Summons of the Whyter
Transcription
Summons of the Whyter
Summons of the Whyter Games Master Summary The scenario begins with the Adventurers returning from service with the EWF forces in the ongoing struggle to secure and grow the boundaries of the empire. They are members of (or affiliated with) the Jendarl family, the dominant bloodline of the draconised Orlanthi Black Grove clan. As they near their homestead they see a pall of smoke overhanging the settlement, and they return to a scene of devastation: The central longhouse is nothing more than a pile of smouldering wood and blackened stones, and the few clan members who can be seen are digging through the rubble recovering bodies. The stead has been attacked by a force of God Learner mercenaries, aided members of the rival Orldor family (though the surviving victims are currently unaware of this). Iddi Iddrosson, the leader of the Orldors, has been a fervent but secret opponent of the EWF for many years, and has launched his bid to purge the draconic beliefs from the clan and secure himself the chieftainship. To this end he has won the support of a God Learner expeditionary force who are ostensibly helping Iddi to push back the EWF. Their real purpose, however, is to secure and ensure the safe return of the clan’s draconised wyter to their Order, though Iddi believes they are simply going to remove its draconic taint, thereby purifying it and returning it to its original state. He has allowed them to establish and work in secret from an old Dawn Age ruin on his lands. While the Adventurers aid their surviving relatives the wyter sends a summons, a call for help; the God Learners and Iddi’s priests are trying to subdue it through a HeroQuest ritual. As they prepare to travel to the Black Grove (the clan holy site and the home of the wyter) Iddi arrives with his warriors in an attempt to finish the Jendarls off. A fight ensures and during which the Adventurers must escape from Verstead and race to defend the wyter. When the Adventurers reach the Black Grove they make a dangerous crossing over to the Other Side and find themselves trapped in The Burning: a hellish limbo formed from a dark chapter in the clan’s past. With the assistance of a dying shaman they return to the Black Grove to face the power of Ernalda, who attempts to settle the conflict with Peace, drawing them into another myth. Failing this the Adventurers witness the defeat of the wyter and the treachery of Adraxos, the God Learner leader: he steals the wyter’s focus and slays the presiding Orldor priestess, shattering the magic binding them to the God Plane. On their return to Inner World, the Adventurers find that several days have passed, and Iddi’s forces have been scattered by the timely arrival of the Order of Crimson Purity, an EWF inquisition warband whose sudden appearance is in reaction to the God Learner incursion. They meet with a mysterious dragonewt construct who informs them of a secret task to ensure that the wyter is transported to the God Learner Empire. The mission is architected by the ex-God Learner Delecti the Inquirer, but this is unknown to others of the Guiding Council, hence the need for the utmost secrecy. The construct, who names itself the Emissary, informs the Adventurers that the wyter has been retaken by the Crimson Purity and the God Learners have been vanquished, thus derailing Delecti’s plans. The Adventurers are charged with ensuring that the wyter is delivered as intended, but this poses a dilemma: the loss of the wyter means the certain ruin and dissolution of their clan, but the Emissary makes clear the success of their mission could mean an end to the Middle Sea Empire for once and for all. If the Adventurers choose the interests of the EWF over the survival of their decimated folk they must steal the inert wyter from their comrades and make good their escape. Introducing the Adventurers to the scenario The main theme of this scenario hinges around the deadly conflict within the Black Grove clan and the consequences of the Adventurers’ actions at the end. To enable this there must be a strong connection between Adventurers and the clan itself, so at least one Adventurer (though preferably more) should be a Jendarl family member (i.e. a draconised Orlanthi). However, as the Adventurers are assumed to have been away from the clan before the scenario starts, it is reasonable to assume that they might return with EWF friends and allies who are not clan members, so this offers an opportunity to introduce characters from other backgrounds if required. The adventure is designed for beginning characters (possibly with the odd seasoned or veteran Adventurer amongst them if desired) and forms the start of a larger campaign that stretches into the heart of the Middle Sea Empire and beyond. Some of the opponents detailed herein may seem overmatched for inexperienced Adventurers, but the Games Master should bear in mind that much of the combat takes place in the presence of other allied Non-Player Adventurers, and these can provide help and support if necessary. Throughout the First Age the clan survived both the treachery of Lokamayadon and the vengeance of Arkat, managing to maintain their borders and status through shrewd diplomacy, raiding, and the occasional battle. The end of the Gbaji Wars brought a period of relative peace and isolation that lasted until some seventy years ago when the EWF Hunting and Waltzing bands first appeared in the area. Although resisted at first, the persistence of the Wyrmfriend missionaries eventually penetrated the ranks of the priesthood and the worship of Orlanth the Dragon and Ernalda the Snake took root within the clan. The clan is fairly small (approximately 550 members) and is comprised of several bloodlines. It is dominated by the two largest: the rival Jendarl and Orldor families. The Jendarl family were the first to embrace and support the teachings of the EWF and this strengthened their position within the clan, so much so that they have held the chieftainship for the past twenty years. The Orldors, who have never wholeheartedly accepted the draconic influence, resent this situation, and this bitterness has grown and festered over the years into hatred. The Orldor leader, Iddi Iddrosson (a violent and headstrong weaponthane), has decided he can tolerate no more: he is determined that the clan must be purged of the Jendarls tainted blood, and purified for the redemption of all. The current chieftain is Sarask SecondSpear, who rules the clan from his hall at Verstead, the seat of the Jendarl family. His wife, Ingana Jade, is the high priestess of Ernalda the Scale. Where in the world? This scenario is nominally set somewhere in or near the Aggar or Bilini regions in southern Peloria, but the exact location is not critical and may be adjusted to suit the needs of the individual Games Master. Any place on the edge of EWF territory where the mystical teachings of the Dragonlords clash violently with the staunch beliefs of the Orlanthi Traditionalists will suffice: areas such as Northern Charg in Fronela, Eastern Kotorsland in Maniria or even Delela in Ralios could all be possible alternatives. The Black Grove Clan The Black Grove are a minor Orlanthi clan established sometime before The Dawn. They were once known as the Green Grove and lived in peace and prosperity with a local Aldryami tribe, each aiding the other though the terrors and suffering of the Great Darkness, and each respecting the other’s territory and traditions. However, with the passing of the great ordeal and the return of the Sun to the sky their alliance faltered; the sages do not recall who struck the first blow, but when the fighting finally ended the clan had a new name, the Black Grove, and the Aldryami were scorched from the land, never to return. 2 Summons of the Whyter The Black Grove The clan holy site is the Black Grove itself, a collection of twisted and fire-scarred trees atop Umbrak’s Mound, a large wooded hill deep within the clan tula. Once called the Green Grove, this was the home of M’heylya, a powerful dryad witch who ruled the local forest with her Aldryami kin in the early years of the First Age. In the subsequent war with the clan she was incinerated along with her brethren when a foolish Kolating shaman, Asbar the Ashen, believed he could master Wild Fire and invited Oakfed to the fray. The ensuing conflagration (known as The Burning) nearly wiped out the clan along with their enemies; it caused such grievous offense to Ernalda that she withdrew her bounty and blessing, leading to a winter of starvation and despair. Only the heroic efforts and sacrifice of Erinala The Young, the last Ernaldan priestess, saved them from the blight. She was buried beneath Umbrak’s Mound and her spirit became the clan wyter, inhabiting the only living thing in the newly named Black Grove: a young ash tree that sprouted there upon her death. Summons of the Whyter 1. 2. 3. 4. 5. 6. 7. 