TEXT: Manastorm
  World of Shin’ar
  Adventure Path
  &
  Region Sourcebook
  
  World of Shin’ar
  Written By: Robert Buckley
  Additional Material By: Rin Buckley
  An Adventure for levels 1 - 5
  Compatible for
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc..
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee
  compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game
  Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License.
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
  See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
  
  Game Design: Robert Buckley
  Additional Design: Rin Buckley
  Developer: Terran Empire Publishing
  Editors: Terran Empire Publishing
  Managing Editor: Robert Buckley
  Manastorm: World of Shin’ar Creative
  Director: Robert Buckley
  Manastorm Logo Design: Evan Rodda
  Cartographers: Terran Empire Publishing
  (Robert Buckley, Samantha Buckley)
  Interior Design and Layout: Robert
  Buckley
  Credits
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  Publishing 2018
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  6
  Table Of Contents
  Region Background *
  Shadow On The Sun
  Overview of the Kingdom *
  The Jarlands*
  Lesser Houses of Jutan*
  Creating Lesser Houses*
  The Church of the Trinity *
  Pg. 8
  Pg. 14
  Pg. 71
  Pg. 95
  Pg. 130
  Pg. 137
  Pg. 145
  ATTENTION!
  If you are a player, PLEASE STOP READING! The following information in this adventure is for the
  Game Master’s (GM) eyes only. If you are the GM, you should have a copy of Manastorm: World of
  Shin’ar Campaign Setting, as well as any appropriate sourcebooks (Monster Manuel, Bestiary, NPC
  Codex) you may need, depending on which game mechanics you are using (D&D 5E or PFRPG 1E).
  Chapters marked with an * are safe for both players and game masters to read.
  
  7
  
  8
  Region Background
  In the Beginning...
  For eons, the Western Shore of Shin'ar has been the battleground for races vying for control over the vast
  amounts of natural resources the land provides. First was the Meek'ah. The diminutive reptilians migrated from the
  islands in the southwest and the small communities they established on what would be later be known as the
  Cashan Peninsula. They were the first to cultivate the land, and the expert farmers grew a wide variety of fruits and
  vegetables. For thousands of years the small enclaves of Meek'ah remained self-sufficient and knew no hardship
  other than what mother nature would bestow upon them. Their knowledge of the Manasphere and its wonders
  were tempered by their keen sense of community and living in harmony with the land. When the Manasphere
  began to act erratically, thanks to the onset of the planet's first Lunar Quickening, the Meek'ah of the Western
  Shore rode out the turmoil the best they could. Portals would open to far off realms and planes of existence,
  sometimes depositing creatures and monsters that would terrorize the Meek'ah.
  A powerful devil in the employ of the Archdevil Garloch would find the scattered Meek'ah communities and
  attempt to bring them to heel. Instead of following his master's plan of turning the Meek'ah from the worship of
  their creator goddess to the worship of the Archdevil, the devil marched on the villages with a small host of horrors.
  At first, the Meek'ah were quick to be overtaken, but with courage and sheer tenacity, they were able to repel the
  devil's forces. Angered, but not dismayed, the Archdevil decided to shelf his attempts to expand his growing
  influence on Shin'ar until the total corruption and subjugation of the Lluruth was complete. While the Meek'ah of
  the Western Shore were still plagued by creatures deposited by the portals, they were able to remain independent
  longer than some of their less fortunate kin around the planet.
  Two thousand years later, Illumnarus refugees would migrate to the Western Shore from the Kala Valley
  and establish a refuge in the massive forest that covered a large portion of the region. The Meek'ah were wary of
  the newcomers and tried their best to keep their villages hidden. For centuries the two people would remain apart.
  The Illumnarus were swift to raise a towering crystal citadel in the southeast of the forest and small satellite
  communities would spring up in quick succession. The former Lluruth were wary of incursion of their new home by
  their dark kin, the Drazil, and remained hyper-vigilant against any type of evil or corruption. They were very
  efficient and brutal in keeping their lands free of dark things that portals belched forth. Eventually, the two peoples
  would meet. A contingent of Knights of Silver Light from Ritvel would travel to the coast and parley with the
  Meek'ah. A pact of mutual respect and friendship was cultivated, however, due to the Illumnarus' need to remain
  apart from others, little future contact was had between them beyond the bi-yearly exchange of goods at the edge
  of the vast swamp where the majority of the Meek'ah on the coast resided.
  The coming of the Drazil...
  In -8,400 BA, a sizable force of Drazil would arrive in the northern forest using
  ancient Lluruth gates re-discovered deep in the Dark Sun Woods to the east. These Drazil
  were refugees themselves, fleeing war for dominance against their kin who worshiped
  the Archdevil Garloch instead of their creator god, Brhuaal. Battles with the Illumnarus
  happened almost immediately. The Illumnarus were determined not to lose this
  woodland sanctuary like they lost so many before.
  Decades would follow, and the Illumnarus would suffer defeat after defeat
  against their dark cousins. The Drazil would push out of the east and begin to
  dominate the surrounding lands. Eventually, a massive army totaling 20,000 strong,
  marched on the Drazil's holdings and drove them north to the foot of the Firepeak
  Mountains. There, they further retreated underground and the Illumnarus began to
  weave a spell that would split the forest, using the river they called the Starwater as the
  border between their respective realms.
  The Meek'ah stayed out of the conflict they best they could. They chose not to
  fight with the Illumnarus against the Drazil, and instead focused on shoring up their
  defenses in case the battle overflowed from the tree line and onto the coast. After the
  splitting of the forest, the Drazil were largely confined to the northeast, and the cavern
  complex they named Nariak.
  
  9
  A large population of Goblins were subjected and the Drazil plotted their revenge against their light skinned
  cousins to the south. Small battles and skirmishes would happen between the forces of light and darkness for
  thousands of years, but the dominance of the Illumnarus on the Western Shore would not be challenged.
  During this time, Lunar Quickenings would deposit more beings on the Western Shore. Some creatures
  came by the dozens, or in other smaller groups. The most numerous were the Fey, and they entered the world
  through a series of portals that opened to an abundant and verdant land. Brownies, Satyr, Fawn, and Pixie would
  come first, followed by Nixie, Dryads, and Nymph. The Fey would strike terms with the Illumnarus and began to
  settle the vast forest in large numbers. The Meek'ah would befriend those that traveled from the canopy to the
  shoreline, especially the Satyrs, who instantly fell in love with the sweet wine the small reptiles produced.
  The Darkening...
  In -5,590 BA the Drazil, who for the last several thousand years remained confined to the northeastern part
  of the forest, began a campaign of death and destruction not seen in the region since the time of their first arrival.
  With the help of a relic tied to the creation of their dark god, the Drazil managed to push out from their cavern
  complex and surrounding woods and crossed the Starwater with the intent of destroying the Illumnarus once and
  for all. The Illumnarus tasked with monitoring the Drazil fell first. Legions of Drazil soldiers, bolstered by tens of
  thousands of Goblins, marched across the Starwater after utterly defeating the Knights of Silver Light that guarded
  their woodland prison. Much anger and speculation on why the Elder Flame Council of Ritvel did not order the
  complete destruction of the Drazil so long ago when they split the forest was on the lips of every Illumnarus refugee
  as they fled their enclaves for the safety of the Citadel City.
  The relic, dubbed the Darkheart Crystal, allowed the Queen of the Drazil to turn day into night, plunging an
  area miles across in perpetual darkness. The gloom was centered on the relic, and the fist-sized lump of corrupted
  mana crystal never left her side. Rumors of more powerful powers preceded its march south. Illumnarus refugees
  spoke of the conjuration of horrors made of shadow and the ability to utterly destroy anything that it touches,
  accept the touch of those appointed to hold it. With the crystal with her, the Queen set the
  forest ablaze, the only light penetrating the darkness was that of the flames as they rose
  to the sky. The Fey fought valiantly, but in the end, would suffer horrid defeat and
  enslavement at the hands of the brutal Drazil. The Illumnarus met the Drazil outside the
  gates of Ritvel, with the forest burning to the north, and the communities of Fey
  and Illumnarus to the south in jeopardy, the Elder Flame Council vowed to stop
  the march with everything they had. An army of ten thousand Illumnarus clashed
  with the horde of Goblins and demonic horrors the Drazil whipped into a
  frenzy, the vanguard of their attacking forces. The Goblins were routed
  quickly, but the sheer number began to wear on the defenders. Small
  groups of Fey worked the Illumnarus flanks, harassing and distracting
  the Goblins long enough for the main force to crush them.
  The demons were the hardest to deal with. Hundreds of
  demons accompanied the Goblin forces, most acting as battle
  commanders. Squads of Babau demons roamed the battlefield,
  tearing into both Goblin and Illumnarus alike. A group of Knights of Silver
  Light brought down a Marilith who managed slaughter her way to the gates of
  the Citadel. Darkness descended on the battlefield as the main Drazil force
  grew near. Accounts of the battle put their number around thirty thousand. Such
  reports are considered accurate and are officially kept by the Elder Flame Council. The defenders,
  worn down by the initial assault, clashed with the Drazil in an explosion of blood and noise.
  Darkness reigned as the Illumnarus tried their best to gain the upper hand. Powerful spellcasters peppered the
  Drazil ranks with fire and ice. The Drazil answered in kind with poison and disease. Hundreds of defenders fell dead
  and rose again as mindless zombies, attacking those they called brother just moments before.
  During this time, the Queen and her guard were in the forest just north of the battle, preparing the relic for
  a ritual that would invoke its most potent ability. A small Drazil boy, no more than ten winters, was also being
  developed as a vessel for crystal. When the two were combined, and the ritual complete, the boy would become an
  avatar for the dark god Brhuaal.
  
  10
  The Elder Flame Council learned of the ritual through exhaustive scrying, and send a small force to stop it.
  Led by two Elder Flames, the group succeeded in not only halting the ritual but fleeing with the Darkheart Crystal
  itself. With the death of the Queen and the loss of the relic, the remaining Drazil forces fell into confusion and were
  routed by the defenders. It took nearly four centuries to scour the last of the Drazil holdouts from the southern
  forest, but as in the past, the Elder Flame Council refused to send more of their people to die in an attempt to
  eradicate the Drazil menace once and for all. Pushed back once again to the northern forest and their cavern city,
  the Drazil fell into years of infighting, something that has plagued the race since its creation. Thankfully, the chaotic
  nature of the Drazil gave the Illumnarus and Fey communities time to rebuild.
  The coming of the Jute...
  In the Summer of -4,490 BA, a series of portals would open on the
  Western Shore from a land of frost and snow. Portals would appear for days
  before winking out of existence, while some would last for entire weeks, and
  it is those that the Jute people choose to explore. Epic tales told by the
  bards, or skalds, of present-day speak of time when the people of Jutland
  were experiencing the worst winter in a generation.
  The seas were especially unforgiving, and
  communities who survived in some part through
  raiding could not send their boats out in fear of icy
  death. The portals lead to Shin'ar and the Western
  Shore at a time when the land was green and warm,
  hauntingly inviting to a people who were slowly
  dying. Hastily-called conferences were held in the
  halls of the greatest chieftains, and a call was put out across
  the land to any who wished to see a brighter future. Scouts sent through the
  portals reported a land lush with life and game. Waters that stretched for miles teeming with fish. In the coming
  weeks, thousands would cross the portals to the new land. Most would carry everything they owned on their backs;
  some brought horses and mules to carry their households. A dozen portals transported the Jute to Shin'ar, but
  there were three in particular that were traversed the most.
  One of the portals opened to a large island. The Jute who flowed through it found more islands in close
  proximity and plenty of trees to build longships. They eventually named themselves after the man who first scouted
  the portals, Helviir, the Far Wanderer. Thousands of Jute came through a portal that opened up at the tree line of a
  vast forest. They found the soil fertile and weather calm. Axes were soon felling trees by the dozens, and homes
  were being constructed as more and more people filed through the portal. Yet another portal opened in a
  snowcapped mountain valley, with the shore of a vast ocean on the horizon. These Jute fortified the valley and
  discovered vast mineral deposits in the frosty mountains.
  For a long time, the three areas kept to themselves. The Jute of the Islands, the Mountains, and the Coast
  remained separate, though they often ran afoul of other Shin'ar denizens. Redcaps and sea monsters plagued the
  Island Jute as they fished the bounty of the ocean. Goblins and Bugbears would repeatedly attack the valley of the
  Mountain Jute, though they were never successful in wiping the humans from the valley. Skirmishes with the Fey at
  the forest edge were frequent, though seldom bloody. For a long time, the Fey were successful in tricking the
  humans into thinking the forest was haunted and used simple illusions to keep most of the loggers out. Eventually,
  though experimentation and contact with the Meek'ah, the Jute mastered enough magic to begin to understand
  this new land, and the wonders of the Manasphere.
  It was a Coastal Jute wizard, one of the first Jute to pen a tome of power on Shin'ar, that brought the three
  peoples together in a meeting to unite them. The three peoples agreed to help the others in conflicts against the
  natives of the land. Mountain Jute shared weapons and armor made of by their expert smiths. The Coastal Jute
  shared food and medicine grown with the expert agricultural knowledge learned from the Meek'ah. The Island Jute
  shared the bounty of the ocean and taught expert piloting techniques to their kin. While not unified, the Jute were
  once again a whole people, healed from the brutal conditions that prompted their crossing.
  
  11
  The Jute prospered, but their savage nature and ancient traditions ruled out in the end. First the Island Jute
  began to plunder the coast. Villages that were used to seeing the longships of their ocean-faring kin were caught
  unaware when those same ships came loaded with raiders instead of fishermen. Many women and children were
  taken back to the islands in chains while their husbands and fathers were left for the crows in the burned husk of
  their villages. Some point to the rise in devil worship on the islands that prompted the raids; other learned men
  theorize it was a time of repeated attacks by the Redcaps that prompted the Island Jute to seek resources at the tip
  of the sword.
  The Coastal Jute were quick to retaliate but suffered yet again as the Mountain Jute took advantage of the
  chaos to raid from the north. Coastal Jute were besieged on all sides, though managed to survive in part because of
  their allies in the Meek'ah. Coastal Jute had a higher command of the Manasphere then their kin and used this
  advantage to bolster their defenses against further incursion. Small ring-forts began to dot the land and they
  started to build longships at an increased rate. Centuries would pass in a cycle of raid and retaliation between the
  three Jute peoples. Alliances would be made and broken numerous times, fracturing the race enough to allow
  pervasive forces to begin to seep in. The Illumnarus watched the humans from afar and through magic. They gave
  help to Fey communities being pressured by the humans’ expansion but made no move to establish contact with
  them. The Elder Flame Council hoped they would kill each other off, and decided to let time do their work
  in ridding the Western Shore of the human menace.
  The Clutch of Malouciousvantrax...
  In -3,170 BA, the Western Shore was in the grips of a particularly harsh
  winter. Raids had stopped as the Jute huddled in their homes, trying
  desperately to survive. Some areas were better off. Towns of Coastal Jute
  were forward-thinking and granaries would keep them from starving. Some
  Mountain Jute used magic and other methods to preserve enough meat to
  feed their families. It was the Island Jute who were the worse off. The weather
  made the choppy waters deathtraps, and ships were lost every month to
  rogue waves and Redcaps. Two large portals opened up on the Island of
  Elbe and belched forth two dozen White Dragons. The people of Helviir
  cowered in fear and were helpless to stop the slaughter that followed.
  The Dragons spread out to the other islands, and they too fell quickly to the fearsome
  onslaught. The largest of the dragons called himself
  Malouciousvantrax, but the
  Helviir soon knew him as
  Vantrax of the Frozen Death.
  The islands were carved up
  between his children and
  wives, and the Helviir were
  made slaves to the dragon's
  every whim. All the wealth
  they owned was given over.
  The dragons only
  allowed the Jute to have the
  bare necessities needed to
  survive. Work on building the dragon’s elaborate lairs on the islands took its toll on the population. The dragon
  ordered the Helviir to begin raiding their kin to the east again, in exchange, the Helviir will be under the protection
  of the Clutch of Vantrax and all that would entail. While still slaves, they would be allowed to bring death and pain
  to their enemies on the mainland in exchange for all the riches they could steal.
  The longships of the Helviir once again sailed east, this time, with the support of a dozen powerful dragons.
  The Coastal and Mountain Jute were no match for the raids. Even the magically talented Jute could not manage to
  bring down a single dragon, who had by this time mastered the Manasphere themselves. The Meek'ah in the
  swamp were not spared, and they too fell to the human raiders. Malouciousvantrax would go on and carve the
  Jute's territory between himself and his clutch. He gave large tracts of land to his favored wives and children, and
  let the rest sort it among themselves. The Fey fled the forest edge and the Illumnarus began to bolster their own
  defenses in anticipation of discovery by the dragons.
  
  12
  Contact with dragon-kind was nothing new to the Illumnarus or Fey races, though such a large group of
  mighty Whites was surely cause for alarm in their communities.
  Many centuries would pass and, the Jute would be molded into elite slave soldiers that answered to their
  draconic masters. The territories of the dragons would swell and shrink based on how many slaves they owned and
  their ability to protect their slaves. Raids were commonplace, as were all out conflicts where thousands of Jute
  would meet on a battlefield in the name of their master. The dragons would send waves of Jute into the forest,
  clear-cutting entire groves to make room for farmland to feed the growing human populations and increase the
  dragon's territory. Battles with the Fey were also frequent as whole communities were put to the torch in the name
  of expansion. Hundreds of years of logging and fire would split the great forest of the Western Shore into a number
  of smaller woods. During this time demon worship was not only allowed but encouraged by some dragons, and
  those wyrms who made pacts with powerful demons would see the most return for their investment. Some
  dragons, including Malouciousvantrax, would learn the secret to absorbing worship through the Manasphere,
  elevating them to deific proportions.
  The Illumnarus were successful in staying hidden for a number of centuries; however, increased patrols of
  Jute in the forest near Ritvel pushed the Elder Flame Council to reveal their presence. Envoys from the Elder Flames
  met with the Jute at a shallow river crossing. The meeting started well, but when mention of ceasing hostilities
  against the Fey was brought up, the Jute became agitated. The leader among them was a priest and fervent
  worshiper of his dragon master. He ended the meeting, vowing to rid the forest of undesirables in the name of his
  master. The Illumnarus reaction is debated by sages and there are different accounts of what happened next. Jute
  tales speak of the Illumnarus attacking the humans, killing the priest, and wounding several more. Illumnarus tales,
  written and preserved by the survivors of the meeting, say it was the priest who attempted to cast dark magic on
  them and was killed because of it. The Illumnarus wounded the others in self-defense and chose not to slay the
  rest.
  Despite the conflicting accounts, the Jute and Illumnarus would remain enemies for thousands of years. The
  humans would continue to push east into the forest and territory under the protection of the Illumnarus and Fey
  peoples at the behest of their dragon lords.
  The Rebellion of the Jute...
  The Spring of -200 BA was like any other. The Jute of the Western Shore woke to their daily tasks, whether
  it was farming, mining, fishing, or warfare. There are numerous accounts of the early rebellion, told by those who
  survived it or at least copied the stories told by campfire and hearth. Most reports tell of Alufgar Bromkar, a farmer
  by trade, but also an accomplished battle commander for his dragon master. He returned to his village from a
  campaign in the east to find his home destroyed, and his wife and young son murdered. A rival dragon ordered his
  forces to attack the village while most of the fighting men were off to the east. Alufgar, wholly and utterly broken
  by the devastation and loss, single-handedly buried everyone he could find and burned the ones he could not
  identify. After the grim task he fell to his knees and began to wail.
  Every tale agrees that Dhalla, the All-Mother, came to him in avatar form and eased his suffering. When
  Alufgar woke the next morning it was to the sound of a crying baby. An infant girl was clothed in a simple, but well
  made, linen blanket and placed at his side. Her eyes were as blue as the sky, and her hair was so fair it looked
  almost white in the sun. He named her Marvela, after his slain wife and set about rebuilding his home. He raised
  Marvela, who he soon found out was no ordinary baby. For every day of life she seemed to age a month, and within
  weeks she was learning to walk and form words. Alufgar's dragon master sent for him and ordered him to return to
  his master's lair to join a raiding force aimed at the dragon who burned his village. Young Marvela, who had been
  born not three months prior, urged her father to ignore the summons, and instead, find others who had lost so
  much to the dragons and lead them to freedom. Her words, bolstered by her divine will, stirred something inside
  Alufgar, and he promised his young daughter that he would see his people free or die trying.
  They traveled the countryside in secret, gaining followers and inciting rebellion wherever they were
  allowed to be heard. Alufgar began to teach his daughter the ways of war, and soon she was a more accomplished
  fighter then men twice her age and size. Her growth slowed considerably, but she was still more mature and wise
  than her years. Their forces grew and soon won engagements against men sent to quiet them and bring Alufgar's
  head back to his former master. Marvela's passionate words and Alufgar's sound mind for battle were a
  combination that would see the Jute through the harrowing time. Early setbacks almost ended the rebellion, but
  the tenacity of the Jute people and their cries for freedom were too much for the dragon lords. The Jute fought for
  three years, killing any dragon and Jute who still called the wyrms master.
  
  13
  The final battle took place in the forest near the site of Alufgar's ruined village. The remaining dragons
  rallied behind the avatar of their cruel Goddess, a five-headed dragon of immense proportions. Thousands of Jute
  entered the forest to rid the land of the hated wyrms once and for all, led by Alufgar and his divine daughter. The
  teenaged Marvela slew the avatar of the dragon goddess and absorbed the mana from its death throws. She
  opened a portal to the heavens and took her place among the powers of the cosmos. She has lead the Jute
  pantheon from that day, and every Jute since her ascension has prayed for her love and protection.
  It would be several more years before the surviving Jute would come together under the leadership of its
  first High King, Alufgar Bromkar. While many saw him and his daughter as their true saviors, the idea of bowing to
  someone so soon after throwing off thousands of years of slavery was distasteful. Alufgar and his closest advisors
  worked tirelessly to bring everyone together, working on the trust and loyalty gained during the rebellion.
  Eventually, the Jute would come to call him King and swear allegiance to him and his Jarls. The land was broken into
  six Jarlands, ruled by a high noble House and governed by the High King. A number of lesser Houses would be given
  smaller tracts of land as payment for their loyalty and backing during the rebellion.
  While the rebellion freed the Jute from the yolk of slavery, it did little to change the power base of the
  Western Shore. The Jute were still the most numerous and most dominant race in the region, though now they
  ruled themselves once more. The Fey and Illumnarus of the Jutal Forest did little to help the Jute during the
  rebellion; instead, they kept to their own borders and affairs. Some Jute hold that against them and blame the
  forest dwellers for being complacent in their slavery. The Kingdom of Jutan would continue to prosper, eventually
  growing beyond its original borders to include the Clawbite Hills. The nobility of the kingdom rules the citizenry with
  a gentle hand that has been known to squeeze tight from time to time, but the people of Jutan feel a strong
  personal connection to the land of their birth, and the Houses that rule them.
  The Wounding of a King - a painting depicting Alufgar Bromkar being spirited away after receiving a near fatal wound from a poisoned
  arrow during the battle for the Shield Islands.
  
  14
  Part One: The Village of Bremerhaven
  The PCs attend a festival in the village celebrating the
  birth of the Jarland's namesake, Merdah Wyrmsbane. The
  village is attacked, and the PCs must survive and may even
  run afoul of a plot against the King himself.
  Part Two: The Aftermath
  Armed with knowledge about the real motives behind
  the attack, the PCs must contend with numerous obstacles
  on their way to Orinfjord and an audience with the King. The
  choices they make on the road to the capital city will either
  help them or hinder them once they reach their destination.
  Part Three: A Royal Meeting
  Free from the grip of those who wish to do them
  harm, the PCs are made special agents of the Dragon Guard
  and tasked by the Crown Prince himself with a mission vital
  to the realm and the royal family.
  Advancement
  Track
  This adventure is optimized for
  4-6 player characters of any class who
  begin play at level 1. While it is not
  required, it is advisable that the party
  contains at least one class who can
  heal and one who is of Jute decent.
  The adventure is designed to
  introduce the players to the world of
  Shin'ar and especially the Kingdom of
  Jutan on the Western Shore.
  By the end of part one, the PCs
  should have enough XP to advance to
  level 2. Part two and three seek to
  embroil the PCs into a plot against the
  High King. If they are successful, the
  PCs should be at least level 4 and
  perhaps level 5 by the end of this
  adventure.
  Adventure Summary
  For any number of reasons, the PCs find themselves in the village of Bremerhaven, located in the northern
  Jarland of Merdah. The village is getting ready to celebrate the birth of the Jarland’s namesake, Merdah
  Wyrmsbane. They could be passing through, attracted to the otherwise sleepy village by the presence of the
  Mockingbird and Jay Traveling Troupe, they could be accompanying an Alterian caravan on its way to Silvertown,
  or they could be locals. No matter how they find themselves in the village they become embroiled in the attack
  and destruction of the village by monstrous forces.
  As they recover from the sudden attack and subsequent clean-up efforts, the PCs will be approached by
  two groups vying for their assistance in either keeping the attack quiet or telling their tale to the High King.
  Evidence collected during the attack, or shortly after, will give particularly astute PCs the clues needed to begin to
  piece together the story going on behind the scenes. This information may help keep them alive once they reach
  the capital of Jutan, the city of Orinfjord.
  Once in the city, the PCs immediately run afoul of powerful agents sent to stop them from giving their
  testimony to the High King. Faced with an overwhelming and seemingly unstoppable foe, the PCs will have to use
  everything they have to escape the clutches of those who wish to see the kingdom burn.
  The conclusion of the adventure path will see the PCs sworn in as members of the Dragon Guard, Special
  Services Division, and tasked with getting into the castle of the Jarl of Merdah to deploy a teleportation pad so the
  Crown Prince and his personal guard can take the Jarl into custody without invading the Jarland. More clues found
  in the castle will bolster the PCs story of who is really behind the plot to destabilize the kingdom.
  You, the GM, should read through this adventure at least once before you begin to run it for your players.
  The shaded boxes are designed to be read directly to your players. All other information is for the GM's eyes only!
  Game mechanics and stat blocks for both 5th Edition and Pathfinder 1e
  will be displayed throughout the adventure.
  
  15
  Jarland of Merdah
  1
  2
  1) Bremerhaven
  2) Salgease
  3) Silver Town
  4) Gorlan Hills
  5) Thornfang
  Forest
  6) Frostforge Keep
  3
  4
  5
  6
  
  16
  Adventure Hooks
  ● The PCs are from the area and have decided to
  attend the festivities in the village. They can
  either meet in the pavilion tent or they can go
  to the party together.
  ● The PCs are new guards hired by an Alterian
  merchant caravan who is bringing their wares
  to Silvertown, which is a few days northwest of
  the village. The caravan has stopped in the
  village to rest, and the caravan master has
  given permission to his guards to unwind for
  the night.
  ● The PCs are hired by the Mocking Bird & Jay
  Traveling Troupe as guards or ushers for their
  performance in the village. The lead actor is
  from Bremerhaven, and the troupe returns
  every year to do a one-night performance for
  the villagers.
  Part 1: The Village of
  Bremerhaven
  A celebration of the Jarland's namesake, Merdah
  Wyrmsbane, who created a spell to destroy half the
  dragon population during the Rebellion, is occurring. The
  PCs are present for the day's activities, which include but
  are not limited to a playful reenactment for the children,
  feasting, a fabulous display of spells by visiting Magisters.
   A troupe of Jute bards and performers have
  stayed the night and set up a staging of the new play they
  plan on debuting. Included with them are several minor
  nobles from the city of Bresken who are investors in the
  troupe.
  During the day: A fun reenactment for the
  children takes place where many adults act as dragons
  and run about, being playfully slaughtered by their
  children. Games include caber toss, axe tossing, and
  shield racing. Shield racing is done by two competitors
  racing each other on top of shields that are held aloft by
  two dozen strong men. The first to fall off before making
  three full rotations is considered the loser.
  Evening: After night falls and the children begin
  to file off to bed, and the alcohol comes out, nearly
  everyone gets drunk to celebrate with songs and even
  more feasting. The whole village (minus the youngsters
  and the few who watch over them) crowd around a
  makeshift stage to watch the play.
   
  The sleepy village of Bremerhaven is alive with
  the sights, smells, and sounds of festivities. Large
  pavilion-style tents have been erected on the outskirts
  of the village to accommodate the influx of travelers
  and party-goers that show up to celebrate the birth of
  the Jarland’s namesake, Merdah Wyrmsbane.
   
  Children run around with wooden weapons,
  “slaying” older kids and adults alike who have painted
  their faces to look like white dragons, the Jute’s former
  slave masters. Games are being held throughout the
  village. Large men and a few hefty looking women are
  participating in a caber toss. Small tables have been set
  up outside of the local tavern. Crowds have gathered
  around them to witness and maybe participate in a
  Dragon Chess tournament.
   
  Inside the large pavilion tent, a stage has been
  erected by the Mocking Bird & Jay Traveling Troupe for
  them to showcase their newest short play about the
  trials the Jute faced during the Rebellion.
   
  Drinking and merrymaking last well into the
  evening. Once the sun begins to go down and the
  torches and glowglobes are set up, everyone starts to
  congregate just outside the village, where the tent has
  been set up.
  Numerous long tables and benches have been
  placed to accommodate the party-goers, and dozens of
  kegs have been tapped and blessed by the village’s
  aging priest of Marvela. Ale and wine flow freely as
  bards and minstrels regale the crowd with sweet songs
  of lost love and rousing Jute drinking songs.
   
  The cacophony of noise rising from the tents is
  momentarily drowned out by three loud crashes from
  a gong placed on the stage. A small man dressed in
  court finery waits for the crowds to finish murmuring
  before he addresses them.
   
  “Thank you, everyone, for attending the
  festival. I am Lord Janis Highwall of Bresken, and I
  wrote and produced the play we are about to perform
  for you all.”
   
  The proud man straightens his back and lifts
  his chin in anticipation of the applause he expects.
  None are forthcoming. A loud cough breaks the
  uncomfortable silence.
   
  “Yes, well…I suppose without further ado”, he
  begins, visibly upset, “I bring you, the Mocking Bird &
  Jay Traveling Troupe and the play ‘Why Does Papa
  Have to Leave?’: A Story of Loss and Redemption
  during the Rebellion!” Lord Highwall claps
  enthusiastically as he exits the stage. The crowd joins
  him half-heartedly in applauding as the actors take
  their positions.
  
  17
  Tables
  5 ft.
  Keg
  5 ft.
  10 ft.
  Wagon
  Teleportation Pad
  N
  E
  S
  A
  20 ft.
  To Bremerhaven
  E
  B
  C
  D
  To Pavilion Tent
  Part 1 Maps
  A.
  Pavilion Tent
  B.
  Copse
  C.
  Bremerhaven
  D.
  Grove
  
  18
   
  As the actors take the stage, all eyes seem to be
  on them, even the bored-looking militiamen who were
  assigned to watch over the kegs in the middle of the tent.
  Any player with a passive Perception of 11 or higher or
  who makes a Perception check against DC 11 will notice
  that everyone is watching the stage, even those who are
  supposed to be watching the crowd.
  A trio of horn players and drummer begin the
  opening number, a song about the Rebellion sung by a
  young bard who nervously steals glances off stage as he
  struggles with the high notes. The crowd begins to
  descends into pockets of murmurs and drunken boasting
  about personal singing talent compared to the dismal
  performance.
   
  Isolated shouts quickly turn to collective boos as
  the rowdier and obviously drunker members of the
  crowd begin to stand up and launch empty mugs at the
  stage. The young bard ducks a few wild tosses but gets
  clipped by an expertly thrown empty bottle of wine.
   
  The glass shatters on the youth’s head, causing
  him to stumble close to the edge of the stage. The music
  stops and the noise from the unruly mob reaches
  deafening proportions. The young bard’s body quickly
  stiffens as a long shaft appears in his chest. Those
  closest to the stage back up as he topples over and onto
  a bugle player who could not get out of the way fast
  enough.
   
  Screams erupt from across the tent. The noise of
  battle can now be heard coming from the village. More
  arrows fall upon the crowd. Long and wicked looking
  shafts of jet black find plenty of targets in the mass of
  bodies that have rushed towards the stage area.
   
  Depending on where the PCs decided to sit and
  watch the stage play, they may be in a position to use one
  of the large oak tables to provide cover from the arrows.
  Any PC that is Medium-sized or smaller is afforded total
  cover underneath the large tables. PCs who are larger than
  Medium size gain only three-quarters or partial cover
  from the tables.
   
  The rain of arrows continues for one minute after
  the young bard is struck. PCs can try and exit the tent
  during that time; however, they must succeed in a
  Dexterity saving throw (DC 14) or a Reflex saving throw
  (DC 14) to avoid being crushed by fleeing people or hit by
  an arrow. Success allows the PC to move their full speed
  without incident. Failure results in either being hit by an
  arrow for 3 points of piercing damage or being struck by a
  panicked villager for 1 point of bludgeoning damage (GM’s
  discretion).
   
  Any PC who is struck by a fleeing villager must
  make another Dexterity saving throw (DC 13) or Reflex
  saving throw (DC 13). Failure results in them being
  knocked prone.
   
  It takes approximately two minutes for the tent
  to empty. If the PCs decided to run out of the tent, skip
  to section 1a. If the PCs decided to wait out the rain of
  arrows under the tables, read on.
   
  The shouts and panicked screams die down
  and is replaced by the cries of the wounded and the
  sobs of those to terrified to flee from the relative
  safety under the large oak tables.
   
  Screams can still be heard coming from the
  village and the unmistakable smell of smoke begins to
  fill the air. Near you, you can see at least a dozen
  dead villagers, with twice as many more writhing on
  the ground in pain.
   
  Two militiamen lie slumped over eachother.
  Each of the young warriors is sprouting multiple
  arrow shafts from their bodies. The other guard
  seems to have fled with the rest of the party goers.
   
  There are twenty-five wounded villagers in the
  tent. Eight are critical and have 1 hit point remaining.
  The rest have less life-threatening injuries sustained
  from the crowd instead of arrows.
   
  The PCs can choose to assist the remaining
  villagers, one of whom is the aged priest of Marvela,
  who was apparently knocked unconscious as he tried
  to shield a young woman from the fleeing crowd. If the
  PCs revive him (no spell needed), he quickly gains his
  wits and introduces himself as Kloppi Hlvarskir. He will
  shout at any villager who seems less hurt than the
  others to assist him in helping the rest. He will not bark
  orders at the PCs but he will also not refuse any
  additional help. He has four potions of healing/potion
  of cure light wounds (1d8+5) on him that he will use on
  the injured villagers. He will not part with them for any
  price; however, if any PC lost 50% or more hit points in
  the rush, he will gift one potion to them if they have
  decided to stay and help him.
   
  Assisting the priest in healing the wounded will
  take approximately 4 to 6 minutes and may use up any
  healing spells or abilities the PCs may have readied. The
  shouts from the village will grow louder, and some of
  the less injured will periodically rush off to see if they
  can help. If the PCs choose to stay in the tent to help,
  they will be awarded additional XP in the form of an
  Optional Story Award at the end of the chapter.
   
  If the PCs choose to stay and help, go to section
  1b. If they decided not assist the priest, go to section 1a.
  Map A
  
  19
  Section 1a: Outside The Main Tent
   
  The hail of arrows comes from a squad of
  goblins armed with shortbows and wicked-looking
  swords. As the PCs exit the tent (either through the
  main entrance or out from under the tent itself), read
  the following:
  dozens of small figures dressed in mismatched armor
  and wielding wicked looking blades. Goblins. Among the
  goblins you can also make out larger figures that seem to
  be giving orders to the green-skinned rabble. You spot
  more dead villagers but do not see any bodies belonging
  to the local militia or caravan guards.
   
  As you exit the tent, you notice a small
  force of goblin archers melt back into the nearby
  woods. A larger force of goblins is marching off
  towards the village square. They are marching in
  military order and are following the command of a
  large bugbear dressed in ill-fitting chain mail armor.
  The large Goblinoid spots you exiting the tent and
  barks orders at the rearmost goblins. They break
  out of formation and advance on you!
  Encounter 1a - Goblin (5) pg. 23/25
   
  The goblins number 23 in total and are
  accompanied by a bugbear who seems to be keeping
  them in line. When the five rear-most goblins break
  off, the remaining begin to double step and quicken
  their pace.
  If one goblin is slain quickly (within the first 2
  rounds of combat), the others will fight to maim and
  hinder their movement by employing blades coated
  with darkfang sap. Darkfang sap is detailed on page
  29. One of the goblins also has a potion of
  healing/potion of cure light wounds (1d8+3).
  After the battle, the PCs have a choice to
  make. They can choose to chase down the marching
  goblins, who by now are reinforcing their comrades
  who are already in the village, or they can head into
  the nearby woods. There is a newly created path
  made by the marching goblins that seems to come
  from the small forest that borders the outskirts of the
  village. If the PCs choose to go and help in the village,
  skip to section 3. If they decide to investigate the
  nearby woods, go on to section 2. If they chose to flee
  the village, skip to section 3c.
  Section 1b: A Tale of Two Paths
  Read the following to your players if they
  chose to stay and help the priest:
   
  As you exit the tent, your senses are
  assaulted by the carnage of battle. Bodies of
  villagers lie strewn about. Some are pierced by
  multiple arrow shafts. Others seem to have been
  slain by blades, evident by the blood pools and
  missing appendages. A fire has begun to engulf the
  village and appears to be quickly spreading.
   
