: 5 (Corruption -1)
Military Resources: $560
Defense Bonus: +4
,Notes: Buildings and boardwalk roadways settle on stilts above a
swamp. Lanterns flicker at each doorway, but Mldnon is falling apart. Militia 6.
City guard 3. One hedge wizard.
Lord Norn, a dwarf, seeks to push for maximum sentencing against beggars and
thieves, whom he blames for the village's troubles. He fidgets constantly, and
hates Count Gostlios, whom he plots to kill if he visits Mldnon.
Encounters:
Kddrakos
(2015, Hills)
Population: 170 (Search -2)
Physical and Magical Environment
Terrain: Plains
Appearance: Average (0)
Hygiene: 0
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 3
Political Environment
Government: Feudal, Municipality
CR: 4 (Corruption -3)
Military Resources: $297.50
Defense Bonus: +6
Notes: Kddrakos straddles a river and has tall outer walls, a small castle on a
southern hill. Gnomes dwell here, and they are religious. Militia 3. City guard 1.
Here is a conjuratory (30 ft. by 30 ft.) temple to Bagbros, though much of its
stone is falling off. Its priestess is Dron (Cleric), an Overweight gnome. She is
usually working on her cobbling; the church is also her workshop.
Lady Koland of Kddrakos secretly runs her village's own black market. A
human woman among gnomes, she fashions herself as their protector from the
prejudice of the rest of the area, and uses this goodwill to get the gnomes to
dispose of those goods Noktr cannot. She carries herself as a noblewoman,
with her thin, long head and her pale hair sticking out from her exquisite noble
clothes; she wears her collar high to cover up a skin condition. She has long run
her family lands, lightly educated in Goksun in her youth, but has mostly kept
to her domain, and enjoys falconry and small-game hunting and rides well.
Koland thinks of herself as protector of the gnomes, and needs to control all
local activity, no matter how nefarious; she also likes nice gowns. She is wary but
regal towards others, her station her birthright, and keeps her word. She knows
little beyond the dale, though can guess from where come the goods she is asked
to sell among the gnomes.
Encounters:
Bll
(2016, Forest)
Population: 110 (Search -2)
Physical and Magical Environment
Terrain: Plains
Appearance: Unattractive (-1) Hygiene: 0
Normal Mana (Common Enchantment)
Culture and Economy
Language: Mannish
Literacy: None
TL: 3
Wealth: Struggling (1/2)
Status: -2 to 3
Political Environment
Government: Feudal, Municipality
CR: 3 (Corruption -1)
Military Resources: $192.50
Defense Bonus: +5
Notes: Bll is still under reconstruction from bandit raids. It has dull colorless
buildings moist with dew from lakeside mist and a simple wooden palisade
wall. Militia 2. City guard 1.
Lady Savendot owns the true history of the first king of lost Erstkks. She
dresses like she is traveling, which often happens: she is a secret Mentalist.
Encounters:
Raththien, dwarf jester, was seen using acid to dissolve bones in the royal
garden and is now sought by the Realmknights for questioning.
Lund, spinster, trying to win a contract, makes nervous eye contact with
a PC while negotiating.
Gaits, lookout, is asleep while upright, and when roused, can only cackle
madly.
Vristrs Castle
HP: 14
Will: 10
Per: 10
FP: 13
Parry: 12U
Speed: 7.00
Move: 5
SM: 0
DR: 6 (see notes)
Block: 12
Ettercaps
(2319, Heavy Forest)
A pair of ettercaps has been abducting travelers for years, and now have started
to range farther west into civilized lands and have started taking villagers of
Bll. Their hoard includes:
1d N gold
3d N silver
3d 5 N copper
Strongbox with Spell Shield-18, $13,487.50, 20 lbs.
Much of this is underground among the graves of elves over which they have
made their lair. See the Mongoose Book of Encounters and Lairs (pp. 63-68) for
more.
Ettercap Deadfall.
Detect: Per-based Traps at -2. ,
Disarm: DX-based Traps at -2. Failure triggers!