8. Verstead Sarask’s Hall Orlanth Shrine Hengall’s Longhouse Well Loom House Rastok’s House Verni’s House Ditch 3 Homecoming It is the end of Fire Season, and the Adventurers are returning home to their tula after a long summer of fighting against the enemies of the EWF. Soon it will be time for the harvest and the preparations for winter. It will also be time of celebration, of feasting and drinking, storytelling and dancing, the renewing of old friendships and maybe even the prospect of new love; the returning warriors can expect a warm welcome from their kinsfolk, happy to see them alive and victorious, home from another hard season’s campaigning. The Games Master should encourage a light-hearted mood, maybe even distributing a small amount of booty and goods, given to the Adventurers as rewards for their recent loyal service before the adventure begins. Very soon the Adventurers arrive at the borders of their lands, but strangely they find there is no one to greet them: usually all visitors are intercepted by a Black Grove patrol when they cross the clan boundary stones, but this time they are left unchallenged. As the morning wears on and the party continues onwards to the chieftain’s lodge at Verstead, the lack of any contact with the clan should lead to a growing sense of unease: something is seriously amiss. Soon afterwards those Adventurers who make a successful Perception roll notice a faint smell of burning in the air. As the trail leads them over the next rise they see a dark pall of smoke drifting above Verstead valley, slowly fed by gently rising columns of grey smoke from a source hidden behind the hilltops. It is obvious that a catastrophe has befallen their home. When the Adventurers finally enter the valley they see the true horror of the devastation: The stead gates are smashed and hang ajar; nearly every building has been razed to the ground, and Saresk’s once proud hall is nothing more than a heap of glowing cinders, burnt timber, and blackened stones. Ash falls gently from the sky, coating the ground like snow. Cattle and other livestock roam amongst the ruins, freed by open pens and broken fences. Several dozen covered bodies litter the ground; some are shrunken and charred, while others are bloodstained and bear the marks of sword and spear. The surviving clan members, soot-smeared and weary, can be seen desperately searching the rubble, raking through the embers and pulling aside smouldering logs in the hope of finding someone alive. Some sit cradling the bodies of loved ones, weeping for their loss, while others stare silently at the carnage in disbelief, their minds clouded with thoughts of grief and vengeance. It is some moments before the Adventurers are acknowledged. They see the clan champion, Hengall BoneBlade, is still alive and organising the rescue efforts. Hengall is a Humakt Claw and a skilled warrior: his deadly reputation is well earned and he is famous for his prowess with his bone-sung dragonbone blade. 4 Summons of the Whyter He has little time for questions and wants them to work looking for survivors and healing the wounded if they have the skills. It would be highly likely that the Adventurers will find dead relatives amongst the victims, though the Games Master should present the opportunity to rescue someone like a younger sibling or cousin too. Linking the one or more of the Adventurers to a live and vulnerable family member will make some of the decisions they face later on in the game more challenging and personal. Such rescue attempts should involve Perception rolls to locate trapped clansfolk, use of the Brawn skill to move large pieces of collapsed timber and stone (fumbles here may result in further damage to the unfortunate sufferer), and First Aid rolls for healing. Appropriate magic may also be used to help of course. It seems the survivors know very little about the cause of their predicament and there are conflicting tales. The Adventurers are able to piece together that the attack started sometime after midnight inside Sarask’s hall, and the community was also attacked from without: witnesses recall seeing bronze clad warriors strike down the distracted sentries and storm through the settlement setting light to the other buildings and slaughtering any who emerged to face them. Numbers are uncertain. What is known is that no one left Sarask’s hall and it burnt very quickly. There is also some surprise that there was no warning of the attack, as the clan wyter has always alerted them of the presence of foes in the past. In truth Sarask and his household were assaulted by a powerful demon; it was conjured by the sorcerer Adraxos to swiftly kill the chieftain and his household before burning their hall to the ground. In the meantime God Learner mercenaries swept through the stead destroying and slaughtering as much as they could before retreating into the darkness, taking their casualties with them. They had a long time to prepare while hiding on Orldor lands, so their assault was swift, deadly and precise. A Cry for Help The rescue effort continues on into late afternoon and it is slow and demoralizing. Adventurers who are Jendarl clan members begin to notice a dull headache develop as they continue to work, steadily increasing in intensity until there is a sudden pain behind the eyes. Those who make a successful Culture (Own) roll are granted a brief vision of the Black Grove with the draconic form of the wyter, Erinala, beseeching their help. As the vision fades the headaches recede as well. Other clan members have seen the vision and all realize this event is unprecedented: the wyter normally communicates with the chieftain directly, and communication with other clan members occurs only at holy days and the Sacred Time. The summons cannot be ignored. There is much speculation as to its cause but all agree that it must be heeded as the loss of the wyter means the loss of the clan. In light of the stead- Summons of the Whyter burning and now the wyters’ plight the situation seems dire indeed. An exhausted Hengall begins to gather a small band of weary weaponthanes and carls and asks the Adventurers to join them. Another eleven men join the group but more cannot be spared as the remaining folk of Verstead need protection as well. There are approximately sixty survivors left, most of them women and children. As the horses are saddled and the force assembles there is a cry from the watch tower sentry: He reports a band of forty or so riders heading towards the stead. Weapons are drawn and a Hengall orders a shield wall to be quickly formed at the broken gate. The adventurers may choose to join the shield wall or mount their horses ready for a fight. As the riders draw closer the sentry identifies them as a Black Grove clan warband: they sport Orldor tattoos and markings and their leader is Iddi Iddrosson, who has come to finish what the God Learners started the previous night. Betrayed Although there is little love lost between the Jendarls and Orldors, no one at Verstead has the slightest idea of Iddi’s plans and Hengall orders the shield wall to stand down. Hengall even looks relieved as the Orldors ride through the gates and rein to a stop. Adventurers who make an Insight roll notice that some of the riders look apprehensive and nervous. Anyone making a critical success notices that Iddi seems pleased: hardly an appropriate demeanour considering the surrounding carnage. None of Orldors look surprised, and sheen of war magic can be seen on their weapons and armour (nothing suspicious in that of course as they were heading into a scene of a massacre). ‘Well well, the last of the Jendarls – I should have known you’d still be alive Hengall’ remarks Iddi as he surveys the ruins of the stead. Hengall ignores this and tells Iddi briefly about the attack and the wyters’ summons, asking him how his own stead has fared. Iddi looks down at Hengall. “My stead? My stead is fine Hengall, though maybe I’ll move here soon, as you and those sorry wretches over there won’t be needing it much longer. I’ve always liked the view here.” Hengall looks confused, and then steps back, a dark look of anger crossing his face, his hand moving to the hilt of his sword. “What are you saying?” asks Hengall in disbelief. “I’m saying that you dragon-lickers are done. I’ve killed your chief, and I’m about to rip the scales from Erinala at the Black Grove, and then we’ll have the Old Ways back, the way it should be.” There is a split second of silence before Hengall sweeps his sword from his scabbard and leaps at Iddi in a vicious attempt to strike him from his horse. The Orldor leader parries just in time and the battle is joined; the rest of his forces surge forward to crush the Adventurers and their clanmates, who are now outnumbered more than two to one. The Orldors are ready for the fight and have combat magic already cast on them as the melee begins. Some of them attack the Adventurers, while some others force their way further into the settlement to crush any resistance there. The fighting continues for 1D3+3 rounds. During this time Iddi is reinforced by several of his thanes who force Hengall back, though at least two of them lie dead at his feet already. The Adventurers find themselves fighting next to Hengall, who orders them to mount up and ride for the Black Grove to save the wyter. He knows the Jendarls really are doomed if the wyter falls, and he stresses this point to any Adventurers who refuse. He is confident that he can kill Iddi which he hopes will break the Orldors’ confidence and force them to retreat. Escape Escaping from Verstead is not easy. The Adventurers must disengage or incapacitate their immediate foes and mount their horses if they are not mounted already. They must then attempt to evade the Orldors and ride across the neighbouring hills to Umbrak’s Mound and the Black Grove. Disengaging from combat is explained on page 92 of the RuneQuest Core Rules. Mounting hastily during the attack needs a successful Ride roll. Three mounted Orldors are holding the gate entrance to stop any Jendarl clansfolk from fleeing. Adventurers who wish to break through them need a successful Charge as per the rules on page 89 of the RuneQuest Core Rules. It is left up to the Games Master to decide if a charged Orldor evades or attempts to block instead. Not all of Iddi’s men are as keen to attack fellow clan members as is Iddi himself: some of his men are uneasy with his actions, so there is a fair chance a charged opponent will evade, thereby creating an opening for the Adventurers to ride through. Fleeing Adventurers are likely to be assailed by ranged weapons and magic, but there is no immediate pursuit as Iddi wants to consolidate his gains at Verstead first. He intends to take the women and children as thralls, along with any surrendering fighters. Umbrak’s Mound The journey to the Black Grove takes less than an hour and it is nearly dark by the time the Adventurers reach the wooded slopes of Umbrak’s Mound. Looking back long their route any who make a successful Perception roll see the silhouettes of several riders cresting the top of a hill some distance back. They are riding fast and are probably less than 15 minutes away. Any Adventurers who make a critical success can also determine that they are Orlanthi, and there are probably a dozen or so (There are actually nine of them, and they are 5 some of Iddi’s followers who just attacked Verstead, sent out after the Adventurers to stop them). The entrance to the Black Grove begins at an archway formed from two weathered stone plinths, topped by an ancient, cracked lintel that stretches between them. Runes and other pictograms adorn the surface and tell the story of the Black Grove. A carved stone snake winds its way around the lefthand column and wraps its coils around the lintel, its