  You notice a trail of muddy boot prints
  coming from the nearby woods and leading to the
  village. Looking toward the village, you spot
   
  The PCs will have a choice to make here. They can
  choose to follow the trail back into the woods to perhaps
  find out where the invaders came from, or if there are any
  more coming. They can also, of course, rush off towards
  the village to lend a hand there.
   
  If the PCs choose to investigate the woods, go to
  section 2. If they choose to help in the village, go to section
  3. If they choose to flee the village altogether, skip to
  section 4.
  Section 2: Darkness In the Woods
   
  The small forest outside of the village is little more
  than a few wooded areas in close proximity where the
  locals hunt and fell sick trees for firewood. The trees are
  densely packed and separated by large glades. It is not
  large enough to house or hide a large force of Goblinoids
  and any PC who is a local or who makes an Intelligence
  (Investigation) check against a DC 11 or a Knowledge:
  Geography check (DC 12) will notice that as well.
   
  The forest itself is dense, with the canopy above
  allowing in very little light. The moonlight does little to
  illuminate the surroundings, and some sort of light source
  is needed for those who cannot see in the dark.
   
  The small forest looms before you. The goblins
  obviously came from the woods; however, you are
  unclear as to how such a large force could have even
  got this close to the village without someone, anyone,
  spotting them.
   
  Peering into the trees is difficult due to the
  dense canopy. It is also difficult to make out any noise
  coming from the forest above the screams and sounds
  of battle coming from the village.
   
  The invaders left very little in the way of a “rear
  guard” because they were sure of their swift victory. The
  PCs will not encounter any resistance at the tree line. As
  they move into the woods, the sounds of battle get softer;
  however, the fire in the village is noticeably out of control
  now. After traveling for less than two minutes, allow the
  PCs to perform a Wisdom (Perception) check against DC 10
  or a Perception check (DC 11) to hear the noise of the four
  goblins that were left to patrol the woods. If the PCs have
  any light source brighter than a candle, the goblins are not
  detectable as they are lying in ambush instead.
   
  If the PCs are unaware of the goblins, read the
  following:
  Map B
  
  20
  If searched, the Drazil is carrying a rolled-up
  scroll written in Draz. The scroll explains his role in the
  attack (observer) and to make sure nobody is left
  alive. It goes on to explain this village must be
  destroyed to distract the King from plots to steal his
  throne. It does not reveal who is responsible for the
  plots or what they may be.
   
  The platform can be destroyed by a few well-
  placed blows from someone with a Strength score of
  14 or higher. The teleportation pad, however, cannot
  be destroyed, but it can be blocked. Allow the PCs to
  roll an Intelligence (Arcana/Manasphere) check
  against a DC 13 or a Knowledge: Arcana/Manasphere
  check (DC 13) to realize they have no way of
  destroying the portal itself, but that it can be blocked.
  Filling the center of the pad with approximately two
  hundred pounds of material would succeed in blocking
  any incoming travelers from trying to use the portal.
   
  If the players decide to go to the village, skip
  to section 3e. If they choose to flee the area, move on
  to section 3c.
   
  You travel further into the woods, listening
  intently for the slightest noise that would indicate more
  goblins are ahead. Just as you move past a large tree,
  three invaders spring out from their hiding place among
  the underbrush.
  Encounter 2a - Goblin (4); pg. 23/25
   
  The goblins will fight to the death, though if two
  are slain quickly (within the first 2 rounds of combat), the
  remaining goblins will attempt to flee further into the
  forest. Two of the four goblins have one potion of
  healing/potion of cure light wounds (1d8+3) each.
   
  If the PCs chase the goblin, or if they choose to
  continue into the forest after the battle, read the
  following:
   
  The forest ends and opens up to a large grass
  and wildflower-filled glade. In the middle of the glade
  lies a large platform constructed of wood and metal. The
  platform is slightly elevated from the ground, and
  supported by four squat legs.
   
  As you get closer, the center of the platform
  glows, and two forms begin to materialize. One is a
  slightly beefier Goblin wearing a polished chain shirt. Its
  companion is taller and dressed in dark leather. His skin
  is a dusky gray, and he sprouts inky black ram-like horns
  from his head.
  Map D
   
  The platform is a hastily constructed teleportation
  pad that has deposited the invading force, and
  presumably, to allow them to disappear quickly after the
  raid.
   
  The two newcomers are a Drazil shadowgiest and
  his Goblin Boss liaison to the invading rabble. If the PCs are
  somehow hidden or otherwise unable to be seen, the
  Drazil and the goblin will leave the platform and begin to
  walk in the direction of the village.
   
  If the PCs are not attempting to hide, the Drazil
  will spot them rather quickly and order his companion to
  intercept them. The goblin then immediately begins to run
  towards the PCs while the Drazil continues to walk, though
  now with an increased pace.
  Encounter 2b - Goblin Boss/Goblin Captain (1) pg.
  23/25
   
   
               Drazil Shadowgiest (1); pg. 23/25
  If the Drazil is not engaged immediately by one of
  the PCs, he will attempt to enter combat only after at least
  one of the PCs becomes injured. Otherwise, he will hang
  back and bark orders at the goblin. Whenever the Drazil
  enters combat, the first thing he will do is conjure a globe
  of darkness centered on any PCs who clearly do not
  possess any type of night vision. He will also instruct his
  eidolon to harass the party’s spellcaster while he attempts
  to land sneak attacks on any PC which is in melee with the
  goblin.
  Section 3: Carnage In the Village
   
  The village was attacked on two sides by a
  force of goblins who teleported in from the nearby
  woods and from a wagon, equipped with a hidden
  teleportation pad, that was parked with some other
  wagons belonging to a merchant caravan that had
  stopped at the village for the festivities.
   
  The bulk of the force came in from the hidden
  pad in the wagon and was quick to overtake the
  caravan guards who were unlucky to be on duty at the
  time. A second force came from the east and stopped
  to assault the tents before joining their kin in the
  village proper.
   
  As the PCs enter the village square, read the
  following:
  Map C
   
  The scene is worse than you could ever
  imagine. Slain villagers are strewn about in various
  states of dismemberment. Fire rages through almost
  every building. You notice the building that serves as
  the barracks for the local militia is also on fire. A
  large wagon is pushed up against the main doors in
  an attempt to barricade them. The side door is flung
  open and in the entryway lay three slumped over
  bodies, each sprouting arrows and crossbow bolts.
  The goblins apparently pushed the wagon against
  the main doors and set the building on fire to flush
  them to the side entrance.
   
  You can hear faint screams come from the
  south, the bulk of the invading force seems to be
  moving that way. Several goblins periodically break
  
  21
  Section 3a: A Foolish Plan
   
  If the players are convinced they can take on
  the invaders, read the following:
   
  The goblins number just over 35, with a
  bugbear leading them. The bulk of the force is
  approximately fifty yards away, to the south, and
  moving at an accelerated pace. Every thirty steps the
  bugbear barks a few words in their shared language
  and six goblins detach from the main group to kick
  open any doors to homes that have not yet burned
  down.
   
  Between your position and the invaders lie
  several dead villagers and abandoned wagons.
  Between the wagons you can see the bodies of the
  caravan guards that were stationed with them during
  the performance. Two wagons lie overturned.
   
  The militiaman’s name is Jacob. He was stationed
  in the pavilion tent when the rain of arrows began. If
  pressed, he will admit he ran and abandoned his post, only
  to find himself face to face with the invading force outside
  the tent. He will go on to say that he managed to slay
  three of the goblins (a lie) before he took a crossbow bolt
  to his foot. He managed to then crawl to the abandoned
  wagons.
   
  The other boy’s name is Algrand Highwall, a
  nobleman and son of the man who introduced the play. He
  is scared and thoroughly out of his element. He will adopt
  a defensive attitude when asked questions, eventually
  imploring the PCs to escort him out of the carnage and to
  safety. If asked for monetary compensation, he will agree
  to no more than 30 gp per player if he is delivered safely
  away from the scene.
   
  If the PCs insist on attacking the goblins, the two
  men will become increasingly agitated and noisy. Roll a
  1d6. On a roll of 1 - 4, nothing happens. On a roll of 5 or 6,
  the invaders have heard the commotion at the wagons. If
  that happens, read the following:
   
  The raised voices of the two cowering men have
  alerted the goblins to your presence! The lead bugbear
  stops and barks orders in their guttural language.
   
  Ten goblins detach from the leading group and
  turn around to rush towards you.
  off from the main unit to light a home on fire or to
  slay a fleeing villager.
   
  The invaders have not yet noticed your
  presence, however, that is sure to change.
   
  There are several things the PCs can do now.
  The obvious thing is to chase down the attacking force;
  however, judging on numbers alone, the PCs would be
  very hard-pressed to survive that encounter.
  They can attempt to slow the attacking force
  down somehow or otherwise occupy them until some
  type of organized defense can be mustered. However,
  judging by the way the invaders managed to take
  everyone by surprise suggests they had some kind of
  inside help. Therefore, it is safe to assume that
  whoever is helping is also going to make sure there is
  no cry for help sent to a nearby community.
   
  They can also attempt to flee the village by
  staying behind the invaders, and perhaps finding any
  stray villagers that they can save.
   
  Allow the PCs any applicable rolls to piece all of
  that together, or just explain the situation to them as
  you see fit.
   
  If the PCs decide to take on the invaders or to
  try and slow the attackers down somehow, go to
  section 3a. If the PCs decide to attempt to flee the
  village, skip to section 3b.
   
  If the players choose to investigate the
  overturned wagons, allow them to roll an Intelligence
  (Investigation) or Wisdom (Perception) check against a
  DC 12 or a Perception check (DC 12) to notice
  something off or to hear noise coming from under one
  of the wagons.
   
  If they decide to investigate further by flipping
  the suspect wagon, read the following:
   
  The wagon manages to flip on it’s side with little
  effort. Underneath you find two young men covered in
  blood and soot. One of them points a loaded heavy
  crossbow at you.
   
  “Oi! What are you about!”, the youth
  brandishing the loaded crossbow manages to quietly
  exclaim.
   
  “Leave us be you fools! They have passed us
  by.” The other cowering man quickly says.
  The boy with the crossbow is wearing the
  uniform of the village militia. His left foot is heavily
  bandaged, and blood is seeping through. The other
  youth is dressed in fine clothing, although it is now
  ripped and torn in several places. His sandy colored hair
  is plastered to his head with sweat and blood. He
  appears unhurt.
  Encounter 3a: Goblin (10); pg. 23/25
   
  The injured militiaman will participate in the
  battle and try to shoot the invaders with his heavy
  crossbow, although his injury leaves him helpless should
  the goblins reach him. The young nobleman will
  participate as well; however, he begins combat with the
  frightened condition. He will not willingly join melee
  combat unless he is attacked, though he will use his wand
  of magic missiles (CL 6).
  
  22
   
  Jacob Hvlarson; pg. 24/26
   
  Algrand Highwall; pg. 24/26
  Algrand will take direction from any Jute in the
  party but he will not respond favorably to females of any
  race who issue him orders. If he is left on his own, he will
  only participate in the battle if he is personally threatened.
   
  Jacob will aim for the goblins with his heavy
  crossbow, trying to thin their numbers. He will take
  direction from anyone who has a Charisma score of 13 or
  higher; otherwise, he will ignore any suggestions on
  targets.
   
  Even with their help, this fight is bound to be very
  difficult for the PCs. When combat enters its third round or
  when one or more of the PCs are reduced to 0 hit points,
  read the following:
   
  A horn blast pierces the air. Arrows fly over your
  head and pierce the closest two goblins. You turn around
  and see three Jute dressed in chain shirts over what looks
  like the latest in courtly fashion. They continue to fire
  arrows into the mass of invaders.
   
  Their leader, a young Jute woman with sun-kissed
  auburn hair pulled back into a tight ponytail, lowers her
  bow and shouts, “Behind us, now! Coordinated retreat,
  on me, now!”
   
  Siggi Arndotter; pg. 24/26
   
  Jute Herald (2); pg. 24/26
  The three newcomers are members of the Royal
  Heralds, a group of Jute who wonder the kingdom
  recording essential events. They also deliver important
  messages to noble families from the king and his council.
  Some even accuse the Heralds of beings spies for the
  crown.
  The Herald will give the PCs as long as they need to
  disengage from combat and rally behind her. She will
  instruct her companions to continue to pepper the
  invaders with arrows, and they will aim for any foes that
  are in any way hampering the PCs from retreating.
   
  As soon as the PCs and the two men who were
  hiding (if they are still alive) get behind the newcomers, the
  woman will crush a Skipstone in her hand. When that
  happens, go to section 4.
  Section 3b: No Sense In Sticking
  Around
   
  The PCs have not gained the attention of the
  invaders, so they may be able to sneak out of the village.
  There are two avenues available to them. They can choose
  to retrace their steps and go back north, towards the
  outskirts of town and the pavilion area. They can also try
  and sneak off to the west, towards the main road and then
  away to safety.
   
  You quickly surmise that sticking around is
  suicide, and you quietly begin to fall back the way you
  came. Back at the tent area, you spot the aged priest
  giving orders to his helpers, most of which are
  carrying the ones too injured to walk on their own. He
  spies you sneaking your way back from the village and
  motions for you join them.
   
  The priest will ask the PCs to describe what
  they saw. He will become upset if he thinks the PCs are
  leaving anything out. He is most concerned with the
  well being of the villagers and if the village itself can be
  spared or if the fire is too out of control. The other
  survivors will begin to ask the PCs if they have seen
  their loved ones among the dead. Before the PCs can
  answer that, the priest interjects and reminds everyone
  that they are still in danger. He suggests fleeing
  through to the west, and to the main road. The Jute will
  agree with the priest, and he will insist the PCs
  accompany them for protection.
   
  If the PCs decline and decide to continue north,
  go to section 3c. If they choose to go with the priest, go
  to section 3d.
  Section 3c: On Our Own
   
  As the PCs flee north, they quickly put distance
  between them and the invaders. North of the village is
  dominated by tall grasses and densely wooded glens.
  Any PC which has a passive Perception of 14 or higher
  or who rolls a Wisdom (Perception) check against a DC
  14 or a Perception check (DC 14) to notice three Jute
  sneaking up to them from the west. Regardless if the
  PCs discover the trio or not, read the following:
   
  The invaders are marching through the village
  headed south, though they have given no indication if
  they will turn around or keep going. The east side of
  the village is completely engulfed in flames and is
  virtually impossible to get through.
   
  If the PCs decide to head back the way they
  came, read the following:
   
  “Hail adventurers!”
   
  Three Jute dressed in chain shirts and
  brandishing shortbows emerge from the tall grass.
   
  Their leader says, “Who are you and why are
  you fleeing the burning village?” To emphasize her
  point, her companions draw back the strings of their
  bows and aim them at your chest.
  The three newcomers are members of the
  Royal Heralds, a group of Jute who wonder the
  kingdom recording important events. They also deliver
  important messages to noble families from the king
  and his council. Some even accuse the Heralds of
  
  23
  beings spies for the crown.
  Their leader, Siggi, will insist the PCs tell her
  everything. She will become disturbed if the PCs
  happen to say to her that they left a group of villagers
  alone, and if they attempt to omit that fact, they must
  make a Charisma (Deception) check against a DC 14 or
  a Bluff check (DC 14).
  Siggi will order her companions to continue to
  the village to assess the situation themselves and,
  depending on what the PCs told her, to also locate the
  priest and his group and see them to safety.
  She will insist the PCs come with her. If they
  show signs of reluctance, she will invoke the name of
  the king and her royal authority to detain them. She is
  convinced they are telling the truth (though she will be
  upset if they are caught lying) about the goblins, but
  she has a duty to the crown, and their testimony must
  be recorded.
  If the PCs attempt to fight her (she will use
  force to stop them), she will defend herself. If she is
  injured, she will use her Skipstone to get away.
  If the PCs agree to accompany her, she will
  instruct them to gather around her while she uses her
  skipstone. Continue to section 4.
  Section 3d: Protecting the Group
   
  The PCs and the group of villagers begin to
  move west from the tent area. About one hundred feet
  from a large pavilion tent where the stage was set up,
  the PCs start to hear the rapid footfalls of pursuing
  goblins.
   
  You hazard a glance behind you and spy four
  goblins brandishing shortbows giving chase. They are
  quickly closing the distance needed to fire on you
  and the group of villagers.
   
  The PCs need to react quickly if they are to
  neutralize the threat. The goblins are under orders to
  slay every Jute in the village and will aim for the
  villagers unless one of the PCs begins to pose an
  immediate threat.
  Encounter 3b: Goblins (4); pg. 23/25
   
  After two rounds of combat or after one of  the
  goblins are killed, whichever comes first, a bugbear will
  come crashing through the back of the pavilion tent
  and will run towards the group.
   
  Bugbear (1); pg. 23/25
   
  The priest will do his best to protect the villagers,
  but he will not enter combat unless he is forced to defend
  himself or a villager. The villagers are in no shape to help,
  although if one or more of the PCs sustains a significant
  injury (GM’s discretion), the less injured villagers (of which
  there are 4 well enough to fight) will either be shamed
  into action or enraged enough to fight back.
   
  Kloppi Hlvarskir; pg. 24/26
   
  Jute Villager (25); pg. 24/26
   
  On the second round of combat after the bugbear
  joins the fight or if two or more of the PCs are brought to 0
  hit points, read the following:
   
  A horn blast pierces the air. You turn around and
  see three Jute dressed in chain shirts over what looks like
  the latest in courtly fashion, run up from the northwest.
   
  Their leader, a young Jute woman with sun-kissed
  auburn hair pulled back into a tight ponytail, lowers her
  bow and shouts, “Behind us, now! Coordinated retreat,
  on me, now!”
  Siggi Arndotter; pg. 24/26
   
  Jute Herald (2); pg. 24/26
   
  The newcomers will lay down heavy ranged fire
  while the villagers retreat behind them. When the bugbear
  and goblins are dead, read the following:
   
  The tanned skinned woman, who appears to be
  the leader of the trio of newcomers, turns to the priest
  and addresses him.
   
  “Hail, Grandfather! I am Siggi Arndotter, Royal
  Herald. What has happened? Are you all that escaped?”
   
  The priest will quickly tell Siggi what has transpired
  and what he has witnessed. He will defer to the PCs on the
  state of the rest of the village, which by now is thoroughly
  engulfed in flames.
   
  Siggi will insist the villagers and the PCs accompany
  her to safety. Each of the Heralds will produce a skipstone
  and take as many people with them as they can. Siggi
  insists the PCs crowd around her as she crushes the stone
  in her hand. Continue to section 4.
  Section 3e: Is There Anyone Alive?
   
  As the PCs emerge from the wooded area, read
  the following:
   
  The smoke is very thick now. The fire has spread
  to the entire village and little is left standing. You notice
  movement through the haze near the tent area. Several
  shapes emerge, some being carried, others limp along
  with minimal help. You notice the old village priest and
  two other villagers brandishing weapons.
  
  24
   
  Purple mist quickly envelopes you and your
  whole body begins to feel like its being decompiled atom
  by atom… In an instant you find yourself in a small
  wooded clearing. The sights and smells of the burning
   
  The priest and the armed villagers will rush over to
  the PCs and implore them to help. They will also quickly
  inform them that the invaders have finished their sweep of
  the village and seem to be headed back this way.
   
  Before the PCs can react, a hail of arrows falls from
  the sky from the south. There are a total of 25 villagers,
  plus the priest. Roll 2d10 and add the totals together.
  Now, subtract anywhere from 1 to 7 from the total. This is
  the number of villagers who are hit by arrows.
   
  Everything happens so fast. One second you are
  talking with the trio of survivors, the next, multiple
  villagers fall to the ground clutching arrow shafts
  protruding from their bodies. A terrible scream pierces
  the air after the shafts fall. Goblin savages rush toward
  you through the smoke and haze.
  Encounter 3c: Goblins (4); pg. 23/25
   
   
            Kloppi Hlvarskir; pg. 24/26
   
   
            Jute Villager (25); pg. 24/26
   
  Three of the goblins are wielding shortbows, and
  the other has a sword and shield. They will attempt to slay
  the villagers first unless the PCs show a greater and
  immediate threat. One the second round of combat and
  every two rounds after, two more goblins show up until 6
  rounds have passed, or two or more of the PCs are
  reduced to 0 hit points, whichever comes first. When that
  happens, read the following:
   
  A horn blast pierces the air. You turn around and
  see three Jute dressed in chain shirts over what looks like
  the latest in courtly fashion, run up from the northwest.
   
  Their leader, a young Jute woman with sun-kissed
  blonde hair, pulled back into a tight ponytail, lowers her
  bow, and shouts, “Behind us, now! Coordinated retreat,
  on me, now!”
  Siggi Arndotter; pg. 24/26
   
  Jute Herald (2); pg. 24/26
   
  When the Heralds join the fight, roll a 1d6. On a
  roll of 1 - 5, nothing happens. On a roll of  6, (1) bugbear
  will run from the south and join any remaining goblins.
   
  Bugbear (1); pg. 23/25
   
  As with most of the fights in this section, this might
  be very difficult for the PCs. When the battle is over, the
  leader of the Heralds will insist the survivors flee with
  them. They each produce a Skipstone and instruct
  everyone to crowd around them. Go on to part 4.
  Section 4: Safe… For Now
   
  Depending on how the PCs were introduced to
  the Heralds, Siggi will either address the priest or the
  nobleman first, once everyone comes to their senses.
   
  She will address the young nobleman with
  respect, though he shows little back to her. He will
  offer no ‘thank you’ for his rescue, but he will,
  however, affirm in the Herald’s presence any promise
  to pay the PCs for his rescue. The PCs can acquire the
  agreed-upon amount from him at his residence in the
  city of Bresken.
   
  She will speak with the priest as he and the
  other Heralds tend to the wounded. The priest will give
  an accurate account of the past hour and will differ to
  the PCs to fill in any information he does not have.
   
  Siggi will be thankful for the information the
  PCs can provide on the nature of the attack. She insists
  they travel to Orinfjord and report everything directly
  to her superior. She will inform the PCs that her
  mission before she spotted the fire in the distance, was
  to go to Silvertown to witness the birth of the Jarl’s
  granddaughter. She cannot delay her trip any more
  than she already has, and she must ride on to
  Silvertown.
   
  If the PCs rescued the nobleman and the
  militiamen, they will ride with the Heralds west. The
  nobleman will gift his wand of magic missiles to the PCs
  as a down payment for his rescue. If they ended up
  with the priest and villagers, Siggi will instruct her men
  to accompany them west to the nearest village. There,
  they are to wait and call for a member of the Dragon
  Guard. She will go on alone to Silvertown to finish their
  mission.
   
  When the PCs reach Orinfjord, they should
  report to the Office of the Heralds or the Dragon
  Guard. If the PCs have the evidence they found on the
  Drazil, she tells them to keep that quiet until they are
  recanting their story to one of her superiors.
   
  The trek to Orinfjord will take several days to a
  week of traveling, depending on how the PCs wish to
  proceed. They can follow the main road south until
  they reach the Iceflow river. Once there, they can hail a
  barge or rent a raft down the river to the capital.
  village are replaced by the calls of woodland
  creatures and the droning of nearby insects. Tied to
  large tree are three horses. The village is barely
  visible to the east, a bright spot of red in the creeping
  darkness.
  
  25
   
  They can choose to accompany the priest and
  villagers west to the nearest village. There, they might
  be able to get mounts. From there, it would be several
  days ride southwest to the capital. The Heralds will give
  1 potion of healing/potion of cure light wounds
  (1d8+2) to each party member if they choose to
  accompany the villagers.
   
  Siggi will discourage the PCs from going with
  her. If pressed, she will tell them that she suspects
  other forces at work, especially if the PCs inform her of
  the Drazil. Allow a Wisdom (Insight) check against a DC
  14 or a Sense Motive check (DC 14) to see if Siggi is
  holding something back.
   
  If she is confronted, she will apologize for
  keeping anything from them, but she is under direct
  orders from the Crown Prince, and her mission comes
  directly from him. She will not elaborate any further,
  but she will say that the Crown suspects the Jarl of
  wrongdoing. What that has to do with the attack on
  the village, she cannot say, as she does not know.
   
  Allow the PCs to rest and recuperate before
  they set off. Award the XP earned, and level up any
  characters who have reached level 2 before starting
  the next section.
  Optional XP Awards
   
  Award the PCs XP based on which battles they
  participated in and survived. Grant any optional story
  awards they may have earned as well.
  Story Award experience is awarded to each PC
  and not divided among them.
  Optional Story Award: Helping the Priest +150 xp/+250 xp
  Optional Story Award: Rescuing the Nobleman +50
  xp/+150 xp
  Optional Story Award: Telling Siggi about the Drazil
  +150 xp/+250 xp
  Optional Story Award: Sabotaging the Teleport Pad +50
  xp/+150 xp
  Pathfinder XP awards are based on the
  Medium level advancement track.
  Part One Bestiary
  Goblin; statistics as a Goblin
  Goblin Boss; statistics as a Goblin Boss with the
  following exceptions: Scimitar +1. Melee Weapon
  Attack. +5 to hit, reach 5 ft.; Hit: 6 (1d6+3)
  slashing damage. Additional Gear: 2 potions of healing
  Bugbear; statistics as a Bugbear
  5e
  Drazil Shadowgiest
  Medium humanoid (Drazil), CE
  Armor Class: 13 (studded leather armor, dexterity bonus)
  Hit Points: 18 (3d8+3)
  Speed: 30 ft.
  STR +1 DEX +1 CON +1 INT +0 WIS +1 CHA -1
  Damage and Condition Immunities: Magical sleep
  and charm effects
  Skills: Stealth +5, Perception +3
  Senses: Darkvision 60 ft., Passive Perception 13
  Languages: Draz, Goblinoid
  Challenge: 1 (200 xp)
  Darkness. The Drazil can conjure a field of absolute
  darkness up to 5 feet from their position. The field is
  a dome, measuring 10 feet in radius. Non-magical
  light is extinguished, and normal sight is impossible
  without the aid of magic. Creatures with Darkvision
  can see within the dome, but cannot see through it.
  Drazil are immune to this effect can see normally.
  Magical light can extinguish this effect. The darkness
  lasts for 10 minutes. Drazil can do this once per day.
  Life Link. If the Drazil’s shadow minion takes enough
  damage to be dispersed into the Manasphere, the Drazil
  can sacrifice any number of hit points to prevent this from
  happening. The exchange of hit points for damage is 1:1.
  Shadowblend. The Drazil can merge his form with
  ambient shadows once per day. This gives the
  Drazil a 50% chance to be missed by both melee
  and ranged attacks for two rounds. There must
  be at least Medium-sized shadows for this to
  work.
  Sneak Attack. The Drazil can attempt to sneak attack its
  foe if it has advantage on the attack roll, dealing an
  additional 1d6 weapon damage if successful. It does not
  need advantage if its target is engaged in melee combat.
  Sunlight Sensitivity. When in bright light, such as
  daylight, Drazil suffer a -2 penalty to attack rolls, ability
  checks, and saving throws.
  
  26
  Mana Infused Shortsword. Melee Weapon Attack. +3 to
  hit, reach 5 ft., One target. Hit: 4 (1d6+1) slashing damage
  plus 1 fire damage. (Simple cut: round crystal of burning)
  Other Equipment.  potion of healing, minor rune crystal of
  Dexterity +2
  Drazil’s Shadow Minion
  Medium Monstrosity, CE
  Armor Class: 12
  Hit Points: 8 (1d8)
  Speed: 30 ft.
  Senses: Darkvision 60 ft., Passive
  perception 11
  Languages: – (understands all languages
  the Drazil does)
  Challenge: n/a
  Shadow Form. The eidolon is made of
  pure shadow. It has a 20% chance to be
  missed in combat. It can deal only ½
  damage (rounded down) to corporeal
  creatures unless it is using a melee
  weapon. It deals normal damage to
  incorporeal creatures.
  Evolutions. The Drazil’s Eidolon
  has increased reach in melee
  combat.
  Touch. Melee Weapon Attack. +4
  to hit, reach 10 ft., One target.
  Hit: 2 (2) necrotic damage.
  Kloppi Hlvarskir; statistics as Priest with the
  following exceptions: AC 10 (unarmored), Speed 30 ft.,
  Fist. Melee Weapon Attack +2 to hit, reach 5 ft.; Hit: 1
  (1d4) bludgeoning damage.
  Jute Villager; statistics as Commoner
  Jute Herald; statistics as Guard with the following
  exceptions: AC 14 (no shield), Shortbow. Ranged Weapon
  Attack. +3 to hit, range 80/320 ft.; Hit: 4 (1d6+1) piercing
  damage; Dagger. Melee Weapon Attack. +3 to hit, reach
  5 ft.; Hit: 2 (1d4+1) piercing damage. Additional Gear: 2
  potions of healing, skipstone (keyed)
  Jacob Hvlarson; statistics as Guard with the
  following exceptions: AC 14 (no shield), HP: 6 (injured
  foot); Heavy Crossbow. Ranged Weapon Attack. +3 to hit,
  range 100/400 ft.; Hit: 8 (1d10+1) piercing damage.
  Algrand Highwall; statistics as Noble with the
  following exceptions: AC 11 (unarmored); Dagger. Melee
  Weapon Attack. +3 to hit, reach 5 ft.; Hit 2 (1d4+1)
  piercing damage. Additional Gear: wand of magic missiles
  Siggi Arndotter (Bard 3)
  Medium humanoid (Human - Jute), CG
  Armor Class: 15 (chain shirt, dexterity bonus, cloak)
  Hit Points: 24 (3d8+6)
  Speed: 30 ft.
  STR +1 DEX +1 CON +2 INT +1 WIS +2 CHA +3
  Saving Throws: Dexterity +4, Charisma +6
  Skills: Athletics +5, Deception +5, Performance +5,
  Persuasion +7, Religion +4, Sleight of Hand +3
  Tools: Disguise kit, forgery kit, lute, drums, flute
  Languages: Juten, Tradespeech, Goblinoid
  Challenge: 1 (XP 200)
  Proficiencies: Light armor, medium armor, shields,
  simple weapons, martial weapons
  Healthy Living. Siggi gains +2 to Constitution saving
  throws.
  Skilled. Siggi is proficient with the Religion skill.
  Bardic Inspiration. Siggi can grant a d6 to use by others
  to add to a d20 roll. She can do this 3 times before a
  long rest.
  Jack of All Trades. Siggi adds a +1 bonus to any ability
  check that she is not proficient in.
  Song of Rest. Siggi can grant an additional 1d6 hit
  points to resting allies.
  Bard College - Valor
  Combat Inspiration. Allies are able to add their bardic
  inspiration to weapon damage rolls. They may also use
  their reaction to use the inspiration and add it to their
  AC against an attack.
  Expertise. Siggi doubles her proficiency bonus with the
  following skills: Athletics, Persuasion
  Spellcasting. Siggi is a level 3 spellcaster. Her
  spellcasting ability is Charisma (spell save DC 13, +5 to
  hit with spell attacks). She knows 6 Bard spells.
  Cantrips (at will) - blade ward, vicious mockery
  1st level (4 slots) - charm person, healing word, sleep
  2nd level (2 slots) - calm emotions, heat metal, shatter
  Rapier. Melee Weapon Attack. +3 to hit, reach 5 ft.,
  One target. Hit: 6 (1d8+1) piercing damage.
  Shortbow. Ranged Weapon Attack. +3 to hit, range
  80/320 ft.; One target. Hit: 4 (1d6+1) piercing damage.
  Other Gear: chain shirt, quiver with 15 arrows, bone
  flute, explorer’s pack, disguise kit, forgery kit, ring of
  jumping, cloak of protection, 3 potions of healing,
  skipstone
  
  27
  Goblin; statistics as a Goblin
  (pathfinder bestiary pg. 135)
  Bugbear; statistics as a Bugbear
  (pathfinder bestiary pg. 38)
  pfrpg
  Goblin Captain
  Small humanoid (Goblinoid); NE
  Goblin Fighter 1
  Initiative +5
  Senses Darkvision 60 ft., Perception +2
  Combat Gear +1 scimitar, shortbow, 20 arrows,
  tanglefoot bag, potion of cure light wounds (1d8+3)
  Other Gear chain shirt, standard treasure
  CR ½
  XP 200
    Defense
  AC 16 (touch 12, flat-footed 16; +4 armor, +1 Dex, +1,
  +1 size)
  HP 11 (1d10+1)
  Fort +3
  Ref +1
  Will -2
    Offense
  Speed 20 ft.
  Space 5 ft.; Reach 5 ft.
  Melee +1 scimitar +3 (1d4+2, 18-20/x2) or
  Ranged shortbow +2 (1d4, x3)
    Statistics
  STR +1 DEX +1 CON +1 INT +0 WIS +2 CHA +0
  BAB +1; CMB +2; CMD 13
  Feats: Improved Initiative, Quick Draw
  Skills: Craft: Armor +4, Handle Animal +4, Knowledge:
  Geography +1, Ride +5, Stealth +5
  Languages: Goblin
  Drazil Shadowgiest
  Medium humanoid (Drazil); CE
  Initiative +2
  Senses Darkvision 60 ft., Perception +1
  CR 1
  XP 400
    Defense
  AC 16 (touch 12, flat-footed 14; +4 armor, +2 Dex)
  HP 9 (1d8+1)
  Fort +1
  Ref +4
  Will +2
  Defensive Abilities: Shadowblend 1/day
  Immunities: Magical sleep and charm effects
  Weakness: Light blindness
    Offense
  Speed 30 ft.
  Space 5 ft.; Reach 5 ft.
  Melee mana infused shortsword +2 (1d6+1, 19-20/
  x2 +1 point of fire damage) or gore +2 (1d6+1/x2)
  Special Attack: Sneak attack +1d6
  Spell-like Ability: CL 5th
   
  1/day - darkness
    Statistics
  STR +1 DEX +2 CON +1 INT +0 WIS +1 CHA -1
  BAB +0; CMB +1; CMD 13
  Feats: Blind-fight
  Skills: Acrobatics +4, Climb +2, Intimidate +4, Stealth +8,
  Swim +2
  Racial Modifiers: Intimidate +4, Stealth +4
  Languages: Draz, Goblin
  Special Qualities
  Life Link (Su): Whenever the eidolon takes enough
  damage to dispel its magical form, the shadowgeist can
  sacrifice any number of hit points. Each hit point
  sacrificed in this way prevents 1 point of damage done to
  the eidolon. This can prevent the eidolon from being
  dispelled.
  Shadowblend (Su): Once a day, the Drazil is able to blend
  into the darkness around him, gaining 50% concealment.
  This ability lasts for 4 rounds.
  Combat Gear mana infused shortsword (simple cut:
  round crystal of burning), potion of cure light wounds
  (1d8+3)
  Shadow Minion (Eidolon)
  Medium magical creature (Eidolon); CE
  Initiative +2
  Senses Darkvision 60 ft., Perception +0
  CR n/a
  XP n/a
    Defense
  AC 14 (touch 12, flat-footed 12; +2 natural, +2 Dex)
  HP 9 (1d8+1)
  Fort +3
  Ref +3
  Will +2
  Defensive Abilities: Shadowform (takes 50% damage from
  corporal weapons)
    Offense
  Speed 30 ft.
  Space 5 ft.; Reach 10 ft.
  Melee claw +2 (1d4, x2)
    Statistics
  STR +2 DEX +2 CON +1 INT -2 WIS +0 CHA +0
  BAB +0; CMB +2; CMD 14
  Feats: Blind-fight
  Skills: Acrobatics +4, Climb +2, Intimidate +4, Stealth +8, Swim
  +2
  Languages: – (Cannot speak, but understands Draz)
  Evolutions: Claws, limbs (arms), limbs (legs), extended reach
  (+5 ft.)
  