,Circumvent: Automatic (don't go under the trap).
,Evade: Dodge at -1. ,
Effects: 3d crushing to everyone under the deadfall (2-hex radius). ,
Shots: 1. ,
Rearm: Yes.
,Steal: No.
Ettercap Noose.
Detect: Per-based Traps at -2. ,
Disarm: DX-based Traps at -2. ,
Circumvent: Automatic (don't go near the noose).
,Evade: Dodge. ,
Effects: Quick Contest of ST 14 vs. the victim's ST or HT (whichever is higher). On
a victory, deal this much crushing damage to the victim; multiply by 1.5 for the
Neck. If any damage gets through the victim's DR, he starts suffocating (p. B436):
he loses 1 FP each second until he escapes. ,
Shots: Infinite. ,
Rearm: Yes.
,Steal: No.
Ettercap Spear Trap.
Detect: Per-based Traps at -2. ,
Disarm: DX-based Traps at -2. ,
Circumvent: Automatic (go around). ,
Evade: Hearing allows Dodge at -2.
,Effects: 1d+3 impaling. ,
Shots: 1. ,
Rearm: Yes.
,Steal: No.
Ettercap Webbing.
Detect: Per-based Traps at -2. ,
Disarm: It will burn easily. ,
Circumvent: Burn it or go around it.
,Evade: Quick Contest of ST 14 against the victim's ST or Escape skill. If he fails, he
loses 1 FP but may try again. ,
Effects: The victim is grappled (p. B370). ,
Shots: Infinite. ,
Rearm: No.,
Steal: No.
Outpost of Swords
(2400, Plains)
Lord Brms found the Aegis of the Storm Lands on his adventures, and uses it
to defend himself as he and his group of five barbarians waylay travelers for
their goods. He is a Skinny old man with a big occult library. Tower (Type A) (2
floors), 1 Ballista/Scorpion, 1 Oil Cauldron. Defense Bonus +7.
Dbits Rock
(2416, Forest)
This large keep has seven floors and houses a group of hoodlums. Praitanr, a
demonologist, has put his headquarters here while he pursues his studies of his
prize, the Amulet of Demons. His majordomo, Aidvs, commands 37
bandits. Large Keep (Type B) (7 floors), 1 Ballista/Scorpion, 1 Light Catapult, 2
Oil Caldrons. Defense Bonus +7.
Praitanr found the Amulet of Demons in a bazaar and gave it to his
wife. Wearing the amulet killed his wife, so now he studies it both to learn its
might and to avenge her death. He has greying red hair and wild eyes. Allign, a
nearby Druid, is upset how the plants and animals near his lair have become
withered and dead. She seeks an army of woodland creatures to fight him.
Praitanr hates everyone else, though grudgingly accepts his bandit band so long
as they stay out of his way, and has a short fuse.
His Majordomo is Aidvs, a bandit lord born poor who still passes out alms
from his loot, work to keep out any wanderers while Praitanr pursues his
studies of his prize. Aidvs came to him as a guard and, as Praitanr became
more and more debauched, branched out into waylaying wanderers.
Praitanr
ST: 10
DX: 12
IQ: 15
HT: 12
Dodge: 8
HP: 10
Will: 16
Per: 14
FP: 17
Parry: 11
Speed: 6.00
Move: 4
SM: 0
DR: 2 (see notes)
(2420, Forest)
This is a camp for fur trapping, mostly ermine, with 8 trappers here.
Vontrun
(2508, Heavy Forest)
Called the great wonder of the woods, the elves patrol this spire heavily. As it is
a wild weather magic field, it has great strategic importance. It rises from the
earth and breaks through the trees, the dirt and rocks falling aside to reveal a
light grey spire 20 yards in diameter at the base and climbing 50 yards into the
sky.
Temple to Uldrtr
(2611, Forest)
Here a church of Uldrtr will make its home, but for now it is under
construction. Six clerics, led by Kreti (Cleric), use mighty magics to slowly
shape the trees and the ground into a suitable temple. He is a snooty cleric from
the north who specializes in making the churches, then moving on.