hard and flinty stare gazing dispassionately at the Adventurers from above. A rough and uneven pathway disappears beneath dark boughs, threading its way past sinuous and twisted trunks and leading up to the summit of the Mound. A faint orange glow can be seen flickering between the tangled black branches, and the distant notes of a reed-pipe can be heard along with a drum and the sound of voices chanting. There should be just enough time for the Adventurers to prepare and head up to the grove ahead of their pursuers. They can see that some sort of event is happening at the top of the hill, and the Games Master should remind them of the wyter’s importance if they decide to tarry or set an ambush instead. Adventurers who are clan members are familiar with the Black Grove, having been to rituals held there many times before, but this occasion is nothing like any ceremony they have experienced there in the past. The barriers between the worlds have always been thin here, but Adraxos’ meddling has destabilised the area further, leaving an open gateway into the Other Side, a situation that soon becomes obvious to the Adventurers as they begin their ascent (Under normal circumstances entering Other Side requires some preparation and knowledge of the myths involved in the attempt, as explained in the HeroQuesting section on page 12 of Cults Of Glorantha, but a combination of God Learner magic, the history of the Grove, and the power of the wyter itself have made such requirements unnecessary at present). Advancing along the steadily rising path the Adventurers see their environment beginning to change: The atmosphere grows oppressive and tense, the air becomes thick and warm. The trees seem closer and more tangled, crowding upon the trail and leaving less room to pass by. Leaves whisper and rustle without a breeze, branches crack loudly as if stretching; they sway and creak as if reaching out to grasp the unwary and pull them into the gloom. Half-glimpsed shadowy figures flit quickly between the trunks, always just out of sight, obscured by thin tendrils of pallid mist that drift lazily to curl about the Adventurers’ arms and legs. The Inner World has been transcended and the Adventurers have entered the precincts of the God Plane (This also means that all Common Magic is now rendered unusable as per the section Using Magic on HeroQuests on page 13 of Cults Of Glorantha). 6 Summons of the Whyter An Ancient Wrong As the Adventurers adjust to their new surroundings there is a sudden stomach-wrenching lurch and a sharp attack of vertigo. The world shifts and they find themselves in a nightmare setting: They stand on the path surrounded by a host of burning trees; the sky overhead is an inferno, a billowing cloud of flame that sweeps across the tree-tops, incinerating the branches as it moves. The Adventurers have fallen into a crack between the Inner World and the God Plane, a borderland limbo where the horror of the Burning is replayed without end, its creation the result of the age-old sacrilege that was committed here. There is a huge blast, and the Adventurers are engulfed in a wall of flame. Treat this as a single Combat Round attack from a 3-cubic meter Salamander as described on Page 169 of the RuneQuest Core Rules. Immediately after the flame subsides the Adventurers are attacked by a 1D3+3 fire-scarred elves. They are maddened and berserk with the pain of their wounds, some of which still smoulder and blister, cracking their skin and oozing boiling sap. Horrifyingly one of the elves staggers and screams before the Adventurers, burning and combusting from the inside, his crumbing body consumed by the intense effect of pyrolysis. These elves are victims of Oakfed’s summoning, reliving their torment and death in this timeless environment. They are completely insane and fight as though under the effects of Fanaticism as described on page 111 of the RuneQuest Core Rules (Note however, that this is not a spell and therefore cannot be dispelled). Escape from this otherworldly hell seems impossible as the Adventurers are enclosed by a brutal firestorm on all sides, the path seemingly leading to its raging heart. The air is hot and thick with smouldering cinders and choking ash. Those who make a successful Perception roll while trying to see their way past the obscuring smoke notice the slumped figure of a thin, wasted man, groaning weakly in pain at the blackened spear impaled in his chest, pinning him to a tree a short way from the path. Closer investigation exposes the grievously wounded form of an elderly shaman who opens his one remaining eye and begs the Adventurers piteously for water as they approach. He is in a dreadful state: as well as the spear wound he bears many burn wounds across his body, some down to the bone, and his legs end in charred, cracked stumps. If the Adventurers help him he thanks them in a quiet, broken voice, and reveals that he is Asbar, the instigator of The Burning and now cursed with this unending torment by the anger of the gods. For their kindness Asbar offers to tell the Adventurers the way to escape this awful reality and return to their original path, though he himself cannot leave: the spear, of Aldryami origin, cannot be removed, and the old man screams in acute agony if Summons of the Whyter the Adventurers try. All he asks for is a flask of water and for their prayers when they return to the Inner World. Although talking causes him considerable pain Asbar haltingly reveals the details of the ritual the Adventurers must perform. It is similar to the normal HeroQuest entry ritual as described on page 12 of Cults of Glorantha, though in this case it is more of an exit ritual instead. Using the highest of either their Culture(Own) skill or Draconic Illumination skill, the Adventurers must win an Opposed Skill Test against the Mythic Resonance of The Burning which has a resistance of 40%. Success finds the party on the original path to the Black Grove once more. If the attempt fails they may try once every 1D3 combat rounds, though they remain susceptible to further flame bursts and attacks by tortured Aldryami at the discretion of the Games Master. At the Black Grove When the Adventurers return to the path on Umbrak’s Mound they are near the summit and the entrance to the grove itself. Another archway marks the end of the trail, possibly the twin of the one at the start, but this one looks melted and soot-blackened and the lintel is missing. A thin film of phosphorescence stretches across the opening, obscuring their view through the pillars. As the Adventurers emerge from the darkness of the path they are momentarily blinded by the sudden brightness of the open sky and the spectacle of the brilliant sun hanging high against the silvery background of the GodTime heavens. The grove itself is approximately 50 meters in diameter, and framed with a ring of scorched and blackened trees. There are several worn and eroded standing stones placed around the perimeter of the circle, and in front of each is an Earth cultist, head bowed in prayer, chanting and rocking, and facing towards the centre of clearing. The object of their attention is Erlinda’s Tree and the serpentine form of the wyter curled around it, hissing and swaying above the seated figure of Yorsara, a senior Orldor Ernaldan priestess. Yorsara is performing the final stages of the “Ernalda Charms Talosa” HeroQuest (Talosa is the Orlanthi Snake Goddess), which is the root of the cult’s Command(Snake) magic. She is attempting to exhaust the wyter’s resistance and bring it under her command by using a small set of wooden reed pipes to play a lilting, soothing tune. Nearby another initiate taps a soft rhythm on a small drum to fortify Yorsara’s spell. The Adventurers can feel Erlinda’s strength is beginning to fade but they still have the benefit of her magical Pact enhancement. The appearance of the Adventurers is noticed by a small group of women who stand near the grove entrance between them and Yorsara. Two of the women are grim and fearsome Babaeester Gor Axe Sisters. A middle-aged Ernaldan priestess called Evarne steps swiftly forward, her right hand held out before her in a symbol of peace. She looks directly at the lead Adventurer and says in a forceful voice “There is always another way”. How Peace Was Made – Mythic Resonance 60% Trouble is easy to make but hard to end. “Better to stop it from happening,” said Ernalda. She determined to make something to help her create a lasting peace. She sat at her loom and wove a magnificent carpet, Orventili, the Rug of Peace. She put her face in the center, where the basket goes, so that all who sought peace would feel her gaze upon them. She put runes of power around the edges to bind the participants. She marked places on the rug for the two parties to sit, and for the four supporters behind each of them, and for the two peacekeepers. More runes marked the places where each person should place their gifts. Ernalda and her assistants bore the rug upon their shoulders to Engimal, where Orlanth was fighting against an enemy that Ernalda thought could be a friend. Ernalda called to her husband to stop fighting for a time and come join her in her pavilion. “There is always another way” she told him. He came and sat on Orventili where she directed him. While he was resting Ernalda called to his foe, whom she had known before. Engizi came in through the other door. Ernalda offered him her hospitality before Orlanth could object, and he took his place upon the Peace Rug. Ernalda then sat between the two gods and helped them negotiate a peace. They finally came to terms, and Orlanth welcomed his foe into his realm, which was Engizi’s realm as well. After that the promise was made again many times. Although it was sometimes strained it was real, each moment adding to the reality. So Ernalda’s Peace was made, bit by bit. Adventurers who make a successful Lore(Orlanth) theology roll recognise these words from the myth “How Peace Was Made”. Evarne has prepared a HeroQuest ritual of her own and is trying to force the chosen Adventurer to assume the role of Orlanth in the Peace Story in an attempt to dissuade or delay them from disrupting Yorsara. If she succeeds the entire party are drawn into the myth where they face the new self-proclaimed chief of the Black Grove clan, Iddi Iddrosson. The chosen Adventurer may elect to enter