  28
  Kloppi Hlvarskir; statistics as a Shoreline Cleric
  (pathfinder NPC codex pg. 45) with the following
  exceptions: Race - Human (Jute); AC 10 (unarmored);
  Melee Fist +2 (1d4-1), S-1, D+0, C+1, I+0, W+4, Ch+1
  Jute Villager; statistics as a Pig Farmer (pathfinder
  NPC codex pg. 256) with the following exceptions: no
  scythe
  Jute Herald; statistics as Guard (pathfinder NPC
  codex pg. 267) with the following exceptions: Ranged
  masterwork shortbow +3 (1d6/x3); Feat Weapon Focus
  (longsword)
  Jacob Hvlarson; statistics as Recruit (pathfinder
  NPC codex pg. 266) with the following exceptions: Race -
  Human (Jute); HP 6 (injured); no melee weapon, Ranged
  heavy crossbow +2 (1d10, 19-20/x2); Feat Weapon Focus
  (Heavy Crossbow); Combat Gear heavy crossbow, 11
  crossbow bolts Other Gear chain mail
  Algrand Highwall; statistics as Heir Apparent
  (pathfinder NPC codex pg. 251) with the following
  exceptions: Melee masterwork dagger +4 (1d4/x2); Skills
  Use Magical Device +5 (instead of Perform); Combat Gear
  wand of magic missiles (CL 9, 11 charges), masterwork
  dagger
  Siggi Arndotter (Bard 3)
  Medium humanoid (Human - Jute); CG
  Initiative +1
  Senses Perception +4
  CR 2
  XP 600
    Defense
  AC 15 (touch 11, flat-footed 14; +4 armor, +1 Dex)
  HP 20 (3d8+3)
  Fort +3
  Ref +4
  Will +3; +4 vs bardic performance,
  language dependent, and sonic
    Statistics
  STR +0 DEX +1 CON +1 INT +2 WIS +0 CHA +2
  BAB +2; CMB +1; CMD 12
  Feats: Skill Focus (Bluff), Spell Focus (enchantment),
  Weapon Finesse
    Offense
  Speed 30 ft.
  Melee masterwork rapier +4 (1d6, 18-20/x2)
  Ranged masterwork shortbow +4 (1d6/x3)
  Special Attacks Bardic performance 10 rounds/day
  (countersong, distraction, fascinate, inspire competence
  +2, inspire courage +1)
  Bard Spells Known (CL 3, Concentration +5)
  1st (4/day) - charm person (DC14), cure light wounds,
  hypnotism (DC14), sleep (DC14)
  0 (at will) - daze (DC13), detect magic, light, lullaby (DC13),
  mage hand, resistance
  Skills: Appraise +6, Bluff +11, Diplomacy +8, Disguise
  +8, Intimidate +6, Knowledge: Local +9, Knowledge:
  Arcana +7, Knowledge: Nobility +7, Perform (Act,
  Dance) +8, Perform (Sing) +7, Sense Motive +5,
  Spellcraft +8
  Languages: Juten, Tradespeech, Goblinoid
  Special Qualities Bardic Knowledge, versatile
  performance (act)
  Combat Gear masterwork rapier, masterwork
  shortbow, 15 arrows, 2 potions of cure light wounds
  (1d8+5), skipstone
  Other Gear chain shirt
  Siggi Arndotter - Herald of Jutan
  
  29
  Part One New Magical Items
  Darkfang Sap
  Wondrous Item; rare
  This dark sap is the color and consistency of
  pitch and can be applied to any metal weapon or
  ammunition. Once applied, it lasts for 4 rounds until it
  flakes off and must be re-applied. Any creature with
  blood who is struck by a weapon coated in darkfang
  sap must make a Constitution saving throw against a
  DC 12. On a failed save, they earn the poisoned
  condition for 1 minute, and their movement speed is
  reduced by ½ for the duration. One small jar of the sap
  is enough for two applications.
  Skipstone
  Wondrous Item; rare
  A skipstone looks like a well-worn river stone
  but made of mana crystal. When it is keyed, a faint
  purple glow emanates from it. A skipstone is keyed by
  grasping the crystal and speaking its command word.
  Typically, the command word is “remember” in
  whatever language the creator spoke when crafting the
  item. The skipstone will drain 1 hp from the person
  who keys it, storing the hit point in itself to fuel its
  magic for up to 8 hours. If the skipstone is not used
  within 8 hours of its keying, the hit point is returned
  and must be re-keyed.
  When the skipstone is activated, the hit point is
  returned to the person who keyed it. If the person who
  keyed the item dies before it is activated, the skipstone
  is de-powered and crumbles to dust. The skipstone will
  teleport the one who activates it, along with any living
  creature who is within 10 feet, to a pre-determined
  location chosen when the item is keyed. The area it is
  keyed to and the point of activation must be on the
  same plane of existence and can not exceed 10 miles
  from each other. Individuals arrive at the location, or in
  case the site is blocked, the safest location within 20
  feet. The skipstone must be crushed in order to
  activate it. Once crushed, it activates immediately.
  If a creature does not want to be teleported by
  the skipstone, they may use their reaction to make a
  Constitution saving throw against a DC 15. They are not
  teleported on a successful save.
  5e
  Darkfang Sap
  Type poison, injury
  Save fort DC 12
  Frequency 1 minute for 10 minutes
  Effect -1d3 Dexterity plus -½ movement speed
  Cure 1 save
   
  Harvested from the corrupted trees in the
  Thornfang Forest, darkfang sap can be applied to any
  metal weapon or ammunition. Once applied, it lasts for 4
  rounds until it flakes off and must be re-applied.
  Skipstone
  Aura strong conjuration; CL 10th
  Slot none; Weight –; Price 5,000 gp
  A skipstone looks like a well-worn river stone but
  made of mana crystal. When it is keyed, a faint purple
  glow emanates from it. A skipstone is keyed by grasping
  the crystal and speaking its command word. Typically, the
  command word is “remember” in whatever language the
  creator spoke when crafting the item. The skipstone will
  drain 1 hp from the person who keys it, storing the hit
  point in itself to fuel its magic for up to 8 hours. If the
  skipstone is not used within 8 hours of its keying, the hit
  point is returned and must be re-keyed.
  When the skipstone is activated, the hit point is
  returned to the person who keyed it. If the person who
  keyed the item dies before it is activated, the skipstone is
  de-powered and crumbles to dust. The skipstone will
  teleport the one who activates it, along with any living
  creature who is within 10 feet, to a pre-determined
  location chosen when the item is keyed. The area it is
  keyed to and the point of activation must be on the same
  plane of existence and can not exceed 10 miles from each
  other. Individuals arrive at the site, or in case the location
  is blocked, the safest location within 20 feet. The skipstone
  must be crushed in order to activate it. Once crushed, it
  activates immediately.
  If a creature does not want to be teleported by the
  skipstone, they may attempt a Fortitude saving throw
  against a DC 15. They are not teleported on a successful
  save.
  Construction
  Required craft wondrous item, craft: mana crystal,
  teleport; Cost 2,500 gp
  pfrpg
  
  30
  Part 2: The Aftermath
  At this point, the PCs should be fully rested and
  leveled up (if applicable). They must choose whether to
  accompany the refugees and Heralds west or to go on
  their own to the south. If they decide to go west, continue
  to section 5. If they choose to go it alone and head south,
  go to section 6.
  Section 5: Escort Duty
   
  Siggi will give instructions to the Heralds and ride
  north. The PCs are to accompany the Heralds and the
  refugees west to the small town of Salgease, which lies
  three to four days away from Bremerhaven. If the group
  includes the Priest and the villagers, have the trek take the
  full four days. If the PCs are accompanied by just the
  Heralds, guard, and nobleman, have the journey take a
  little more than three days. They will only have two
  horses, and the PCs are encouraged to let the Heralds ride
  them, or the old Priest and a few young or injured
  villagers.
   
  The Heralds know nothing of Siggi’s mission, other
  than that they were to accompany her to Silvertown. The
  first day should go on without any major incident and can
  be used as a way for the PCs to get to know each other
  better (if they met in Bremerhaven) or to get a better
  understanding of Jutan and its nobility from the Heralds.
  After breaking camp on the second day, read the
  following:
   
  You carefully break camp and stow your gear for
  another long day marching west to the town of Salgease.
  The two Heralds are quiet this morning, as are the
  others in your group.
   
  After three hours, you come close to a small
  wooded area, which is common in this part of the
  kingdom. As you get closer to the tree line, you notice a
  rustle among the thick bushes and grasses.
   
  Roll a 1d4 to determine what is making the noise
  in the wooded area: 1 - one worg and three wolves; 2 - one
  brown bear; 3 - three axe beaks; 4 - a group of (harmless)
  rabbits.
  Encounter 5a: Worg (1); pg. 41/43
   
  Wolves (3/2); pg. 41/43
   
  Or
   
  Brown Bear (1); pg. 41/43
   
  Or
   
  Axe Beak/Dretch (3/1); pg. 41/43
   
  This encounter should pose little problem for
  the PCs, especially if the Heralds help out. The Priest
  and villagers will not intervene unless one of them is
  specifically targeted. Likewise, the guard and nobleman
  will not help unless they are in immediate danger.
   
  The wooded area can be explored, though the
  PCs will not find anything of note. You may allow them
  to forage to replenish dwindling food supplies. Another
  six to eight hours of walking will cap off this day’s
  activities. If you feel the PCs are ready for another
  encounter during this time, choose one of the choices
  that were not used in the previous encounter.
  Otherwise, they should set up camp and rest for the
  night. The next morning, read the following:
   
  As you rub the sleep from your eyes you
  notice the rest of your traveling companions enjoying
  some rations while one of the Heralds gets the
  campfire burning again in an attempt to ward off the
  morning chill.
   
  A loud horn blast pierces the still morning
  air. To the east you spot a group of five riders making
  haste for your camp. They are flying the colors of
  House Stanz.
   
  “Be wary,” one of the Heralds warns, “if they
  are coming from the east they are sure to know of
  Bremerhaven.”
   
  The other Herald begins to mount his horse.
  “We will go and meet them. I implore you to stay in
  camp until we find out what they want.”
   
  The two Heralds ride out to meet the group
  about fifty yards from camp. You cannot make out
  what is being said.
   
  Allow the PCs to roll a DC 11 Wisdom
  (Insight)/Sense Motive check to notice the riders are
  clearly agitated. Give any PC who makes the check
  time to grab their weapons and arm themselves. The
  PCs also see two of the five riders are holding loaded
  crossbows in their lap.
   
  Before the PCs can react, both Heralds are
  shot dead by the crossbow-wielding riders. As they
  re-load, the others spur their horses towards the
  camp.
  Encounter 5b: House Stanz Sergeant (1); pg.
  41/43
   
  House Stanz Troops (4); pg. 41/43
   
  The troops have strict orders to kill any
  witnesses or survivors of the Bremerhaven attack. To
  accomplish this, the Sergeant and two riders will seek
  to engage the PCs while the other troopers, including
  the crossbow-wielding riders, will target the refugees.
  Map A2
  
  31
  A2
  5 ft.
  B2
  30 ft.
  Ambush Site
  Map A2 - Stanz
  Confrontation
  C2
  Map B2 - The Betrayal
  5 ft.
  Map C2 - Hamlet of Hanwieler
  Dock
  1
  2
  3
  3
  X Horses
  1 - Warehouse
  2 - Small General
  Store
  3 - Barge
  N
  N
  S
  
  32
  5 ft.
  Bedroll
  Pillar
  Trap
  Platform
  Chest
  Crates
  Secret
  Door
  Sarcophagus
  D2
  Map D2 - The Secret Temple
  Room
  One
  Room
  Two
  Room
  Three
  Room
  Four
  N
  
  33
  E2
  Map E2 - The Study
  One Square = 1 foot
  N
  Map F2 - The Intersection
  F2
  N
  One Square = 5 feet
  
  34
   
  The non-crossbow wielding trooper will throw his
  flasks of Alterian fire at the refugees in an attempt to get
  as many as he can in the resulting blast. If the refugees
  flee the camp, the crossbow-wielding riders will pick them
  off before they engage the PCs, unless they are specifically
  targeted. You are highly encouraged to make sure all of
  the refugees are all killed in this fight. If any should
  survive, they opt to go their own way and refuse any
  further help from the PCs.
   
  If the body of the House Stanz sergeant is
  searched, the PCs will find a not-so-well hidden scroll in his
  left boot. The scroll is written in Juten and gives a
  description of the fleeing refugees and of the PCs. The
  scroll goes on to describe the punishment the sergeant
  and his men would face should any of the group be
  allowed to live. It is signed with the initials “HB” and the
  seal of House Stanz, a stylized anvil with two crossed axes
  above it.
  The PCs have the option of using any of the horses
  that didn't run off in the scuffle. The horses are Riding
  Horses/Horses (5e Monster Manual pg. 336/Pathfinder
  Bestiary One pg. 177) and have regular saddles and one
  saddlebag each. The horses belonging to the Stanz troops
  each have studded leather barding displaying House Stanz
  colors. The PCs can tow any un-used horses or set them
  free.
  If the PCs make haste, they can be in Salgease by
  mid-afternoon. If they choose to skip the town, go to
  section 5c. After about four hours of riding, they will come
  across a cart path that leads to Salgease. The trail is well-
  worn and traversed by citizen serfs bringing their wares to
  market. If the PCs are riding horses that are displaying
  House Stanz colors, the people on the path move aside
  and let them pass. If not, the PCs will have to ask nicely for
  the serfs to move, or just fall in line with them as they
  make their way to the nearby town.
  The town of Salgease is small, with about four
  hundred residents and another two hundred living around
  the town on farms and homesteads. As the PCs approach,
  read the following:
   
  The town of Salgease seems quaint and cozy.
  You notice a few dozen buildings inside the small town’s
  palisade wall. An equal number of buildings can be
  found around the perimeter of the wall.
   
  As you approach the town’s open gate, you
  notice several bored looking militiamen passively
  allowing the traffic to go through with barely a second
  glance. Two militiamen seem to be arguing over a game
  of dice.
   
  You hear the gate guard say to those he waves
  through, “Welcome to Salgease. Lord Gribborn asks that
  you refrain from any violence while in town.”
   
  If the player’s horses are showing the colors of
  House Stanz, read the following:
   
  “Hold riders! Are you the replacement troops
  from Silvertown?”
   
  Allow the PCs to attempt a DC 12 Charisma
  (Deception)/Bluff check to pass themselves off as the
  House Stanz troops. If the PCs include one or more
  non-Jute or Meek’ah, raise the DC by 2 for each in the
  party.
   
  A failure of this check will result in the guard
  becoming suspicious and calling over his companions.
  The PCs are allowed another attempt to talk their way
  out of this predicament, but the DC is raised to 14.
   
  If one or more players succeed in any of the
  checks, read the following:
   
  The gate guard looks you up and down and
  then spits on the ground near your horse’s feet.
   
  “You all are two days late. Report to the
  watch tower outside the west gate for your orders.
  There is a representative of the Dragon Guard in town
  as well, asking to speak to any riders coming from the
  east. I suppose that includes you lot. I don’t know
  where he is,” his face twists into a sneer, “he declined
  to bunk in our barracks.”
   
  The gate guard waves you through and
  returns to his routine meet and greet of the other
  travelers that have now congregated behind you.
   
  If multiple PCs fail the check, read the
  following:
   
  “I’m not sure who you are or where you got
  those horses, but I am sure Lord Gribborn will want
  to speak to you. Dismount and follow me. Don’t try
  anything stupid.”
   
  If the PCs have taken the House Stanz colors off
  their mounts, the gate guard waves them through with
  the rest of the travelers. Continue to section 5a.
   
  If the PCs decide to make a run for it, go to
  section 5b. If they comply with the guards, go to
  section 5c.
  Section 5a: The Town of Salgease
   
  The town is laid out fairly simply. There is an
  Inn and general store the PCs can visit. The general
  store will have a limited selection of goods. They will
  sell any item found in the Player’s Handbook that has a
  cost of 1 gp or less. They will not have weapons, armor,
  or magical items for sale. The storekeeper will buy
  items for 25% of their value.
   
  The Inn is called The Bloated Wyrm and can
  easily be found by the stuffed white dragyl hanging
  from a pole outside of the main door. The dead dragyl
  
  35
  has seen better days, and its goose feather stuffing can
  be seen peeking out from small openings in its crude
  stitching.
   
  The taproom of the Inn is lively, with only two
  of the eight tables free. The bar is occupied with thirsty
  travelers and weary caravan drovers. Once the PCs sit
  at an open table, a young waitress comes to take their
  order.
  Drinks and meals can be purchased for the
  following: ale (6 cp/pitcher), wine (2 sp/pitcher), bread
  & cheese (1 sp per person), a bowl of stew (3 sp per
  bowl with free bread).
   
  The PCs can attempt to overhear some
  conversation if they like. A simple DC 10 Wisdom
  (Perception)/Perception check will give them one of
  the following:
  ● Lord Gribborn has been overheard complaining
  that the Jarl is sending troops to the south with
  no apparent reason.
  ● Orinfjord has been a hotbed of intrigue since
  the High King left for Wyrmfire Citadel. The
  Crown Prince stayed in the capital to meet with
  the People’s Council.
  ● Jarl Stanz has declined entry into the Jarland to
  an envoy from the Illumnarus city of Ritvel.
  ● Banditry around town has dropped off
  considerably in the last few months. Reports
  from other Jarland communities tell a similar
  tale.
  ● The Yardir Strangler, a man who was found
  responsible for six murders in the Steel City,
  was apparently released from prison. One
  townsman swears he saw him wearing House
  Stanz colors on a recent trip to Silvertown, but
  he cannot be sure.
  ● Reports of a goblin attack on a small village to
  the east are rolling in. Apparently, the village
  was burned to the ground, and there were no
  survivors.
   
  Two House Stanz soldiers are deep in their cups
  at a table close by. They are loudly arguing over a
  friendly bet they had in regard to recent troop
  movements. The PCs can attempt to get them talking
  with a successful DC 13 Charisma
  (Persuasion)/Diplomacy check. If the PCs offer to buy
  them another round, lower the DC by 3.
   
  If the check succeeds, the soldiers will let it slip
  that the Jarl has been hiring all sorts of people to fill his
  personal guard. The people being recruited are
  typically not the type to pledge themselves to a noble
  house, especially a high noble house. Some of the new
  recruits have a dangerous look about them that makes the
  older soldiers weary.
  If the check fails, the soldiers will become tight-
  lipped. One will toss a few coins on the table and tell his
  companion it is time to leave.
  Rooms can be rented if the players choose to do
  so. The inn only has three rooms vacant: single bed and
  squalid furnishing: 3 cp/night; two beds and modest
  furnishings: 3 sp/night; and single bed comfortable
  furnishings: 6 sp/night. All rooms come with free bread
  and sweat cakes in the morning.
  If the party has no mode of transportation, or if
  they are looking to sell their horses, the innkeeper
  suggests visiting his cousin at the livery. Horses can be
  bought for 85 gp each, and the stable master has three
  riding horses available. Each horse comes with a simple bit
  and bridle and saddle. He also has a mule and cart
  available for 20 gp.
  He will also buy horses and associated gear
  (barding, bit, saddle, etc.) for 35% of their retail value. He
  will not buy any barding that has House Stanz colors and
  becomes suspicious if the players try and sell it to him. If
  he becomes suspicious, he will raise prices 20%.
  Once the players exit the livery, they are
  approached by two Jute men in well worn traveling clothes
  and cloaks. Read the following:
   
  The two men are members of the Dragon Guard,
  the house troops of House Bromkar, and the official
  standing army of the kingdom. They wear no visible
  insignia, though if they are asked to prove their allegiance,
  they both show tattoos depicting a dragon skull wreathed
  in flame, the symbol of the Dragon Guard and House
  Bromkar.
   
  Arvid will go on to explain that they are on leave
  from active duty and are in town visiting his ailing aunt. In
  truth, they have been dispatched from Orinfjord to meet
  with any survivors of the Bremerhaven attack. He gave
  word at the local barracks that he wished to speak to any
  travelers coming from the east and was pointed to their
  direction from the innkeeper after missing them at the inn.
   
  Two Jute men in well worn traveling clothes
  approach you as you exit the livery. “Hail and well-met
  travelers!”
   
  The taller man raises his hands with his palms
  out, a Jute sign of peace and respect. He is clean-shaven
  and his dirty blonde hair is kept out of his face by a
  simple blue ribbon. “I am Arvid, and my companion here
  is Egil. We wish to speak with you a moment.”
   
  His shorter companion nods as his name is
  mentioned but stays silent.
  
  36
   
  He says he has no knowledge of why the village
  was attacked or of any plot from outside forces. If Egil is
  asked the same type of questions, he defers to Arvid, and
  remarks that he is just along to watch his back.
  Give the players a chance to roll a DC 15 Wisdom
  (Insight)/Sense Motive check to see if either of the men is
  keeping something from them. A successful check will
  prompt Arvid to say that there is more he is not saying;
  however, talking of such things in the open is dangerous.
   
  If pressed further, he will become tight-lipped,
  saying he will divulge such information at the right time.  If
  the PCs tell them of being attacked by House Stanz men
  and the deaths of the Heralds and refugees, both men will
  become visibly shaken and angry. Arvid will spit and curse
  Jarl Stanz, saying that things are progressing too quickly.
  He will not elaborate further, stating that the PCs have
  stumbled upon something far above their ken.
   
  Arvid will implore the PCs to let Egil and him
  accompany them to Orinfjord, stating they will have an
  easier time entering the city if they are with two members
  of the Dragon Guard. You are highly encouraged to have
  the PCs agree to travel with the two men.
   
  The trip to the capital will take five to seven days
  on horseback. The two men retrieve their mounts at the
  inn’s stables and set out with the PCs. Continue to section
  5e.
  Section 5b: Hightailing It to the
  Capital
   
  If the players decided to skip the town of Salgease
  or they make a run for it if confronted at the gate, they
  head south at top speed. The gate guards will not chase
  them; however, they do ring a large gong that alerts the
  rest of the town militia. The player will notice four heavily
  armed riders making haste for them. The players should
  have no problem outdistancing them and the riders give
  up after one hour. After another two hours of riding, read
  the following:
  Section 5c: Under Arrest
   
  If the PCs decided to comply with the gate
  guards, they are relieved of their weapons and
  possessions, including their horses, and escorted to the
  local jail. Their belongings are dumped in a pile on the
  floor of the large room that holds four cells. The PCs
  are split up and put into two of the cells. The other cells
  are empty.
  The guards dismiss any attempts to engage
  them in conversation, saying that Lord Gribborn will
  decide their fate. The cell door locks are expertly made,
  picking them without tools is impossible. After a short
  while, read the following:
   
  After only a few minutes two of the three
  gate guards come bursting into the room. They are
  accompanied by two Jute men dressed in well worn
  traveling clothes.
   
  The taller, clean shaven man says,
  “Unacceptable! Release them at once!” One of the
  guards rushes to unlock the doors. As the cell doors
  swing free, the man turns to you and says, “Well
  met! I am Arvid, and this is my traveling companion
  Egil. Please excuse the rudeness of the gate guards,
  you understand, they were only doing their duty.”
   
  The one named Egil pulls a small purse from
  his tunic and tosses it to the guard who unlocked
  your cells. “That is all. You may leave now,” Arvid
  says as he waves his hand to dismiss the guard.
   
  “Many thanks for the coin, however, Lord
  Gribborn will still hear about this. I can’t do anything
  about that”, the guard says as he tests the weight of
  the small purse by gently tossing it in his open palm.
   
  The one called Arvid raises a single blonde
  eyebrow and says, “Yes, well, I figure as much. The
  coin there should buy us an hour or so to make it out
  of town before he comes calling. I have drafted a
  small letter informing him of my intentions. If he has
  a problem, he can take it up at the next Dragon
  Council meeting.” Arvid reaches into the folds of his
  cloak and hands a small letter to the guard. The
  letter is sealed with dark red wax.
   
  He turns to you again as the guards leave the
  room, “Gather your things. We must be out of town
  as soon as possible. I have made arrangements with
  the livery to procure you a few horses. Come now,
  we must make haste.”
   
  You slow your mounts to a far less break-neck
  speed and allow them and yourselves a moment to rest.
   
  As you glance back, you do notice a pair of riders
  galloping fast towards you flying two flags. One flag is
  plain and white, and the other is black and red with the
  picture of a dragon skull wreathed in flames.
   
  As they get closer, the lead rider shouts, “Hail
  travelers! Might we speak a moment! We come in
  peace.”
   
  The two men are Arvid and Egil, members of the
  Dragon Guard, who have been sent to meet with any
  survivors of the Bremerhaven attack. Interaction with
  them is described in section 5b. If the PCs decide to let
  the men accompany them, go on to section 5e.
  
  37
   
  Allow the PCs a DC 11 Intelligence
  (History)/Knowledge: Nobility or Local check to
  determine that the red wax seal is that of the Dragon
  Guard, the house troops of House Bromkar, and the
  standing army of the kingdom. Further interaction
  with them is described in section 5a. If the players
  agree to accompany them, continue on to section 5d.
  Section 5d: In the Company of
  Dragons
   
  The first two days are uneventful. You can use
  this time to role-play the two Dragon Guard members
  if you like.
  Arvid Hagen - Grew up in Orinfjord and joined
  the Dragon Guard as soon as he was able. After
  working his way through the ranks, he was appointed
  a Captain in the Special Services branch that deals
  with noble disputes and foreign relations. He is
  talkative and will speak on topics ranging from the
  nobility of Jutan, fishing, hunting, and calligraphy,
  which he has recently begun to learn.
  Egil Karlson - Egil is a lot less talkative than
  Arvid, though he will not ignore the players. He was
  born in a small village in the Jarland of the Basket but
  moved to Orinfjord when he was a teenager. He lives
  in the capital city with his wife and three daughters.
  He joined the Dragon Guard after being a city watch
  member in Orinfjord for three years. This is his first
  assignment outside of the capital city. He enjoys
  carving and he has several partially finished wooden
  toys he works on in his downtime. They are gifts for
  his children.
   
  Two more days go by with no incident,
  however, on the fifth day after breaking camp and
  riding for a few hours, roll a 1d4 after Arvid slows his
  mount and motions for the others to do the same.
  Depending on the roll, the group is confronted by the
  following: 1 - one gibbering mouther; 2 - one worg
  and two goblins; 3 - three mud mephits; 4 - roll again.
  Arvid Hagen; pg. 41/43
   
  Egil Karlson; pg. 42/43
  Encounter 5c: Gibbering Mouther (1); pg. 42/43
   
  Or
  Worg (1); pg. 41/43
   
  Goblins (2); pg. 42/43
   
  Or
   
  Mud Mephits/Earth Mephit (3/1); pg. 42/43
   
  These encounters should be no problem for the
  party, especially since the two Dragon Guards are there.
   
  At this point, Arvid suggests moving southwest,
  and Egil agrees, as the coast, and therefore the capital lie
  that way. A simple DC 10 Wisdom (Insight)/Knowledge:
  Geography or Local skill check will reveal they are telling
  the truth.
   
  The rest of that day can be uneventful, or you can
  add one of the random encounters you did not use
  previously. Suggested times would be just after setting up
  camp, or shortly after changing course.
   
  Camping that night, Arvid will tell the group that
  they are now less than a day’s ride to the capital. If the
  players ask about not seeing more people, Arvid will admit
  he took them “off the beaten path” to help conceal their
  approach to the metropolitan city. Egil shrugs his
  shoulders if he is pressed with the same question.
   
  After a few more hours, Arvid will call for the
  group to stop as they come upon a copse of trees. Read
  the following:
   
  “We want to get into the city at nightfall. If we
  continue at this pace, we will arrive much too soon. Id
  like to kill some time by hunting a bit.”
  Arvin dismounts and ties his horse to a nearby
  tree. “I come to this area often,” he begins again, “Egil
  and I took a fat turkey not three hundred yards from
  here.”
  Egil dismounts as well and adds, “It was good
  meat.” He ties his horse to the same tree and pulls his
  shortbow off his back.
  Arvid unpacks a crossbow and says, “Tie your
  mounts here and follow us. We will take us a nice turkey
  to Egil’s wife. She is a very accomplished cook.”
   
  If the players decline and offer to stay with the
  horses, Arvid becomes agitated. He will remind the players
  that as far as they know, the players are wanted fugitives.
  His orders are to escort them safely to Orinfjord to tell
  their side of what happened. He will become very insistent
  that they all accompany him.
   
  Egil will remain silent, much as he has been. He
  will continue to differ to Arvid, who is his commanding
  officer. If players make up their mind to stay, Arvid will
  load his crossbow and shoot Egil in the chest. He then
  drops the crossbow and runs into the forest. If the players
  give chase, he is seen pulling a small bone flute from his
  tunic and blowing three distinct notes.
   
  A great crashing noise comes from the east. The
  players can make out an owlbear charging at them at full
  speed. Arvid will slow his pace just enough to turn a ring
  on his hand. He then vanishes with a wink.
  Map B2
  
  38
   
  If the players agree to follow the pair into the
  woods, read the following:
   
  You trail the two into the woods, keeping as
  silent as you can. Your pace is slow, but deliberate, with
  Egil leading the way.
   
  Occasionally, he stops and cocks his head as if
  listening to something you cannot hear. After a few
  minutes of stalking, Arvid pulls away from the group and
  outpaces Egil for half a minute. He stops and turns on
  Egil, shooting the young trooper in the chest.
   
  He sneers at the shock on your faces as he
  tosses the crossbow on the ground. “Such a pity, I will
  miss his wife’s cooking.”  He pulls a slim bone flute from
  his tunic and blows three distinct notes. You hear an ear-
  piercing screech and a crash coming from the east. “You
  should have died in Bremerhaven, “ Arvin says as he
  pockets the flute and twists a ring on his finger. He
  vanishes as the screeching becomes louder.
   
  You hazard a glance and make out a frenzied
  owlbear charging your way!
  Encounter 5d: Owlbear (1); pg. 42/43
   
  The Owlbear will fight to the death. The players
  can try a DC 12 Intelligence (Nature)/Knowledge: Nature
  check to notice the Owlbear’s eyes are glowing a different
  color then they should be, possibly indicating it has been
  charmed or controlled. Once slain, its eyes revert to
  normal. It has no other markings of any kind.
   
  If the players search Egil’s body, they will find a
  signet ring inside of a small pouch at his waist. The ring’s
  symbol is that of a black half-moon on a white shield. The
  initials EW are engraved on the inside. The players can
  attempt a DC 13 Intelligence (History)/Knowledge:
  Nobility check to determine it is the crest of House
  Wymlrr, a lesser noble house in the Jarland of the Basket.
  Three partially finished wooden dolls can also be found in
  his saddlebag, along with the rest of his equipment listed
  in his Bestiary entry.
   
  The party is just hours away from
  the capital city. They are
  encouraged to make haste to their
  destination. Continue to section
  7a.
  Section 6: A Barge to Catch
   
  If the PCs have decided to go south to the
  Iceflow river, inform them that the way is through
  hinterlands that are little settled. Heading due south
  will get them to the river in three days. There are a
  number of small hamlets and towns along the northern
  banks of the Iceflow that cater to barge traffic.
   
  The Heralds will not relinquish their mounts for
  any price or promise. If any PCs are still injured, and
  they rescued the aged priest, he will heal them to full
  hit points before they set off.
   
  The area from Bremerhaven to the Iceflow is
  flat ground covered in tall grasses and infrequent copse
  of trees. It is little settled by the Jute but claimed by
  the Jarl of Merdah all the same.
  At the end of the first day of traveling, roll a
  1d4 before setting up camp. A quick encounter here
  will keep the players on their toes in this wilderness.
  1 - one worg and three wolves; 2 - one brown
  bear; 3 - three axe beaks; 4 - a group of (harmless)
  rabbits.
  Encounter 6a: Worg (1); pg. 41/43
   
  Wolves (3/2); pg. 41/43
   
  Or
   
  Brown Bear (1); pg. 41/43
   
  Or
  Axe Beak/Dretch (3/1); pg. 41/43
  On the second and third day of travel, roll 1d4
  at least once a day or add at least one encounter you
  may have previously devised. On the morning of the
  third day, the players should awake to darkening clouds
  in the south.
  Mid-afternoon on the third day, the players will
  come within a mile of the Iceflow river. In the distance,
  they spot a small hamlet. There are two barges tied to
  the small community’s single dock.
  The hamlet is called Hanwieler and consists of
  six buildings built close to the shore. A small seawall
  made of large stones keeps the waters of the slow-
  moving river at bay. There is no inn, though if inquiries
  are made, the players are told they could rent a room
  in the warehouse by the docks from the dockmaster. It
  is unheated and usually holds cargo, but it’s spacious
  and can house up to ten individuals. There is a small
  stall set within a large house near the docks. The
  players can buy and sell items here from the young
  shopkeeper who was just about to close up for the day.
  Egil Karlson
  
  39
  She will buy any weapons or equipment at 25%
  of their player’s handbook value. She has a limited
  selection of goods, and no weapons or armor for sale
  at the moment. Her stock consists of mundane items
  that cost less than 1 gp.
  The barges tied to the dock are both rigged to
  sail, and even at this late hour, they are full of activity.
  A Meek’ah man, no more than three feet tall, is arguing
  with two Jute captains about past due fees. If the
  players approach, read the following:
   
  It becomes apparent that the quaint little
  settlement seems to be closing for the night. The
  darkening clouds above continue to swell, and a light
  rain begins to fall on the riverside hamlet. As you get
  closer to the docks you begin to overhear a
  commotion between what appears the be the dock
  master and the two barge captains.
   
  “This is the third time. Brothers should be
  more honorable. I’ll keep a third. Bring me back my
  coin from capital to get rest.” The Meek’ah was
  dressed modestly but expertly tailored and
  impeccably clean. He raised his voice only to be
  heard over the worsening rain and noise from the
  barges. There was no threat in his voice as he spoke
  to the towering Jute captains.
   
  “Be reasonable,” the taller of the two
  captains began, “We cannot pay you what we don’t
  have.”
   
  “A storm is coming! We must be off now!”,
  the other brother added quickly.
   
  The Meek’ah dock master gave an
  exaggerated sigh. He looks both men in the eye and
  says, “Last time! Leave quickly to avoid storm and
  before I change my mind.”
   
  As the dockmaster leaves, the two captains
  begin yelling orders at their crews. The rain picks up
  and begins to drench everything. The wind starts to
  whip up the river and the barges rise and fall with the
  swells.
   
  The barge captains are brothers and business
  partners. They have come into some bad luck, mostly
  due to the older brother’s gambling, and cannot pay
  the full dock fees. Passage to Orinfjord can be booked
  on one of their barges for 3 gp per person. They stress
  that they must leave as quickly as possible to try and
  avoid the worst of the storm. Staying overnight is out
  of the question as it would put them at risk of missing
  their deadline and sacrificing much-needed coin. If the
  PCs need it, they may have a short rest (one hour) in
  the room at the warehouse where the crews are
  unpacking the cargo. If they offer to help load the
  barges, the captains will drop 1 gp per person who
   helps out from the price of passage.
  After one hour, a group of riders rushes into town.
  The wind and rain pick up substantially. The lead rider, a
  hard-looking man wearing an eye patch, calls over the two
  captains. The PCs cannot hear what they are discussing,
  due to the wind and rain, but allow them a DC 11 Wisdom
  (Insight)/Sense Motive check to notice the Stanz troops
  are clearly agitated and tense. Any PC that makes the
  check is allowed to ready their weapons if needed.
   
  The riders dismount and draw weapons. Two
  riders have loaded heavy crossbows. Read the following:
   
  The troops have no intention of taking the players
  alive. If they insist on surrendering, as they begin to disarm
  themselves, one of the troopers fires his crossbow.
   
  The two captains and the crew have moved from
  the dock to the warehouse to get out of the worsening
  rain. They will watch but will not intervene for any side.
  Encounter 6b: House Stanz Sergeant (1); pg. 41/43
   
  House Stanz Troops (4); pg. 41/43
   
  The PCs can attempt to jump into the river. If they
  do, they must succeed in a DC 14 Strength
  (Athletics)/Swim check or be pulled with the current
  moving west. If they fail the check, they take 1 point of
  necrotic damage from swallowing water and are swept
  downriver. Players in the water must succeed on another
  check every 5 minutes. Each failed check earns them more
  hit point damage. It takes one successful check to either
  keep swimming or to move to the shore.
   
  A quick search of the one-eyed soldier will turn up
  a scroll written in Juten describing the PCs and giving
  instructions for their death. It goes on to describe the dire
  punishment that will be levied on the men if they let the
  PCs live, and it is signed “HB” and the sigil of House Stanz.
   
  “Off the barge boys!” The tall captain yells out.
  His crew seem perplexed, but comply. The House Stanz
  troops allow the crew to disembark before making their
  way up the gangway.
   
  The lead rider, a dangerous looking man
  sporting an eye patch over his left eye, rushes past his
  men and addresses you, “You lot! By order of the Jarl of
  Merdah, you are under arrest for the attack on the
  village of Bremerhaven. Disarm and come peacefully!”
   
  To emphasis his point, two of his troops level
  their loaded heavy crossbows at you. The one-eyed man
  continues, “Please, resist. I told the boys they could do a
  bit of killing today. Wouldn’t want to disappoint.”
  Map C2
  
  40
   
  If the PCs defeat the troops, the barge captains
  will insist they leave at once. They will return any coin paid
  to them, but they will not give them passage to Orinfjord.
  The PCs can attempt to steal one of the barges. If they
  decide to do this, the captains will not stop them (they just
  saw them kill five heavily armed soldiers!) If they decide to
  go on foot, they must follow the river west. The villagers
  will not let them stay to wait out the storm and they will
  come out with pitchforks and other crude weapons to
  emphasize their point.
  Piloting the barge will be extremely difficult. The
  weather will make it almost impossible to steer for anyone
  who does not have a proficiency in vehicles
  (water)/Profession (Sailor) or similar skills.
   
  Every 15 minutes on the barge, any PC who is
  trying to control the vehicle must make an appropriate
  check against a DC 14. Because of the weather, the check
  is also made at a disadvantage/-2 penalty.
   
  A failed check means the barge has hit an
  underwater obstacle, or it has drifted too close to the
  shore. If this happens, the players must succeed in a DC 14
  Dexterity/Reflex saving throw or be tossed overboard.
  Players dumped into the river must make a DC 14 Strength
  (Athletics)/Swim check or be pulled with the current
  moving west. If they fail the check, they take 1 point of
  necrotic damage from swallowing water and are swept
  downriver. Players in the water must succeed on another
  check every 5 minutes. Each failed check earns them more
  hit point damage. It takes one successful check to either
  keep swimming or to move to the shore.
   
  While this is going on, the weather goes from bad
  to worse. Inform the players the air has taken on an
  electrified smell, like an accumulation of ozone, in their
  vicinity. Brief flashes of purple lightning pierce the sky.
  Allow players to make an Intelligence
  (Manasphere)/Knowledge: Manasphere check against a
  DC 11 to notice the storm is quickly turning into a
  manastorm.
   