Vron Army
HP: 12
Speed: 6.00
DX: 12
IQ: 14
HT: 12
Dodge: 8
Will: 14
Per: 14
FP: 12
Parry: 11
Move: 3
SM: 0
DR: 5F (see notes)
Block: 11
Crater
(2806, Plains)
Here is a crater from a meteor strike about thirty years ago that had a yield of
prized meteoric steel to anyone willing to brave the alien creatures that came
with the meteor.
Kalmldar
(2810, Heavy Forest)
The cypress woods sprouts from the dead bodies of those who dared to pass into
this haunted glen, and thus grow twisted. Wights lie under the ground, gripped
by tree roots, and phantasms and zombie animals fly among the trees; the only
living creatures are the swarms of caterpillars that like to bite. This was the site of
the lab of an elf wizard full of hubris who dared to challenge the goddess
Nemmags, and she cursed his lair to eternal darkness and his spirit to torment
in the sands of Natlna, trapped in a bottle.
Teleportation Portal
(2903, Plains)
This goes to the portal at 0713, and is in a cave that is 2 yards high and wide.
Glanr Shrine
(2908, Swampland)
Shrine to Glanr, the lost god of tricksters. The single-room building is made of
good-quality cyclopean stones and has fallen about a foot into the swamp
around it. The altar, a plain stone stained with blood, is a shrine of
understanding: all thieves (and thief types) who rest here receive a level of the
Craftiness talent; the duration is 1 day for each 3 days spent at location. The
building has rotting floors. It is the lair of Hiszgorr the Poisonous, a black
dragon with hazel eyes and a soft voice.
Hiszgorr the Poisonous
ST: 30
DX: 13
IQ: 10
HT: 11
Dodge: 8
HP: 30
Will: 13
Per: 13
FP: 11
Parry: 9
Speed: 6.00
Move: 8
Air Move: 32
SM: +4
DR: 6 (DR 20 vs. acid)
Acid Breath (12): 20-yard long x 2-yard wide cone of acid does 4d corrosion
damage 6/day.
Fangs (12): 3d+2 impaling. Reach C-3.
Long Talons (12): 3d+6 impaling or cutting. Reach C-3.
Tail (12): 3d+6 crushing. Reach C-3.
Traits: Amphibious; Bad Grip 3; Combat Reflexes; Dark Vision; Discriminatory
Smell; Doesn't Breathe (Gills); Enhanced Move 1 (Air Move 20); Extra Attack 1;
Extra Legs (Four Legs); Flight (Winged); Gluttony (12); Greed (12); Horizontal;
Loner (6); Longevity; Magery 1; Miserliness (12); Obscure 10 (Vision; Area Effect,
8 yards; Limited Use, 3/day; Ranged); Surefooted (Swampland).
Skills: Brawling-15; Flight-15; Innate Attack (Breath)-15; Stealth-15.
Class: Mundane.
Notes: Will negotiate for more treasure, never to part with his own.
He has a Treasure Chest trapped with a poison needle lock (Lockpicking -4).
Opening it sets off a portcullis trapped with a fuisillade of spears.
In it is:
1.5 ct. garnet with Blur 2-20 and Might 2-20, $216,288.75
2 ct. malachite with Keen Vision-15 and Resist Cold-15, $19,180
3.5 ct. lapis lazuli, $656.25
2.5 ct. bloodstone, $487.50
3.5 ct. beryl, $787.50
4 ct. peridot, $960
2.25 ct. bloodstone, $421.875
2.5 ct. peridot, $487.50
2 ct. topaz, $420
4 ct. chalcedony, $320
6 ct. amber, $1,500
2 ct. obsidian, $24
4 ct. beryl, $960
4 ct. opal, $1,120
0.5 ct. onyx, $45
3 ct. coral, $420
4 ct. azurite, $320
4.5 ct. magnetite, $191.25
5 ct. sard, $1,125
4.5 ct. quartz, $573.75
3 ct. malachite, $315
3.5 ct. emerald, $918.75
5 ct. aquamarine, $1,350
2.5 ct. peridot, $487.50
2.5 ct. moonstone, $487.50
Map in the form of a jigsaw puzzle, revealing the location to a combined hoard
that is in another plane, $120, 3 lbs.