the myth voluntarily, or may resist by making a successful Opposed Skill Test pitting his Persistence (or Draconic Illumination) skill against the Mythic Resonance of the Peace Story. Entering voluntarily or 7 failing the test results in the Adventurers shifting myths, and the Games Master should refer to the next section entitled ‘Making Peace’; otherwise they stay in the Black Grove and witness the treachery of Adraxos, as described in “The Maiming of Erlinda” further on. Making Peace The Adventurers find themselves inside a large green pavilion with the fabled Peace Rug, Orventili, laid before them. There is no sign of the Black Grove and they can no longer feel the presence of the wyter. Evarne, now Ernalda, stands to one side, indicating that the Adventurers should sit in the appointed places on the rug. At this point the Adventurers have a choice: they can sit and follow the flow of the myth, or they can refuse. If they choose the latter they are ejected from the Hero Plane, and returned to the Inner World. The Adventurers do know this is a consequence of resisting a myth, so the Games Master should remind the players of this fact if necessary. In this case go to the section entitled “The Emissary” below. If the Adventurers sit they are brought food and drink by servants while they wait for the arrival of their adversary. After a short time the entrance to the pavilion is drawn aside revealing Iddi, who strides forward and seats himself before the Adventurers on the rug. He is accompanied by several members of his warband who seat themselves behind him. Any attempt to attack him results in the Adventurers being ejected from the myth with the same consequences as above. Iddi ignores the Adventurers at first, concentrating on enjoying the refreshments. Adventurers who make a successful Insight roll notice he appears impatient and annoyed. Once he has finished Iddi grins at the Adventurers and says “Here is my peace: surrender to me and you live. Your family are my thralls and you shall renounce the Dragon and join them. Choose otherwise and you will be dead before Yelm next rises.” While Iddi sounds confident and brash the Adventurers should remember that the Peace Story is one of negotiation, not of intimidation, and Iddi is just as bound by the myth as the Adventurers are. He himself is displeased with this turn of events and would rather have simply enslaved or killed the Adventurers: being drawn into the Peace Story myth was not in his plans. There is a chance to strike a bargain here and save their captive clansfolk and themselves from slavery and renunciation of their faith or even death. They also have something of an unexpected ally in Evarne: although she and her fellow priestesses want the presence of the EWF removed from their clan they want as little bloodshed as possible, and are dismayed at the cost in lives so far. The negotiations may be role-played entirely between The Games Master and the players, or may be simulated by making Opposed Influence Skill Tests as described on page 38 of the RuneQuest Core Rules. More than one test may 8 Summons of the Whyter be taken if desired as separate points are discussed and agreed. Evarne’s favour gives the Adventurers an extra 10% bonus to their Influence skill when arguing with Iddi. If the Adventurers ask for details on the welfare of the surviving Jendarls, Iddi delights in telling them of Hengall’s death, exaggerating the ease with which he was brought down of course (Hengall actually slew another three of Iddi’s best weaponthanes before he was brought down by sheer weight of numbers). He is vague about the number of survivors: he attempts to paint a very bleak picture for the Adventurers to pressure them into agreeing to a peace on his terms. For example, may mention that he holds several close relatives, or he may mention how hard with all be to feed all of his own family in the coming winter, never mind feeding slaves: he fears he may have to sell them further afield. Ultimately a scowling Iddi will agree to release all the captive Jendarls he holds and will see them and the Adventurers escorted to the Black Grove borders and banished, thereby removing their bloodline from the clan. He resists handing over any livestock unless pushed, and flatly refuses to pay any weregeld for those who have died during the uprising. Once the talks are complete Iddi and the lead Adventurer must clasp wrists to seal the bargain and swear an oath binding them to it. Evarne seems pleased with the outcome of her plan. Iddi simply snarls and storms out of the tent along with his men. Both parties are bound to this agreement, and breaking it will incur the divine disfavour or Ernalda and bring a curse upon the transgressor’s family, blighting crops and livestock. The pavilion fades gently from sight and the Adventurers find themselves in a deserted Black Grove – see “The Emissary” below. The Maiming of Erlinda If Evarne’s attempt to lure the Adventurers into the Peace Song fails she quickly withdraws, stepping behind the two Axe Sisters who move forward, heft their weapons and slip smoothly into a battle stance. They are a chilling sight: their exposed skin and faces are painted black and striped with dark red streaks. Severed fingers, toes, ears and other appendages adorn their weapons and armour like some kind of hideous jewellery. They grimace and snarl, exposing their gruesome teeth which are stained a dark crimson from the magical Blood Beer they drink before battle. Evarne calls out for the Adventurers to leave the grove as only Death await them here. If the Adventurers do not retreat the Axe Sisters scream their war cry and attack. After 1D3+1 combat rounds there is a loud, sharp hiss and the pipes and drum stop playing. Erlinda’s serpent form lies supine and motionless before a spent and tired Yosara. Any beneficial effects supplied by the wyter to the Adventurers are no longer active. Before anyone can react the grove is bathed in a wash of unholy green light from a shining point just above the wyter’s Summons of the Whyter body. With a sickening tear a breach in the fabric of the myth is formed and a pale, thin man steps through, holding aloft a wickedly enchanted dagger. He is quickly followed by several bronze-armoured warriors. Adventurers who fail a Very Hard (-60%) Resilience roll retch and vomit for 1D4+2 combat rounds at the sudden feeling of wrongness and nausea that this violation has caused. The other characters in the grove suffer the effects too, and the Games Master should roll to see the effect on any surviving Axe Sisters. The pale man is Adraxos, the leader of the God Learner expedition that is “aiding” Iddi, and he has come to steal the essence of the wyter and return it to his masters. As Yosara screams he quickly raises the dagger and plunges it into Erlinda’s chest, cutting deeply. The focus of her binding was her mummified heart, removed after her sacrifice and buried beneath the mound. Adraxos digs his hand into the open wound and removes its mythical equivalent, now infused with the mystical energy of the dragons; his expression is mixed, a combination to triumph and disgust. Those adventurers able to act at this point can try to stop Adraxos, though he is very well protected and his mercenaries engage any attackers while he is busy removing the heart (which takes 1D3+1 Combat Rounds). Any able Axe Sisters disengage from the Adventurers and turn to confront this new menace as well. Adraxos’ final act is to turn to a gasping, horrified Yosara, and with a distasteful look, slice the dagger sharply across her unprotected throat. The death of the HeroQuest initiator has a powerful and dramatic effect, instantly collapsing the myth around the Adventurers and the other participants and ejecting them violently from the God Plane back to the Inner World. They return to silent and deserted Black Grove (the effects of this ejection result in Falling damage as per page 57 of the RuneQuest Core Rules – treat as a 5m fall). The Emissary Regardless of how they got there the Adventurers find themselves back at the Black Grove 1D3+3 days after their departure from the archway at the foot of Umbrak’s Mound. Time has no real meaning on the Other Side hence the disparate amount of days passed since the events at Verstead. The grove is silent and dark; it is near dawn and first rays of the sun are moments away from touching the tops of the surrounding trees. As Yelm slowly climbs into the eastern sky the light drives back the shadows revealing the desecrated site. The central ash tree is dead: it is cracked vertically right through its core, and all its leaves are curled and shrivelled. At its base is a small, rough hole in the earth containing the disinterred funerary urn of Erlinda: it is broken open and missing the mummified heart that was buried with her ashes. Balancing perfectly on one leg between the archway pillars is a strange sight: a large, semi-humanoid figure, its four arms wrapped tightly around its torso, its head bowed and still. A long tail curls around its leg, the tip slowly moving backwards and forwards, leaving a shallow furrow in the dirt. Neither man nor dragonewt but a blasphemous combination of both, Delecti’s construct unfolds its limbs and raises its barely human features to regard the Adventurers with an impassive reptilian stare. It addresses the Adventurers in sibilant Auld Wyrmish: ‘You may address me as Emissary. I bring you greetings from my master, the most revered and holy Delecti, Intellect of the Guilding Council and Mystic Illuminary of Orin Jistel. You wish the return of your wyter. This is Wrong Action.’ ‘A new power rises beyond the mountains, a new power called the Dragon Breaker. The ignorant say it presages the doom of The Plan, but this not so. The Dragon Breaker is our power, to break those who would Disturb. It is the reaching arm, it is the mighty hand, it is the rending talon, is it the will of That Which Is To Be.’ ‘You are the thought of That Which Is To Be, you are that which will aim the Breaker. This is Right Action.’ The Dragon Breaker threat The Emissary is referring to the danger posed by Alakoring Dragon Breaker, an Orlanthi Wind Lord who has fought the EWF in Ralios for several years with increasing success. Some among the Guiding Council, led by Delecti, rightly fear his ascendancy and they have hatched a plan to deflect his war at the Middle Sea Empire instead, intending that their biggest two foes will fight and destroy each other. They are not alone in this conspiracy and there are other unlikely allies in the West that are prepared to help: there are certain elements in Jrustela, for example, that are resentful of Seshnela’s dominance and wish for a return to Jrustelan primacy. There is also support from distant Brithos: it is said that the destruction of the Seshnelan peninsular seems to be a key element in Zzabur’s plans for future. The history of the Middle Sea Empire has its roots in the pagan cult of the earth goddess Sesha, patron goddess of Seshnela. Many centuries ago, the early kings of the land were known as the Serpent Kings, the mightiest of which was Froalar, who married the goddess and begat a dynasty. After this he ascended to become the supernatural guardian of Seshnela itself, taking the form of a great serpent. Much of this knowledge is today forgotten or ignored amongst the scholars of the West: they have little time for such dead, and ancient religions when there are more vibrant and interesting ones to plunder. However, the worship of Sesha is not forgotten amongst the simple folk of that land, and the plotters within the EWF and their allies intend to exploit this. Their plan is to draconise the worship of Sesha, and thereby Froalar, and create a new draconic threat at that Alakoring will not be able to ignore. They hope that the Wind Lord will be able to defeat and slay the dragon-aspected Froalar thus leaving Sesha vulnerable to her enemies. Even if he fails, a 9 dragon tainted homeland would leave the Seshnelans with little choice but to attempt Froalar’s execution themselves, ensuring their doom by their own hand. A vital component of this process is the Black Grove wyter: interaction and manipulation of draconic magic has always presented something of a problem for the God Learners, so Delecti intends to pass this valuable object to his western co-conspirators to examine, dissect, extract and replicate its attributes. Direct physical access to the mythical properties of the wyter will allow them to achieve results much quicker. They need to create the myth-altering processes required to infect Sesha and her pagan congregations, and the fact that the wyter is already consecrated to Ernalda the Scale, another earth goddess, should ease this procedure. Secrecy is of course paramount: Many of the other EWF leaders have no idea about Delecti’s plan and they would not be keen to pursue it if they knew. They realise that handing such an item to the God Learners intact could give them access to vital draconic secrets and even some insight into the mythical theory about the Great Dragon To Come, information which could be used against them in the future. upon the mystery of the Utuma, the First Sacrifice, as realised through the dance of the Lifebringers Quest: Orlanth, imbued with wisdom learned from the Heart and Mind of the Cosmic Dragon, meditated on the plight of the cosmos and threat of dissolution. At the appointed hour he sacrificed his wife, his companions, his brothers, his friends, his Tribe, his place, and finally himself to achieve his own death, where in contemplation he realized Ourobouros and reassembled his seven parts, forming the Egg from which the world was reborn, banishing Oozing Chaos and reaffirming the Infinite. The Emissary concludes: ‘The Wisdom of the Dragons teaches us that the First Utuma brought life and order to the world, thus it is known that the sacrifice of self leads to life and rebirth. So it was and so it is. The sacrifice of your clan leads to the life of the Empire: life for the Empire means the rebirth of the Great Dragon To Come. This is the Dance Of Life, and it is infinite.’ Adventurers who make a successful Draconic Illumination roll can see the truth contained within this dance, and can see the Orlanth’s sacrifice reflected in the need of their own. It is Right Action. Right Action Wrong Action When questioned further the Emissary explains ‘Right Action’: it means that the Adventurers must obtain the wyter and take it across the mountains into Ralios themselves. This was originally the task of Adraxos but new events have made this impossible: • While the Adventurers have been on the God Plane an EWF warband, part of the Order Of Crimson Purity, has entered the area as a result of the God Learner presence. They have already met and fought Iddi and driven him back to his own stead, where they cornered him and slew most of his household before he escaped into the hills. • The Order then located Adraxos at Starinth’s Fort, an old Dawn Age ruin on the edge of Olrdor lands, and proceeded to storm the God Learner positions. The sorcerer was defeated (missing, presumed dead), his men killed, and the wyter recaptured, but the wyrmsfriends took heavily casualties during the assault. • The surviving forces of the Order have retired to Verstead to recuperate and gather their strength. They have possession of the wyter but re-consecrating and binding it is a lengthy process, and the clan is too weakened at present to attempt this. The Adventurers may have some severe objections to the Emissary’s request, not the least of which is the prospect of stealing the wyter and effectively disbanding and dooming the clan: it is virtually a death sentence for their friends and family. However, to help them understand that this is Right Action the Emissary invites the Adventurers witness and meditate 10 Summons of the Whyter Should the Adventurers refuse to follow Delecti’s plan the Emissary appears sad, possibly the first human emotion it has expressed so far. Without a further word it steps back into the archway and simply disappears, dissolving into the shadows of the trees beyond. The Adventurers, in refusing Right Action, are now viewed as renegades and, of course, they know too much. Delecti acts to ensure that no word of his plan escapes and issues orders for the party to be hunted. He also gives instructions to wipe out all traces of the Black Grove clan, pronouncing them anathema: they must be destroyed to prevent their heretical “infection” spreading to others. This is a task the Order of the Crimson Purity is only too keen to perform, and over the ensuing weeks they track down and destroy the remaining members of the clan. The Adventurers are pursued with all the resources at the Orders’ disposal: their only hope of survival is to flee as far away and as fast as possible from Delecti’s wrath. With this outcome the scenario ends here, the question of Adventurers’ fate left for the Games Master to decide. Return to Verstead If Adventurers agree to assume the responsibly of transporting the wyter to Ralios they must return to Verstead and steal it from the Order of Crimson Purity. Should they succeed The Emissary says he will meet the Adventurers at Horn Tor, a local landmark two day’s ride west of Verstead. There he will offer further guidance and assistance to the adventurers. During their absence the clan survivors have not been idle and some small attempt at rebuilding has taken place: One of Summons of the Whyter The First Utuma When its meditations were complete the Ancestral Dragon sliced open its loins and created the seas and oceans of the world which flowed freely in defiance of the Oozing Chaos which was now defeated. Then the Ancestral Dragon cut open its belly and gave power to the world through the first gifts of Life, thus defeating the body of Orxili the Disturber forever. Next the Ancestral Dragon removed and dismembered its head, creating the Sun, the Stars and the Gods with each of its eyes, and the skull of the Ancestral Dragon became the God Plane where their powers would flourish in noble fashions. From its brain came new servants, identical to the Grand Ancestral Dragon, who taught the Gods how to know and use their powers and how to keep the Oozing Chaos at bay. They taught the gods through the First Dance and from which all other dances are derived. The First Dance took place at Dragon Pass and now it is sacred to gods and dragons and the Uz, who guard its gateways from the Chaos Ooze. When the First Dance was finished, the Ancestral Dragons each laid an egg and the gods returned to the God Plane made from the Grand Ancestral Dragon’s skull. From these eggs hatched the True dragons, which were mighty beings and had substance and form. The Ancestral Dragons, their dance complete, returned to meditate with the Grand Ancestral Dragon and still watch the world through the secrets of the universe, accepting worship from the True Dragons and their offspring. Thus the first utuma of the Grand Ancestral Dragon brought life and order to the world and established the sacrifice of the self, and subsequent rebirth, as the Dance of Life and Egg, which all dragonewts follow. From utuma comes the egg, and from the egg comes life. Its cycle mirrors the actions of the Cosmic Dragon but is real in the world. And, because the Cosmic Dragon defeated Orxili and remade infinity, so is the Dance of Life and Egg infinite. the minor halls that suffered the least damage has fitted been with a makeshift roof and is now used as the main shelter, and a few pens have been repaired and the remaining livestock rounded up. Efforts have also been made to fix the main gate, but it would not stand up to any serious assault at present, and is secured only by a light wooden bar. The smell of ash and charcoal still prevails over the site, and recent rainfall has churned this into a thick black mud. A small cairn of stones, topped by the broken bone blade of Hengall, marks the site of his last stand near the restored shrine of Orlanth The Dragon. A pole bearing the Order’s black and crimson banner flies from the walls, twisting lazily in the wind, and alongside are hung several flayed God Learner corpses, their bodies curiously pale. The Order itself has quartered inside the settlement near the southern walls, setting up a few rows of tents to house themselves away from the Verstead residents. Grateful at first for freeing them from Iddi, the residents of Verstead have since learnt to fear their liberators: they work silently and sullenly beneath the watchful gaze of the sentries, having been subject to some of the Order’s methods and questioning in recent days. Two clansfolk remain chained to the central post near the well, punished and bled for