  The clock begins ticking at this point. If the PCs
  remain in the manastorm for over 10 minutes, they are
  subject to mana poisoning. Each player has a 5% chance to
  gain a mana poisoning point after the first 10 minutes of
  seeing the purple lightning. To determine this, roll a d100.
  A roll of 1 to 5 indicates that all the players now need to
  roll a Constitution/Fortitude saving throw against a DC 16
  or earn one mana poisoning point. A roll of 6 to 100 means
  the players are safe, for now. If the players become
  poisoned, consult the mana poisoning table (Manastorm:
  World of Shin’ar, pg 140/149) to determine the effects.
   
  Continue rolling every 10 minutes to determine if
  the players begin to feel the effects of the raw mana
  around them. The % increases with every additional 10
  minutes they stay in the storm, at a degree of +1% to +5%
  each time.
  Additionally, after 30 minutes have passed, roll
  another d100 and consult table 3b (Manastorm: World
  of Shin’ar, pg 141/150) to determine if a random spell
  effect takes place. Continue this roll every 30 minutes
  the players are in the storm without adequate cover.
  Encourage the players to pilot the barge to
  shore and to seek shelter. If they insist on riding out
  the storm, they are subject to mana poisoning rolls for
  the next two hours until the manastorm subsides. This
  is a perilous venture and can lead to more than one PC
  dying from the raw mana their body endures.
   
  Eventually, through the wind and rain, a large
  hill can be seen looming over the countryside on the
  southern bank of the river. On top of the hill stands a
  lone windmill and blockhouse. The structures look like
  they will be sufficient enough to shield the players from
  the worst of the storm.
   
  Traversing the storm up the hill will take at
  least another 10 minutes. Once the PCs get close
  enough, read the following:
   
  The purple lightning flashes again and you
  can just barely make out the condition of the two
  buildings. The blockhouse has definitely seen better
  days. Its entire roof has collapsed and it is quickly
  beginning to flood from the accumulation of rain
  water.
   
  The wind mill seems to have faired better.
  While the wind mill itself is broken, the tower is
  sturdy and its roof is intact. The sturdy wooden door
  to its interior sits slightly off its hinges and looks like
  it is in danger of flying away at any moment.
   
  Just inside there seems to be the remnants
  of a campfire, though it has clearly been out for
  some time. Next to it lies a partially open backpack
  and a dirty ceramic dish. Moldy cheese and soggy
  biscuits lie strewn about, most likely disturbed by the
  wind whipping its way inside from the open door.
   
  A quick Wisdom (Survival)/Survival check
  against a DC 10 will tell the PCs that the campfire is at
  least a week old. The backpack’s contents include one
  half full waterskin, a tinderbox, 3 iron spikes, and a
  small pouch containing 8 sp. There are four soggy
  torches, and moldy trail rations are strewn about.
   
  The room is large enough to house five to
  seven individuals if they huddle together. It is intact
  enough to shield everyone from the adverse effects of
  the raging manastorm if the door is repaired. To repair
  the door, a simple Strength check against a DC 8 will
  put it on its hinges properly and allow the door to
  close. A simple, but sturdy, latching bolt keeps it
  closed.
  
  41
   
  Once the door is fixed and the PCs begin to
  rest, allow the players a DC 11 Wisdom
  (Perception)/Perception check to notice faint
  footprints heading to the back of the mill. Further
  investigation of the prints has them end abruptly at the
  back of the mill and they do not turn back to the make-
  shift camp.
   
  A DC 14 Intelligence
  (Investigation)/Perception check is needed to notice a
  large block on the floor that is slightly discolored.
  Pushing the stone down has a section of the floor
  where the footprints end begins to move. The players
  can hear the faint moving of gears as the floor moves
  aside to reveal a dark staircase going down.
   
  A putrid odor wafts from the opening, smelling
  of old rot and decay. There is no light, but any PC who
  brings a light source close can see that the stairs
  descend about twenty feet.
   
  If the players decide not to go down the stairs
  and to wait out the storm, the stone on the floor can
  be pushed again to close the opening. This time,
  however, the gears will seize up halfway due to rust
  and the floor will remain partially open. Forty minutes
  after opening the floor, a Ghast and Ghoul barge up the
  stairs and attack.
   
  If the players decide to go down the stairs, they
  find themselves in Room One (as indicated on the map
  on page 32). Begin by reading the following:
   
  The stairs descend about twenty feet to a
  small landing. From here, they turn east and go
  down another thirty feet. At the bottom of the stairs
  you find yourselves in a 15-foot by 20-foot room. The
  low, 6-foot ceiling, shows signs of rot and water
  damage. The floor and walls are made of smooth
  worked stone.
  The room is dark, but you can make out a
  wooden door on the east wall. Around the back of
  the staircase, in the northern part of the room, are
  four wooden crates. Each crate is broken and its
  contents are spilling out onto the dusty ground.
  Moldy torches and moth-eaten heavy cloaks lie
  strewn about.
  A think layer of dust covers the floor and
  everything in the room. Cobwebs can be seen along
  the ceiling and among the remnants of the broken
  crates.
  Room One: There are numerous footprints in the dust,
  though they are quickly fading thanks to the wind
  coming down from the open stairs. The torches are
  useless, as are the cloaks. There is a single torch sconce
  by the door that lies empty. The door is not locked and
  is partially open.
  At the bottom of the stairs, the PCs can find a
  lever. Pulling the lever causes the secret door in the
  windmill floor to shut (if the PCs did not try and shut it
  previously). The gear mechanisms will seize up and the
  opening will remain stuck halfway.
  The partially open door moves with little effort.
  Its hinges are rusted but still allow the door to move well
  enough. A short un-lit hallway lies behind the door.
  The hallway ends and opens up to a large 20-
  foot by 10-foot room with a fifteen-foot ceiling being
  supported by six marble pillars. Three pillars are located
  east of the hallway, and another three lie along the
  north wall.
  The room continues south with another short
  hallway. To the north, just east of the three pillars, there
  is another wooden door. This door is shut and locked
  with a rusted padlock.
  Along the walls every six feet or so are torch
  sconces. Most are empty; others hold moldy torches.
  The dust on the floor is notably thicker here, and boot
  prints can be seen heading south.
  Room Two: The pillars can be inspected further. All of
  them are chipped, and pockmarked, though PCs can make
  out dozens of carved faces coving each of them. The faces
  are all of the same handsome Jute man, some smiling,
  some laughing, and some crying or angrily screaming. A DC
  12 Wisdom (Religion)/Knowledge: Religion check will
  reveal they are all depictions of Vemish, the Jute God of
  Trickery and Lies.
   
  A portion of the base on the southernmost pillar
  can be removed to find a small pouch containing 3 pp and
  one small uncut ruby (worth 25 gp). The compartment can
  only be located with a successful DC 15 Intelligence
  (Investigation)/Perception skill check.
   
  The door is locked but not trapped. The rusty
  padlock has a DC of 11. If the PCs wish to bypass picking
  the lock, the door can be broken down by anyone with a
  Strength ability score of 13 or higher. The noise of breaking
  the door will alert the monsters to the south. The Ghast
  and Ghoul will arrive to investigate in 1d4 minutes.
  The door opens with a soft groan indicating it
  hasn't been opened for some time. Stale air rushes out
  as you enter an un-lit 10-foot by 10-foot room. Huge
  cobwebs connect the 10-foot ceiling and a large stone
  sarcophagus that takes up the middle of the room.
  Carved along the sarcophagus are scenes of Jute
  men gambling and playing games of chance. Its lid
  depicts a Jute man sitting at an ornate desk among large
  stacks of books. He is holding a writing pen in one hand
  and a dagger in the other.
  Map D2
  
  42
  Room Three: The air in this room smells stale and old, but
  has less of a putrid odor than the previous rooms. The
  sarcophagus lid can be moved with a successful DC 14
  Strength check. Inside, the PCs will find a skeleton dressed
  in rotted purple and gold robes. The skull has a black silk
  mask draped over its eye-sockets.
   
  A quick search of the sarcophagus interior will net
  the PCs a silver and platinum ring (135 gp) and a gold and
  malachite bracelet (40 gp). A dagger rests in its crossed,
  skeletal, hands. The dagger’s blade is rusted and chipped.
   
  PCs can attempt to locate a secret door on the
  east wall with a successful DC 14 Intelligence
  (Investigation)/Perception skill check. To the right of the
  secret door is a small discolored stone, not unlike the
  stone trigger used for the concealed stairs. Pushing the
  stone causes the secret door to move aside and reveal a
  little 5-foot by 5-foot cubicle. Resting on the floor inside
  the room is a single oak chest. The chest is old and shows
  some signs of rot; however, it is shut tight and locked.
  Trap (Poison Needle)
  Mechanical trap
   
  A poison needle is hidden within the oak chest’s
  lock. Attempting to lift the lid will cause the needle to
  spring out. Failure to pick the lock will cause it to spring
  as well.
   
  When the trap is triggered, the needle extends
  six inches straight out from the lock. A creature within
  range takes 1 point of piercing damage and 11 (2d10)
  poison damage. They must succeed in a DC 13
  Constitution/Fortitude check or be poisoned for 5
  minutes.
   
  On a failed save, effected players have the
  poisoned condition/take -1 Constitution every minute
  for the duration. An additional save is offered every
  minute. It takes one successful save to shake off the
  poison.
   
  The DC to perceive the trap is 20.
   
  The DC to remove the trap is 15.
   
  The DC to pick the lock is 11.
   
  Inside the chest, there are two small pouches, a
  gold circlet with a single bloodstone set on the front
  (circlet of blasting/crown of blasting, minor), a potion
  bottle with yellow liquid (potion of climbing), and a potion
  bottle with cloudy green fluid (potion of water breathing).
  One pouch contains seven pearls (100 gp each), the other
  has 20 gp.
   
  As you move down this short hallway, the
  stench of rot and decay gets stronger. The hallway
  opens up after 20 feet to a large 25-foot by 35-
  foot room. In the middle of the room lies a pile of
  broken wooden pews and benches. There is a
  raised dais in the back of the room, past the pile of
  broken furniture. On the dais is a cracked stone
  lecture stand. A 5-foot by 5-foot circle of tarnished
  gold and silver rests on the floor behind the
  lectern.
   
  To the west, the walls and ceiling seemed
  to have collapsed long ago. Rock, dirt, and other
  debris pile up in that direction, partially blocking
  the southern half of the room on that side. Just
  past the debris you can see four bedrolls and
  several stacked crates the shape and size of the
  ones in the room with the stairs.
   
  The east wall is intact, and displayed on it
  are several moldy and moth eaten tapestries.
  Among the rotted bits you can make out several
  scenes of a handsome Jute man interacting with
  various demons and devils. The most intact depicts
  him sitting with a balor playing a game of dragon
  chess.
   
  The floor is dusty and various bones and
  rotted bits of furniture coalesce in small piles.
  Large splotches of what looks like dried blood
  cover the floor in places devoid of debris. Along
  the east wall two naked and gaunt figures are
  crouched, sitting among the tattered remains of
  benches and tapestries. They seem to be feeding
  on a rats and other other small vermin.
  If the players bring a light source into the room,
  add the following:
   
  The two forms turn to you and hiss at your
  light. Their faces and bodies are vaguely human,
  with yellowed skin and red tinted eyes. Blood drips
  from their faces and hands, each finger ending in a
  two inch, blackened claw. They stand quickly and
  lunge at you!
  Encounter 6c: Ghast (1); pg. 42/43
   
  Ghoul (1); pg. 42/43
  Room Four: A search of the bones and debris on the
  floor will net the players: one rapier, two daggers,
  eight crossbow bolts, a broken light crossbow, two
  broken shortbows, eleven arrows, two rusty
  shortswords, one suit of rotted leather armor, three
  empty waterskins, 3 gp, 18 sp, 29 cp, and a slim
  mithril rod (80 gp). The rod is one foot long and
  stamped on both ends with Vemish’s holy symbol.
   
  If they crawl over the stone debris to inspect
  the crates and bedrolls, they will find moldy bedrolls
  and boxes full of moldy torches and dark clothing. A
  
  43
  DC 11 Wisdom (Perception)/Perception check will
  reveal a false bottom on one of the crates. Inside is a
  rotted wooden scroll tube and a scroll of guiding
  bolt/doom.
   
  Investigating the room further can uncover two
  secret doors along the east wall. The entries can be
  found with a successful DC 17 Intelligence
  (Investigation)/Perception check. They are well hidden
  and partially covered by rotting tapestries. Both doors
  open up to a narrow 25-foot by 5-foot room with a
  large stone chest at its south end.
   
  There are two pit traps, one along the north
  wall and one in the middle of the room that the PCs
  can notice with a successful DC 15 Wisdom
  (Perception)/Perception check. Success will show that
  there is a section of floor that is worn smoother then
  the rest, indicating a safe walking path from either
  secret door to the stone chest. Both traps are identical.
  Trap (Hidden Pit)
  Mechanical trap
   
  Sections marked with an X have been
  modified into hidden pit traps. Any creature or item
  weighing more than twenty pounds that steps on or
  is placed on the floor tiles will trigger the trap. The
  floor will swing open, revealing a 25 feet deep pit,
  and will drop whatever set off the trap into it. A
  successful DC 13 Dexterity saving throw will save
  anyone from falling in.
   
  Any creature or item that falls into a pit
  takes 9 (2d6) bludgeoning damage from the fall.
  There are no handholds to facilitate climbing out of
  the pit.
  They are not under arrest, but if they choose to
  make a scene, the soldiers are authorized to use force.
   
  If the PCs comply, continue to section 7a.
  Section 7a: A Very Important
  Meeting
   
  The guards will escort the PCs to the southern
  section of the city, and to a modest townhouse that has
  two House Viemen soldiers standing guard. They don’t
  know anything more than the PCs’ description and their
  orders to detain and escort them. They are to meet with a
  senior official of the Dragon Guard regarding a matter of
  importance to the crown.
   
  They are shown to a large den inside the
  townhouse. They will not be disarmed; however, the
  guards will lock the door behind them. Read the following:
   
  The den is large and richly furnished.
  The floor is covered with expertly crafted
  rugs, undeniably of Aravork construction. Numerous
  bookshelves line the northern section of the room, each
  containing books written in Juten or Calvish. Most are
  devoted to history; some are written about art or the
  Jute nobility.
   
  A large mahogany desk stands to the west of a
  large hearth that is busy keeping the room warm. Logs
  of maple and birch burn low and give off a sweet scent
  as someone has recently added a few handfuls of dried
  leaves and flowers to the flames.
   
  A rolling cart is positioned next to the desk. On
  it rests several crystal decanters and goblets. The liquids
  in the decanters smell strongly of alcohol. A scattering
  of paper rests on the desk, next to the inkwell.
   
  Inside the crystal decanters are various forms of
  liquor and spirits, including Honeyflame Whiskey. The
  paper on the desk is blank. The door is locked (DC 20) and
  PCs can attempt to pick it; however, the guards will hear
  the attempt and warn them not to try it. They plead for
  the PCs to relax until the Dragon Guard liaison gets here.
   
  Thirty minutes will pass before the players hear
  shouting and the sounds of melee coming from the other
  room. The door will be violently kicked open, and five
  dangerous-looking people will enter with their weapons
  drawn and dripping with fresh blood. The four House
  Viemen soldiers who were guarding the PCs are lying
  dead.
   
  The invaders fan out from the broken door,
  steel drawn and ready to fight. Two of them stand out, a
  seven-foot Jute man with flowing black hair and a small,
  bald Calvoid woman wearing a red robe.
  Section Seven: The Capital City
   
  The PCs will arrive at the capital and blend in
  with travelers and wagons on the road. As they
  attempt to enter the city, they will be stopped by
  soldiers wearing the colors of House Viemen, the rulers
  of the city. The soldiers will insist they accompany
  them.
   
  The stone chest is not locked or trapped. It is
  empty, save for two small (empty) bone tubes, and a
  well-preserved book that is written in Juten. If the PCs
  read the book, they will discover it is some type of
  journal depicting life in the hidden temple. It details
  the use of two mithril rods in activating the
  teleportation pad located in the previous room behind
  the stone lecture. The bone tubes were designed to
  hold the rods, and the book gives no mention of where
  the rods can be.
   
  The manastorm outside will dissipate in
  roughly two hours, leaving it safe for the PCs to
  continue their journey to the capital. Orinfjord is two
  days to the west, and the trek should be uneventful
  unless you feel the players need another encounter, in
  which case, feel free to add one.
  Map E
  
  44
   
  The towering Jute begins to speak, “Coin well
  paid, Lolla. A few silvers were all it took to get those
  Viemen dogs’ tongues wagging!” He lowers his greataxe
  in a defensive gesture and continues, “You all managed
  to escape us on the road, but you will not leave this
  place alive.”
   
  The Calvoid woman pulls a slim wooden wand
  from the folds of her robe and says, “Be quick, Bjorgor, I
  am unaware of the other team’s progress.”
   
  The large Jute gives a snort in recognition of his
  companion’s words. “Right then, let’s dance!”
  Encounter 7a: Bjorgor the Black Bear (1); pg. 42/43
   
  Lolla vas Korddon (1); pg. 42/43
   
  Mercenaries (3); pg. 42/43
   
  After two rounds or whenever a PC is brought to 0
  hit points, whichever occurs first, the battle will be joined
  by three more combatants.
   
  A swarthy Jute man and his two House Viemen
  soldier companions will charge at the mercenaries.
   
  Ser Kris Cornel (1); pg. 42/43
   
  House Viemen soldier (2); pg. 42/43
   
  The knight will introduce himself as Ser Kris
  Cornel, Knight-Captain of the Dragon Guard. It was he the
  PCs were to meet with at the townhouse, however, as he
  made his way to the meeting, he and his guards were
  jumped by a group of ruffians.
   
  He is sure that the incident and this are connected
  and he suggests the PCs accompany him to a safer place. If
  the PCs are suspicious of him, he will tell them Siggi has
  vouched for them, and though they are officially wanted
  for the destruction of Bremerhaven, he and his superiors
  know it was not them, thanks to Siggi’s testimony.
   
  If the PCs tell him about Arvid and Egil, he will
  become visibly distraught at the news of Arvid’s apparent
  traitorous ways and the murder of Egil. He trained with
  Arvid, though he hasn't seen him in more than a year. He
  was not close to Egil, though he is sure he has family in the
  capital, on the north side. The news only reinforces his
  notion that the enemy has spies everywhere, and he must
  get the PCs to a safer location.
   
  If he is told of the Drazil at Bremerhaven, he will
  thank the PCs and say that Siggi has given a full report. She
  did mention that the PCs saw a Drazil operative at the
  battle, but she did not speculate any further.
   
  If the PCs agree to traverse the sewers with the
  knight, go to section 7b. If they choose to wait for a
  large escort, go to section 7c.
  Section 7b: On the Run Again
  The knight will order his guard (if one survived)
  to rush to the Dragon Guard barracks and inform them
  he is bringing the PCs there via the sewers, and to be
  ready for them when they arrive. He will insist they
  leave at once, but if one or more of the PCs are under
  ½ of their hit point total, he will allow a short rest (1
  hour) before heading out. The townhouse has an
  entrance to the sewers in its basement.
  Traversing the sewers to the barracks will take
  approximately two hours. The group will be subject to
  one or more random encounters in that time. Roll a
  1d6 every thirty minutes they are in the sewers: 1 - a
  swarm of rats; 2 - one giant toad; 3 - one will-o-wisp; 4
  - one grick; 5 - a group of thugs; 6 - a dead body.
  Encounter 7b: Swarm of Rats (1); pg. 42/43
   
  Or Giant Toad/Giant Leech (1/1); pg.
  42/43
   
  Or Will-o-wisp (1); pg. 42/44
   
  Or Grick/Ooze Mephit (1/1); pg. 42/44
   
  Or Thugs (3); pg. 42/44
  If you roll a six, the PCs come across a dead
  body. Roll a 1d4 to determine what state it is in:
  1 - Decomposing body of a wealthy merchant
  in the rotted remnants of fine clothing. His jewelry and
  coin purse are missing, but a DC 12 Intelligence
  (Investigation)/Perception check will uncover a false
  bottom of his muddy boots. Inside will be a single
  platinum piece;
  2 - Decomposing body of a prostitute. A DC 14
  Wisdom (Medicine)/Knowledge: Dungeoneering check
  will notify the player that she died from poison,
  probably inhaled or digested. She has nothing of value;
  3 - Fresh corpse of a Jute sanitation worker. His
  box of tools (masterwork mason’s tools) lies near his
  body. A DC 14 Wisdom (Medicine)/Knowledge:
  Dungeoneering check will show the player two small
  puncture wounds on his ankle and a swollen tongue
  consistent with a poisonous snake bite;
  4 - Fresh corpse of a Meek’ah female wearing
  dark leather armor and a black face mask. She has
  visible stab marks and is lying in a pool of congealing
  blood. She has no obvious equipment; however, a DC
  14 Intelligence (Investigation)/Perception check will
  find a hidden pouch under her armor containing 8 gp
  and one small ruby (45 gp).
  
  45
   
  When the players reach the Dragon Guard
  barracks, the knight will ascend the ladder and knock
  on the manhole cover. The PCs are directed to a small
  room with three cots where they can rest. The knight
  excuses himself to go and report to his commander but
  informs the players that he will be back in a few hours
  to take them to tell their tale to the crown prince.
  Award the XP the players earned and level up
  any character that needs it. Five hours will pass before
  Ser Cornel will return and fetch the PCs for their
  meeting.
  Section 7c: The Long Walk
   
  If the PCs insisted on waiting for more guards,
  they will arrive thirty minutes after the knight sends for
  them. A group of eight House Viemen soldiers and
  three Dragon Guard members will show up to the
  townhouse and escort the players to the Dragon Guard
  barracks.
   
  The walk should take about forty minutes, and
  when they are about halfway there, a commotion on
  the street will catch their attention. Read the following:
   
  The streets of the capital have been lively.
  Street peddlers, pedestrians, and various noble
  house servants can be seen running about on their
  daily errands. Your heavily armed group parts
  people like a ship moving through the water as you
  make haste to your destination.
   
  As you near a large intersection, you notice
  a group of Jute youths moving down the western
  street making noise and tossing rocks. At the same
  time, a large group of Meek’ah carrying baskets full
  of fresh fruit and vegetables are making their way
  from the east.
   
  When the two groups near, the youths begin
  tossing rocks at the Meek’ah and shouting
  obscenities. Four House Viemen soldiers break off
  from the group and begin to chase off the rowdy
  children.
   
  The Dragon Guard members approach the
  Meek’ah and offer assistance as two of their number
  took large rocks to their heads, causing them to spill
  their baskets onto the cobblestone street.
   
  A shrill whistle blows from the south as
  three large Jute men move out from their hiding
  place and aim their loaded crossbows at you.
  Another whistle blow issues forth from the north as
  six more Jute run out from side alleys with weapons
  drawn!
  Encounter 7c: Jute Thugs (9); pg. 42/44
   
  Dragon Guard soldiers (3); pg. 42/44
   
  House Viemen soldiers (8); pg. 42/44
   
  Ser Kris Cornel (1); pg. 42/43
   
  The assailants know they must kill the group
  quickly before the city watch sends reinforcements.
  The fight should be easy enough for the players
  with the help of the soldiers tasked to guard them. The
  thugs will attempt to target the PCs first unless they are
  specifically threatened. If two or more thugs are still alive
  after the fifth round of combat, seven city watch members
  will arrive and the remaining thugs will surrender.
   
  If the PCs insist on interrogating them, they will
  divulge they were paid in silver about two hours ago by a
  Jute man with long blonde hair tied back and out of his
  face. He gave his name as Arvid, and instructed them to
  wait along this road and to ambush the group of soldiers
  that came walking by. The thugs paid the kids a few
  coppers each to roam the streets around here, making
  trouble and causing distractions. The thugs seemingly have
  no allegiance to anyone but themselves and cannot offer
  any more information.
   
  When the players reach the Dragon Guard
  barracks, they are ushered to a small room with three cots
  where they can rest. The knight excuses himself but
  assures the players he will be back in a few hours to escort
  them to a meeting with the crown prince.
   
  Award the XP the players earned and level up any
  character that needs it. Five hours will pass before Ser
  Cornel will return and fetch the PCs for their meeting.
  Part Two Bestiary
  Warg; statistics as a Warg
  Wolf; statistics as a Wolf
  Brown Bear; statistics as a Brown Bear
  Axe Beak; statistics as an Axe Beak
  House Stanz Sergeant; statistics as a Bandit
  Captain with the following exceptions: Longsword. Melee
  Weapon Attack. +5 to hit, reach 5 ft.; Hit: 7 (1d8+2)
  slashing damage. Additional Gear: potion of healing
  House Stanz Troopers; statistics as a Bandit with
  the following exceptions: Longsword. Melee Weapon
  Attack. +2 to hit, reach 5 ft.; Hit: 5 (1d8) slashing damage.
  Additional Gear: 2 flasks of Alterian fire
  Arvid Hagen; statistics as a Veteran with the
  following exceptions: AC 15 (chain shirt +1); Additional
  Gear: potion of healing, ring of invisibility, flute of monster
  charming
  5e
  Map F
  
  46
  Egil Karlson; statistics as a Scout with the
  following exceptions: Shortbow +1. Ranged Weapon
  Attack. +5 to hit, range 80/320 ft.; Hit: 6 (1d6+3) piercing
  damage. Additional Gear: 3 arrow +1, potion of hiding
  Gibbering Mouther; statistics as a Gibbering
  Mouther
  Goblin; statistics as a Goblin
  Mud Mephit; statistics as a Mud Mephit
  Owlbear; statistics as an Owlbear
  Ghast; statistics as a Ghast
  Ghoul; statistics as a Ghoul
  Bjorgor the Black Bear; statistics as a Berserker
  with the following exceptions: Additional Gear: necklace of
  adaptation
  Lolla vas Korddon; statistics as a Cult Fanatic with
  the following exceptions: Additional Gear: wand of the war
  mage +1
  Ser Kris Cornel (Anointed Knight 4)
  Medium humanoid (Human - Jute), LN
  Armor Class: 18 (breastplate, shield, ring)
  Hit Points: 36 (4d10+12)
  Speed: 30 ft.
  STR +2 DEX +1 CON +3 INT +1 WIS +2 CHA +2
  Saving Throws: Strength +4, Constitution +7
  Skills: Athletics +4, Insight +4, Religion +3, History +3,
  Persuasion +4
  Tools: Dragon chess
  Languages: Juten, Tradespeech, Meech
  Challenge: 2 (XP 250)
  Proficiencies: Light armor, medium armor, shields, simple
  weapons, martial weapons
  Healthy Living. Kris gains +2 to Constitution saving throws.
  Skilled. Kris is proficient with the Religion skill.
  Challenge. Kris can use his action to challenge a foe in
  combat. He gains a +2 to his AC from attacks from the
  challenged foe, and he deals an additional 1d4 weapon
  damage once per round to the challenged foe. He can do
  this once before a short or long rest.
  Order - Order of the Sun’s Light
  Bravery. Kris gains advantage on saving throws against the
  frightened condition.
  Lady’s Radiance. As a bonus action, Kris can cause his
  shield to glow, giving friendly creatures within 30 feet a +2
  bonus to saving throws against the frightened condition.
  Any undead creatures within 30 feet must succeed in a DC
  16 Wisdom save or earn the frightened condition. He can
  do this once before a long rest.
  Other Gear: breastplate, shield, ring of protection, 2
  potions of healing
  House Viemen Soldier; statistics as a Guard
  Swarm of Rats; statistics as a Swarm of Rats
  Giant Toad; statistics as a Giant Toad
  Will-o-wisp; statistics as a Will-o-Wisp
  Grick; statistics as a Grick
  Jute Thugs; statistics as Bandit
   
  Dragon Guard Soldiers; statistics as a Guard
  Longsword +1. Melee Weapon Attack. +5 to hit, reach
  5 ft.; Hit: 8 (1d8+3) slashing damage.
  
  47
  Worg; statistics as a Worg
  (pathfinder bestiary pg 280)
  Wolf; statistics as a Wolf
  (pathfinder bestiary pg 278)
  Brown Bear; statistics as a Bear, Grizzly
  (pathfinder bestiary pg 31)
  Dretch; statistics as a Dretch (pathfinder
  bestiary pg 60)
  House Stanz Sergeant; statistics as a Veteran
  Buccaneer (pathfinder NPC Codex pg 267)
  House Stanz Trooper; statistics as a Brigand
  (pathfinder NPC Codex pg 266) with the following
  exceptions: Ranged light crossbow +3 (1d8, 19-20/x2);
  Other Gear: 10 masterwork crossbow bolts, 2 flasks of
  Alterian fire.
  Arvid Hagen; statistics as a Tavern Champion
  (pathfinder NPC Codex pg 268) with the following
  exceptions: Race Human (Jute); Melee masterwork
  longsword +8 (1d8+3, 19-20/x2); Ranged light
  crossbow +6 (1d8, 19-20/x2); S 14, D 13, C 12, I 12, W
  10, Ch 11; Feat Power Attack (instead of improved
  unarmed strike); Languages Juten, Tradespeech; Other
  Gear: ring of invisibility, flute of monster charming
  Egil Karlson; statistics as a Seasoned Trapper
  (pathfinder NPC Codex pg 261) with the following
  exceptions: Race Human (Jute); Melee +1 shortsword
  +3 (1d6, 19-20/x2); Ranged +1 shortbow +6
  (1d6+1/x3); Languages Juten, Tradespeech; Other
  Gear potion of cure light wounds (1d8+3)
  Gibbering Mouther; statistics as a Gibbering
  Mouther (pathfinder bestiary pg 153)
  Goblin; statistics as a Goblin (pathfinder
  bestiary pg 156)
  Earth Mephit; statistics as an Earth Mephit
  (pathfinder bestiary pg 202)
  Owlbear; statistics as an Owlbear (pathfinder
  bestiary pg 224)
  Ghast; statistics as a Ghast (pathfinder
  bestiary pg 146)
  Ghoul; statistics as a Ghoul (pathfinder
  bestiary pg 146)
  Bjorgor the Black Bear; statistics as an Axe
  Warrior (pathfinder NPC Codex pg 11) with the
  following exceptions: Race Human (Jute); Languages
  Juten, Tradespeech; Other Gear necklace of
  adaptation
  pfrpg
  Lolla vas Korddon; statistics as a Whiteclaw
  Sorcerer (pathfinder NPC Codex pg 161) with the following
  exceptions: Race Calvoid; Melee masterwork dagger +2
  (1d3, 19-20/x2); Languages Calvish, Tradespeech; Other
  Gear wand of color spray (CL 8, 17 charges)
  Mercenaries; statistics as a Brigand (pathfinder
  NPC Codex pg 266)
  Ser Kris Cornel (Anointed Knight  4)
  Medium humanoid (Human - Jute); LN
  Initiative +1
  Senses Perception +1
  CR 3
  XP 800
    Defense
  AC 19 (touch 11, flat-footed 18; +6 armor, +2 shield, +1
  dex)
  HP 36 (4d10+8)
  Fort +7
  Ref +2
  Will +3; +1 vs fear
    Statistics
  STR +2 DEX +1 CON +2 INT +0 WIS +1 CHA +2
  BAB +4; CMB +6; CMD 17
  Feats: Power Attack, Cleave, Blind-Fight
  Skills: Diplomacy +7, Knowledge: Religion +5, Intimidate
  +6, Ride +6, Sense Motive +7
  Languages: Juten, Tradespeech
  Special Qualities Challenge (+1 AC against challenged foe),
  Lady’s Radiance (allies gain +2 vs Fear; undead must
  succeed DC 16 Will save or be frightened)
  Combat Gear +1 longsword, potion of cure moderate
  wounds (2d8+7),
  Other Gear chainmail, heavy steel shield, ring of minor
  cold resistance
  House Vielmen Soldiers; statistics as Recruit
  (pathfinder NPC Codex pg 266) with the following
  exceptions: Race Human (Jute); Melee masterwork
  longsword +4 (1d8+1, 19-20/x2); Feat Weapon Focus
  (longsword - instead of dwarven waraxe); Languages
  Juten, Tradespeech
  Swarm of Rats, statistics as Rat Swarm (pathfinder
  bestiary pg 232)
  Giant Leech; statistics as a Giant Leech (pathfinder
  bestiary pg 187)
    Offense
  Speed 30 ft. (20 ft. While in armor)
  Melee +1 longsword +7 (1d8+3, 19-20/x2)
  Special Attacks Challenge 1/day (+4 damage to challenged
  foe on a successful strike)
  
  48
  Will-O-Wisp; statistics as a Will-O-Wisp
  (pathfinder bestiary pg 277)
  Ooze Mephit; statistics as an Ooze Mephit
  (pathfinder bestiary pg 202)
  Jute Thugs; statistics as a Brigand (pathfinder NPC
  Codex pg 266) with the following exceptions: Ranged light
  crossbow +3 (1d8, 19-20/x2)
  Dragon Guard Soldiers; statistics as Recruit
  (pathfinder NPC Codex pg 266) with the following
  exceptions: Race Human (Jute); Melee masterwork
  longsword +4 (1d8+1, 19-20/x2); Feat Weapon Focus
  (Longsword); Languages Juten, Tradespeech
  Jute Thug
  
  49
  Part 3: A Royal Meeting
   
  After resting and possibly leveling up, Ser Kris
  Cornell returns to their small room and addresses the
  party:
   
  “I trust you all are rested and ready to meet
  with my superior,” the young knight begins as he
  waits for you to gather your belongings. “Please,
  follow me.”
   
  There is little time for small talk as Ser Kris
  leads the PCs through the Dragon Guard barracks and
  to an ornately carved door. He knocks twice, then
  opens the door before waiting for a reply.
   
  The door opens up to a modestly furnished
  office with a writing desk, a small round table, and
  six high backed chairs arranged around the room.
  Sitting in the chairs are two older Jute wearing
  gleaming plate mail armor. Their gray hair and full
  beards mark them as veteran soldiers or advisors.
   
  Seated at the small writing desk is a Jute
  man who looks a bit older than fifty winters. His hair
  is light, with a dusting of white and his beard is neat
  and trimmed short. He is dressed in a tunic of dark
  satin and above his breast is stitched a dragon’s skull
  wreathed in red flames.
   
  “Good day gentlemen. May I present the
  Bremerhaven survivors”, Kris begins as he bows his
  head slightly to the man seated at the desk. He turns
  to you and gestures to that man, “Please bow in the
  presence of the Crown Prince, Torstin Bromkar,
  Defender of the People and heir to the Dragonbone
  Throne.”
   
  The prince rises to his feet as he is being
  announced and says, “Please, no formality here.
  Have a seat if you wish, I want to begin right away.”
   
  Ser Kris Cornell will begin by recounting the
  events of the past day, including the attack on the
  manor house and the PC’s subsequent escape from
  further harm. He adds that in his opinion, this newly
  uncovered plot against the crown is more severe than
  previously thought, and the king should be made aware
  as soon as possible.
   
  The older knights will strongly disagree with
  that assessment, and without any substantial proof of
  the Jarl of Merdah’s wrongdoing, the king should be
  kept in the dark, for now.
   
  The PCs will have an opportunity to tell their
  tale, and possibly give proof in the form of the note
  found on the Drazil or the note on the House Stanz
  sergeant.
   
  If the PCs can produce evidence, the Prince takes it
  and looks it over:
   
  “You all are to be commended for your bravery
  in the face of such opposition,” the prince says. He
  glances over the evidence you presented and states, “I
  have made a decision.”
   
  He stands and addresses the older knights in
  the room, “I want you to coordinate a march on
  Merdah, nothing large, we don’t want to tip our hands.
  I want two detachments with full provisions to begin
  North as soon as this meeting is over. We will send
  messengers to Jarl Stanz stating we request permission
  to enter his Jarland as a relief force and we are to scour
  the eastern countryside for Goblin activity.”
   
  “He won’t like that, and he won’t give the order
  to allow us in his territory,” one of the older knights
  says as his face turns hard. “We will have a hell of a
  fight if he decided to mobilize against us.”
   
  The prince calmly addresses his advisor, “He
  won’t have the opportunity. I am sending a small force
  to infiltrate his keep and arrest him. The marching
  troops are but a distraction.”
   
  “Ser Cornell,” the prince begins, “you are to
  lead this force and gain entry to Frostforge Keep. Once
  there, you will deploy a teleportation pad that will
  allow a larger force to storm the keep from within.
  Hopefully, and with Marvela’s Light shining on us, we
  can take the Jarl into custody before he does more
  harm to our kingdom.”
   
  Ser Cornell bows deeply and says, “I will arrest
  Jarl Stanz under your authority and bring him back to
  Orinfjord to answer for his crimes.”
   
  The other knights stand and make their way to
  the exit when the prince says, “We are embarking on a
  dangerous endeavor. The evidence against Jarl Stanz is
  light, and thus far, not enough to justify this move.
  However, I cannot let his treachery go unchecked as my
  father often has, he must be removed for the good of
  the realm.”
   
  After the older knights leave the room, the Prince
  will address the PCs directly:
   
  “In case you haven’t figured it out, I would like
  you all to accompany Ser Cornell in infiltrating the
  keep. My reasoning is two-fold: you are intimately
  involved with this whole affair, and I’m guessing, would
  like a bit of payback for the hardships you’ve had to
  endure. Also, you are outsiders, and as such, I have the
  ability to disavow any knowledge of your mission.”
   
  The Prince goes on to say, “Ser Cornell, I am
  temporarily stripping you of your rank and title. You
  
  50
  will oversee this mission as my personal agent; however,
  you will not be representing the Dragon Guard.”
   
  “I understand, my Prince, “ the young knight
  says.
   