Water pipe that gives visions of the future when smoked, $10,035, 4 lbs.
Encounters
Barbarians
There are two barbarian tribes that live in the County, the Spider Tooth Clan and
the Dragon Claw Clan. Both have gone back to a hunter/gatherer existence since
the Undead Plague ravaged the mainland and wander. They lead an uneasy
coexistence with the County, since they do not pay taxes. However, they do not
let new members into the tribe other than by birth or marriage, which keeps the
idea that peasants can stop paying taxes by going wild at bay. They and the
County meet in Drnos Hollow as a neutral ground; if tribesmen meet at the
trading posts, they must pay royal taxes, no questions asked. Bandits shun
fighting them unless they are really hungry, since tribesmen don't have much
worth stealing and put up a nasty fight. Their horses are not trained for fighting,
mostly for beasts of burden or for chasing after game.
Spider Tooth Clan
The Spider Tooth Clan has 60 tribesmen and dwells north of the ktrs River. It
has adapted itself to life in the hills, and all of its members know Climbing and
Survival (Plains). It has 30 elderly and children who will not fight, 15 women and
adolescent girls who may fight if pressed, and 15 warriors, 7 of which are Basic
Archers (Mirror of the Fire Demon, p. 42) and 8 are Basic Barbarians (Mirror of
the Fire Demon, p. 42) who fight with axes. Three of the women have Animal
Handling (Canines)-13 and can sic its pack of 30 dogs (Large Guard Dog, p.
B457) on any attackers.
Or is the chief of the Spider Tooth Clan. He is a friendly Barbarian who knows
a few spells but does not tell anyone (Wizard multiclass lens), with wild red hair
and a red beard.
Dmbos is the medicine man of the Spider Tooth Clan. He is a short and Skinny
Shaman who has firey red hair and is known to be kind to anyone.
Dragon Claw Clan
The Dragon Claw Clan has 40 tribesmen and dwells south of the ktrs River. It
has adapted itself to life in the swamp, so all of its members know Swimming
and Survival (Swampland). It has 20 elderly and children who will not fight, 10
women and adolescent girls who may fight if pressed, and 10 warriors who are
all Basic Barbarians (Mirror of the Fire Demon, p. 42) who fight with spears. Two
of the women have Animal Handling (Canines)-13 and can sic its pack of 20 dogs
(Large Guard Dog, p. B457) on any attackers.
or is the chief of the Dragon Claw Clan. An old Barbarian with a sad air, he is
always shaking his fist in the air.
Maksil is the medicine woman of the Dragon Claw Clan and the opposite of
or. A friendly Shaman, she is Skinny and young with her long auburn hair
tied behind her head.
Human Bandits
The County is riddled with bandits, and has been for the last eight years when
the whole kingdom fell into bandit raids. There are two types of bandits, those
who are human or mixed human and demi-human, and those who are savage
humanoid slaves who fled in the chaos. For the humans, Typically, there are
2d+N bandits, and they are evenly split between Basic Archers (Mirror of the
Fire Demon, p. 42), Basic Warriors (Mirror of the Fire Demon, p. 43) and Basic
Thieves (Mirror of the Fire Demon, p. 44). A Bandit Leader will lead the group.
All their weapons will be Cheap, the archers will only have Cloth Armor and the
warriors will only have Leather Armor. They may have treasure, prizes from
their last marks. They will run when confronted with real force, but may come
back if there is another band of bandits around and the marks clearly have booty.
In this case, the two groups will work together, but otherwise, they will loot each
other. They may have traps lain; they will be basic. They will usually not strike at
night, rather at dawn or twilight. They will resist capture, since banditry carries a
death sentence, but will avoid fighting to the death if they can.