failing to satisfy their interrogators. The Order of Crimson Purity The Order of Crimson Purity believes that the mystical fluid flowing through dragon veins is much purer than human blood and that which beats through the hearts of mortals is the biggest limiting factor in ascension. Founded centuries ago by Merisian the Benevolent on principles of self-sacrifice, the cult has degenerated in the years since its inception. They purge the Empire of internal enemies, especially Old Ways cultists, sacrificing them and offering their blood through rituals in veneration of the Cosmic Dragon. Through this they show their commitment to the Dragon of All and receive his blessings in turn. Their magic focuses on extrasensory perception, causing fear, and the manipulation of blood into alchemical elixirs. Their symbol is a bloody hand print superimposed over a black dragon’s claw. To the average imperial citizen, a cultist of the Order of Crimson Purity is little more than an inquisitor or witch-hunter and the cult numbers many hired soldiers among its Believers. The so-called ‘Red Order’ is more feared than admired as a general rule, though their fervency buys a serious stripe of respect among the citizens of the Empire. In cities where the Old Ways take greatest root among the populace, the Order sends cells of Initiates and Believers to blend spell and sword in the name of annihilating any heresy that could interrupt the great transmutation. There are currently twenty-two members of the Order stationed at Verstead, with another nine wounded and still recovering from the recent conflict: healing resources are scarce at present. Another group of fifteen is away from the base, scouting and harrying any Traditionalists they find in the surrounding hills. There is also a small enclosure for the Order’s two remaining Renders, who eye the penned cattle and their owners with barely concealed hunger. Two Crimson 11 Purity sentries are posted at the watchtowers at all times, while two more guard the gate during the day when it is open. There is one guard on the gate at night but a roving patrol of three is maintained instead; they periodically sweep through settlement and check the perimeter before returning to their camp fire near the ruins of Sarask’s hall. Stealing the wyter will not be easy and it is up to the adventurers to determine the best way forward. For example they could attempt to sneak in during the night and remove the inert wyter, but this would involve some remote reconnoitring to determine where it is being kept. Of course this also requires some excellent stealth skills: the forces of the Order are weakened, but they should not be underestimated. An easier route might be to return to Verstead openly and await an opportunity to retrieve the wyter and escape. This would give the Adventurers more time to plan and observe, but they must beware of the scrutiny of the Order, who are expert at detecting sedition and disloyalty. Adventurers who choose this option can expect to be questioned closely by the Order’s leader upon their return. Known as Bastak the Hound, he is an expert interrogator and cross-examiner, and analyses the answers he is given closely to look for any inconsistencies and evidence of treason. In most respects the Adventurers are safe from his suspicions because their actions have done nothing that the Order would find troubling; the only part of their tale they must omit is the meeting with the Emissary on their return from the Other Side. At this point the Games Master should make a secret Opposed Skill Test of Bastak’s Insight against the Adventurers’ Influence. If Bastak succeeds and the Adventurer fails he will have them watched for signs of treachery. If the Adventurer fumbles Bastak will have them tortured instead (refer to the Withstanding Torture rules on page 35 of the RuneQuest Core Rules). The adventurers may also be able to enlist their dispirited clan mates, though they cannot reveal why they are taking the wyter. Perhaps they can spin a convincing tale about restoring it so it can protect them all once again. It might be difficult for the Adventurers deceive their friends and family faceto-face, knowing that their actions will all but doom them. Influence rolls will be needed to convince the frightened and weary population of Verstead to stand against the Order of the Crimson Purity (Most of the survivors from the initial attack weathered Iddi’s brief reign, so there are still sixty or so remaining, though more than half of them are children). There is also the possibility of scouring the clan tula in an attempt to locate other Black Grove clan members from some of the lesser bloodlines who are still loyal to the Empire and were not killed by Iddi (or persecuted by the Order). However the Adventurers wish to approach the problem they are able to learn that the wyter is held in one of the tents that 12 Summons of the Whyter serves as the Order’s equipment store. The tent is guarded at all times and Erlinda’s heart is kept within a locked bronzebound chest. Bastak holds the only key to the chest, and he has told the clansfolk that he will hold the wyter safe for them until such time as it can be restored. Picking the lock on the chest needs a Hard (-40%) test against the Adventurers Mechanisms roll as explained on page 42 of the RuneQuest Core Rules. The chest itself is not too large and can be treated as a Relic Case as described on page 13 of the RuneQuest Arms and Equipment book. Horn Tor Assuming the adventurers succeed in retrieving the wyter they should make their way to Horn Tor to meet the Emissary, who stands perched atop the lonely spire, lost in some inner contemplation until they arrive. It relays Delecti’s congratulations and delight at their success, and the several crested dragonewts who accompany it attend the Adventurers and furnish them with supplies and equipment for the next stage of their journey. The construct explains that their destination is the sorcerous city of Tiskos on the shores of Lake Felster in Ralios: once the centre of the Dark Empire’s arcane wisdom, it is now host to the God Learner plunderers who use its ancient secrets to raid and desecrate the realm of myth. Rewards In addition to the normal experience checks those Adventurers who were able to successfully contemplate the LifeBringers quest from the Emissaries’ dance are automatically given a 1D3+1 point increase in their Draconic Illumination skill. Delecti also provides his faithful servants with a reward from the following list. One reward per adventurer: The Needle – a broadsword with a strangely carved hilt, handle and pommel (it is made of a human arm). The broadsword has the normal characteristics of a broadsword but is also capable of the Sunder Combat Manoeuvre and is treated as a weapon cast with a permanent Bladesharp 3 spell (so, +15% to the Combat Style and +3 damage). The Thread – a 10cm length of ragged-looking rope woven from human hair. The owner of The Thread can command it to extend or contract: the former command sees it extend by 2 metres for every point of POW the adventurer has. The rope is also resistant to burning, breaking, cutting and tearing. The Patch – a 10cm square patch of thin, warm cloth. When placed over a wound it acts as a Heal 3 spell. It will only heal one wound on one location of one person: once healing has been received, that person cannot receive it from The Patch again. Summons of the Whyter The Vambrace – a vambrace of leather offering 2 Armour Points. However, once per day, on the wearer’s command, it double’s the wearer’s Damage Bonus (thus +1D2 become +2D2, and so on). This effect last for a number of Combat Rounds equal to the wearer’s POW. The Hood – a Hood of what could be human flesh. When worn it double the wearer’s Perception skill for a number of rounds equal to the wearer’s POW. This effect can be used once per day. However, whilst wearing it (and unbeknown to the wearer) his own face becomes a ghoulish death’s head with CHA reduced to 1. The Pattern – a cloak stitched with a swirling, multi-coloured pattern. When worn it double’s the wearer’s Stealth skill for a number of rounds equal to the wearer’s POW once per day. However the wearer automatically gains a level of fatigue once the Pattern’s power has been called upon. Epilogue The Black Grove clan does not fair so well as the Adventurers. In an attempt to cover his tracks Delecti still orders it’s destruction as described in “Wrong Action” above, though he is careful not to impart this information to the Adventurers. Umbrak’s Mound and the Black Grove are destroyed by the dragon known as Scorch, who uses its holy fire to purify the area and cauterise the breach that leads to The Burning. It settles and rests there for many years until disturbed by the rise of the grim hero Iddi Iddrosson, remembered in the centuries to come as the hero Iddi Scorchbane. 13 D ramatis Personae Erinala the Young Erinala is the Black Grove clan wyter. She was sacrificed using the Ana Gor rites to appease the Earth and local spirits after the disastrous summoning of Oakfed led to the ruin and destruction of the surrounding land. She appears just as she was when she died, as a beautiful young girl, but since the adoption of Ernalda the Scale she has taken on a decidedly more draconic appearance that mirrors that of the Goddess. Her lower body now appears like that of a snake, scales adorn her arms and her fingers end in long claws. Her once striking green eyes are serpentine and hooded. Intensity POW INT CHA Enhancement STR CON SIZ INT POW DEX CHA 5 33 12 15 Devotion Increase - +50% to the Pact skill when invoked. 22 17 26 22 16 19 24 Delecti’s Emissary This creature is one of Delecti’s few triumphs so far: a construct of human and dragonewt parts stitched and melded together. It is formed from a purple and gold beaked dragonewt lower body and a human torso hosting two grafted emerald dragonewt arms along with its original human pair. A barely human face is fused with a draconic skull, framed by its striped bony ridges and spines. Stitch marks and deep scars serve to show the grim method of its manufacture. The Emissary is still magically and mentally linked to the two original dragonewts who provided its draconic body parts: they both performed the Utuma for Delecti, who harvested the limbs and organs he needed for the surgery. It is this link that allows Delecti to communicate with his Emissary at great distances; he simply keeps one of the reincarnated source dragonewts nearby to relay messages. The human component of the Emissary is a former Hadmalist sorcerer, hence the reason why the creature knows sorcery as well as Draconic Mysticism. 