  The prince once again addresses the group, “I
  am offering you all commissions as my personal agents.
  You will have my authority to arrest and detain any Jute
  citizen, including nobility, that you find guilty in this
  conspiracy. This mission is will likely turn bloody, by
  becoming my personal agents, you will be exempt from
  prosecution for murder if you are defending yourselves
  and the Crown. But know this: any dishonorable
  behavior from any of you will nullify your privileges, and
  you will be hung with the rest of the traitors when this is
  over.”
   
  The Prince reaches down and opens one of the
  writing desk’s small drawers. From within, he produces a
  small wooden box. As he places the box on the desk he
  speaks a few words and waves his hand over the lid. A
  brief white glow emanates from the box, and the lid
  pops open. He reaches inside and brings forth a handful
  of small pins made into the shape of a dragon’s skull.
   
  “My personal agents wear this small pin, and it
  marks you to those who understand such things as my
  retainers. Each pin has a bit of magic in it as well, and
  they should help you in your mission.”
   
  He gestures for you to take a pin, and with it, his
  offer to become his agents.
   
  The PCs should be encouraged to take the Prince’s
  offer. If they refuse the pin, the Prince will be
  disappointed, but he will not force it on them. Those who
  do not take a pin can still participate in the mission.
  However, they will not be afforded the same protections
  as those who take the pin.
   
  If a player asks about the type of magic held within
  the pin, the Prince will inform them that they offer some
  protection from harmful magic as well as the ability to heal
  wounds faster with proper rest. The dragonskull pin is
  described further at the end of this section.
   
  If the PCs should ask about monetary
  compensation, the Prince will chuckle and tell them not to
  worry, the royal vaults will compensate the survivors of
  the mission very well. He goes further to say that they
  have permission to gather any equipment they might need
  for the mission by requesting such items from the
  barrack’s quartermaster.
   
  The quartermaster has access to any weapon or
  suit of armor listed in the PHB, as well as any mundane
  item (such as a backpack or coil of rope) listed in the PHB
  that costs less than 5 gp. Magical items, artisan tools, and
  items costing 5 gp or more are not available.
  Section 8: A Ride Into Danger
  Once the players are adequately provisioned
  and rested, Ser Cornell will meet them in the main hall
  of the barracks. If you decide the party is lacking in
  power, Ser Cornell suggests they conscript Siggi
  Arndottor into their little band. Siggi can be ready to
  accompany them quickly as she is staying in Orinfjord,
  awaiting a new mission. Ser Cornell has been provided
  with a magical bag that holds the large teleportation
  pad to be deployed in the Jarl’s keep. In the bag are
  also plenty of provisions and equipment (rope,
  manacles, trail rations) the party might need.
   
  Once everyone is ready, they are provided with
  fresh horses and leave by the city’s river gate. The plan
  is to ride east along the Iceflow and turn north for a
  trek through the hinterlands and finally to the Gorlan
  Hills and Frostforge Keep.
   
  Three days of hard riding will put them in the
  hinterlands. Each day the party should be subjected to
  some form of random encounter. Roll a 1d4 to
  determine what type of creature they must contend
  with: 1 - worg and wolves, 2 - giant boar, 3 - axe beaks,
  4 - no encounter or roll again
  Encounter 8a: Worg (1); pg. 41/43
   
  Wolves (3); pg. 41/43
   
  Or
   
  Giant Boar/Boar (1/1); pg. 59/60
   
  Or
   
  Axe Beaks/Dretch (4/2); pg. 41/43
  These encounters are mainly there to break up
  the gameplay and to offer players a chance to flex their
  muscles. With the help of Ser Cornell and possibly Siggi
  Arndottor, the PCs should have no problem in
  dispatching the monsters.
   
  After three days, the party will turn north and
  enter the hinterlands. If the PCs traveled to Orinfjord
  through the hinterlands, they would be familiar with
  the terrain or sparse vegetation and rocky ground.
  Three more days riding north will get them to the
  Gorlan Hills.
   
  While in the hinterlands, they will be subjected
  to more encounters. News of the Dragon Guard
  marching on Merdah has put the Jarland on alert, and
  the Jarl has dispatched extra men to patrol his
  territory. The PCs are reminded by Ser Cornell that
  their mission is top secret, and must succeed at all
  costs.
  While in the hinterlands, a roll of 1d6 should be
  made every 12 hours: 1 - axe beaks, 2 - stirges, 3 - Stanz
  Troops, 4 - wolves, 5 - Stanz Kill Squad, 6 - no
  encounter or roll again.
  
  51
   
  Encounter 8b: Axe Beaks/Dretch (4/2); pg.
  41/43
  Or
   
  Stirges (8); pg. 59/60
   
  Or
   
  House Stanz Troops (8); pg. 59/60
   
  Or
  Wolves (6); pg. 41/43
   
  Or
   
  House Stanz Kill Squad (4); pg. 59/60
   
  Any encounter involving House Stanz troops
  must conclude with the death of all troopers. If one
  should escape, any subsequent roll that has the PCs
  fight more House Stanz soldiers adds 1 + 1d4 additional
  troopers to the encounter total, making further
  encounters challenging, to say the least.
   
  Give the PCs adequate time to rest between
  some encounters, so they are fully prepared for what
  lies ahead.
   
  After three days in the hinterlands, they arrive
  at the foot of the Gorlan Hills. Frostforge Keep is a day
  and a half ride northwest through the hills. A roll for a
  random encounter should be made every six hours.
  Roll a 1d4: 1 - hill giant, 2 - goblins, 3 - House Stanz Kill
  Squad, 4 - no encounter or roll again.
  Encounter 8c: Hill Giant/Cyclops (1/1); pg.
  59/60
   
  Or
   
  Goblins (8); pg. 23/25
   
  Or
   
  House Stanz Kill Squad (4); pg. 59/60
   
  The Gorlan Hills are very lightly settled by the
  Jute, and those homesteads stay close to the Darkfrost
  mountains in the west. The central and eastern hills are
  infested with goblins, hill giants, and worse creatures.
   
  As the PCs ride northwest through the hills, the
  air begins to get colder as the temperature drops
  significantly. PCs who are not outfitted for cold
  environments (fur-lined gloves, thick coats, etc.) or
  who do not have a natural resistance to cold will be
  subject to freezing rain and snow and must make a DC
  11/DC 15 Constitution/Fortitude save every hour or
  suffer one level of exhaustion/1d6 non-lethal damage.
   
  Frostforge Keep is built upon a rocky
  outcropping, and its battlements can be seen from
  miles away. Once the players get near, read the
  following:
   
  In the distance you spy a large castle built of
  dark colored stone. Its battlements and towers fly flags
  and pennants displaying a stylized anvil with two crossed
  hammers, the sigil of House Stanz.
  Aiding in its current defense are hundreds of
  House Stanz soldiers milling about in what looks like
  hastily constructed camps and mustering areas on the
  road to the keep.
   
  “We will slow our approach,” Ser Cornell begins,
  “and we will move under the cover of darkness to our
  destination. There is an old tunnel used to drain water
  from the keep’s underground cistern. The tunnel, if it is
  still there, should lead us to the dungeons.
   
  “The castle’s second level is where we must
  deploy the teleportation pad. Unfortunately, the second
  level is also rumored to hold strong enchantments
  against teleportation, and we must contend with that or
  fail our mission.”
   
  If asked to explain what he means by strong
  enchantments against teleportation, he will inform the
  group that Jarl Stanz was rumored to have one of his
  Magisters create an item that warded against such magic.
  He does not know what the item is or where it is located.
   
  The party should approach the western slope of
  the rocky outcropping the castle rests on. The road up to
  the castle is long and winding, with various tents and
  camps made along its route. The camps are full of new
  conscripts the Jarl has pressed into his service once he
  learned of the Dragon Guard’s march.
   
  You should allow each player a Dexterity
  (Stealth)/Stealth roll against a DC 13. A failed roll may, in
  your opinion, alert a small patrol (3 House Stanz Troopers)
  to their presence, or it can just scare the PCs. The camped
  troops’ discipline is considerable lax since they don’t fear
  an attack being so close to the seat of their Jarl’s power.
   
  The PCs will find the tunnel entrance masked by
  years of bushes and overgrowth. It takes no time to cut
  away enough to allow them all to squeeze into the tunnel,
  which is made of rough-hewn rock and is approximately 5
  feet wide and 8 feet tall. The tunnel smells of mildew and
  the floor is damp. It is dark so the PCs may need some sort
  of light to proceed. After five minutes of brisk walking
  through the tunnel, they will reach its end.
  Section 9: Frostforge Keep B2
  This level of Frostforge Keep’s walls are rough-
  hewn or natural rock. Light is provided by ever-burning
  torches located every 10 feet, on average. Doors are made
  of thick oak and are considered not locked unless
  otherwise stated.
  Random Encounters. A roll of 1d4 can be made every 20
  minutes with the following encounters: 1 - thug, 2 - thug
  and cultist, 3 - two cultists, 4 - cultist and giant rat.
  
  52
  Frostforge Keep - B1
  One Square = 5 feet
  S - Secret Door
  Old Drain Tunnel
  Up to
  B2
  Up to
  B2
  Well Shaft in
  Ceiling
  1a
  1B
  2
  3
  4
  5
  6
  7
  
  53
  Frostforge Keep - B2
  One Square = 5 feet
  S - Secret Door
  Cell Bars
  Up to
  1st
  Floor
  Down
  to B1
  Down
  to B1
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23a
  23b
  23c
  23d
  23e
  23f
  23g
  23h
  23i
  23j
  
  54
  Frostforge Keep
  1st Floor
  One Square = 5 feet
  Up to
  2nd
  Floor
  Down
  to
  B2
  Up to
  2nd Floor
  24
  25
  26
  S
  S - Secret Door
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  
  55
  Frostforge Keep
  2nd Floor
  Down
  to
  1st
  Floor
  Down to
  1st Floor
  One Square = 5 feet
  S - Secret Door
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  
  56
  1a. Old Drain Tunnel
   
  The drain tunnel ends in a partially rusted iron
  gate. There is some barely visible graffiti written in Juten
  scratched on the gate.
  Iron Gate. The graffiti reads “Hvarlen can choke on his
  traps”
   
  The gate is magically trapped. Anyone touching
  the gate without saying the command word (Hvarlen) first
  will be subject to a necrotic jolt. The gate is not locked.
  Ceiling. The cavern’s roof is unworked stone, complete
  with several small stalactites. There is an opening in the
  ceiling that leads to a 10-foot wide shaft where large
  buckets are lowered from the level above to collect
  water from the cistern. The sides of the shaft are slick
  and make climbing very difficult (DC 17). The shaft
  leads to a well room located one level above (#15 on
  Map B2)
  Iron Portcullis. The iron bars are very thick and look
  new, without a hint of rust. They are unable to be
  moved or lifted.
  2. Pillar Room/Undercroft
   
  The northern door from area 1b leads to a 10
  by 40-foot hall. There are 4 large pillars made of the
  same type of stone the walls on this level are made of
  holding up a 20-foot high arched ceiling. There is a door
  to the north and thick double doors to the east. Three
  Jute thugs are playing dice in the northwest corner of
  the hall.
  Jute Thugs. Three temple guards are loudly playing
  dice and will fail to notice the PCs enter the hall unless
  they are making excessive noise.
  3. Underpriest Quarters
   
  This room measures 10-feet by 30-feet and
  contains the following:
  Modest Furnishings. There are two beds, a small
  square table, a writing desk, a large trunk, and three
  stools. The room is lit by a single oil lamp on the small
  table.
  Underpriest. There is one underpriest sleeping on one
  of the beds. He remains asleep unless the PCs made
  excessive noise entering the room.
  Treasure. The trunk as a false bottom that can be
  found with a successful DC 12 Intelligence
  (Investigation)/Perception check. Inside can be found a
  small pouch containing 4 moonstones (50 gp each).
  4. Priest Quarters
   
  The door to this 10 by 30-foot room is not
  locked. The room contains the following:
  Opulent Furnishings. There is one large four-post bed,
  two bookshelves, desk, couch, wardrobe, and a single
  high-backed chair. The furniture looks expensive and
  expertly crafted.
  Priest. Seated at the desk is a Jute priest dressed in
  dark brown robes trimmed with gold. Around his neck
  is a large gold medallion shaped like a bull’s head.
  Standing next to him are two Jute cultists.
  Desk. The priest has just finished penning a scroll of
  dispel magic.
  Trap (Necrotic Jolt)
  Magical trap
   
  The iron gate was placed here at the
  request of the Jarl’s Magister, Hvarlen Breakbones.
  Two workers were killed after the gate’s installation
  when Hvarlen declined to tell them the command
  word.
   
  The command word must be spoken, and
  the gate touched by that person within 6 seconds
  to deactivate the trap.
   
  The trap deals 11 (2d10) necrotic/negative
  energy damage on a failed DC 14
  Constitution/Fortitude saving throw and has a +6
  bonus to attack.
   
  The DC to perceive the trap is 13.
   
  The DC to remove the trap is 14.
   
  Once the trap is deactivated, either by springing
  it or removing it, the gate is safe to lift. It is heavy and
  requires a Strength ability check against a DC 15. On a
  successful check, the gate will begin to lift. As soon as it
  begins to be lifted, water begins to rush into the tunnel.
  The water stops rising when it reaches two feet and it is
  not fast enough to knock anyone of Small size or larger
  down.
  1b. Underground Cistern
   
  The gate opens up to a vast underground
  cavern. The walls are rough-hewn and the ceiling rises
  to a height of 20 feet. The PCs will find themselves on a
  small ledge where the old drain tunnel meets the
  cavern. The ledge is 3 feet wide and submerged in two
  feet of water. It is traversable north to dry land. The
  cistern sits like a small lake in the middle of the cavern.
  There is a similar tunnel to the south blocked by an iron
  portcullis instead of a gate. To the north, there is a 4
  foot high and 40-foot wide mound of raised dirt that
  keeps the water of the cistern from flooding the rooms
  on this level. There is a simple oaken door to the north
  and one to the east.
  Cistern. The water is clean and clear. The reservoir is 15
  feet deep in its middle and begins to slope upward near
  its edges.
  
  57
  Secret Door. Located on the eastern wall of the
  bedroom is a secret door that leads to the temple of
  Poseidon (#6). The door can be found with a DC 14
  Intelligence (Investigation)/Perception check.
  5. Stairway Hallway
   
  There are two flights of stairs, both leading up
  to area #8, situated at opposite ends of this hallway.
  Thugs. Standing guard at each flight of stairs is a
  temple guard.
  Secret Door. There is a concealed door leading to the
  temple of Poseidon (#6) located midway between the
  two flights of stairs. The door can be found with a DC
  14 Intelligence (Investigation)/Perception check.
  6. Temple of Poseidon
   
  This room’s walls are worked stone and contain
  frescos of numerous bulls, some running, some being
  jumped over by scantily clad men and women, and
  some being ritually slaughtered. The room also
  includes the following:
  Furniture. Seven wooden pews are situated in the
  middle of the room. There is a polished obsidian alter
  along the southern wall, resting on a raised dais of
  rough-hewn stone. There is a thick oak door to the
  east.
  Cultists. Four cultists are busy sweeping and cleaning
  the room.
  Treasure. A giant gold statue of a bull (7,500 gp) rests
  on the altar. Garlands of fresh flowers are slung over its
  polished horns. The statue is heavy and weighs roughly
  86 pounds. There are four large gold lamps (25 gp
  each) suspended on chains from the ceiling. A leather-
  bound prayer book (10 gp) rests near the golden bull
  statue on the altar. The book contains hymns and
  prayers to Poseidon and is written in Estan.
  Note: Ser Cornell will be disgusted by the apparent
  worship of a pagan god by the Jarl and his men. He will
  insist the PCs take the prayer book as evidence of the
  Jarl’s wrongdoing.
  7. Cult Barracks
   
  This room is quite large, measuring roughly 50
  feet at its widest to the west where two thick double
  doors can be found. The room is 35 feet long and
  contains the following:
  Poor Furnishings. Eight small cots are situated along
  the walls, each with a small trunk that contains
  vestments and various personal items. There are four
  large metal cages resting on two wooden tables in the
  southern part of the room.
  Cultists. A single underpriest is speaking to three
  cultists and two temple guards who are busy feeding
  three giant rats from a bucket of garbage.
  Treasure. One of the small trunks has a false bottom that
  can be spotted with a simple DC 11 Intelligence
  (Investigation)/Perception check. Inside there is a small
  pouch with engraved bone dice (20 gp) and 4 pp.
  Section 10: Frostforge Keep B1
   
  This level of the castle is the lowest level most
  servants and retainers of House Stanz frequent or even
  know about. The lowest level that houses the secret
  temple is kept hidden to all but House Stanz’s followers of
  Poseidon and the Jarl’s most trusted advisors.
   
  The walls of this level are made of worked stone,
  and its doors are thick oak. Light is provided by ever-
  burning torches situated approximately every 10 feet.
  Entries on this level are considered locked with a simple
  DC 10 lock unless otherwise stated. The head jailor (guard
  captain) in room #20 has a master key to every lock on this
  level.
  Random Encounters. A roll of 1d4 can be made every 20
  minutes with the following encounters: 1 - guard, 2 - guard
  and mastiff, 3 - 2 guards, 4 - servant (commoner).
   
  Commoners are not treated poorly by the noble
  house; however, they are not by any means cared for
  affectionately. If the PCs encounter a servant of House
  Stanz (commoner), there is a 60% chance they will do what
  the PCs tell them and not alert guards to their presence.
  Note: The intentional harming or killing of commoners is
  considered a dishonorable act. Ser Cornell and Siggi will
  verbally decry any harsh treatment of them, and they will
  tell the Crown Prince of any wrongdoing on the part of the
  PCs, resulting in them losing the protected status given to
  them by the Crown Prince.
  8. Secret Hallway
   
  This hallway has two flights of stairs, each going
  down, which leads to area #5 on the lower level.
  Secret Doors. There are two secret doors located on the
  southern wall and spaced 15 feet from each other. They
  can be found with a successful DC 13 Intelligence
  (Investigation)/Perception check.
  9. Hallway of Pain
   
  This hallway is lined with rusty torture equipment
  hung upon the walls. Some of the more crueler
  implements still have dried blood covering them. There is
  a door (unlocked) to the west. The hallway heading east
  turns south then west and ends in a door (locked). There is
  a well-hidden secret door to area #14 in the short section
  of the hallway that turns south before heading west.
  Patrol. A single house guard and his guard dog patrols this
  hallway. He has the key to the door leading to area #21.
  
  58
  10. Storage & Heavy Cloaks
   
  Up and to the side of a set of stone stairs going up
  is an area that holds the following:
  Crates. Seven crates marked with House Stanz’s sigil are
  stacked neatly along the northern wall. Three boxes
  contain bundles of torches and tinderboxes. Empty
  waterskins, small tents, and pitons occupy the remaining
  crates. All of the equipment is new and the boxes are
  carefully packed with straw.
  Heavy Coats. The western wall has eleven iron pegs jutting
  out from the stone. Each peg holds a sealskin coat lined
  with thick wool. The tips of two of the coats are slightly
  damp.
  11. Cold Larder
  Two thick oak doors open to this 10 foot by 35-
  foot room full of the following:
  Floor. The floor that is not bare stone is covered in thin
  whicker mats. The parts of bare stone have a thing layer of
  frost and are slick. No save is required against slipping, but
  any attempt to hold onto one’s footing should a PC step on
  one should be hilarious.
  Temperature. As soon as the doors are opened, the PCs
  will notice the temperature drops as they enter the room
  to 20 degrees Fahrenheit (-6C). If the PCs stay in this room
  for more than 20 minutes without proper insulation
  against the cold, they will need to make a DC 11/DC 15
  Constitution/Fortitude save or suffer one level of
  exhaustion/1d6 non-lethal damage. Another save is
  required for every 10 minutes after that of prolonged
  exposure.
  Shelves. Thick iron shelves line the room, starting from the
  right of the double doors and ending at the southwestern
  corner of the room. The shelves are rimmed with frost and
  hold glass jars and wicker baskets. The jars are full of
  different preserves and jellied meats. The baskets that
  have contents hold cuts of meat ranging from chicken
  breasts to whole hog’s heads.
  Meat Racks. Whole carcasses of deer, elk, pig, sheep, and
  bear can be found hanging from thick iron hooks from the
  room’s ceiling.
  12. Armory
   
  This unlocked oak door leads to a large 15 by 25-
  foot room that contains the following:
  Armor Racks. There are eleven armor racks. Five hold suits
  of chain mail, three hold suits of splint mail, and the other
  three are empty. All of the armor is sized for a Medium-
  sized humanoid.
  Weapon Racks. Ten weapon racks hold a variety of edged
  and blunt weapons: mace x4, spear x4, battleaxe x3,
  greatsword x2, shortsword x3, flail x2, longsword x5, rapier
  x2, war pick x2, warhammer x3.
  Crates. Six open crates line the walls of this room. Four
  crates hold arrows in bundles of 20 (560 arrows in
  total). The other crates hold crossbow bolts in bundles
  of 10 (1,800 bolts total).
  Sharpening Wheel. In the southwest corner of the
  room lies a stone sharpening wheel set into the floor,
  complete with a foot pedal to get it moving. A squat
  stool rests next to the wheel.
   
  Sounds of ringing hammers can be heard
  coming from the partially open door to the east.
  13. Forge
   
  This 15 by 15-foot room contains the following:
  Forge. In the northwest corner of the room can be
  found the castle’s forge.
  Anvils. Three anvils are placed in the middle of the
  room. Each anvil has a small rack of tools next to it and
  barrels for quenching hot metal.
  Pool. In the southeast corner of the room, there is a
  large (5 feet by 5 feet and 4 feet deep) pool full of cold
  water. Several buckets are lined up next to the pool
  and are used to refill the quench barrels and in case of
  fire.
  Blacksmiths. Two commoners are working together to
  create a suit of plate mail armor. They are loyal to
  House Stanz and will attempt to call for guards the first
  opportunity they get.
  14. Secret Treasure Room.
   
  This room can only be accessed by the secret
  door located in area #9. The entrance leads to a short
  hallway that opens to an unlit 10-foot by 10-foot room
  that contains the following:
  Secret Door. The door to this room is well hidden (DC
  15) and trapped.
   
  Trap (Poison Spikes)
   
  Mechanical Trap
  The trap is triggered when an attempt to
  open the secret door is made without first
  deactivating the trap. Four large spikes lunge out
  from hidden places and pierce any Small sized or
  larger creatures who are within 5 feet of the
  secret door. The spikes deal 11 (2d10) piercing
  damage and 11 (2d10) poison damage. The trap
  has a +7 bonus to attack.
   
  The DC to notice the trap is 14.
   
  The DC to remove the trap is 14.
  Chests. There are four large chests in the room. The lids
  are closed and are not locked or trapped. They contain
  the following:
  ● Chest One: 14,800 cp, 12,459 sp
  
  59
  ● Chest Two: 10,580 gp, 1,930 pp
  ● Chest Three: small pouch (2 oval cut crystals of
  burning), large sac (silver tableware and
  goblets worth 250 gp), 14 gold trade bars (5
  lbs. each, worth 250 gp each)
  ● Chest Four: small pouch (platinum bracelet
  with a large set ruby worth 2,000 gp), brass
  mug with jade inlay (250 gp), ivory comb
  shaped like a lizard (35 gp), small pouch (pearl
  necklace with 6 pearls worth 100 gp, 2 opals
  worth 1,000 gp each)
  Crates. Three large crates occupy the space between
  the chests. Their lids are open and contain the
  following:
  ● Crate One: 6 large paintings of House Stanz
  nobles (80 gp each)
  ● Crate Two: large sac (6 copper chalices worth
  30 gp each, gold and electrum serving platter
  worth 150 gp, silver pitcher worth 45 gp), small
  pouch (14 malachite gems worth 15 gp each),
  large pouch (ring of acid resistance, medallion
  of thoughts, stone of good luck)
  ● Crate Three: chain shirt +1, shield +1,
  longsword +1, dagger +1
   
  Both the chain shirt and the dagger have
  receptacles that will fit an oval cut infused mana
  crystal.
  Note: Ser Cornell and Siggi will turn a blind eye to the
  PCs filling their pockets with a few coins and baubles
  (GM’s discretion), however, the full-scale looting of
  treasure from the castle will not be tolerated. That
  treasure belongs to House Stanz and is protected by
  their status as a High Noble House of the kingdom.
  15. Well Room
   
  South down the long hallway from area #10
  will open up to a 30-foot by 15-foot room. A 10-foot
  diameter well lies in the room’s southwest corner.
  Well. Four large buckets lie next to the well, one of
  which is tied with a thick length of hemp rope and
  attached to a pulley situated above the well’s opening.
  The well is made of worked stone and rises to a height
  of three feet. Inside of the well, the walls are rough but
  very wet. Anyone deciding to crawl down the well shaft
  will find themselves exiting the shaft 20 feet above the
  underground cistern in area #1b. The sides of the shaft
  are slick and make climbing very difficult (DC 17).
  Door. There is a thick oaken door to the east that has a
  better lock than the rest of the doors on this level.
  Attempts to pick the lock will need to succeed against a
  DC 15.
  Secret Door. There is a secret door that is not very well
  concealed as it is used frequently by servants who venture
  on this level. The door is noticeable with a simple DC 11
  Wisdom (Perception)/Perception check. The door leads to
  the garderobe in area #19.
  16. Pantry
   
  A locked oak door opens up to a 10-foot by 10-
  foot room that contains the following:
  Shelves. Thick iron shelves run the length of the room. The
  shelves hold baskets of dried fruits, nuts, and cereals.
  Barrels. Seven barrels stamped with the sigil of House
  Favir rest in the middle of the room. Each barrel is full of
  nuts: walnuts, cashews, and peanuts.
  Sacs. Stacked neatly in the eastern corner of the room are
  twelve large burlap sacs marked with the sigil of House
  Daskil. Each sac is full of milled wheat.
  17. Kitchen Storage
   
  A locked oak door opens up to a 10-foot by 10-
  foot room that contains the following:
  Crates. The room is dominated by eleven crates. Each
  crate holds ceramic dishes packed neatly in straw.
  Shelves. There are iron shelves on the southern wall that
  hold dozens of pots, pans, skillets, and other cookware.
  Hanging on pegs near the shelves are various cooking
  utensils used in the roasting of large pieces of meat.
  18. Jailor’s Hallway
   
  The thick oak door in area #15 opens to a long and
  dimly lit hallway. Regular torches burn here instead of the
  magical ones located in the rest of the castle. Lining the
  walls on either side are hanging manacles and various
  lengths of chain. The hallway opens up to area #21.
  Guards. Four house guards are changing the torches in the
  hallway.
  19. Garderobe
   
  The door from area #20 opens up to a 10-foot by
  15-foot room that contains the following:
  Privies. Three privy holes, separated by partitions of thin
  wire, line the northern part of the room.
  Washbasin. Situated on a large pedestal is a silver basin.
  The basin is an aquaris basin and will dispense warm water
  when touched by a living being. The water will evaporate
  over the course of three hours, at which time the basin
  can be made to fill again. A rack near the basin holds a set
  of rough spun towels.
  Secret Compartment. Someone has carved a niche into
  the back of the pedestal and inserted a small pouch
  containing 2 bloodstones (50 gp). The niche is noticeable
  with a successful Intelligence (Investigation)/Perception
  check against a DC 14.
  
  60
  20. Guard Room
   
  This 20-foot by 10-foot room is accessible by a
  door in area #21 and is lit by ever-burning torches. The
  door to area #19 is located inside the room, along with the
  following:
  Cots. Two cots are situated along the southern wall. One
  house guard is sleeping on one of them.
  Table. Seated around a large oak table are a guard captain
  and three house guards. They are playing cards very
  loudly. A large pile of coins (2 gp, 14 sp, 34 cp) lies in the
  middle of the table. A guard dog rests at the feet of one of
  the guards.
  21. Prisoner Intake
   
  The hallway in area #18 opens up to this 20-foot
  by 15-foot room lit by oil-burning lamps suspended from
  the ceiling. The room extends north to another hallway.
  There are two oak doors, opposite of each other, located
  on the western and eastern walls. The room also contains
  the following:
  Table. A large oak table dominates the southern wall. On
  the table are various piles of bloody clothing. Under a
  small pile of clothing is a leather-bound book. The book is
  a listing of prisoners the castle has housed going back
  almost a decade. On the very back page, the PCs can find
  the names and descriptions of eight Jute who were taken
  prisoner at the attack on Bremerhaven. A small skull icon is
  marked next to four of those names.
  Note. This book can be used as evidence against the Jarl
  and makes him at the very least an accomplice to the
  attack on the village.
  22. Torture Room
   
  The eastern door in area #21 is not locked and
  leads to a 15-foot by 20-foot room lit only by two
  smoldering braziers along the east wall. The room also
  contains the following:
  Shelves. Iron shelves dominate the southern wall and are
  full of torture equipment, including blades, vises, and
  pliers.
  Table. A long stone table rests in the middle of the room.
  The table has grooves set into it that facilitates the
  draining of blood from the torturer’s victims. The body of a
  Jute male rests on the table with his chest open and his
  organs on display through cracked and separated ribs. A
  Drazil torturer is leaning over the body, seemingly
  inspecting their handy work. Two more dead Jute are piled
  at the foot of the stone table and are being molested by
  the torturer’s quasit familiar.
  Note. If the Drazil is interrogated, either through torture or
  by speaking with its corpse, it will tell of the pact made
  with House Stanz by the Raven Queen of Nariak to help
  destabilize the region. His queen has been promised all
  Jute controlled territory in the Gorlan Hills as well as in the
  Jarland of Riverfields in exchange for providing goblin,
  bugbear, and Drazil warriors the Jarl can call on to
  further his schemes. He does not know any other
  specifics of the pact or any of the other principal
  players.
  23. Cells
   
  There are 10 cells, 5 each located on the
  western and eastern walls of the dimly lit hallway
  leading from area #21.
  Cells. Each cell is 5-foot by 5-foot of solid stone with a
  single cot and bucket. The cell doors are thick iron bars,
  and they are all locked with a DC 13 lock. Guards found
  on this level all have keys to the cell doors. The cells
  marked 23a, 23b, 23e, 23f, 23h, and 23j are all empty.
  Cell 23c and 23d have two half-starved Jute villagers
  (commoners) each, survivors of Bremerhaven. They
  will plead to be released and begin to cry at the sight of
  the PCs. They have seen what the Drazil does to his
  victims and they all have the frightened condition as
  long as they are inside the castle.
  Note: Ser Cornel and Siggi will argue the releasing of
  the prisoners. The knight-captain will stress the mission
  comes first, and the best way to help the villagers is to
  complete the mission. Siggi will argue that the castle is
  far from secure, and the villagers will be safer with the
  group or at least hidden elsewhere in the castle. It will
  be up to the PCs to decide.
  Cell 23g holds the charred remains of a human
  skeleton. The villagers will describe how the Drazil was
  allowed by the jailor to roast the prisoner alive after
  she refused to leave the cell.
  Cell 23i holds a scruffy looking Jute male who pleads to
  be released. He is not one of the village survivors and
  gives his name as only Knutt (thug). He says he was
  caught poaching deer, but in reality, he is one of the
  Jarl’s new conscripts who was caught assaulting one of
  the castle’s maids. If he is released, he will attempt to
  leave the castle on his own once he is given a weapon.
  He will insist on leaving immediately and cares nothing
  for the PC’s mission or the other prisoners. He will give
  away the PC’s presence if given a chance.
  Section 11: Frostforge Keep 1st
  Floor
   
  This level is the ground floor of the castle. Its
  walls are finished masonry and the entire level is lit by
  ever-burning torches located approximately every 10
  feet. Some rooms receive natural light through arrow-
  slit windows. Doors on this level are made of oak and
  are considered not locked unless otherwise stated.
  
  61
  Random Encounters: A roll of 1d4 can be made every
  20 minutes of time the PCs linger on this level with the
  following encounters: 1 - 2 guards, 2 - guard and
  mastiff, 3 - guard and magister, 4 - 3 servants
  (commoners)
  Note: This level is the most traversed of the entire
  castle. Combat lasting longer than 6 rounds will alert
  nearby guards.
  24. Trophy Hallway
   
  The stairs from area #10 ascend to this level
  and open up to a 25-foot by 20-foot hall. There are two
  doors, one on the western wall and one going south. A
  secret door is located on the eastern wall and it leads
  to area #26, the throne room. The hall also contains
  the following:
  Trophies. Two giant, stuffed bears stand on the
  northern wall flanked by three stuffed axe beaks. Along
  the walls hang numerous goblin blades, hill giant
  scalps, and Drazil horns.
  Guardians. Two suits of full plate armor stand on either
  side of a brass gong situated to the right of the
  stairwell. These are animated armors that will issue
  forth a crude “present sigil please” if any living being
  passes within 5 feet of them and are not prominently
  displaying the sigil of House Stanz. If the sigil is not
  presented within 1 minute, the armors turn and bang
  on the gong before attacking the intruders.
  Gong. A large brass gong hangs from a wooden frame
  flanked by the two suits of animated armors. The gong
  has the sigil of House Stanz painted on it. If the gong is
  rung, a guard patrol consisting of two house guards,
  two guard dogs, and one magister will arrive within 2
  minutes. If the gong is rung, the random encounter roll
  should be made every 5 minutes instead of every 20.
  25. Apartment/Guest Room
   
  The unlocked eastern door from area #24 leads
  to this 10-foot by 10-foot room that contains the
  following:
  Opulent Furnishings. The bed, desk, table, couch,
  wardrobe, and high backed chair are all expertly
  crafted. The room is dust free and seems ready for
  anyone of importance to rest the night if they needed
  too.
  26. Throne Room
   
  This 15-foot by 15-foot room is accessed by a
  long hallway from area #39 or from doors located in
  areas #29 and #31. The door located behind the throne
  leads to the Jarl’s private stairwell up to his private
  quarters. The room also contains the following:
  Throne. Located in the northern part of the room is Jarl
  Stanz’s throne, where he sits in judgment of his people.
  The throne is constructed from a single block of marble
  and contains numerous carvings of smith’s working at a
  forge or anvil. House Stanz’s sigil is carved prominently
  into the back of the throne, just above where the Jarl’s
  head would rest if he was sitting on it.
  Tapestries. Six ceiling to floor tapestries hang along the
  walls. Each depicts the Jarl, or his children, riding horses,
  fighting goblins or savage barbarians, or working at a forge
  or anvil.
  Guards. Standing guard in the room are four house
  guards, one magister, and one guard captain. They will
  not leave the throne room to investigate the gong, but
  they will leave the room to pursue fleeing intruders.
  27. Hall of Nobles
   
  This well lit-hall lies at the end of a long hallway
  from area #39. Hanging along the walls are dozens of
  paintings of noble Jute men and women dressed in House
  Stanz colors. Exquisite examples of longswords, daggers,
  battleaxes, and greatswords also hang on the walls. The
  weapons are expertly crafted but are not sharp and seem
  to be only for ornamentation. A stairwell leading up to
  area #46 can be located in the northeastern corner.
  Note: Ser Cornell will notice a painting of the High King is
  suspiciously missing. Every noble house is required to hang
  a painting of the High King, and most do so in the area
  where their own family portraits hang.
  28. Kitchen Staff Quarters
   
  This 10 by 10-foot room contains the following:
  Cots. Three cots line the walls of this room, which is lit by a
  single ever-burning torch near the door. Two commoners
  are napping on the cots.
  Table. A small wooden table sits in the middle of the room
  where a commoner is inspecting a gold ring (35 gp) he
  stole off a table at last night’s dinner service.
  29. Mess Hall
   
  This 10-foot by 25-foot room is lit by numerous
  enchanted lamps and chandeliers that include magical
  ever-burning candles and torches. The room also contains
  the following:
  Tables. Four eight-foot-long tables dominate the middle of
  the room. Each table has a wooden bench on either side.
  Plates, dinnerware, goblets, and other utensils can be
  found on each of the tables.
  Diners. Three house guards and two magisters are
  enjoying a meal at one of the tables. There are three
  commoners assisting them by refilling drinks and taking
  away finished plates.
  
  62
  30. Jarl’s Private Office
   
  The door to this 10-foot by 10-foot room is locked
  (DC 16) but not trapped. The room contains the following:
  Light. The room is unlit. Two ever-burning torches have
  been extinguished and rest in their sconces.
  Desk. A large and ornately carved desk dominates the
  room. On the desk are scattered papers written in Juten. A
  quick inspection of them will reveal that upon hearing the
  Dragon Guard were marching on his Jarland, the Jarl left
  the castle, and rode south with a host of his men to meet
  them. The desk has two drawers, both of which are locked,
  and one of which is trapped and must be deactivated
  before attempting to open it. The smaller drawer is locked
  with a DC 13 lock and not trapped. It contains three
  potions of greater healing and a scrap of paper with the
  word “finaer” written on it.
   
  The larger drawer is locked as well (DC 16) and is
  trapped:
   
  Inside the trapped drawer is the Jarl’s personal
  journal. It is written in Juten and describes the day to
  day thoughts of Jarl Stanz, including his pact with the
  Drazil Queen to destabilize the region. After her forces
  decimate the Jarland’s eastern countryside, he will
  swoop in and “repel” the dark menace, setting himself
  up as a savior to the Jute while condemning the High
  King for a slow response.
   