Humanoid Bandits
Humanoid bandits come in four types, one for each race of orcs, goblins, kobolds
and orcs. For orcs, will be 1d+2N common orc soldiers (Mirror of the Fire
Demon, p. 47), with two tough orc soldiers (Mirror of the Fire Demon, p. 48) and
one orc sergeant (Mirror of the Fire Demon, p. 47). For goblins, there will 3N
common goblin bandits under a lone hobgoblin sergeant. There will be 4N
common kobold bandits under a single kobold sergeant. Ogres (Mirror of the
Fire Demon, p. 46) will be in a band of 1d+N with no organization. No one will
be in armor better than cloth other than the sergeants, who will wear leather; all
weapons will be Cheap. Half of any orc or goblin common soldiers will be
on worgs, and have Riding (Worg)-12; their leaders will also be on them. They
may have treasure, prizes from their last marks. All but ogres may have lain
basic traps; kobolds will have traps lain, and they will be sophisticated. They will
lay low during the day, and strike at night. They will fight to the death if they
cannot flee, since they will be executed for banditry and fleeing slavery if
captured.
Village Guards
Most villages have guards of some kind, mostly stronger villagers. In the villages,
they are not well equipped, having spears, small shields and wearing leather
armor and a tabard with the standard of the village. In Rlistis and Mstssun,
they will also have Cheap shortswords. In no case will they fight to the death. If
the fight is too tough, the whole village guard will show up in two minutes after
the guards on the scene disengage, backed by a mob of onlookers armed only
with knives. The mob is untrained, and will fight as such (Untrained Fighters,
GURPS Martial Arts, p. 113). If the characters kill anyone, they will be on trial.
Cultists
There are many cults in the County and indeed the kingdom. The Cult of
Abrtr is the most widespread, but cults akin to the one dedicated to Ga'an are
all over the place. Typically, such a cult is based around a single spell
caster roughly equal in points to the mightiest PC, usually a Demonologist or a
Cleric, in the case of Abrtr. The spell caster will have an Apprentice or Initiate
lackey equal to half his points, and then N+2 Cultists. They will have traps lain,
and they will be elaborate and based on magic. If the cult thinks it might be
found, it will have N Basic Warriors (Mirror of the Fire Demon, p. 43) as guards,
clad in Leather Armor.
Mother Nature
Elves and druids get upset when folks despoil nature, and there is good reason
for that: nature gets upset too. If man meddles too much with nature, roll 3d. On
a 6 or less, nature will manifest spirits. For minor transgressions, it will be 2N
embodied animal-spirits (Summoners, p. 21) with a lens suitable for the spot. For
major transgressions, it will be a spirit of place (Summoners, p. 24), and it will be
upset, and send N embodied animal-spirits to attack while it directs the
vegetation.
Rumors
Roll d66 when the players go looking for rumors. However, players only get the
straight scoop on a critical success on their skill roll (either Carousing or Current
Affairs). A normal success gives the information, but things are vague, and tilted
towards the skill used to find this out: Carousing focuses on something a pub
crawler would know, Current Affairs (High Society) focuses on the nobility, and
Current Affairs (Msarkn) would give the most bland, general version. A
normal failure gives meaningless but mostly true local gossip, while a critical
failure gives a false version of a rumor from the table, tilted as a normal success
above.
d66
11
12
13
14
15
16
21
22
23
Rumor
Goblin-kin work the mines in the os Hills, and some flee into the hills.
Weird beasts have been coming from the Berls Peaks ever since the gods
scorched the sky thirty years ago.
Shadows haunt an old battlefield in the north.
There is a passage to the Underdark in the os Hills
A murderous tree grows near a cottage that curses raiders with a disease.
There is a way to teleport across the County.
Ermrun is a place of healing that is tied to the moon.
The dread kobold necromancer Hb seeks more bodies.
An oracle in the hills can predict the future.
24
25
26
31
32
33
34
35
36
41
42
43
44
45
46
51
52
53
54
55
56
61
62
63
64
65
66