1D20 1-2 3-5 5-6 7-8 9-11 12-13 13-14 15-16 17-18 19-29 Hit Location Tail Right Leg Left Leg Abdomen Chest (human) Lower Right Arm Lower Left Arm Upper Right Arm (human) Upper Left Arm (human) Head (human) AP/HP 6/9 6/9 6/9 6/10 3/11 6/8 6/8 6/8 6/8 3/9 Armour: Skills: Thick dragonewt skin, supplemented with thin scales over its human parts Athletics 56%, Brawn 70%, Dance 95%, Draconic Illumination 88%, Evade 34%, Influence 68%, Insight 80%, Lore(Hadmal) 66%, Lore(Malkion) 72%, Manipulation 81%, Meditate 97%, Perception 83% , Persistence73%, Resilience 64%, Right Action 76%, Stealth 61%, Utuma 30% Combat Actions Damage Modifier Magic Points Movement Strike Rank 4 1D10 16 8m +23 Dragon Magic: Become Draconic Wyrm, Cold-Blooded, Command Reptile, Draconic Regeneration, Eye Membranes, Flamesight, Incinerating Breath, Royal Grace, Sense Surface Thoughts, Speak with Reptiles, Universal Negation, Unseen Presence Sorcery: Grimoire(Ninth Literal Examination) 78%: Castback, Diminsh(INT), Dominate(Human), Dominate (Theist), Intuition, Mystic Vision, Telepathy Combat Styles Klanth 94%, Utuma 84% Weapons Type Dragonbone Klanth Dragonbone Utuma SIZ M M Reach M S Damage 2D6 1D6 14 Summons of the Whyter AP/HP 8/18 8/12 Range n/a n/a Summons of the Whyter Iddi Iddrosson Iddi Iddrosson is the head of the Orldor bloodline; he is vicious, brave, and proud. He very ambitious and acutely envious of the Jendarl family, and he has developed into a fervent Dragon hater who believes that the clan should remove themselves from the yoke of the EWF. Emboldened by rumours of a great dragon-slaying warleader called Alakoring in distant Ralios, Iddi has sought and secured the help of a God-Learner sorcerer called Adraxos, who he believes will help him in his desire to purify the clan. He is a firm believer in the old proverb “the enemy of my enemy is my friend”, but unfortunately in this case “the enemy of my enemy is still my enemy”. He is an initiate of Orlanth Thunderous, focused on the Mastery Rune, but he is a relatively new convert hence his low Pact and Lore skills. He is Rune Touched by Mastery, gaining a +10% to all Opposed Tests – a gift from Orlanth at his Initiation as a sign of the god’s favour. He cuts an impressive figure, well-built and finely dressed; silver and gold armbands and rings show the spoils of his battle-prowess. Sporting a long, thick moustache, his wolfish features are framed by a mane of black hair, from under which his pale green eyes evaluate his opponents with a cool, calculating stare. He is fond of tattoos, far beyond the normal clan ones. They cover most of his neck,, arms, torso and legs. There are some scars as well, from the draconic ones he removed with a red-hot blade. Iddi will one day be known as the hero “Scorchbane”, whose pyrrhic victory lives on in the sagas centuries after his death. STR CON SIZ INT POW DEX CHA 14 15 13 18 12 (9) 17 16 (3 Dedicated) 1D20 1-3 4-6 7-9 10-12 13-15 16-18 10-20 Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head AP/HP 4/6 4/6 5/7 5/8 4/5 4/5 5/6 Armour: Chainmail Hauberk, Scalemail Greaves and Vambraces, Open Helm Skills: Athletics 72%, Brawn 53%, Culture(Own) 74%, Evade 61%,First Aid 44%, Influence 87%, Insight 55%, Lore(Orlanth Thunderous) 48%, Pact(Orlanth Thunderous) 36%, Lore(Regional) 54%, Perception 66%, Persistence 67%, Resilience 78%, Ride 86%, Track 73%, Unarmed 62% Combat Actions 3 Damage Modifier Magic Points Movement Strike Rank 1D2 9 8m 16 Common Magic: Common Magic 73%; Bladesharp 3, Demoralise, Detect Enemy, Mobility 2, Skybolt, Thunder’s Voice 4 Divine Magic: Dismiss Magic, Extension, Flight Combat Styles Sword & Shield 92%, Spear & Shield 84%, Dagger 72%, Weapons Type War Sword Dagger Heater Shield SIZ M S L Reach M S S Damage 1D8 1D4+1 1D4 AP/HP 6/10 6/8 6/12 Range n/a n/a n/a 15 Iddi’s Weaponthanes These tough clansmen are Iddi’s bodyguard. There is at least one Humakti Initiate amongst them. They have Bladesharp and Protection cast before they join battle. STR CON SIZ INT POW DEX CHA 15 14 16 13 13 (10) 14 10 (3 dedicated) 1D20 Hit Location AP HP 1-3 4-6 7-9 10-12 13-15 16-18 10-20 Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 3 3 4 4 3 3 3 6 6 7 8 5 5 6 6 6 7 8 5 5 6 Combat Actions Damage Modifier Magic Points Movement Strike Rank 3 +1D4 10 8m 9 (14-5) Common Magic Common Magic 56%; Bladesharp 3, Protection 2, Heal 3 Divine Magic (Orlanth) Dismiss Magic, Shield; (Humakt) Dismiss Magic, True Sword Combat Styles Spear & Shield 75%, Sword and Shield 70%, Javelin 50%, Dagger 52% Weapons Type Shortspear War Sword Dagger Heater Shield Javelin SIZ M M S L H 6 6 7 8 5 5 6 6 6 7 8 5 5 6 Armour: Scalemail Hauberk, partial ringmail, with leather trousers Skills: Athletics 48%, Culture (Own) 66%, Evade 61%, First Aid 36%, Influence 53%, Insight 41%, Lore (Orlanthi) 38% / Lore (Humakt) 38%, Lore (Regional) 45%, Pact (Orlanth)/ Pact(Humakt) 35% , Perception 56%, Persistence 48%, Resilience 61%, Ride 69%, Track 40%, Unarmed 59% Reach L M S S n/a Damage 1D8+1 1D8 1D4+1 1D4 1D8 + DB 16 Summons of the Whyter AP/HP 4/5 6/10 6/8 6/12 3/8 Range n/a n/a n/a n/a 30m Summons of the Whyter Iddi’s Carls These warriors are part of the clan fyrd, hence they are not as well trained as the weaponthanes because they are part-time warriors. As members of the fyrd the carls will stand shield to shield to defend each other. As with the other members of the Orldor family they are recent converts to the Old Ways, hence their low Divine Magic skills. They have Bladesharp cast before they join battle. STR CON SIZ INT POW DEX CHA 13 14 14 13 11 (10) 13 11 (1 dedicated) 1D20 Hit Location AP HP 1-3 4-6 7-9 10-12 13-15 16-18 10-20 Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 3 3 3 3 3 3 3 6 6 7 8 5 5 6 Combat Actions Damage Modifier Magic Points Movement Strike Rank 3 +1D4 10 8m 9 (14-5) Common Magic Common Magic 56%; Bladesharp 1, Speedart 2 Divine Magic Flight Combat Styles Spear & Shield 55%, Bow 50%, Dagger 52% Weapons Type Shortspear Dagger Heater Shield Short bow SIZ M S L H 6 6 7 8 5 5 6 6 6 7 8 5 5 6 6 6 7 8 5 5 6 Armour: Partial Ringmail, with leather trousers Skills: Athletics 46%, Brawn 47%, Culture(Own) 50%, Evade 51%, First Aid 31%, Influence 37%, Insight 34%, Lore (Orlanth Adventurous) 32%, Lore (Regional) 30%, Pact(Orlanth Adventurous) 15%, Perception 44%, Persistence 42%, Resilience 43%, Ride 43%, Track 35%, Unarmed 26% Reach L S S n/a Damage 1D8+1 1D4+1 1D4 1D6 + DB AP/HP 4/5 6/8 6/12 3/8 Range n/a n/a n/a 80m 17 The Axe Sisters These grim Babeester Gor acolytes are responsible for protecting the clan’s Earth cultists. They were never really draconised and accepted Ernalda the Scale the same way they accepted her original aspect. They are bloody-thirsty and vicious, needing little excuse to start a fight. In spite of this they are not stupid, and can fight tactically against greater odds, using their defensive magic to give them an advantage. Berserk is reserved for those who have especially offended the Goddess, or as a last-stand “death-song”. Casting Fear is a favourite tactic: they enjoy the chase of hunting down a terrified foe. STR CON SIZ INT POW DEX CHA 14 15 12 13 15 (9) 16 9 (6 dedicated) 1D20 Hit Location AP HP 1-3 4-6 7-9 10-12 13-15 16-18 10-20 Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 3 3 5 5 3 3 5 6 6 7 8 5 5 6 6 6 7 8 5 5 6 Combat Actions Damage Modifier Magic Points Movement Strike Rank 3 +1D2 9 8m 8 (14-6) Common Magic Common Magic 76%; Bladesharp 4, Detect Oath Breaker, Detect Murderer, Fanaticism, Parry 4 Divine Magic Axe Trance, Berserk, Blessing, Fear, Great Parry, Slash Combat Styles Axe & Shield 80%, Two Handed Axe 75%, Dagger 52% Weapons Type Battle Axe Great Axe Dagger Heater Shield SIZ M H S L Armour: Chainmail Hauberk, Ringmail Greaves and Vambraces, Open Helm Skills: Athletics 67%, Brawn 68%, Culture (Own) 54%, Evade 58%, First Aid 65%, Influence 51%, Insight 45%, Lore(Babeester Gor) 72%, Pact (Babeester Gor) 67%, Perception 78%, Persistence 76%, Resilience 80%, Track 65%, Unarmed 81% Reach M L S S Damage 1D6+1/1D8+1 1D12+2 1D4+1 1D4 18 Summons of the Whyter AP/HP 4/8 4/10 6/8 6/12 Range n/a n/a n/a n/a Summons of the Whyter Bastak Bastak is the leader of this Crimson Purity Hunting and Interrogation Band. Like all of his Order he is passionate and zealous about his work, and tends to carry it to an extreme. His superiors, even though they recognise and appreciate his talents, consider him to be a little too extreme to serve in the Empire’s heartland, so he spends much of his time patrolling the borders where faith is weak. Bastak treats everybody outside of his Order with suspicion and contempt, though he remains respectful of dragonewts themselves. Whilst he finds the Old Way Traditionalists objectionable, he still believes they have souls that can be redeemed (however much pain is involved), but he has a special loathing for the God Learners and would like to see them wiped from the face of the world. He is short and stocky but well muscled. His hair has long since receded, leaving him bald, his pate covered in the intricate draconic tattoos of the Crimson Purity. A puckered scar runs down the right side of his face, cutting through his close-trimmed grey beard near the chin. A velvet patch covers his ruined eye; his remaining eye is slitted and reptilian, the result of steady Draconic Evolution. He is ever-restless, always seeking for traitors and spies. Like his disciples, Bastak is not afraid to use his dragon powers to achieve his end. He does not crave personal salvation, but salvation for all; he has Lost The Path several times. In combat he directs and leads from the back. STR CON SIZ INT POW DEX CHA 1D20 1-3 4-6 7-9 10-12 13-15 16-18 10-20 16 14 10 17 16 18 15 Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head AP/HP 5/5 5/5 5/6 5/7 5/4 5/4 5/5 Combat Actions Damage Modifier Magic Points Movement Strike Rank 3 +1D2 16 8m 9 (15-6) Armour: Chainmail with a crimson surcoat Skills: Athletics 71%, Brawn 68%, Dance77%, Draconic Illumination 70%, Evade 69%, Insight 88%, Meditation 64%, Perception 87%, Persistence 77%, Resilience 70%, Ride 