  It goes on further discussing his worship of the
  pagan god Poseidon and his dealings with the Men of
  the Trident merchant coaster out of Alteria. Once the
  Jarl wins the civil war he plans on starting; he has
  promised very lucrative mining rights to the coaster in
  exchange for yearly kickbacks of gold and mana crystal.
  The coaster has lent thousands of gold to the Jarl in
  secret for him to use in bolstering his personal forces
  and defenses in anticipation of his impending rebellion.
  Note: Both Ser Cornel and Siggi will be horrified at the
  Jarl’s schemes and insist the journal be taken and
  submitted as evidence of his wrongdoing.
  31. Great Hall
   
  This massive, 15-foot by 25-foot room is
  dominated by three hearths located on the rooms’
  eastern wall. The room also contains the following:
  Opulent Furnishings. Carved wooden tables, richly
  upholstered chairs and couches, and golden
  chandeliers are aplenty in this grand room.
  Suits of Armor. A dozen suits of full plate armor line
  the walls of the room. Each suit is ornately crafted,
  with expertly carved, gold inlaid filigree and accents.
  Two commoners are busy polishing the suits.
  Guards. Six house guards and two magisters are milling
  about the room, talking in small groups.
  Tapestries. Seven large ceiling to floor tapestries hang
  along the walls, each one showing the sigil of House
  Stanz. Smaller tapestries arranged around the room
  show the sigils of House Stanz’s bannermen and lesser
  houses who are pledged to them.
  Note: Ser Cornel will notice the sigil of House Bromkar,
  and thus the sigil of the Kingdom of Jutan is noticeably
  missing from being displayed with the tapestries of
  House Stanz. While it is not against the laws of the land
  to not show the ruling family’s sigil in your home, it is
  considered bad form not to have it prominently
  displayed with your own family’s sigil.
  32 - 35. Servants Quarters
   
  Each of these rooms are 5-feet by 5-feet and
  are lit by simple oil-burning lamps. They each contain a
  single bed and a small trunk. There is a 20% chance per
  room that there is a sleeping commoner resting after
  their shift.
  36. Pantry and Buttery
   
  The door to this 10-foot by 10-foot room is not
  locked; however, the door does have a seemingly
  better lock than some of the other doors on this level.
  The room contains the following:
  Shelves. Iron shelves line the walls and are filled with
  baskets of dried fruits, nuts, and biscuits.
  Racks. Several small racks hold mugs made of ceramic,
  silver, copper, and pewter.
  Barrels and Casks. Four large barrels and three casks
  hold ale and wine, respectively, and are being enjoyed
  by two commoners who will not notice the PCs enter
  the room thanks to their advanced intoxicated state.
  They will be loud and apologetic when caught sampling
  the Jarl’s alcohol.
  Trap (Necrotic Jolt)
  Magical trap
   
  The command word “finaer” must be
  uttered, and the drawer touched within 30 seconds
  to deactivate the trap.
   
  The trap deals 11 (2d10) necrotic/negative
  energy damage on a failed DC 14
  Constitution/Fortitude saving throw and has a +6
  bonus to attack.
   
  The DC to perceive the trap is 13.
   
  The DC to remove the trap is 14.
   
  The command word can be found written
  on a scrap of paper inside the smaller drawer. The
  Jarl has the command word changed weekly but
  has a hard time remembering it, so he writes it
  down.
  
  63
  37. Kitchen
   
  This large 10-foot by 25-foot room houses the
  castle’s kitchens. The room contains the following:
  Oven. In the southwest corner of the room lies the
  castle’s large oven and roasting pit. Two neatly stacked
  cords of firewood are found to the side of the oven.
  There is a pig roasting on a split in the fire pit.
  Tables. Three wooden tables of various sizes can be
  found in the room. Each table has cutting boards,
  knives, and other kitchen utensils upon them.
  Staff. Two commoners are busy feeding a guard dog
  while a house guard picks at the kitchen scraps looking
  for a quick meal while on duty.
  38. Guard Room
   
  This 15-foot by 15-foot room contains the
  following:
  Couches. Four threadbare sofas line the southern and
  western walls. Reclining on the couches are three
  house guards.
  Table. A massive wooden table dominates the middle
  of the room. Around the table, two house guards and
  one magister are playing dice. A stack of coins (11 sp)
  sits in the middle of the table.
  39. Foyer
   
  The castle’s main gate leads to a large open
  lobby that contains the following:
  Main Gate. The castle’s gate is open, and the portcullis
  is raised halfway, about nine feet off the ground. A
  winch that controls the portcullis can be found to the
  right of the gate on the wall to area #40.  The winch
  can be turned to raise or lower the portcullis and
  requires no ability check thanks to its regular greasing.
  If the PCs wish to sabotage the portcullis to prevent
  any House Stanz troops from entering the castle, a DC
  14 Strength check is needed to break the winch and
  prevent it from being used to raise the portcullis until it
  is fixed or replaced.
  Guards. Standing at attention near the main gate are
  four house guards. Inspecting them is a guard captain.
  Any combat in this area will alert the guards in area #38
  and the magisters in area #40. They will arrive after 3
  rounds of fighting.
   
  If the portcullis is not lowered to prevent
  reinforcements, 2d20 House Stanz troops will arrive at
  the main gate every 10 minutes to assist if combat
  takes more than 20 rounds while in this area or if a
  guard manages to flee battle to the outside courtyard.
  40. Magister’s Study
   
  This 15-foot by 15-foot room contains the
  following:
  Bookshelves. Seven floor to ceiling bookshelves line the
  southern and northern walls of this room. Books range in
  subject from Jarland history to the science of Manasphere
  manipulation on a global scale. Each book is worth 20 gp
  to the right collectors. There are fourteen books total.
  Desks & Alchemist Workshop. Two small writing desks
  and a large table containing beakers, measuring
  equipment, and jars of various ingredients occupy the
  eastern wall.
  Magisters. Three magisters are working at the alchemist
  worktable, creating potions for the Jarl’s troops.
  Treasure. The table contains the following potions: 6
  potions of healing, 2 potions of climbing, 2 potions of
  growth, 1 potion of fire breath. One of the magisters
  wields a wand of web (CL 6, 18 charges).
  41. Storage
   
  This 5-foot by 20-foot room contains the
  following:
  Shelves. The iron shelves in this room are stacked with
  clean linen sheets, tablecloths, and other items used in the
  mess hall and great hall, including candles, ever-burning
  torches, and lamp oil.
  Crates. Two small crates have their lids open, and inside
  can be found rolled up tapestries that display House
  Bromkar’s sigil of a dragon’s skull wreathed in flame.
  42. Trinity Shrine
   
  A small corridor leads to this modest 10-foot by
  10- foot room that contains the following:
  Statues. Three ornately carved statues of marble and
  bronze stand in this room, each representing a different
  goddess of the Trinity.
  Guards. Two house guards stand watch in the shrine.
  Section 12: Frostforge Keep 2nd
  Floor
   
  This level of the castle has the private residences
  of the Jarl and his trusted retainers. The walls are made of
  finished masonry, and the level is lighted by ever-burning
  torches located approximately every 10 feet. Some rooms
  are also lit by natural light spilling out from narrow
  windows.
   
  This level is less traversed than the first floor or
  even the basement/dungeon level. Guard patrols are lax
  thanks to the departure of the Jarl and most of his trusted
  advisors. Doors are locked on this level (DC 13) unless
  otherwise stated.
  
  64
  Random Encounters: A roll of 1d4 can be made every 20
  minutes with these encounters: 1 - guard, 2 - guard and
  mastiff, 3 - magister, 4 - 2 servants (commoners)
  43. Apartment
   
  A thick oak door leads to this 15-foot by 20-foot
  room and contains the following:
  Opulent Furnishings. Three beds, a desk, a couch, two
  wardrobes, and two trunks found in this room are all
  expertly crafted.
  Occupants. A sleeping veteran guard occupies one of the
  beds. Another veteran guard sits at the desk reading a
  book about hunting in the Jutal Forest.
  Treasure. The two trunks are locked (DC 13), but a key can
  be found on either of the two House Stanz retainers who
  occupy the room. Inside the trunks are a small pouch (22
  gp, 8 pp), a shield +1, potion of fire breath, and a small
  wooden coffer (22 gp, 1 garnet worth 100 gp).
  44. Private Stairs
   
  This small hallway contains the Jarl’s private stairs.
  Guard. A house guard stands by the door to the Jarl’s
  private quarters.
  45. Servants Quarters
   
  This large 15-foot by 20-foot room contains the
  following:
  Moderate Furnishings. Eight beds line the walls of the
  room. Two wardrobes and three couches also occupy the
  room.
  Staff. Three commoners are resting on their beds.
  46. Patrolled Hallway
   
  The stairs located in area #27 lead up to this level
  and connect to this hallway. The hallway runs south, then
  turns west, then south, then west again, and continues
  that way until it ends at the door to area #57.
  Patrol. Three house guards, one magister, and four guard
  dogs patrol the length of this hallway day and night.
  47. Apartment
   
  This 10-foot by 20-foot room contains the
  following:
  Opulent Furnishings. Three beds, a desk, a couch, two
  wardrobes, and two trunks found in this room are all
  expertly crafted.
  Occupants. Two veterans guards are lounging here and
  enjoying a bottle of wine together.
  Treasure. One of the two trunks is locked (DC 13), but the
  other is open. One of the occupants has the key to the
  locked chest in his pocket. The open chest contains a chain
  shirt +1, an electrum dagger with a moonstone in the hilt
  (2,500 gp), and three bottles of Alterian wine (25 gp each);
  the locked chest contains a sac (68 sp, 22 gp, 9 pp), a
  silver chalice with gold inlay (700 gp), and a potion of
  cold resistance.
  48. Patrolled Hallway
   
  This hallway is usually patrolled by guards;
  however, the House Stanz retainers who stayed
  behind in the castle while the Jarl is away gave orders
  to the guards to cancel patrols here for the time
  being.
  49. Jarl’s Private Quarters/Solar
   
  This room is accessible by the door from area
  #44 and from room #50 and #51. It contains the
  following:
  Opulent Furnishings. Three large couches, two desks,
  an ornately carved table and several chairs of expert
  craftsmanship occupy this room. A serving cart is
  parked near one of the couches and has on a silver
  platter several crystal goblets and decanters holding
  various colored liquids (brandy, wine, and honeyflame
  whiskey). A suit of plate mail armor and three
  longswords adorn the eastern wall. A plush rug of
  Aravork make lies in the middle of the room.
  Desk. The larger of the two desks has a large open
  book on it. This is a tome of leadership and influence
  the Jarl was busy reading the last few days. A golden
  bookmark (8 gp) rests in the open pages. He never
  finished reading it and, its magic is still intact.
  Guardians. If anyone who is not the Jarl, his mistress,
  or someone not openly displaying the sigil of House
  Stanz enters the room and lingers for more than two
  minutes, a suit of animated armor, three flying
  swords, and a rug of smothering come to life and
  attack any intruders.
  50. Garderobe
   
  This room is accessible from a door in area
  #49 and area #48. The room contains the following:
  Privies. Three privy holes, separated by partitions of
  thin wire, line the eastern part of the room.
  Washbasin. Situated on a large pedestal is a silver
  basin. The basin is an aquaris basin and will dispense
  warm water when touched by a living being. The
  water will evaporate over the course of three hours,
  at which time the basin can be made to fill again. A
  rack near the basin holds a set of rough spun towels.
  Guard. A house guard is sitting in one of the toilets.
  51. Jarl’s Private Quarters/Bed
  Chamber
   
  This 20-foot by 10-foot room contains the
  following:
  
  65
  Opulent Furnishings. A single four post bed carved of
  maple and oak rests against the western wall of this
  room. A wardrobe and couch can be found on the
  southern wall. A large chest at the foot of the bed has
  its lid open. Along the northern wall lies an empty
  armor rack and a weapons rack.
  Chest. Inside the chest are: 2 potions of greater
  healing, a large ivory coffer (80 gp, 42 pp), a small gold
  idol of the goddess Dhalla (150 gp), and a small box of
  animal figurines carved out of turquoise (250 gp).
  Weapon Rack. The rack has six spaces to hold a variety
  of weapons. It currently holds the following: longsword
  +1, spear +1, mana infused hand axe (pear cut crystal
  of frost).
  Secret Doors. There are two secret doors located in
  this room. The secret entrance to the east is used often
  and, as such, is more noticeable than the other. An
  Intelligence (Investigation)/Perception check against a
  DC 13 is needed to notice the eastern door.
  The southern door is carefully hidden and has a
  DC of 16 to notice it. Both doors are not trapped, and
  the eastern door is not locked. The southern door will
  only open after a successful Intelligence
  (Investigation)/Perception check to notice it, which will
  also show the PCs a set of off-color stones worked into
  the wall. The stones must be pressed in the precise
  order for the secret door to open. Another Intelligence
  (Investigation)/Perception check against a DC 16 is
  needed to decipher the pattern in which to push the
  stones: up, up, down, down, left, right, left, right.
  After successfully completing the pattern, the
  PCs will hear a barely audible click, and the section of
  the southern wall will begin to move aside.
  52. Jarl’s Mistress’ Room
   
  This 10-foot by 10-foot room is accessible from
  a secret door in area #51 or from area #46. It contains
  the following:
  Opulent Furnishings. A bed, wardrobe, couch, and
  small desk occupy the room. Their make is similar to
  the nice furniture found in other rooms of the castle.
  Two empty bottles of wine and two goblets rest on the
  small desk.
  Occupants. A veteran guard is passionately kissing the
  Jarl’s mistress (noble) on the couch. They are oblivious
  to the presence of the PCs unless they make an
  excessive amount of noise entering the room.
  Treasure. Located in the wardrobe are several
  expensive gowns (100 gp each, 8 in total), a gold circlet
  with four aquamarines (2,500 gp), a pair of diamond
  earrings (5,000 gp), and a gold comb shaped like a
  dragon’s claw with two red garnets (750 gp).
  53. Magister Guard Quarters
   
  This 10-foot by 15-foot room contains the
  following:
  Modest Furnishings. Four small beds line the walls of this
  room. Next to each bed is a simple writing desk and chair.
  Books on magical theory and history lie open on two of the
  desks.
  Shelves. Iron shelves hold bookbinding materials,
  parchment, ink wells, and replacement ink pens.
  Occupants. Two magisters recline on their beds that they
  share with other magister guards assigned to the castle.
  Treasure. Mixed in with the books and parchments in this
  room are the following: scroll of feather fall (CL 3), scroll of
  sleep (CL 3), scroll of blur (CL 3), and a potion of mind
  reading/spider climb.
  54. Hidden Room
   
  This 10-foot by 10-foot room is only accessible by
  two secret doors, one from area #51 and the other from
  area #56. The room contains the following:
  Light. A single ever-burning lamp hangs from the ceiling. It
  gives off a pale blue light.
  Pedestal. A four-foot high obsidian pedestal rests in the
  middle of the room. On it lies a fist-sized piece of refined
  mana crystal cut in the shape of a pear-shaped gemstone.
  The purple crystal gives off a strong abjuration and
  conjuration aura if assessed via a detect magic spell or
  similar magic.
   
  This is an anti-teleportation stone, and it must be
  deactivated or destroyed in order for the teleportation
  pad Ser Cornell is holding to activate.
  The command word to deactivate the stone is
  “vok” and can be deciphered with a successful Intelligence
  (Arcana/Manasphere)/Knowledge: Arcana/Manasphere
  check against a DC 14. Otherwise, the stone can be
  destroyed by smashing it against the wall or with a blunt
  weapon.
  As soon as the stone is destroyed, Ser Cornell will
  want to deploy the teleportation pad as quickly as possible
  in area #51. He can be persuaded to continue searching
  the castle by a successful Charisma
  (Persuasion)/Diplomacy check against a DC 13. The DC will
  increase to 16 if Siggi is present.
  Deploying the pad takes five minutes of time to
  carefully pull the pad from the bag of holding and set it up
  correctly based on instructions given to Ser Cornell before
  leaving for the mission. Once it is set up, the pad will begin
  to pulsate and hum. One knight will arrive every thirty
  seconds for three minutes. Next to arrive are two mages
  who take up positions with the other soldiers. The Crown
  Prince teleports in next, followed by the two older knights
  that were in the meeting back at the Dragon Guard
  barracks.
  
  66
  Once the Crown Prince arrives the PCs will not
  have a chance to explore the rest of the castle. Once the
  room is secured and the Crown Prince and his advisors are
  handed over the evidence obtained against the Jarl, the
  teleportation pad will begin to flare again on the Prince’s
  command, and more knights will start to materialize. They
  will form up and rush out of the room to subdue the rest
  of the keep.
  He will offer the PCs the use of the teleportation
  pad to return to Orinfjord. He will insist the PCs use the
  pad to escort the villagers if the players found and freed
  them. If you are ready to conclude this part of the
  adventure path and go to the Concluding the
  Adventure section, read the following:
   
  The Crown Prince tosses the evidence of the
  Jarl’s guilt on the small desk. “I could not imagine
  Florem could do such things. To hate my father and my
  family so much, he would conspire with the Drazil
  against his own people.”
   
  A look of disgust comes over the Prince’s face, “I
  have dined in this castle. I’ve shared bread and wine
  with Florem Stanz.” He steels himself and lets out a
  shallow breath before going on, “I will see him hang for
  this.”
   
  Finally, he turns to your group and smiles,
  “Exceptional work done by all of you. The Kingdom of
  Jutan owes you a tremendous debt of gratitude for
  what you have accomplished. I wish for you to return to
  Orinfjord via the teleportation pad. There, you will be
  debriefed by my father’s advisors on everything you
  have personally witnessed during this whole affair.
   
  “At the end of your debriefing, you will each be
  able to pick up a reward from my personal secretary, a
  promissory note from House Bromkar in the sum of one
  thousand gold pieces, each. It can be redeemed at any
  of our holdings within the kingdom, including
  immediately if you should wish it.”
   
  The prince turns to Ser Cornell and clasps him
  on the shoulder, “Exemplary work, my boy. You are
  hereby reinstated to the Dragon Guard with full honors.
  I think a promotion to my personal staff is in order as
  well.”
   
  Ser Cornel’s eyes widen, and his cheeks become
  flush, “You honor me my Prince!” he manages to blurt
  out.
   
  “Before you go,” the Prince says as he addresses
  your group again, “if you wish to remain in my service,
  you may keep the dragonskull pin. I may have need of
  stalwart adventurers such as yourselves again, and you
  are welcome to wear it while serving as my agents. If
  you decline, so be it, no hard feelings, however, I will
  need you to return the pin.”
  If Siggi accompanied the party:
   
  The Prince turns to Siggi and bows deeply
  while saying, “Your father was a trusted advisor and I
  knew you would excel in my service. I see you going
  far in the service of the Heralds”
   
  The young Jute woman smiles at the
  mention of her father, “He cherished every moment
  my Prince. Thank you for your kind words.”
  55. Guard Room
   
  This 15-foot by 10-foot room contains the
  following:
  Cots. Five simple beds line the walls of the room. A
  house guard is sleeping on one of them.
  Occupants. A guard captain is playing a game of dragon
  chess on a wooden table with another house guard
  while a third house guard sits on a cot and carves a
  piece of wood. A second guard captain is busy
  sharpening a dagger on a whetstone.
  56. House Stanz’s Magister’s Quarters
   
  The door to this 20-foot by 10-foot room is
  locked with an above-average lock (DC 15) and trapped.
  Trap (Necrotic Jolt)
  Magical trap
   
  The command word is “gnaga” and must
  be spoken, and the door handle touched by that
  person within 6 seconds to deactivate the trap.
   
  The trap deals 11 (2d10)
  necrotic/negative energy damage on a failed DC
  14 Constitution/Fortitude saving throw and has
  a +6 bonus to attack.
   
  The DC to perceive the trap is 13.
   
  The DC to remove the trap is 14.
   
  The room contains the following:
  Opulent Furnishings. A single bed, wardrobe, desk,
  couch, and high backed chair occupy this room. A small
  chest rests in the southeastern corner.
  Treasure. The unlocked chest contains 256 sp, 169 gp,
  29 pp, a black pearl (750 gp), a necklace of 6 pink pearls
  (2,500 gp), and a worn leather notebook.
   
  The notebook is written in Juten; however, it’s
  pages are stained, and the writing is hard to decipher.
  A successful Intelligence (Investigation)/Linguistics
  check against a DC 12 will inform the PCs that the
  owner of the notebook, House Stanz’s head Magister
  Hvarlen Breakbones, does not care for working with
  the Drazil and he has voiced this opinion repeatedly to
  the Jarl, which has put him on the Jarl’s bad side.
  
  67
  Note: Ser Cornel and Siggi will insist the PCs take the
  notebook and use it as proof of the Jarl’s guilt.
  57. Apartment
   
  This 10 foot by 15 foot room contains the
  following:
  Modest Furnishings. Three beds are located in the
  rooms southwest corner, each with its own small trunk.
  A single couch, writing desk, and small table
  accompany four small chairs.
  Occupants. Three spies reside here when not out on a
  mission for their Jarl. The three are triplet sisters and
  are fiercely loyal to House Stanz. They will fight to the
  death.
  Treasure. Each trunk, in addition to its mundane items,
  has a small pouch that contains the following: 33 gp, a
  single black pearl (500 gp). Each sister was gifted a
  magical item by the Jarl for their service to him. The
  items are bag of tricks (tan), shortsword +1, and a ring
  of necrotic/negative energy resistance.
  58. Hvarlen’s Workroom
   
  The door to this room is locked (DC 14) but not
  trapped, and it leads to a small hallway that opens up
  to a 10-foot by 10-foot room that contains the
  following:
  Worktable. Alchemist supplies and an open herbalism
  kit lie on the large oak table in the middle of the room.
  Head Magister. Hvarlen Breakbones is working here
  when the PCs arrive. He will defend himself; however,
  if he is brought to less than half of his hit point total, he
  will attempt to surrender.
   
  Hvarlen is unhappy with his Jarl’s arrangement
  with the Drazil queen, and he has been quite vocal
  about it. The Jarl forbid him from accompanying him
  when he recently left the castle and ordered him to
  oversee the conscription of new troops and to see to
  their needs. A duty Hvarlen thinks is quite beneath him.
  In exchange for leniency, he will agree to
  testify against the Jarl in court about everything he has
  personally witnessed in the last year since the Jarl
  entered into the pact with the Drazil.
  Optional XP Awards
  Story Award experience is awarded to each PC
  and not divided among them.
  Optional Story Award: Give Prayer Book of Poseidon to
  Prince +150 xp/+250 xp
  Optional Story Award: Give Prisoner Intake Book to
  Prince +150 xp/+250 xp
  Optional Story Award: Interrogate the Drazil +200
  xp/+350 xp
  Optional Story Award: Rescue the Villagers +150
  xp/+250 xp per villager rescued.
  Optional Story Award: Give Jarl Stanz’s Journal to Prince
  +250 xp/+350 xp
  Optional Story Award: Capture Hvarlen Breakbones (no
  story award if he is killed) +250 xp/+350 xp
  Part Three Bestiary
  Giant Boar; statistics as a Giant Boar
  Stirge; statistics as a Stirge
  House Stanz Troopers; statistics as a Bandit with
  the following exceptions: Longsword. Melee
  Weapon Attack. +2 to hit, reach 5 ft.; Hit: 5 (1d8)
  slashing damage.
  House Stanz Kill Squad; statistics as a Thug
  Hill Giant; statistics as a Hill Giant
  Temple Guard; statistics as a Thug
  Underpriest; statistics as a Cult Fanatic
  Priest; statistics as a Priest
  Cultist; statistics as a Cultist
  Giant Rat; statistics as a Giant Rat
  House Guard; statistics as a Guard
  Guard Dog; statistics as a Mastiff
  Commoner; statistics as a Commoner with the
  following exceptions: Unarmed. Melee Weapon Attack. +2
  to hit, reach 5 ft.; One target. Hit: 1 (1d3) bludgeoning
  damage.
  Guard Captain; statistics as a Bandit Captain with
  the following exceptions: AC 19 (scale mail, shield);
  Longsword. Melee Weapon Attack. +4 to hit, reach 5 ft.;
  One target. Hit: 7 (1d8+2) slashing damage.
  5e
  Drazil Torturer
  Medium humanoid (Drazil), CE
  Armor Class: 11 (dexterity)
  Hit Points: 20 (4d8+4)
  Speed: 30 ft.
  STR +1 DEX +1 CON +1 INT +1 WIS +1 CHA +2
  Skills: Arcana +3, Deception +4, Stealth +7
  Immunities: Magical sleep and the charmed condition
  Languages: Draz, Juten
  Challenge: 2 (450 XP)
  Darkness. The Drazil torturer can conjure a field of
  absolute darkness up to 5 feet from their position. The
  field is a dome, measuring 10 feet in radius. Non-magical
  light is extinguished, and normal sight is impossible
  without the aid of magic. Creatures with Darkvision can
  see within the dome, but cannot see through it. Drazil are
  immune to this effect and can see normally. Magical light
  can extinguish this effect. The darkness lasts for 10
  minutes. The Drazil torturer can do this once per day.
  
  68
  Shadowblend. The Drazil torturer can merge their form
  with ambient shadows once per day, giving them a 50%
  chance to be missed in melee and ranged combat for 2
  rounds. There must be at least a medium-sized shadow for
  this feature to work.
  Spellcasting. The Drazil torturer is a level 3 spellcaster.
  Their spellcasting ability is Charisma (DC 12, +4 to spell
  attacks). The Drazil torturer has the following spells
  prepared:
  Cantrips (at will): acid splash, mage hand, poison spray,
  true strike
  1st level (4 slots): disguise self, fog cloud, magic missile,
  witch bolt
  2nd level (2 slots): cloud of daggers, mirror image
  Sunlight Sensitivity. The Drazil torturer suffers a -2 penalty
  to attack rolls, ability checks, and saving throws while in
  bright light such as daylight.
  Horns. Melee Weapon Attack. +3 to hit, reach 5 ft.; One
  target. Hit: 4 (1d6+1) piercing damage.
  Other Gear. wand of magic missiles
  Quasit; statistics as a Quasit
  Animated Armor; statistics as an Animated Armor
  Magister
  Medium humanoid (Jute), any alignment
  Armor Class: 11 (dexterity)
  Hit Points: 15 (3d8+3)
  Speed: 30 ft.
  STR +0 DEX +1 CON +1 INT +4 WIS +1 CHA +1
  Skills: Arcana +6, Manasphere +6, History +6
  Languages: Juten, Tradespeech, Meech, Calvish
  Challenge: 1 (200 XP)
  Spellcasting. The magister is a level 3 spellcaster. Their
  spellcasting ability is Intelligence (DC 14, +6 to spell
  attacks). The magister has the following wizard spells
  prepared:
  Cantrips (at will): light, minor illusion, ray of frost
  1st level (4 slots): alarm, color spray, shield, sleep
  2nd level (2 slots): blur, hold person, ray of enfeeblement
  Dagger. Melee Weapon Attack. +3 to hit, reach 5 ft.; One
  target. Hit: 3 (1d4+1) piercing damage.
  Boar; statistics as a Boar (pathfinder
  bestiary pg 36)
  Stirge; statistics as a Stirge
  (pathfinder bestiary pg 260)
  House Stanz Trooper; statistics as a Brigand
  (pathfinder NPC Codex pg 266) with the following
  exceptions: Ranged light crossbow +3 (1d8, 19-20/x2);
  Other Gear: 10 masterwork crossbow bolts
  House Stanz Kill Squad; statistics as a Cutpurse
  (pathfinder NPC Codex pg 144)
  Cyclops; statistics as a Cyclops (pathfinder
  bestiary pg 52)
  Temple Guard; statistics as a Brigand
  (pathfinder NPC Codex pg 266)
  Underpriest; statistics as an Initiate
  (pathfinder NPC Codex pg 245)
  Priest; statistics as a War Priest (pathfinder
  NPC Codex pg 44) with the following exceptions: Race
  Human - Jute; Melee masterwork morningstar +4
  (1d8+2/x2); Ranged no ranged weapon
  Cultist; statistics as an Acolyte (pathfinder NPC
  Codex pg 244) with the following exceptions: Level One
  Spells - bane, inflict light wounds
  Giant Rat; statistics as a Dire Rat (pathfinder
  bestiary pg 232)
  House Guard; statistics as a Recruit (pathfinder
  NPC Codex pg 266) with the following exceptions: Race
  Human - Jute; Melee masterwork longsword +4
  (1d8+1/19-20,x2); Feat Weapon Focus (Longsword)
  Guard Dog; statistics as a Dog (pathfinder
  bestiary pg 87)
  Commoner; statistics as a Pig Farmer
  (pathfinder bestiary pg 256) with the following
  exceptions: Melee unarmed +1 (1d4/x2)
  Guard Captain; statistics as a Veteran
  Buccaneer (pathfinder NPC Codex pg 267) with the
  following exceptions: AC 18 (scale mail, small wooden
  shield); Melee masterwork longsword +6 (1d8+1/19-
  20,x2)
  Drazil Torturer; statistics as a Doom Prophet
  (pathfinder NPC Codex pg 245) with the following
  exceptions: Race Drazil; Melee horns +7 (1d6+4/x2);
  Ranged no ranged weapon; Spell-like Abilities darkness
  1/day; Immunities Sleep and Charm effects; SQ
  Sunlight Sensitivity
  Quasit; statistics as a Quasit (pathfinder
  bestiary pg 66)
  pfrpg
  Veteran Guard; statistics as a Veteran
  Flying Sword; statistics as a Flying Sword
  Rug of Smothering; statistics as a Rug of
  Smothering
  Knight; statistics as a Knight
  Mage; statistics as a Mage
  Spy; statistics as a Spy
  Hvarlen Breakbones; statistics as a Mage with
  the following exceptions: Other Gear. staff of charming
  
  69
  Animated Armor; statistics as a Medium
  Animated Object (pathfinder bestiary pg 14) with the
  following exceptions: CP 2 (Metal)
  Magister; statistics as a Street Magician
  (pathfinder NPC Codex pg 178) with the following
  exceptions: Race Human - Jute
  Veteran Guard; statistics as a Tavern
  Champion (pathfinder NPC Codex pg 268) with the
  following exceptions: Race Human -Jute; AC 21 (banded
  mail, heavy steel shield, amulet); Melee masterwork
  longsword +7 (1d8+2/19-20, x2); Feats Power Attack
  (instead of Improved Unarmed Strike)
  Flying Sword; statistics as a Small Animated
  Object (pathfinder bestiary pg 14) with the following
  exceptions: CP 1 (Additional Attack)
  Rug of Smothering; statistics as a Large
  Animated Object (pathfinder bestiary pg 14) with the
  following exceptions: CP 3 (Grab, Additional Attack,
  Constrict)
  Knight; statistics as an Officer (pathfinder NPC
  Codex pg 252) with the following exceptions: Race
  Human - Jute; Ranged no ranged weapon
  Mage; statistics as a Thunder Wizard
  (pathfinder NPC Codex pg 182) with the following
  exceptions: Race Human - Jute
  Spy; statistics as a Charlatan (pathfinder NPC
  Codex pg 145) with the following exceptions: Spell-Like
  Abilities none
  Hvarlen Breakbones; statistics as a Thunder
  Wizard (pathfinder NPC Codex pg 182) with the
  following exceptions: Race Human - Jute
  House Stanz
  “Made to Last”
  
  70
  Concluding the Adventure
  Once the PCs have taken the portal back to
  Orinfjord, they are given the offer to stay in the Dragon
  Guard barracks for as long as they need to recuperate. Any
  non-magical items and equipment they might need
  replacing are given to them at no charge. They may also
  pick up the promissory note as well. If a player wishes to
  cash it in right away, they are given three large sacs full of
  gold coins totaling 1,000 gp. If they choose to hold onto
  the promissory note, it can be redeemed at any Bromkar
  family castle or keep. The notes cannot be transferred to
  another for any reason.
  Before they leave, they will need to recount their
  ordeal, starting from the attack on Bremerhaven, to the
  King’s advisors. Once that is finished, they are free of
  further obligation from the Kingdom. Any player who kept
  the dragonskull pin will be handed a note from the Prince’s
  personal secretary. The note says the following:
   
  I would like to commend you again for your
  bravery. Because of your efforts, Jarl Florem Stanz has
  been taken into custody, and he will be put on trial for
  his many crimes.
   
  The Jarl’s eldest son has been made the new
  Jarl of Merdah after it was divined that he had no
  knowledge of his father’s wrongdoing. Though he publicly
  stated that he holds no ill will against the Dragon Guard
  or its operatives that were instrumental in stopping his
  father, not all in that Jarland feel the same way. I
  would avoid northern Jutan for the time being.
   
  I wish to speak with you about this conspiracy at
  length once the commotion surrounding the trial dies down.
  Please make yourselves available to myself and my agents
  for at least two tendays. Should you decide to leave the
  kingdom in that time, please inform one of my agents
  beforehand so that we might contact you if you are
  needed.
  Sincerely,
  Torstin Bromkar
  Part 3 New Magical Items
  Dragonskull Pin
  Wondrous Item, very rare (requires
  attunement)
  These small silver pins are shaped like dragon skulls,
  similar to the sigil of Jutan’s royal family. When
  attuned, you are able to double the number of hit
  points you earn with a short rest once in a 24-hour
  period. In addition, it bestows a +1 bonus to saving
  throws against harmful magic. They are given to agents
  of the Crown Prince of Jutan and are used to identify
  his personal agents to others. Possession of a
  dragonskull pin without authorization is punishable by
  exile or death in the Kingdom of Jutan.
  Dragonskull Pin
  Aura faint enchantment; CL 5th
  Slot none; Weight –; Price 3,500 gp
  These small silver pins are shaped like dragon skulls,
  similar to the sigil of Jutan’s royal family. While worn,
  you are able to double the number of hit points you are
  able to recover with a full 8 hours worth of rest. In
  addition, it bestows a +1 bonus to saving throws
  against harmful magic. They are given to agents of the
  Crown Prince of Jutan and are used to identify his
  personal agents to others. Possession of a dragonskull
  pin without authorization is punishable by exile or
  death in the Kingdom of Jutan.
  Construction
  Required craft wondrous item, cure light wounds,
  resistance; Cost 1,500 gp
  5e
  pfrpg
  
  71
  Written and Compiled by Rallo Viemen; the third son of Count Nagli Viemen; Herald of Jutan and Thane of Archenfjord, at the
  behest of Crown Prince Torstin Bromkar, in the 560th year of Prosperity and Freedom under the Exalted Bromkar’s Reign
  My Prince,
   
  Below is an accounting of our kingdom,
  compiled over the last several years and many,
  many, miles on horseback. To say that I have
  suffered for the Realm would be an
  understatement. I vow to Her Holy Light to never
  ride in a saddle again.
  You would be surprised how tight-lipped
  some citizens (especially the northern folk) get
  when I introduce myself as a Herald. I shall never
  understand our kin to the north and their
  distrustfulness of “southern agitators.”
  I have arranged my findings in the way you
  suggested. Your extensive list of questions is
  answered with as much information as I could
  provide. I can only hope that I have served you well
  and this information can be used to help educate
  others about our kingdom.
  Your servant,
  Thane Rallo Viemen, of House Viemen
  Geography/Foreign Relations
  How accessible is the Kingdom? What natural features
  mark its borders? Who are the neighboring
  countries/peoples?
   
  The Kingdom of Jutan sees most of its foreign
  traffic from the water and boasts a number of port
  cities and towns that frequently see people from all
  over the world. Shipping and ocean-borne travel are
  considered safe if the vessels stay close to the shore
  and patrolled waters. The Western Ocean gets more
  treacherous the further away from the land you go, and
  pirates or worse have been known to take untested
  captains unaware.
  Entering Jutan by land is more complicated. The
  majority of land traffic is done in the south, through the
  Clawbite Hills and Hinterlands of the Empire of Alteria.
  Kalarin merchants have established a trade road
  through the Firepeaks and the feline people are now a
  more common sight in the kingdom's southern cities.
  Within the kingdom itself, trade is facilitated by
  a network of maintained roads and by barge up and
  down the rivers. The roads are maintained by the
  Crown, but policing them falls on the Jarl, whose land
  they cross.
   
  To the north can be found the Darkfrost
  Mountains and the Gorlan Hills. To the east lie the
  Thornfang Forest, home to the Drazil and other horrors,
  and the Swamp of Frozen Tears. The kingdom's eastern
  border ends at the edge of the Jutal Forest, though Jute
  presence there is minimal. The southern border lies in
  the Clawbite Hills and is protected by a series of forts
  and castles manned by the kingdom's Southern Army.
  The area between the southern Clawbite Hills and the
  Hinterlands of Alteria is not claimed by either nation.
  Small villages and freeholds manage to exist in this
  region through tenacity and no small amount of luck.
  Attempts to fold those homesteads into Jutan have so
  far been unsuccessful.
   