80%, Stealth 74%, Unarmed 94% Common Magic Common Magic 82%; Bearing Witness 4, Befuddle, Bludgeon 4, Demoralise, Fanaticism, Dragons Breath Dragon Magic Blood Of Lava, Bone Ridges, Brand Traitor, Dragon Claws, Flay Soul, Mystic Sight, Scaled Skin, Sense Surface Thoughts Combat Styles Mace & Shield 76%, Two Handed Mace 67%, Bow 72%, Dagger 49% Weapons Type Heavy Mace SIZ L Reach L Dagger Heater Shield Recurve Bow S L H S S n/a Damage 1D8+1 1D10+1 1D4+1 1D4 1D8 AP/HP 6/10 Range n/a 6/8 6/12 4/8 n/a n/a 175m 19 The Disciples of Crimson Purity These are fanatical followers of the Crimson Purity cult, rooting out heretics and dissenters within the Empire. They burn with religious fervour and eagerly await the birth of the Great Dragon To Be. On the whole they are dedicated, small-minded, petty and brutal. Most enjoy their work a little too much. While most dragon mystics hesitate to use draconic magic for fear of Losing The Path, the average disciple will not; they believe they sacrifice their own enlightenment for the good of the Empire, ridding it of unbelievers and other vermin. STR CON SIZ INT POW DEX CHA 15 16 14 11 13 16 13 1D20 Hit Location AP HP 1-3 4-6 7-9 10-12 13-15 16-18 10-20 Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 5 5 5 5 5 5 5 6 6 7 8 5 5 6 6 6 7 8 5 5 6 6 6 7 8 5 5 6 6 6 7 8 5 5 6 6 6 7 8 5 5 6 Combat Actions Damage Modifier Magic Points Movement Strike Rank 3 +1D2 13 8m 7 (13-6) Common Magic Common Magic 45%; Demoralise, Fanaticism, Dragons Breath Dragon Magic Blood Of Lava, Bone Ridges, Brand Traitor, Dragon Claws, Sense Surface Thoughts Combat Styles Spear & Shield 60%, Bow 55%, Dagger 45% Weapons Type Shortspear Dagger Heater Shield Recurve Bow SIZ M S L H 6 6 7 8 5 5 6 Armour: Chainmail with a crimson surcoat Skills: Athletics 71%, Brawn 59%, Dance 49%, Draconic Illumination 35%, Evade 62%, Insight 44%, Meditation 40%, Perception 54%, Persistence 56%, Resilience 62%, Ride 69%, Stealth 47%, Unarmed 56% Reach L S S n/a Damage 1D8+1 1D4+1 1D4 1D8 20 Summons of the Whyter AP/HP 4/5 6/8 6/12 4/8 Range n/a n/a n/a 175m Summons of the Whyter Ursuk Ursuk is the Render wrangler for the Crimson Purity warband, and is responsible for the control and well-being of the Renders in his care. He dearly loves his charges and prefers their company to any of the others of his Order. Unlike most of them he is not a fanatic, but he enjoys his work, both the reptile care and the occasional chance to strangle a heretic with his chain. He is big, slow, and always calm. He speaks infrequently and there is quietness to his manner that most others find uncomfortable. He is currently very sad, as one of the Renders in his care was killed while fighting Adraxos, leaving him with two. He prefers to remain out of close combat letting his Renders do the fighting, while he guides them and provides healing if necessary. STR CON SIZ INT POW DEX CHA 1D20 1-3 4-6 7-9 10-12 13-15 16-18 10-20 18 10 17 12 14 8 14 Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head AP/HP 0/5 0/5 0/6 0/7 0/4 0/4 6/5 Combat Actions Damage Modifier Magic Points Movement Strike Rank 2 +1D4 14 8m 11 Common Magic Common Magic 82%; Heal 4, Dragons Breath Dragon Magic Command Reptile, Dragon Teeth, Dominate Reptilian Mind, Scaled Skin, Speak With Reptiles Combat Styles Chain 70% Weapons Type Chain SIZ M Armour: Bone sung helm and a leather thong Skills: Athletics 55%, Brawn 80%, Dance 41%, Draconic Illumination 56%, Evade 43%, Insight 46%, Meditation 60%, Perception 42%, Persistence 61%, Resilience 58%, Ride 63%, Stealth 40%, Unarmed 70% Reach M Damage 1D4 AP/HP 8/6 Range n/a 21 Renders Two vicious black-striped velociraptors. They are reasonably intelligent and employ misdirection and ambush techniques to overwhelm hunt their prey, attacking from the side and rear when possible. While everyone else is fair game for becoming a meal, they are fond of Ursuk and will not harm him. The velociraptor’s bite is capable of Bleed and Impaling. The Kick and Foreclaw are both capable of Sundering and Bleed, owing to the razor-like talons on each. The kick and claws are used as primary methods of disabling prey before the bite is used to tear the victim asunder. STR CON SIZ INT POW DEX 27 14 19 7 9 11 1D20 Hit Location AP HP 1-2 3-5 6-8 9-11 12-15 16 17 18-20 Tail Right Leg Left Leg Abdomen Chest Right Claw Left Claw Head 5 5 5 5 5 5 5 5 7 7 7 8 9 6 6 7 Combat Actions Damage Modifier Magic Points Movement Strike Rank 3 +1D8 9 12m 15 Combat Styles Bite 40%, Kick 35%, Foreclaw 65% Weapons Type Bite Kick Foreclaw SIZ L L M 7 7 7 8 9 6 6 6 Armour: Thick Hide Skills: Athletics 40%, Perception 50%, Persistence 40%, Resilience 52%, Stealth 50%, Track 45% Reach L VL M Damage 1D8 1D6 1D4 22 Summons of the Whyter AP/HP As per head As per Leg As per Foreclaw Range n/a n/a n/a Summons of the Whyter Fire-Scarred Elves These poor wretches are frenzied and insane, driven mad by their perpetual Life Sense connection to the agony of the blazing trees and vegetation surrounding them. They are all severely charred and burnt and this is reflected in their hit points below. They should be treated as Fanaticised (as per the Common Magic spell) – this effect is already included in the statistics and cannot be dispelled. Tactics: None. They simply attack in the most direct manner possible, favouring close combat and resorting to their Unarmed skill if necessary. STR CON SIZ INT POW DEX CHA 9 8 14 11 10 8 5 1D20 Hit Location AP HP 1-3 4-6 7-9 10-12 13-15 16-18 10-20 Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 1 1 2 2 1 1 2 4 5 6 3 4 4 5 5 3 5 7 1 4 5 4 5 6 7 4 4 3 5 4 6 4 4 2 1 Combat Actions Damage Modifier Magic Points Movement Strike Rank 2 None Combat Styles: Two-handed Spear 75%, Two-Handed Club 65%, One Handed Club 60% Weapons Type Longspear Charred Branch 6m +4 SIZ L M 1 5 6 7 3 4 5 5 3 6 7 4 4 5 Typical Armour: Burnt remnants and scraps of bark and copper armour Traits: Life Sense, Night Sight Skills: Acrobatics 32%, Athletics 39%, Evade 12%, Lore (Green Grove) 9%, Lore(The Burning) 64%), Perception 42%, Persistence 49%, Resilience 24%, Stealth 66%, Survival 76%, Tracking 41%, Unarmed 62% Reach VL S Damage 1D10+1 1D6/1D8 AP/HP 2/5 2/2 Range n/a n/a 23 Adraxos Adraxos is a former Hwarosian Mystic and now a dedicated Sorceror Pilot of the Otherworld Explorers. He is obsessed with penetrating and manipulating the secrets of the Dragons, far more so than his peers who tend to focus on the “normal” theists instead. He has planned the theft of the wyter for some time, having been given the resources to pursue his desires, but he has little interest in the politics behind the robbery. The sorcerer is lean, with hawk-like features, dark hair, and a small goatee beard. He is refined and cultured, but has little time for small talk outside of his peers. He dislikes “getting his hands dirty” and prefers to direct others; the thought of cutting out the heart of the wyter has been making him queasy for some weeks. Adraxos tries to avoid close combat if he can; it’s what he hires mercenaries for after all. He prefers to support them with magic where needed and uses Attract Missiles on a follower to avoid danger. He always ensures he has Damage Resistance cast when travelling anywhere near “the natives”. He has a 16-point magic point storage crystal embedded in a lead armband on his left arm, and a 12-point magic point storage crystal set in a silver amulet at his neck. STR CON SIZ INT POW DEX CHA 1D20 1-3 4-6 7-9 10-12 13-15 16-18 10-20 8 12 13 18 17 16 17 Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head AP/HP 0/5 0/5 1/6 1/7 0/4 0/4 0/5 Combat Actions 3 Armour Robes and a thin leather jerkin. (All very finely tailored however, and gives a +10% bonus to Influence when dealing with those who care about such things) Damage Modifier Magic Points Movement Strike Rank None 17 + 16 + 12 8m 12 Skills Athletics 24%, Courtesy 78%, Culture(Own) 82%, Culture(Orlanthi) 67%, Culture(EWF) 65%, Evade 32%, Evaluate 68%, Influence 63%, Insight 57%, Lore(Malkion) 80%, Lore(Otherworld) 66%, Lore(Otherworld Pilots) 54%, Manipulation 81%, Perception 73%, Persistence 88%, Resilience 39%, Ride 60%, Stealth 43%, Survival 63%, Unarmed 30% Common Magic Common Magic 94%; Bandit’s Cloak 4, Befuddle, Countermagic 3, Disruption, Golden Tongue 4, Mindspeech 3, Second Sight Sorcery Sorcery( Hwarosian Grimoire) 82%; Banish, Myth Engineering, Neutralize Magic, Project (Hearing), Project (Sight); Sorcery (Unencumbered Lights of Reason) 78%; Dominate Culture(EWF), Dominate Culture (Orlanthi), Haste, Mystic Vision, Myth Treading, Myth Manipulation, Navigate Otherworld; Sorcery(The Abiding Book) 93%, Attract Missiles, Damage Resistance, Intuition, Teleport Combat Styles Dagger 52% Weapons Type Dagger SIZ S Reach S Damage 1D4+1 24 Summons of the Whyter AP/HP 6/8 Range n/a Summons of the Whyter God Learner mercenaries These grim and hardened mercenaries are part of Adraxos’ expeditionary force and act as his bodyguards. They are on hire from the Bardan’s Book Church where they are members of Chapter of the Russet Cross. Tactics: They open with a heavy crossbow volley if possible, after which three of them move into hand to hand combat, with the forth covering using the crossbow and magic if needed. STR CON SIZ INT POW DEX CHA 16 14 17 10 13 14 10 1D20 Hit Location AP HP 1-3 4-6 7-9 10-12 13-15 16-18 10-20 Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 6 6 5 5 5 5 6 7 7 8 9 6 6 7 7 7 8 9 6 6 7 7 7 8 9 6 6 7 7 7 8 9 6 6 7 Combat Actions Damage Modifier Magic Points Movement Strike Rank 2 +1D4 13 8m 5 (13-8) Common Magic Common Magic 52%; Protection 3, Heal 2, Parry Sorcery Grimoire(The Book Of Accuracy) 56%; Accurate Missile, Augment Armour, Damage Enhancement, Damage Resistance, Rapid Fire Combat Styles Two-handed Axe 82%, Sword & Shield 83%, Flail And Shield 80%, Heavy Crossbow 85%, Dagger 65% Weapons Type Great Axe War Sword Military Flail Dagger Heater Shield Heavy Crossbow SIZ H M L S L H Armour: Plate greaves and helm, chainmail elsewhere Skills: Athletics 60%, Brawn 63%, Evade 68%, Evaluate 50%, First Aid 49%, Influence 55%, Insight 38%, Manipulation 34%, Perception 57%, Persistence 66%, Resilience 64%, Ride 82%, Track 56%, Unarmed 59% Reach L M L S S n/a Damage 1D12+2 1D8 1D10 1D4+1 1D4 1D10 AP/HP 4/10 6/10 4/10 6/8 6/12 4/8 Range n/a n/a n/a n/a n/a 150m Acknowledgements: Thanks to Rob “RuneGoon” Finnegan for help with the stats. 25