  The Jutal Forest dominates a large portion of
  land in the kingdom. The Jarlands closest to the forest
  claim dominion over vast tracts of woodland, though
  they control only a sliver of what they claim. The Fey
  and Centaurs of the forest have been waging a guerilla
  war against the Jute for centuries but so far have only
  managed to slow the kingdom’s expansion instead of
  stopping it. The Illumnarus of Ritvel have lived in the
  region for over fourteen thousand years if that is to be
  believed. Their numbers have been on a steady decline
  
  72
  thanks to the relentless assaults by their dark kin from the
  north. The strained relationship they have with the Jute
  has begun to get better. A permanent Illumnarus
  ambassador now resides in the kingdom and has the ear of
  the High King and the Dragon Council; something that
  would have been unthinkable during your grandfather’s
  reign.
  Why did the people settle this land in the first place?
  The Jute arrived via multiple portals from their
  homeworld during a time of great hardship. The world
  they entered was a paradise compared to the place they
  left behind. Over centuries, the Jute worked the land and
  sea and grew prosperous from its bounty. Fertile soil gave
  way to farmland and natural coves and breakwaters saw
  the rise of coastal towns and fishing villages. The early Jute
  suffered hardships, mostly in the form of unpredictable
  manastorms and attacks by monstrous beings, but they
  persevered and spread out to eventually become the
  dominating species in the region.
  Who are the rivals or enemies of the Kingdom? How close
  are they? How powerful?
  The closest outside enemies of the kingdom would
  be the Drazil of the Thornfang Forest. Large scale battles
  between the two peoples have been few and far between.
  The Drazil have reserved the majority of their hatred for
  the Illumnarus and the Fey communities allied with them.
  The Darkfrost Mountains hold a handful of Jute clans that
  do not recognize the crown or any Jarl's authority. Most
  are bloodthirsty savages and raid communities with some
  frequency. Other clans are neutral to the politics of the
  land and just prefer to live as free folk like their ancestors
  did when they first came to Shin'ar.
  The albino lizardmen of the Swamp of Frozen
  Tears raid the Jute settlements found near their territory
  and have been known to travel in large groups down the
  Iceflow River. The Fey of the Jutal Forest have been
  troublesome for the Jarlands that border the forest.
  Logging camps and hunting lodges are the targets of
  sabotage and acts of terror meant to drive out the
  humans. In the beginning, deaths were rare. But as the
  Jute fought back, burning villages and displacing more Fey
  tribes, the diminutive magical folk of the forest began to
  attack with more force and ferocity. The Circle of Druids
  and the church of Tralla have tried in vain to stem the
  violence and destruction of the woods, too little success.
   
  The Redcaps of the Whitebone Islands have been a
  menace to Jute shipping and settlements along its
  northern shore for centuries. The bloodthirsty Fey beings
  pray on fishing boats and merchant ships alike, and the
  kingdom's northern Navy works tirelessly to keep those
  ships safe. Piracy is a plague on shipping as well. The
  Helviir Islands house small pockets of pirates and renegade
  Jute who prey on merchants traveling to and from the
  kingdom's prosperous port cities. While the islands are
  considered Jute territory, they are loosely governed
  and house a people who generally hold themselves
  apart from the Jute, though they are the same people.
  Internal feuds cause more strife for the people
  of Jutan than any invading force. Noble houses
  routinely jockey for position and territory, with
  conflicts very often spilling over into the general
  populace. It is not uncommon for one House to march
  on another and battle, though conflicts rarely explode
  into all-out war. The power of the Jarls and the Crown
  keep most disputes from getting too big to handle.
  There have been attempts to remove House Bromkar
  from power on several occasions since the founding of
  the kingdom. Each time the royal family has prevailed
  and punished the offending Houses accordingly.
  What peoples fought, allied, traded, or were
  traditional rivals with the kingdom? Where are there
  still hard feelings?
  The Jute almost immediately since crossing
  over to Shin'ar came into conflict with the denizens of
  the land who came before them. They clashed with the
  Goblins, Bugbears, Hill Giants, and other creatures of
  the Darkfrost Mountains and Gorlan Hills. They fought
  with and ended up eradicating small Mermaid
  communities that lived in the waters near the Helviir
  Islands. When they were enslaved by the dragons, the
  Jute were made to fight the Fey, Drazil, and Illumnarus
  for territory and resources. Since their rebellion from
  the wyrms and the formation of the kingdom, the Jute
  have elected to stay away from the Thornfang Forest,
  and restrict settlements from growing too close to the
  tree line of that dark wood. They have pacified the
  areas under their control, though raids from the east
  still continue.
  The Jute's largest trading partner is the Empire
  of Alteria, which also happens to be its biggest rival.
  Alterian merchants are welcomed in Jutan, and the
  goods they bring are much sought after, especially
  coffee beans and bales of tobacco. The kingdom has
  been very vocal about patrolling and policing its
  southern border and has warned Alteria against
  expansion further north into the Hinterlands. So far,
  the Atlanteans and the Great Senate of Alteria has
  been content to keep its current borders and trade
  agreements with the Jarls.
  One hundred years before the coming of
  Atlantis to Shin'ar, two Zevrish cities allied together
  and marched north on Jutan's Southern Shore. The War
  of Tooth and Tusk lasted eighteen months and brought
  much death and destruction to the Jarland. The Zevrish
  were eventually routed and beaten back by the might
  of the Jute armies and Estanyan mercenaries paid by
  
  73
  the Crown to disrupt the porcine people's supply lines.
  No treaty was ever signed between the two people,
  though when the Empire of Alteria welcomed the
  Zevrish into their fold, it was reported the Atlanteans
  offered the Jarl of the Southern Shore coin for the
  damages sustained during the war. Whether the Jarl
  accepted the offer is not known. Zevrish traveling
  through the Southern Shore are still looked upon
  poorly by the people who live there.
  Population/Trade
  How many people are there in the Kingdom? How
  does it compare with the world population? What is
  considered a small town/large town or city?
   
  There are roughly 1,186,920 people counted as
  citizens of Jutan. There can also be hundreds to
  thousands of foreign travelers and merchants in the
  kingdom at any one time. Jutan is the second-largest
  nation on the planet, not counting the loose federation
  of City-States in Verigal. The Empire of Alteria to the
  south is greater in area and people and are considered
  the greatest rival for dominance of their part of the
  continent.
  A typical hamlet or small village will not have
  more than fifty residents, including those in outlying
  farms. Larger communities can be found in the interior
  or along the coast. These can have as many as 500
  residents, depending on the Jarland it resides in. Small
  towns can be found along well-maintained trade roads
  or at the base of looming mountains. Anywhere from
  500 to 1,000 people will live within the walls of the
  town, but the number can rise to as high as 1,500 if it
  includes mining camps and farmsteads. Larger towns
  are rare. Some large towns are in close proximity to
  the ruling Jarl's castle and enjoy the protection it
  provides. These towns typically have anywhere from
  1,500 to 4,000 residents. The cities of Jutan are few
  but boast populations in the tens of thousands. Each
  Jarland has at least one major city, though it is not
  typically where the Jarl resides or has the most power.
  How diverse is the population?
  The Kingdom of Jutan is dominated by humans
  of Jute ancestry. Among the Jute, they can further be
  broken into three distinct sub-groups. The Mountain
  Jute, otherwise known as Northlanders, come from the
  Jute who came out of portals that opened high up in
  the Darkfrost Mountains. The Island Jute, otherwise
  known as Helviir, come from the Jute who came out of
  portals that opened to the west, on the chain of large
  islands they named Helviir. The final and most
  numerous Jute sub-group are the Coastal Jute, who are
  often called Inlanders or Southlanders.
  The largest minority in the kingdom are the
  Meek'ah, most of which live within or within fifty miles
  of the Dragonblood Swamp. The Meek'ah of Jutan and the
  Jute people have a long history of shared bondage and
  rebellion. When the nobility took control of the country
  shortly after the uprising from the dragons, two Meek'ah
  families were raised as nobles and given large tracts of
  land within the swamp to govern. Since then, a dozen
  other Meek'ah families have risen to the nobility, and two
  Meek'ah are always found on the People's Council headed
  by the Kingdom's Crown Prince.
  Another large population of non-humans lives
  mostly in Orinfjord and other large cities. The Calvoid of
  Jutan are greatly respected for their contributions to the
  Jute people and the nobility of the kingdom. A powerful
  Calvoid spellcaster is always included on the governing
  board of the CMIS, the regulatory agency responsible for
  the registration of magic-using individuals within the
  kingdom.
  Jute cities in the southern kingdom and interior
  are more cosmopolitan than others found on the islands
  or in the mountain passes. Rusk and Zevrish make up a
  tiny minority in the southern kingdom, mostly as
  mercenaries and adventurers who brave the Clawbite
  Hills.
  There is one small Arryn village in the Clawbite
  that is under the protection of the Jarl. The Arryn are the
  newest non-humans to be given a place in the kingdom.
  Is the population shifting from rural to urban?
  The population is dispersed relatively evenly
  between large urban settlements and smaller rural ones.
  There are more towns and villages then there are cities,
  but the cities tend to be packed tight and overcrowded. In
  some Jarlands settlements can be found close together, no
  more than a day's ride between them. Some of the
  northern Jarlands boast more significant expanses
  between communities. Larger settlements are typically
  found on the coast and get smaller the further inland one
  goes.
  What is the ration of farmers to urban dwellers?
   
  Roughly half of the population lives in a rural
  setting. The rest congregate in the handful of large cities
  that make up the kingdom. Each Jarland has at least one
  city with a population of over 20,000. Small towns and
  villages dot the landscape. Each Jarland has a portion of
  citizens who work the lands of their liege lord and tithe a
  part of the harvest to their noble benefactor.
  Is there much immigration into or out of the various
  regions? Why and where from?
   
  Immigration into Jutan is light, as very few noble's
  allow foreign interests to take root on their lands. Some
  races, such as the Arryn, have immigrated to the land and
  sworn loyalty to a Jarl in exchange for protection from the
  wilds.
  
  74
   
  Most people born in the kingdom stay in the
  kingdom their whole life. Most Jute rarely have a reason to
  leave their native village or town for long periods, and
  those that do are often merchants or drovers who move
  between a handful of locales.
  What geographical areas are the most densely
  populated? Which are the least?
  The county is most populated along its coast.
  Inland, in the Jarland of the Basket, Jute towns and villages
  are numerous and usually less than a day's ride away from
  each other. The Jarlands and Counties north of the Iceflow
  are less populated than their southern counterparts. The
  closer one gets to the great Jutal Forest, the smaller the
  Jute communities tend to be. The Clawbite Hills are also
  very sparsely populated. Aside from the two major cities
  and a handful of fortified towns found there, Jute
  communities are few and far between. Some enterprising
  frontiersmen head to the Clawbite every year to stake a
  claim for themselves. Most die to gnoll arrows or a troll's
  claws.
  What does the kingdom import and export? How
  important is trade to the economy? How is currency
  exchange handled, and by whom? What is the system of
  coinage, and who mints it?
   
  Jutan thrives on trade. Jute merchants can be seen
  around the world selling their wares and returning to the
  kingdom with items both mundane and exotic. Its main
  imports are horses, textiles, wine, pottery, coffee, and
  tobacco. Foreign merchants return to their homeland
  loaded with furs, weapons, iron ore, wool, wheat (flour),
  ale, and timber.
  Trade accounts for a large portion of wealth for
  the noble families who rule the land. Many lesser noble
  houses started as enterprising merchants who bought
  their way into nobility. Most middling houses have
  contracts with merchant coasters or run coasters
  themselves. High noble houses earn tithe from those who
  swear fealty to them and encourage trade among their
  bannermen. The taxes collected on goods are received by
  the local lord, who in turn, gives some to his Count and
  then on to the Jarl. The Jarl pays taxes to the Crown, most
  of which is paid with revenue gained through trade.
  Currency exchange is handled differently in each
  Jarland. Most Jarlands keep to a standard exchange
  system, but some, like Merdah, have stronger regulations
  against the acceptance of foreign coin. Coinage in the
  kingdom uses a universal silver and gold standard.
  What are the primary crops? Are they grown mainly for
  export? What crops cannot be grown?
  The primary crop grown in the kingdom is wheat.
  The Jarland of the Basket has endless wheat fields, enough
  to feed the entire country if need be. Half of all grain
  grown is exported in the form of flour,  milled and
  processed for sale. Other crops grown in the kingdom
  include potatoes, parsnips, turnips, radish, and onions.
   Apple and pear trees dot the northern and
  central Jarlands while lemons grow in abundance in the
  south. The climate is mild enough during the spring and
  summer to produce a variety of foodstuffs, but the
  above mentioned are grown in high numbers
  throughout the kingdom. Communities close to the
  Jutal Forest grow nuts including walnuts, chestnuts,
  pecans, and almonds. The climate of the Western
  Shore does not support the growth of citrus fruits
  (besides the lemon), eggplant, chilies, and tomatoes.
  Corn is grown but is rarely exported outside the
  kingdom. Instead, most corn grown goes to the
  northern Jarlands as livestock feed or enjoyed on the
  tables of the citizen serfs.
  What water resources are available, and for what
  use?
   
  The Kingdom of Jutan is bisected by the Iceflow
  River, a slow-moving freshwater waterway that
  originates in the east and splits in two places. The Jutt
  River's waters are faster and prone to rapids. It flows
  through the Jutal Forest and disappears to the south in
  the Damp Forest. The Southern Army of Jutan patrols
  the southern border of the kingdom on and around the
  river, vigilant against incursion from the Drazil or
  Alterians to the south.
  The Goldenflow is swift and is responsible for
  making the Jarland of the Basket some of the most
  fertile farmland in the West. A smaller river, the
  Wyrmflow, splits from the Goldenflow and snakes back
  west before ending at the Dragonblood Swamp.
  There are numerous unnamed creeks and
  freshwater springs that keep the people of Jutan and
  their crops thoroughly watered. Traveling by barge up
  and down one of the three main rivers is a common
  mode of transportation for many Jute. The Icelflow,
  Goldenflow, and Wyrmflow rivers are all patrolled by
  troops from the Jarlands they run through. The Jutt
  River is only patrolled in areas around the three forts
  that guard its merchants from Fey sabotage. Travelers
  and merchants who use the Jutt River are advised to
  hire extra guards to scare off Brownie and Pixie attack
  squads.
  What wild animals are commonly found in the area?
  The woodland areas of the kingdom are full of
  wild animals. Moose, lynx, black bears, woodland hare,
  deer, and beaver are found in abundance in the Jutal
  Forest, and many of the smaller woods. Wolves are the
  predominant predator in the area and villages and
  towns are always eager to hire adventurers to help thin
  their population. Two small forests in the north are
  home to two varieties of horned lizards. The larger of
  
  75
  the two resist domestication and are hunted by noble
  and citizen serf alike. Horned lizard skin boots are
  expensive to produce, and the water-resistant
  footwear can generally be seen on the feet of the
  nobility or wealthy commoners.
  The smaller horned lizards have been
  domesticated for centuries and are kept by many Jute
  families as pets. Foxes, wolverines, wild boar, otters,
  badgers, moles, and bats are found through the
  kingdom as well. Many Jute make a living as trappers.
  The fur is highly sought after by the tailors and
  dressmakers of Alteria.
  Which animals are commonly domesticated?
  The Jarlands of the north are
  better suited for rearing large numbers of
  livestock, mainly sheep and goats. Cattle
  farms dot the Basket,
  though the ones found off
  the coast on Hide Island
  are known for producing
  some of the best leather goods
  in the entire kingdom. Pigs are
  also raised and can be found throughout the kingdom.
  Oxen are used for labor, pulling carts, or plowing fields.
  Chickens and goats are often kept by citizen serfs, and
  almost every home has at least one dog, cat, or small
  horned lizard as a pet.
  There are few wild horses in the kingdom.
  Most of the wild horses roam the fringes of the Jutal
  Forest and are fiercely protected by the Centaurs who
  live there. The vast majority of horses come from the
  south and the Empire of Alteria. Because of this, horses
  are expensive and their import and sale fall under the
  control of noble houses and their proxies. Most citizen
  serfs who can't afford a horse own a donkey.
  Pigeons are used to send messages when using
  magical means to do so are not practical. The goose is
  common in rural areas and enjoyed as a meal for
  special occasions among the peasantry. The nobility
  raise hounds for hunting and defense. Every noble
  house employs a Houndmaster, someone to train and
  take care of the fighting dogs.
  How do people make a living? Do non-humans tend to
  do different trades?
  The majority of Jute live as citizen-serfs,
  working fields, and tending livestock. They tithe a
  portion of their harvest to their local lord, in addition to
  taxes owed. Jute along the coast and among the islands
  work as fishermen, or in businesses that cater to them.
  Miners who work the kingdom’s copper, iron, gold,
  silver, and mana crystal mines owned by a noble house
  and are paid a modest wage.
  Citizens are allowed to own businesses and many
  find work as cobblers, blacksmiths, brewers, bricklayers,
  butchers, candle makers, clothiers, dyers, coopers,
  masons, boatmen, loggers, carpenters, fletchers,
  cartwrights, furriers, glassblowers, goldsmith/silversmiths,
  jewelers, leather workers, locksmiths, grooms, herdsmen,
  shepherds, coachmen, tinkers, weavers, soldiers,
  watchmen, hunter/trappers, millers, miners, peddlers,
  seamstress, servants, stevedores (laborer), and
  bodyguards.
  Jute love good food and loud entertainment.
  Taverns and feast halls can be found in every settlement.
  Inns are less common and are typically owned, operated,
  and protected by noble houses.
  Non-human citizens of Jutan do much of the same
  work as the Jute. The Meek'ah of the kingdom tend to find
  work in fields and on farms, as well as lending their talents
  on the ocean as expert fishermen and sailors. The small
  Calvoid population is concentrated in the cities, especially
  Orinfjord and Bresken. They make up some of the
  kingdom's best alchemists, sages, and magical items
  creators.
  Jute and some Meek'ah of noble blood generally
  do not work for a living. They live lives of leisure paid for
  by their station in life and the coin earned from trade
  agreements and taxes paid by their citizen serfs. Nobles of
  lesser houses sometimes supplement their income by
  working for noble houses of higher standing. Young Jute
  nobles are often sent to work as squires, pages,
  cupbearers, and ladies-in-waiting. It is a great honor to be
  chosen as by a noble house of higher standing to fill any of
  those roles. Wages are often deferred for favors owed,
  and sometimes just being chosen to fill a role in a noble
  house of higher standing is payment enough.
  Magisters of the kingdom are taught a variety of
  skills while studying at the Collage. When a Magister is
  chosen by a noble house, they forgo family and station in
  life and pledge allegiance to the noble house. Some noble
  houses ensure the loyalty of the Magister through spells,
  but this is a rare thing at best. Middling and High noble
  houses generally only accept Magisters who have blood
  ties to their house, though low born Magisters have found
  homes among the nobility in the past. A Magister is not
  only responsible for teaching magic and proper use of the
  Manasphere, they are also architects, barbers (surgeons),
  barristers, engineers, scribes, and are expected to advise
  their house on trade dealings and foreign relations.
  Magic/Religion
  Is magic legal here? All magic or some type?
   
  Magic is legal in the kingdom, but it is strictly
  controlled and enforced by a single governing body. The
  Council of Magical Implementation and Study, or
  "ceemiss," requires all magic users of the realm to register
  
  76
  with them or face stiff penalties that include
  imprisonment, exile, and death. Registering is easy, and
  CMIS offices can be found in every major Jute city or large
  town.
  Dues are based on level of experience and cost 5
  gp per level payable every 24 months from the date of first
  registration. Anyone who manipulates the Manasphere to
  produce magical effects must register while in the
  kingdom. Foreign magic users are given a period of two
  weeks in the kingdom before they must register as well.
  Divine practitioners who formally belong to a recognized
  temple or shrine are registered by their faith, and dues are
  paid by the church. If they stay in good standing with their
  faith, their registration is handled for as long as they are
  counted as members of the clergy. Jutan is full of hedge
  wizards and backwater witches who seldom bother to
  register despite the consequences. These people are often
  benign and are not really actively pursued by the
  authorities. They are, however, made examples of if one is
  responsible for some calamity or other disasters due to
  their magic use. The CMIS uses students from the
  Magister's Collage as a police force and as clerks in their
  regional offices.
   
  Most types of magic are considered legal in the
  kingdom. Dangerous magic, like spells that manipulate fire
  and other destructive forces, are heavily restricted. The
  use of such spells in public is a serious crime, even for
  registered magic users. Magic that compels thought or
  controls actions is forbidden in every Jarland unless
  employed by a Magister or agent of the kingdom.
  Higher forms of arcana that seek to manipulate
  the Manasphere to allow planar travel is not only
  outlawed, but it is also well known to be extremely
  dangerous due to the Manasphere's restrictions on such
  magic and the devastation using such spells can wrought.
  One only has to think about the Fjord Fires or the Day of
  Darkness to remind oneself about how the Manasphere
  repays those who attempt to circumvent its laws.
  Do wizards have a special language? Where did they
  learn it?
  Magisters learn their spells in Draconic; the
  language Merdah Wyrmsbane used when casting his
  incantations. Other Jute wizards and magic users
  sometimes use Draconic, though it is by no means
  required. It is frowned upon to use the Draconic language
  if not a Magister.
  How do the churches view magic? Do any forbid it?
  Jute churches have a neutral view on magic. They
  do not forbid their clergy or lay worshipers from working
  magic. Clergy use magic to channel divine energy through
  the Manasphere, and many wizards worship at Trinity
  alters. Because of the Manasphere, magic is everywhere
  and a common occurrence for many Jute. Some sects of
  the Dhallan church forbid magic use to make mundane
  tasks easier. They feel magic is no substitute for hard
  work.
  Whom do Jute pray to?
   The Jute Pantheon is headed by Marvela, the
  Goddess of Justice, Freedom, and Protection. She is
  joined by her divine mother, Dhalla the Goddess of
  Love and Life, and by her aunt Tralla the Goddess of
  Wild Places. The three goddesses form the Trinity, and
  their Church is the largest and most influential in the
  Kingdom of Jutan.
  Jute also worship Welkor, the God of Winter
  and Retribution. His worship is stronger in the northern
  kingdom, and among the savage Jute who cling to
  existence around the Lake of Ice.
  Jute who have evil intentions and malice in
  their hearts often worship a pair of devil sired twins,
  Vemish, the God of Murder and Xemish the God of
  Deception.
  As with the rest of the planet, Jutan has its
  share of Outsiders who cultivate worship from
  disenfranchised and misguided people. Cults of this
  kind often burn hot and fizzle out. The Trinity Church is
  quick to uncover Demon or Devil worship and stamp it
  out.
  The vast majority of Meek'ah in Jutan worship
  Kythlu exclusively. There are small pockets of Shessrok
  worshipers, mostly in the larger cities where thieves
  guilds rule the alleyways.
  Mortals know that the Gods are real, especially
  those powers who take an active role in their
  worshiper's lives. The Jute Pantheon tends to stay at
  arm's length most of the time; however, they have
  been known to interfere in the dealings of their
  worshipers, just not as much as some other deities
  worshiped on Shin'ar.
  How do the churches view non-believers? What church
  supports the ruler? Which are interested mainly in
  ordinary people?
   
  The churches of Jutan do not concern
  themselves with non-believers. There are numerous
  Gods worshiped by different races across the planet.
  The Jute powers focus mainly on their people.
  However, as with most deities, they would not turn
  away worship from non-humans if the devotion is
  sincere.
   
  The Trinity Church is the official religion of the
  Kingdom, and temples dedicated to the three
  goddesses can be found in every Jute settlement. The
  church of Marvela, especially, has the most political
  power of any other religion in the kingdom. This is
  primarily due to the Goddess’ own blood flowing
  through the veins of the Royal Family.
  
  77
  Dhalla and Welkor are the two Jute churches
  who deal with the common people the most. Dhallan
  clergymen can be found working side-by-side with
  citizen serfs in fields and gardens. Priest of Welkor are
  a common sight in mining camps, not only working the
  ore veins but administering to the faithful who make
  up a large percentage of the mine’s workforce.
  Is there tension, rivalry, or outright hostility between
  the gods? How does this affect the lives of the
  worshipers?
  There is no rivalry in the Jute Pantheon. The
  twin gods Vemish and Xemish work together
  infrequently, though most collaborations end in
  betrayal. Tralla and Welkor work together often and
  have been romantically linked for centuries. The Trinity
  Church does its best to rid the land of Demon and Devil
  Cults, as well as Cults that rise up who worship Vemish
  or Xemish.
  Welkor harbors a special hatred for Garloch,
  partly for his actions in dealing with Dhalla, but also for
  his constant attempt to destroy his worshiper base
  around the Lake of Ice.
  Where does religion fit into society?
  The Jute and Meek'ah of Jutan are generally
  very pious. The Trinity Church, and especially the
  Church of Marvela, wields a lot of power in the
  kingdom. There is freedom to worship however you
  see fit, however, the worshiping of evil or dangerous
  gods is at the very least taboo and at most, illegal
  according to the laws of the land.
  There are Jute and Meek'ah who worship other
  powers, and those that do are seen as peculiar and
  odd. Depending on the nature of their worship, they
  might even be exiled or jailed for their beliefs.
  Which ethical/moral decisions are considered the
  province of religion?
   
  The Jute get their moral compass from the
  teachings of the Trinity. The goddesses care how their
  worshipers behave but do not actively punish those
  who do not behave accordingly. A lay worshiper of
  Dhalla who continually cheats on his wife will not
  receive a personal vision from Dhalla telling him to
  stop. He might, however, find himself shunned from
  her grace after his passing, possibly leaving his eternal
  soul adrift.
  Major ethical decisions are left to the purview
  of the nobility, though most of them take a page from
  Marvela's holy teachings. Her Holy Light is seen as a
  moral beacon to the Jute, and most citizens try their
  best to live up to her expectations.
  Who are the arbiters of ethics?
   
  The Jute have a high moral code given to them by
  Marvela and nurtured through the Trinity Church. Jute not
  living an upright and honorable life are encouraged to
  cleanse themselves through penance given to them by
  clergymen of the Trinity. Most punishments include
  working someone else's fields, doing odd jobs for free, and
  other hard work for little or no payment.
   
  The Church of Dhalla teaches Jute to be kind to
  their family and to honor their mothers and fathers. Kin-
  slayers are considered vile and if found, are often branded
  and exiled if not killed outright.
  What part does faith play in worship? What offerings are
  considered best? How do they decide what temple to be
  affiliated with?
   
  Faith plays an integral part in worship. The power
  derived from worship is transferred to the deity by the
  Manasphere, empowering the already powerful being
  further. Simple lip service and hastily offered prayers do
  not have enough emotional connection for their power to
  be transferred. Each deity has a particular offering they
  desire most; however, no deity on Shin'ar will turn away
  an offering that is given in good faith. Temples of the
  Trinity are located in every major Jute city and town.
  Villages and hamlets have small shrines or, sometimes,
  large temples that cater to multiple villages in the area.
  Most Jute also have smaller, more personal shrines to the
  Trinity or to their particular patron, in their home. Jute do
  not consider themselves belonging to one specific temple
  or church, and they worship anywhere that is sacred and
  holy to the Trinity, or to their patron deity.
  Are priest full-time workers? Who supports the
  congregation?
  Most clergy members are full time. Some, located
  in small villages, also tend crops or do other jobs that
  might benefit the community. Dhallen clergy especially
  can be found in the fields and gardens of worshipers,
  helping to make sure the crops are growing healthy and
  strong. The Trinity Church is sponsored by the nobility and
  the royal family. The High King can trace his direct lineage
  to the Goddess Marvela, and the royal family are large
  contributors to the church's coffers.
  Some temples make coin by selling potions,
  scrolls, and other services to those in need. Healing spells
  are given sparingly to citizens who show up at a temple or
  shrine looking for help. This is done to discourage the
  population from engaging in reckless behavior because
  they know a local priest will heal them if they get hurt.
  That is not to say citizens are turned away in times of
  need, and no temple dedicated to the Trinity would ever
  refuse to heal an injured citizen. Payment, however,
  especially if the injury was the result of foolishness, is
  always steep.
  
  78
  Why are the Gods interested in people? Do the Gods have
  limits on what they can do? Can the Gods make
  mistakes?
  The Jute and Meek'ah pantheon take a special
  interest in their worshipers because without worship, they
  would cease to exist. The power of the worship is what
  links them to the Manasphere, and gives them more
  energy with every prayer, sacrifice, and sworn oath. There
  are limits to the powers of the Gods, though such limits
  would be beyond the comprehension of mortals. Most
  restrictions are derived from the Manasphere, and its
  ability to block or warp certain spells that are cast from
  within itself.
  Gods can make mistakes. Mortals know this fact,
  and it brings them closer to their patrons because of it.
  There are very few mortals on Shin'ar that think their god
  or goddess is all-powerful and unable to do any wrong.
  Mortals recognize the great power their patrons wield,
  and their ability to absolutely obliterate them if they
  should choose, however, the deific blunders are well
  known, and often recorded for posterity and for teaching
  purposes.
  Some churches, such as that of Welkor, do not
  acknowledge Welkor's mistakes; however, they do not
  dispute claims if pressed.
  People/Customs
  Do average people believe old tales?
  The Jute have a long-standing tradition of oral
  storytelling. The skalds of old weaved fantastic tales of
  heroes and villains, and some ancient myths and legends
  are still re-told by firelight. Stories from the Rebellion are
  often greatly embellished, especially those told that paint
  a noble house in a good light.
  Who are the heroes and villains of the kingdom's history?
   
  The Jute have a love for stories told by the hearth
  or campfire, and every tavern or feast hall will boast skalds
  who practice the ancient art of oral storytelling. Myths are
  told about the Crossing, and how the Jute came to Shin'ar.
  Helviir, the Far Wanderer, is revered by the people of the
  Helviir Islands as a hero who scouted the islands and found
  safe harbors for his people. Ragnar Longtooth was a
  charismatic clan leader of the early Jute people. He is best
  known for wading into a Goblin warren with only his battle
  axe and trusty wolf companion to slay the Goblin King who
  was terrorizing his people.
   
  The rebellion from the Dragon Lords produced a
  number of heroes as well. First would be Alufgar Bromkar,
  father of the Goddess Marvela and first High King of Jutan.
  Alufgar is fondly remembered as being a man of great
  compassion matched only by his intellect and sound
  military mind. He led his people from bondage and united
  them under his rule.
  Merdah Wyrmsbane is regarded as both a hero
  and villain of the Rebellion. To the Jute, especially the
  ones living in the Merdah and Southern Shore Jarlands,
  he is the hero who slew dozens of white dragons
  overnight with his ingenious killing spell, and later, as
  the founder of the Magister's Collage. The Meek'ah of
  the realm see him as a mass murderer, or at the very
  least, someone who is responsible for thousands of
  Meek'ah deaths through negligence.
  Balorr the Bold was Alufgar's personal longship
  captain and close friend. The two fought bloody
  campaigns on the Shield Islands and freed those
  settlements from the tyrannical dragons and their
  minions. Once the rebellion was over Balorr was free to
  sail around the world, and that's what he did, twice. He
  is regarded as the most celebrated sea captain in Jute
  history and his tomb has remained sealed despite
  rumors of the immense treasure he was interred with.
  Stories of Skadi Bloodson and his cult of
  murderers are told to frighten children into obeying
  their parents, less the Cult of Vemish steal them away
  for sacrifice. Vemish worshipers are an uncommon
  thing among the Jute, but just enough rear their heads
  every now and then to endanger the people with
  rampages of death and blood.
  Gildi Brunhildotter as Marvela for the play “The
  Goddess of Light,” by Skapti Bjorgbor
  
  79
  Balorr the Bold
  Many tales are spun about the Demon
  worshiping times of the Jute, and the time of bondage
  when most were forced to worship their dragon
  overlords. Alrik Wyrmtongue was a sorcerer of great
  power who enforced his dragon lord's will upon the
  people. He is known as the Butcher of Bramsfjord when
  he unleashed a killing cloud of vapor upon a village that
  sheltered Alufgar and his rebels just weeks prior.
  Black Erik was a famous pirate and marauder
  from the Helviir island of Elbe. He was known for
  sinking the flagship of the northern Jutan Navy and
  hanging the High Admiral from the mast of his ship, The
  Dark Desire. He also succeeded in uniting several pirate
  gangs under his rule and proceeded to terrorize the
  Western Shore for three years until he met his end in a
  manastorm he sailed into fleeing a Jute armada.
  How do they dress in the kingdom? Do wild and
  rebellious young Jute dress any differently from
  anyone else?
  The typical Jute dresses in a practical fashion,
  as dictated by the weather and personal wealth. The
  nobility are fond of silks from Kala and cotton garments
  from Alteria. Fur is seen in abundance and is
  incorporated in most clothing and boots.
  Young Jute dress much the same as their
  parents, though a current trend of tattooing has taken
  root. Tattooing the face and head with sacred runes
  was practiced by the Jute since the time of the
  Crossing, and it was adopted by the white dragons as a
  way to mark their slaves. After the rebellion, tattooing
  fell out of favor, but now young Jute have returned to the
  practice. Jute runes can once again be seen inked onto
  cheeks, above eyes, and on the head. The nobility severely
  frowns upon tattooing, though "black sheep" members of
  noble houses have contributed to the fad by tattooing
  their heads against the will of their father and uncles.
  Some Jute take the practice further by tattooing their
  arms, legs, backs, and chests.
  Are there questions that must be asked of guests? Are
  there any that are avoided? Are there topics that can only
  be raised by the host?
   
  No topic is taboo or off-limits. Jute culture
  celebrates freedom and openness. It can be considered
  rude to bring up topics such as war, disease, and death, at
  dinner time or around ladies.
  How seriously does the Jute culture take the
  responsibilities of the host and guest? What rules define
  when someone becomes a host or guest?
   
  If bread and salt are given and accepted, then Jute
  Guest Rights apply. This practice is said to go back to
  before the time of the Crossing. It is practiced in modern
  times as a formality, as Guest Rights are not a law in the
  kingdom. They are, instead, an unwritten code of conduct
  between Host and Guest. The Guest Rights were broken so
  many times during the time of Bondage and the Rebellion
  that many Jute see little use for the formality of a by-gone
  era.
  Noble Houses still abide by the Rights, and it
  symbolizes safe passage to retainers who pass messages
  between warring Houses. Citizen serfs will still abide by
  the Rights, but it is becoming something that will soon
  disappear with every new generation.
   
  Offering bread to a stranger does not count as
  giving Guest Rights. Both bread and salt (sometimes in the
  form of butter) must be provided and washed down with
  water or mead. Good friends often share a small meal of
  biscuits and ale before discussing crucial matters. This has
  become the norm for citizen serfs in lieu of offering bread
  and salt. The bread is said to represent the Goddess Dhalla
  and her bounty from the earth. The salt represents the
  ocean and the bounty of the waves.
  What things are considered courteous to offer a guest?
   
  Once bread and salt are offered and taken, for the
  duration of the guest's stay (politely not to exceed three
  days), the host is responsible for their well being and
  safety. They are to be treated respectfully and offered
  anything that would make their stay as comfortable as
  possible. Lodging is to be clean and warm, with enough
  food to hold back hunger. Lavish feasts are not expected,
  but enough food to survive is.
  What is considered a courteous response to a
  host's offer? Are there things it is rude to accept or to
  turn down?
  
  80
   
  Typically, a priest of the faith that the dead
  worshiped would be on hand to say words above the
  body to help speed the soul's journey to the afterlife.
  The faiths of the Trinity share similar funeral words, as
  most Jute spirits would be headed to the shared realm
  of the three goddesses. Welkor priests have different
  words they say over the bodies of the faithful.
  What personal weapons are allowed and available?
  Are there laws forbidding certain classes from being
  armed at all?
  All Jute citizens, serf or noble-born, are allowed
  to arm themselves in times of invasion or war. Many
  families will own weapons and armor, ready to don
  them if called by their liege lord. In times of peace, and
  on lands owned by a noble house, citizen serfs are not
  allowed to openly carry weapons other than a simple
  knife or wooden staff. In the wild, or while traveling on
  trade roads, they are allowed to arm themselves in
  defense.
  Hunting, with bow or spear, must be done in
  "wild" lands, meaning any lands not owned by a noble
  house. Foreign merchants and their guards are allowed
  to be armed in defense of their person or property but
  must have their weapons tied with a thin cord in a
  simple knot. While this does not prevent the weapon
  from being drawn, it does slow down the process.
  Adventurers can purchase a permit to carry arms from
  the local lord but must also keep them tied. The
  nobility are allowed to be armed as well as any agent of
  their house baring their sigil. This includes many local
  militias and constabulary.
  Being caught armed without a permit is a
  serious offense. Punishments include jailing, fines, and
  even losing fingers and hands.
  What are the rites of passage? Are they formalized
  rituals? Are they different for men and women? For
  nobility and citizen serf?
  Young Jute males participate in a rite of
  passage where they are pitted against each other in a
  grand melee. At the end of harvest time, all young
  males who reached, or will soon reach, the age of
  maturity that year arm themselves with blunted
  weapons and don padded armor. Most families have
  weapons and armor that are passed on from father to
  son, or older brother to a younger sibling. Any boy who
  participates in the melee, regardless of how they fair, is
  considered a man. Missing the fight is allowed if
  previously sanctioned by a priest of Marvela or Welkor.
  Most times this is due to illness or injury, though some
  have been known to pay for such permissions.
  The winner of the melee is given a purse of
  silver and a specially forged weapon of their choosing.
  The runner up also gains a weapon for a prize, but not
   
  Once a guest accepts the offer of a host, they
  should not burden the host. A guest is expected to do
  something small for the host, including telling a story,
  singing, light chores, cooking a meal, or other small
  gestures of thanks. If you wish not to be a Guest for the
  Host, you must turn down the bread and salt, or if not
  wanting to offend, just accept the water or mead. Doing so
  absolves the encounter from the Guest Rights.
   
  It is rude to not offer some sort of gesture of
  thanks to the host. It is also insulting to ask of the host
  something that you know would humiliate or put an undue
  burden on them. It is rude to ask for more than one would
  deserve, especially from a host above your station.
  Noble houses earn reputations for being good or
  bad hosts and those who offer luxury accommodations for
  Guests and those who provide just the bare necessities. If
  you ask for the Host's daughter to warm your bed, you are
  more than likely getting a punch in the face. The death of a
  Guest under a host's protection by the host or their kin is
  very bad, and those who harm a Guest are cursed by
  Dhalla and Welkor.
  When a guest arrives, is food or drink offered
  immediately, after an interval, or only on request?
  It is polite to offer water or ale first to someone in
  your home. It is not rude to turn down this offer. This
  usually signifies that the person is not staying long. If
  refreshment is taken, the host may offer bread and salt, or
  biscuits. If they do not provide the meal, then the host has
  no desire to offer Guest Rights. A person can request the
  bread and water, though it is considered rude to do so. At
  the very least, it can come off as desperate. A meal can be
  shared without Guest Rights applying. The ritual requires
  the eating of bread with either salted butter or a pinch of
  salt added to a cup of water or mead.
  What customs surround death and burial?
   
  Modern Jute bury their dead in cemeteries that
  adjoin a local church of the Trinity, though several other
  burial practices occur throughout the kingdom. In the
  cities, cremation is the norm. Large Jute cities have
  crematoriums run by Calvoid, who invented a way to
  reduce the body to ash with little danger or expense.
  Ashes are then kept in decorative urns or other such
  vessels.
  The nobility remove the head from the body
  before burning it. The head is stripped of flesh and placed
  in an urn. The ashes are scattered on family land and
  property. The urn is then placed in a mausoleum or crypt.
  This practice goes back to the time of the rebellion when
  the dragon lords would animate the dead Jute on the
  battlefield to fight their own. The Jute rebels quickly
  learned to sever the head from their dead and to burn the
  bodies.
  
  81
  the silver. Many different melees take place all
  throughout the kingdom. Each settlement or city
  holds its own for their native sons. Both noble-
  born and citizen serf participate. It is
  considered bad form to cheat or fight
  "dirty,” but there are no rules that forbid
  it. Injuries are common; deaths are
  extremely rare. Rivalries are often
  formed in the melee that last for years.
  Young Jute girls are banned from
  participating in the melee.
   
  Jute girls are considered
  mature at the time of their first
  flowering, which is generally the same
  age the boys join the melee. Just
  because girls are not allowed to fight in
  the melee doesn't mean they grow up
  defenseless. It is the responsibility of every Jute
  parent to teach their young, male or female, how to
  defend themselves. The amount of training varies
  widely, but it is not uncommon for parents to at least
  teach young girls how to use a bow and how to form a
  shield wall.
   
  The ancient Jute allowed women to fight
  alongside the men in defense of settlements and, in
  some cases, in war. During the time of bondage, Jute
  women were forbidden from fighting. The sight of the
  teenaged Marvela leading troops inspired a whole
  generation of young women to take up arms and join
  the rebellion. The survivors of Marvela's personal
  guard formed the Shield Maidens, a branch of the
  kingdom's armed forces.
  The Jute practice many rituals regarding
  everything from marriage, birth, death, meals, and
  war. Some are religious in nature, and some harken
  back to the time of bondage. One ritual that is not
  practiced anymore is the Ritual of Feeding. When a
  Jute reached the age of sixty-five, they were taken,
  most times against their will, to the lair of their dragon
  master. There they would be given in sacrifice to the
  dragon for a meal. Some dragons insisted that cripples
  and those with deformities be brought to them as well.
  What is considered a standard family unit? How
  extended is an extended family? How important are
  family connections and responsibilities?
   
  A typical Jute family unit consists of a father,
  mother, and children. The household may include
  grandparents as well. It is the responsibility of the
  eldest child to look after their parents when they
  cannot look after themselves any longer.
   
  Family is extremely important to the Jute,
  especially to the nobility. Very few noble houses have
  died out since the Rebellion. The Bromkars try to
  ensure a house survives in some fashion, even if they
  are not a bannermen of the royal family. The crown
  has, on several occasions, destroyed a House that has
  either rebelled or caused in some way harm to the
  kingdom. It has also allowed houses to survive
  under new leadership, loyal to the Crown, or to
  flee the country altogether.
   
  Jute society sees parentage as a privilege
  and one that comes with great responsibility. If
  young Jute, those younger than the age of
  maturity, are found guilty of wrongdoing, the
  punishment is met out on the parent if one can be
  found. In some rural areas, families linked by blood
  will co-parent children and raise cousins in the
  same household. This is also true for noble
  families, though the children of the head of the
  family gain preference always.
  What customs surrounding the birth and
  introduction of a new child are there?
  Birth is seen as a joyous event for the family. A
  priestess of Dhalla is often present at the time of delivery,
  to ease labor pain and to help keep the mother and
  newborn in good health. She is expected to stay overnight,
  but can sometimes extend the stay for new mothers. A
  feast is thrown once the child is born if the child is the
  firstborn. The new parents give what they can to family
  and strangers alike, all in the community are invited,
  though not everyone is required to attend. No feast is
  provided for subsequent children born, though parents
  still give small offerings to those who come to see the new
  baby. These small gifts range from colorful beads of glass,
  bite-sized sweet cakes or other pastries, or even small
  favors owed. Parents reserve the right to refuse visitors,
  other than official representatives of their liege lord.
  Those who visit the child often bring gifts as well, though
  doing so is not required. Gifts are usually some clothing
  item, toys, or baked dish.
   
  Jute living in large towns and cities rarely throw
  feasts, for few can afford to feed so many. Priestesses of
  Dhalla are still invited and try their best to administer to all
  the faithful despite how few there may be in a city
  compared to the number of births. Not having a priestess
  present is considered a bad omen for the child. Noble
  families throw lavish events when there is a birth of a
  firstborn, though they rarely allow any but family to visit at
  the birth of other children. Many noble families also have
  priestesses of Dhalla in their family who leads the houses
  midwives and nannies.
   
  Babies who are unwanted, for any reason, are
  given to the church of Dhalla, no questions asked. The
  clergy raises the child until the age of maturity when they
  are given a chance to join the church or apprentice in a
  vocation deemed necessary to the community. The church
  often takes in orphans and abused children to raise in
  safety. Not every child who is unwanted or abused make
  
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  their way to the church, but the Dhallan clergy tries their
  best to take in any child in need.
  Who raises the children? At what age do they begin
  education or training? By whom?
   
  Children are expected to be raised by their parents
  until they marry and start families of their own. It is a
  social norm for unwed children to live with their parents
  until marriage up to the age of 25, especially if they are
  required to work to help support the family. Most Jute do
  not live at home for so long, but some have been known to
  stay even longer. Noble families are large and extended,
  with many living together in a keep or castle. Branches of
  the family occupy other manors on lands owned by the
  House. Large and influential noble houses can boast blood
  relatives in the hundreds, while others have no more than
  a handful of living members.
   
  Education varies widely throughout the kingdom.
  Rural areas and city slums are less likely to have many
  literate people, but most know enough Jute runes to get
  by. The nobility begin teaching both male and female
  children how to read and write at an early age. They are
  taught up until the age of 14 in things such as religion,
  science, magic, philosophy, history, and politics by their
  House's Magister. Particularly intelligent children of low
  birth are encouraged to join the Magister's Collage or local
  clergy to gain a better education.
   
  When the children are old enough to hold a
  weapon and shield, they are taught basic self-defense. This
  lasts for both genders until the age of seven, when girls
  and boys are separated and begin to be trained
  individually. The boy's education in arms is furthered by
  their father, or sometimes grandfather or uncle. He also
  begins learning his father's trade. Girls are now raised by
  their female family members. She is taught the ways of the
  home by her mother and aunts. Her martial training
  seldom goes beyond the basics she already knows, though
  she is now taught how to care for weapons properly and
  how to defend the home. Some girls persuade their
  fathers, or older brothers, to continue their training. The
  ranks of the Shield Maidens are full of young girls who
  proved themselves in combat. Young girls are also taught,
  sometimes alongside their male siblings, how to dress and
  clean a kill.
   
  The nobility treat child-rearing differently. Young
  boys and girls are separated at a much younger age and
  little girls are seldom taught any weapon or defense
  training. Instead, they are taught the fine art of
  needlepoint and other domestic duties. Noble mothers
  teach their daughters how to carry themselves in social
  situations, and what is expected of them by their fathers.
  The ranks of the Shield Maidens also have those who
  swore off their family name, or who were disowned by
  their House, and choose the life of a warrior instead.
  What are the most valuable things in the society?
   
  The Jute try to balance pride (personal, family,
  birthplace) with wealth (coin, land, prestige). Material
  riches are sought with an almost gluttonous zeal by
  many Jute. Their history as raiders and savages mixed
  with generations under the greedy dragons have
  fostered a lust for gold and other precious things.
  The Jute also value their family name and
  history. Jute can work to atone for generations a stain
  on their family's honor. Noble houses have been known
  to rise and fall not on how much power they wield, but
  on the reputation of its members.
  What things are considered normal and acceptable in
  society? What things are considered abnormal?
  The Jute expect any man to be both good and
  evil at times. Most Jute strive to live a good life,
  honorable in most dealings, and pious to the Gods.
  Adultery is frowned upon by the Jute, though it is not
  illegal. Some Jute practice polyamorous relationships,
  though this is far from the norm.
  Homosexuality is frowned upon and
  considered, by some, to be wrong. The laying with a
  person of the same sex is not mentioned anywhere in
  Jute religious text, so it is not considered unholy. Some
  hardliners in the Dhallan faith do preach against it, but
  the Trinity church does not support those claims. It is a
  well-known, but unspoken, secret that the Dragon
  Guard and the Shield Maidens do not encourage
  homosexual relationships but also do not punish those
  in their ranks who enter into them.
  A Jute woman can sue for divorce from her
  husband if she can prove he is abusive or if he is proven
  to be dishonorable. A man can sue for divorce from his
  wife at any time, but he must provide for her for a set
  period (set by a clergyman or noble) if she cannot fend
  for herself. A man must be adulterous numerous times
  before his infidelity is considered abusive to his wife. If
  he fathers children with another woman, the wife has
  grounds for the divorce. Only the couple's liege lord,
  Count, or Jarl can sever the union, with a consultation
  by a member of the Trinity church or the Dhallan faith.
  If a woman is found cheating, the wronged
  husband can divorce her and duel the other man to
  save his personal honor. The other man can decline,
  though it is seen as a cowardly act. If the husband
  chooses not to issue the duel, it is also seen as
  cowardly. Men who are divorced repeatedly are seen
  as undesirable and are often shunned. Women who are
  divorced more than once, or who are caught cheating,
  are often shunned as well.
  Dueling is legal, but it must be witnessed by a
  member of the Trinity church or a cleric of Welkor. The
  duelists agree to pay for healing after the fight if
  needed.
  
  83
  They are typically not held to the death
  anymore, but severe injuries and fatalities do occur.
  Nobles dual all the time, and citizen serfs have learned
  to watch their tongues around those who are known
  to be thin-skinned. Most citizen serfs who choose to
  duel others of their own social rank do so in back-alleys
  and basement pits, away from the eyes of the law.
  Dueling without a cleric present is punishable by hefty
  fines and jail time. Not accepting a duel is frowned
  upon, and doing so can mark you as a coward.
  However, challenging someone to a duel who is
  obviously no match for you is also considered
  cowardly.
  What is considered shocking in Jute society? What
  would be someone's reaction to it be?
   
  The Jute are not shocked by much. Their
  history is full of blood and death, slavery, and rebellion
  - some bristle against same-sex affection in a public
  setting, or talk of it. Anyone claiming to own
  something of dragon bone is immediately seen as
  suspect. If the bones are that of a white dragon, they
  could be illegally harvested from the Wyrmwood, and
  thus, illegal to own. It is also considered a sacrilege to
  own white dragon bone items if they were not
  collected during the Rebellion, as some noble houses
  claim for their relics. The looting and transportation of
  illegally harvested white dragon bones from the
  Wyrmwood is punishable by death.
   
  The killing of someone who is under Guest
  Rights is considered shocking to most Jute. Those who
  gain a reputation for harming Guests are shunned and
  sometimes attacked by honorable Jute.
  What are acceptable limits to honor/and honesty? Is
  thievery an accepted occupation or a crime?
   
  Marvela teaches that truth should be spoken
  at all times, that lies and deceit breed hate and
  contempt among the Jute. Most Jute are honest and
  will not sugar coat things. They are opinionated and
  open and do not believe in sparing anyone's feelings.
  People still lie, for various reasons, but the Jute try to
  live as Marvela would want them. It is said that
  Marvela does not forgive a lie, but she does weigh
  good deeds against bad ones in judging a Jute's soul.
   
  Thievery is a crime and punishable by fines, jail
  time, exile, or maiming. The Jute believe in a
  punishment fitting the crime. If a street urchin steals a
  loaf of bread, they are often sent to the local Dhallan
  church to work for the clergy as a punishment. If that
  urchin is caught repeatedly, they may lose a finger or
  hand.
  Is a binding oath unbreakable no matter what? What
  happens when two oaths conflict?
   
  An oath sworn in the name of Marvela or Welkor,
  and witnessed, is considered a binding verbal contract in
  Jutan. Breaking the oath is punishable by fines and jail
  time. Being labeled an oath breaker is an awful thing.
  People will shun and ridicule those who are known for not
  keeping their word. A promise is not an oath though an
  oath is almost always a promise. If two oaths conflict, a
  person can get out of a binding oath if they have
  permission from clergymen of Marvela or Welkor, and
  signed by a Count or higher.
  Who is considered a citizen, with rights and privileges
  thereof? What are those rights?
   
  Any person of Jute, Meek'ah, or Calvoid descent
  born in Jutan is considered a citizen. Their birth must be
  recorded by a Herald and the Magister of the local lord.
  Other races born in Jutan can be regarded as citizens as
  well, especially humans who have at least one Jute parent.
  People not born in the kingdom can petition to become
  citizens from a Jarl. The Crown does not grant citizenship.
  The Jarl has the final say on foreigners becoming citizens.
   
  Any citizen can bring a grievance to their local
  lord. The Crown requires all of its nobility to hear the
  complaints of its citizens at least once a month. Each
  citizen is required to pay taxes to their liege lord. Taxes are
  payable at certain times of the year, as dictated by the
  local nobility. Taxes are often paid in coin, but some
  citizens also pay in foodstuffs, labor, and wares. Not
  paying taxes is punishable by stiff fines, jail time, or forced
  servitude to pay off the debt. Slavery is illegal in the
  kingdom, but some citizens find themselves indebted
  enough to have to work it off. The citizen can opt-out of
  the work at any time, but the penalty for doing so is
  almost always incarceration.
   
  A citizen charged with a crime is considered
  innocent until proven guilty. They have the right to have
  their case heard in front of a local magistrate within two
  tendays of the charge. Nobles can petition to be heard in
  front of the Jarl instead of a local magistrate, and this is
  invoked so often that most people think it is law. Not all
  crimes require a magistrate, many villages and towns
  enforce any number of "low laws" that keep the peace
  without resulting in trials. Low laws rarely differ from one
  place to the next and mostly deal with things that do not
  endanger public safety.
   
  A citizen can vote, and voting takes place twice a
  year. They vote for local sheriffs and magistrates, as well
  as on specific public works projects, especially if the
  project will require additional taxes. The nobility has the
  right to institute a tax without a vote; however, doing so
  quickly earns the ire and contempt of their citizens. A
  citizen can be expected to be protected by their liege lord,
  and free from harm by raiders, monsters, and the like.
  
  84
  A citizen is expected to answer the call of their
  liege lord in times of conflict and war. All able-bodied
  citizens can expect to be conscripted for a term of at least
  two tendays but not to exceed twenty tendays of service.
  No citizen can refuse military service, but they can,
  however, petition the Jarl to have the service differed for a
  select time. Every noble house has a number of
  professional soldiers they have on retainer to protect their
  interests. The amount they can legally have (arm and
  house) is different.
  High noble houses can have up to 1,600 guards.
  Middling noble houses can have up to 1,000 guards, and
  Lesser houses can have up to 400. A noble house can call
  up as many citizens as they can to bolster their armed
  forces; however, doing so without the permission of their
  Count or Jarl is illegal. The royal family is exempt from the
  rules on how many soldiers they can have at any one time.
  The Bromkars are protected by the Shield Maidens, who
  number 450, and the Dragon Guard, who total 3,000.
  Noble houses have skirted the rule on troops by hiring
  mercenary bands. The Crown allows this practice but
  keeps tabs on those houses that do this.
   
  For example, Lord Kartyr conscripts 400 citizens
  and adds them to his 320 house guards to attack his
  neighbor, Lord Guthrim. Both are bannermen of House
  Bjorg, and both asked permission to raise levies. House
  Bjorg gave permission for them to fight it out, with the
  expectation that the winner gives its due to House Bjorg.
  After the battle, the two warring houses release their extra
  troops and go back down to their proper amount. House
  Kartyr gains land and gives tribute to House Bjorg. House
  Guthrim falls back to lick its wounds and plots on how to
  gain its territories back. House Bjorg gives a portion of the
  tribute to their liege, House Bromkar.
  Had the noble houses not gained permission and
  raised levies anyway, House Bjorg would have the legal
  right and obligation to penalize them. Penalties range from
  coin to land, to the death of the offender. Small disputes
  between lesser houses are common in Jutan. Larger noble
  houses going to war with each other is rare and has
  sometimes lead to the Crown itself intervening.
  Are there certain classes of people who have fewer rights
  or less recourse than full citizens?
  Non-citizens cannot vote or own property (without
  first paying sometimes triple the value). They cannot
  become Knights or join the nobility unless by marriage.
  Non-citizens are not tried by a jury; only a magistrate
  hears cases against them. They can petition to be seen by
  a Count or Jarl if they are important enough.
  Nobles and retainers who serve a noble house
  directly are afforded greater rights than other citizens.
  These rights often pertain to voting and taxes; however,
  no one individual is considered above the law. Even the
  A noble house returns to its land triumphant.
  High King must answer to the Dragon Council if his
  actions go against the best interest of the kingdom.
  Are there people who have no rights?
  Children have no rights and are beholden to
  their parents until they reach maturity. Certain
  criminals cannot vote or own property, especially
  violent offenders. If someone is found guilty of the
  same crime more than four times, they are either
  maimed or put to death. Criminals who serve a prison
  sentence are branded on their chests to reflect the
  time they served.
  What are controversial subjects in the culture? What
  things can you start a friendly argument about?
  The Jute love to drink and argue, and almost
  any topic can be turned into an argument. Such affairs
  rarely come to blows unless the participants already
  had a dislike for each other. Calling someone's honor or
  battle prowess into question would most certainly start
  an argument or fistfight. Besmirching a noble or noble
  house within earshot of the house's retainers can
  quickly turn hostile. Foreigners who mistreat Meek'ah
  will often get a Jute in their face, regardless if the Jute
  knows the Meek'ah or not.
  
  85
  Who are the persons who have a duty simply by being
  born?
   
  All children have a duty to their parents and
  family. Citizen serfs have a commitment to their liege
  lords. Lesser nobles have an obligation to their Count.
  Counts have a duty to their Jarl. Jarls have a duty to
  the High King. In turn, the nobles have a duty to their
  citizens and Jute nobility tends to be fairer than not,
  though there are always unscrupulous nobles who
  treat their citizens like chattel.
  Slavery is illegal in the Kingdom of Jutan, and
  anyone caught enslaving another or selling someone as
  property is severely dealt with. This is something the
  Jute people feel very strongly about. It often brings
  them at odds with other races, especially those who
  practice slavery.
  What occupations are respected? Which are looked
  down upon?
   
  Any job that provides for your family is
  considered a respected form of employment. Farming,
  mining, logging, and fishing are the four most
  numerous jobs found in Jutan. Clergy members and
  Magisters are respected for the work they do for the
  people and the realm as a whole. Soldiering, while very
  respectable, is not an ideal job in the kingdom
  anymore, especially since most Jarlands are considered
  pacified and free of random monster attacks or foreign
  invasions.
  The Dragon Guard are the only professional
  soldiers in the kingdom. Jarlands use conscription and
  drafts to man their forces, and rarely, hire mercenaries
  to fight for them.
  Servants are sometimes looked down upon
  and miss treated, and some are outright abused by
  their noble masters.
  Criminals are looked down upon by the
  masses, and having a prison brand can sometimes
  disqualify you for work in some Jarlands.
  What are the kingdom’s customs regarding courtship,
  marriage, and family? Is marriage a primarily a civil
  or religious institution?
  Noble houses and well off families practice
  arranged marriages to ensure a good match for the
  family. However, this is not practiced among the
  citizen serfs. During the dragon enslavement, the
  Dragons would put Jute together in forced breeding
  programs that ensured the best slave stock. The
  citizens of Jutan find arranged marriages distasteful.
  Nobles find them necessary and most houses honor
  the tradition.
  Courtship among the citizen serfs is often done
  by the man wooing the woman. This is typically done
  by giving flowers (lavender or winter roses, both sacred to
  the Goddess Dhalla) and singing songs to her loudly and in
  public until she agrees to date him. After three rejections,
  the man is supposed to get the hint and move on. If they
  don't, the woman's family is expected to force the issue.
  Non-married or betrothed women wear a single small
  braid in their hair tied with a colorful ribbon. The braid is
  cut at her marriage ceremony and given to her mother.
  Jute men write poems to their love, and if they are
  wed, the poems are read out loud during the ceremony.
  Women can woo men, as well. This is done by giving a lock
  of hair (not her maiden braid) and tied with a red or pink
  ribbon to indicate they are interested and would like the
  man to woo them back.
  To get married, the man must ask permission from
  the woman's oldest male family member (though the
  father, if alive, must also give consent). He is to bring gifts
  for the family to sweeten the deal. The eldest male family
  member can refuse, and the man can try again with better
  gifts or promises. If he is denied a second time, all of his
  gifts are given back and he is forbidden to ask again.
  Sometimes this leads to the couple eloping, which is
  tolerated, but not something a family generally wants. The
  man runs the risk of "stealing" his bride and can catch
  quite a beating by her family if they find them.
  If the couple elopes, they must still find a servant
  of Dhalla to perform the ceremony. The clergy of Dhalla is
  always happy to perform marriage rites. If the couple does
  not elope, a wedding is often scheduled for less than six
  months from the family's acceptance of the proposal.
  Vows are typically written by the couple, and any
  love poems he may have written are read in front of the
  crowd. The man then promises in the sight of family and
  the Trinity to protect his wife and family, to be fair and
  kind, and to provide for his family until his last day. The
  woman promises to take care of her husband, to protect
  him and their family, to give birth many strong children
  and raise them according to tradition.
  A feast follows where both families get together
  and get to know each other as well as give the new
  married couple well wishes. The bride’s family typically
  provides the food and the groom’s family provides the
  drink. Lamb is often slaughtered and its blood is mixed
  with hot spiced wine that the bride and groom drink to
  ensure a fertile night. They both wear simple rings of
  silver, sometimes inlaid with precious stones. Noble rings
  are often enchanted.
  All marriages in Jutan are considered religious
  affairs, dedicated to either Dhalla (for Jute) or Kythlu (for
  Meek'ah). There is no concept of a civil union, any
  marriage not sanctioned by the Trinity Church or the
  Church of Kythlu is illegal.
  
  86
  Is there a trade language that helps facilitate dealings
  with other countries that don't speak the same tongue? Is
  there a universal language spoken by educated or noble
  persons?
   
  The Jute speak Juten, a mixed language that
  includes many words and phrases in Draconic. Juten has
  been spoken by the Jute for over four hundred years.
  Magisters and other learned men often speak Old Jute,
  and the Juten alphabet is comprised of runes taken from
  Old Jute.
   
  Many Jute also speak or at least understand
  Meech and Tradespeech. Most Jute grow up learning a
  few words or phrases in Meech. Tradespeech is also
  spoken in most large trading centers. The universal trade
  language is helpful for Jute merchants in dealing with
  communities to the south, and traders in their ports.
  Are there any secret languages or codes known by certain
  persons?
   
  Magisters learn spells in Draconic, a language that
  is frowned upon in polite company. Though modern Juten
  uses many words in Draconic, speaking the language of
  dragons is a taboo. Thieving guilds and their ilk often have
  intricate code words and phrases. Body language and hand
  gestures pay a big part in underworld dealings as well.
  The Jute have a special connection to the land, and
  some Jute find themselves drawn to the Druid circles
  found in the Jarlands. The Druids have a sacred language
  that is known only to them and taught to novices of the
  forest as a way to better communicate with themselves
  and the land they protect.
  What are the variations in speech patterns and syntax
  and slang from one social class to another?
   
  There is a notable difference in the way noble-
  born speak as opposed to a citizen serf. A citizen serf's
  language is peppered with slang terms born from working
  the land. A noble's speech is refined and considered
  cultured. Jute from different Jarlands can sometimes be
  identified by their accents.
  What areas do local slang phrases come from? What
  kinds of colorful turns of phrases do people use?
   
  To ”have your claws in” something, or someone,
  means to control that thing completely. To say “he flicks
  his tail” at something means they are indifferent or not
  paying attention. These two phrases come from the time
  of Bondage, and the way the dragon lords dealt with the
  Jute. To “take an arrow in the knee” is something said to
  mean getting married, though, during the time of Bondage
  it was sometimes said to a loved one of someone who was
  too injured on the battlefield and left for the dragons to
  feed on.
   
  Another common Jute saying is, “I believe in my
  own strength and Marvela's holy shield. These things will
  keep me safe”. Marvela's church also teaches, “Be
  strong when you are weak. Be brave when you are
  scared. Be humble when you are victorious". These
  words are often said at a toast.
   
  A popular saying when speaking of friends and
  comrades is “One's back is vulnerable unless one has a
  brother.” Something Jute parents tell their children is
  “No lamb for the lazy wolf, and no battles won in bed.”
  Jute Proverbs:
   
  - Bare is the back of a botherless man
   
  - The river's current is always swift
   
  - It is darkest before dawn
   
  - What is hidden in snow is revealed in thaw
   
  - One should listen when an old dog barks
   
  - If you cannot breathe frost, don't puff out
   
     your chest
   
  People who live on the coast have sayings
  relating to fishing that often mean similar things as
  sayings of those who live on farms, such as “a good
  catch,” meaning the same as “a bountiful yield.”
  Are there words that must never be spoken except at
  particular times? Are there words that must not be
  expressed in polite company?
  Very few words are taboo to the Jute. The
  society is generally very open and honest. Speaking the
  names of Devils and Demons is severely frowned upon,
  and even Jute skalds will use nicknames when telling a
  tale that involves some demon or devil of yore. Calling
  someone “wyrm food” is an insult, meaning you wish
  them a horrible death. Jute were often fed to the
  dragons, usually as a punishment, but hungry dragons
  were known to pluck villagers from homes on a whim.
  What will people swear a binding oath by? What do
  people use as curse words?
   
  Jute will seal pacts and oaths with “by
  Marvela's binding light” or “on the Frostknight's
  honor.” Pledges said in the name of Welkor hold
  weight in that those who break such an oath is not only
  shunned by the Welkor faithful, it is said the
  Frostknight himself curses you.
   
  Common curse words and phrases include,
  “Great Mother's tits!”, “by the Bloody Blade of the
  Reaver,” “Xemish seals this pact” (said among those
  who do not trust each other to hold their end of the
  bargain, insinuating that Xemish holds the fate of the
  contract now), “the wyrms golden horde” is said to
  denote when someone has nothing but material things
  on their mind.
  The Holy symbol of Xemish,
  the Dark Whisperer
  
  87
  Do men and women, parents and children, servants,
  and masters eat together? How is status displayed at
  the table?
   
  Jute families try and eat together for at least
  two meals a day. If there are servants in the household,
  they eat after the meal is done, not to exceed  two
  hours after the bringing of the first dish. Male heads of
  household are served first, then the male heir or
  firstborn if no heir is named. Then the wife and other
  siblings. The elderly eat last. This is a throwback to the
  time of bondage when the older one got, the less food
  was wasted on them.
   
  Heirs always sit on the right of the head of the
  household, next to the wife, but not necessarily sitting
  right next to them. To the left is the eldest family
  member to impart wisdom in the ear of the family
  head. The head of a noble house and their family are
  served first and sit at a raised table, slightly above their
  other family members and retainers.
  What dishes are considered holiday food? What
  foods/drinks are associated with holidays?
  Roasted lamb is often enjoyed at harvest time
  after the animal is blessed by a member of the Trinity.
  Special spiced bread shaped like female hands are
  eaten at the end of harvest to symbolize Dhalla giving
  life to the Jute. To celebrate the end of the Rebellion,
  villages have great feasts where everyone brings one
  dish to a pavilion or communal building and eaten
  buffet style. In the cities and towns, the Trinity church
  sponsors a festival that commemorates the end of the
  time of bondage.
  A portion of the fare is donated by noble
  families, and it is a day where any Jute can eat and
  drink for free. Typical dishes include fish and crab
  cakes, as well as loaves of spiced bread loaded with
  nuts. These types of foods were enjoyed by the rebels
  as they marched from village to village, sometimes just
  hours ahead of a dragon lord's army.
   
  There is no special drink associated with a
  holiday. Ale, mead, wine, and other spirits flow freely
  for the Jute at all times of the year.
  What distinguishes a formal high-court dinner from an
  ordinary meal? How do high-court manners differ
  from common ones?
   
  Meals in a noble house consists of multiple
  dishes, over several courses. An appetizer followed by
  soup and small finger food starts the meal. A stew or
  vegetable dish follows, then the main dish, which is
  always roasted meat. Sweets and coffee are enjoyed
  after. Most citizen serfs have only one or two courses
  at best, consisting of soup then meal, or a stew. Bread
  is enjoyed by all Jute, and many households bake
  loaves, muffins, and biscuits for every meal.
   
  Between courses, the nobility uses small bowls of
  scented water to wash. Citizen serfs usually just lick their
  fingers and wipe them on cloth napkins, or their clothes if
  no napkins are available.
  Taverns in Jutan serve a variety of dishes to a variety of
  people.
  What eating utensils are used, if any?
  Carving knives and two-pronged forks are used by
  the nobility, but all Jute use their hands as well to enjoy
  their food. Citizen serfs rarely use utensils unless
  absolutely deemed necessary. Spoons are used by all for
  soups and stews.
  Is there any special treatment for guests of another
  species/race?
  The majority of Jute have never supped with
  beings of other races other than the occasional Meek'ah or
  Calvoid found in the kingdom. Noble houses keep chairs
  and tables sized for Meek'ah and Calvoid bodies on hand
  when entertaining members of those races. Taverns and
  feast halls make sure to have vegetarian dishes available
  for any Meek'ah customers. The Calvoid eat meat and
  much prefer fish, but will generally eat whatever is offered
  to them by a host.
  
  88
  Is sanitation good enough for untreated water to be safe
  to drink?
   
  Most citizen serfs keep rain barrels for freshwater
  and villages and towns are built near wells where water
  can be drawn by those who need it. Some nobles charge 1
  cp per bucket if the well is on land owned by them. The
  price is regulated by the Crown and any noble caught
  charging more is dealt with.
  In large cities, the wells are guarded by soldiers
  and they do not allow any to take water or tamper with
  them. Water is gained from rain barrels or purchased from
  water merchants, purified with magic, and safe to use. The
  price of water sold this way is also regulated by the crown.
  Enterprising Calvoid have devised a way to pipe water into
  homes, and many noble families take advantage of that
  technology. The pipes and magic involved are expensive,
  and having your manor or keep outfitted with them is
  major status symbol.
  What shapes are tables/eating areas? Where is the place
  of honor?
   
  Most Jute households have square and rectangular
  tables. Round tables are also found, though they are
  almost never used as dining platforms. The Jute have
  always had a social hierarchy, and sitting at the "head" of
  the table is an honor and privilege. The head of the table is
  not always clearly defined. In this case, wherever the most
  respected man sits, is the de facto head of the table. Even
  in the case of equals, like a meeting of the Jarls, the senior
  of them sits at the head.
   
  Noble families will have long rectangular tables
  used for dining. The head of the family sits in the middle,
  facing out, with his back to a wall or other barrier.
  What things, while edible, are never eaten?
   
  There are two things that are never eaten by
  modern Jute: the flesh of sentient beings (though
  allowances have been made in the case of dragon flesh)
  and a fruit called Dragontongue. Jute and Meek'ah both
  have social taboos and kingdom-wide laws against
  cannibalism. The Meek'ah especially see it as an unholy
  act, and the eating of Meek'ah flesh severs the holy pact
  with Kythlu.
   
  Dragon flesh is a prized delicacy, so expensive to
  procure only the wealthiest noble families can hope to
  obtain any. The meat of the slain white dragons during the
  Rebellion helped sustain the Jute when the dragon's
  minions burned fields and drove off game. Now, any
  dragon flesh is prized, though some families will refuse to
  eat the flesh of metallic or other good-aligned dragons.
  The Trinity church also forbids the eating of good-aligned
  dragon flesh.
   
  The fruit known as Dragontongue grows on trees
  found in the Jutal Forest, but it can also be found in
  isolated grooves in the Big Horn Forest and Thornfang. The
  fruit is white in color, and its skin is soft and edible.
  There is an enzyme that causes humans to enter a
  hallucination filled blood lust, which can last up to
  three hours. The dragons used it to propel their slave
  soldiers into a rage before a battle. Often those troops
  attacked their comrades as well as their enemies. It is
  illegal to own, cultivate, transport, or sell
  Dragontongue. Doing so is punishable by death in the
  Kingdom of Jutan. It can be found, however, sold on
  the black market in any large Jute city.
  Cases of rampaging Jute who do not listen to
  reason and must be killed to stop have been a sore in
  the side of civilized Jute society for hundreds of years.
  The Crown has tried desperately to stamp out the
  contraband, with very little success. Sale of
  Dragontongue outside of Jutan is rare, though the fruit
  has been found for sale as far away as Farhome. Only
  humans are affected by the fruit. Other races find it
  sweet, but expensive to obtain. The Fey of the Jutal
  have been known to capture loggers, force-feed them
  Dragontongue, and set them loose back at the logging
  camp.
  When meeting someone, how are they greeted? How
  did it originate?
  The Jute generally say “hail” when meeting
  each other and display their hands palm up. This
  signifies they are unarmed and have no malice. If the
  hands are not shown, it can symbolize hostile intent, or
  at the very least, rudeness and contempt for the other
  person. The showing of only one hand held up, and
  palm outward has become fashionable among the
  citizen serfs, though it has yet to catch on with the
  nobility. Good friends and family greet each other with
  clasped wrists or a simple hug.
  Magisters greet other Magisters by displaying
  their staff of office in front of them. Magisters are
  trained to read the runes etched on the staves, the
  ones which denote rank and power. Students at the
  Magister's College are awarded a new staff upon
  completion of a level of study, culminating in a staff of
  their own making upon graduation. Magisters will seek
  to obtain or create more powerful staves as they gain
  experience and knowledge. Forging another Magister's
  runes is punishable by death in the Kingdom of Jutan.
  Is there a difference between the greeting offered to
  an equal and that offered to superior or inferior?
  It is considered rude only to show one hand to
  someone of higher birth. The nobility can get away
  with not showing hands to a citizen serf, and the
  offense is not spoken of. Those nobles who were
  known as "crossed armed" earned a reputation for
  being cruel and petty. Jute women must bow their
  heads to male nobility and curtsy to noble-born ladies.
  
  89
  Is there a way of changing the greeting to make it
  insulting?
  Not displaying open palms is rude, but not
  overtly insulting. If one would raise closed fists in
  greeting, it symbolizes hostile intent and an imminent
  fight.
  How are two people who have never met typically
  introduced to each other? What is the order of
  procedure when there are several people of different
  sex or social status present?
  People are introduced formally by the
  announcement of their name, then where they were
  born or reside. The nobility add titles as required.
  Those of higher birth are always introduced first, of any
  age. The infant son of a local lord would be received
  before the common-born guild master who came to
  see the Jarl on essential trade matters. Some Counties
  are less formal, and the Counts who rule there
  dispense with long-winded and tedious courtly
  procedures.
  Is there any difference in the way you greet someone
  you already know compared to greeting a stranger?
  How does someone acknowledge seeing an
  acquaintance at a distance?
  People who know each other well embrace or
  lock arms at the wrist. This is true for both sexes. Jute
  acknowledge seeing a friend or loved one from afar by
  shouting their name and waving of one hand. The Jute
  are a loud and boisterous people. The shouting of the
  name is usually followed by a string of epitaphs and
  terms of endearment.
  Are gestures and body language in Jutan generally
  subtle or not? Do people talk with their hands, or is it
  considered vulgar?
  There is nothing subtle in Jute culture. People
  are upfront and honest in most dealings. The Jute
  would instead let you know how horrible you are at
  something then spare your feelings. This is meant to
  get you to try harder and often not out of malice or
  ridicule. The Jute, and especially drunken Jute, talk loud
  and use sweeping gestures to articulate a story.
  What gestures are insulting? What do they mean?
  If a Jute cups their hands in front of their
  mouths and blow out, this indicates the other person is
  telling lies. It imitates the way the dragons would puff
  frost when speaking. If a Jute makes a gesture to
  someone as if cutting their right hand off, it symbolizes
  they have been beaten by their wife and are not fun
  anymore. It comes from the Time of Bondage when a
  Jute man would cripple his hand to get out of fighting
  and stay home to sire more slaves. If given by a friend
  or loved one, the gesture is meant in jest, and seldom
  leads to fights. Giving it to someone who you do not know
  well could be interpreted like they are being called a
  coward.
  What are the ways of showing respect? To whom is one
  expected to show respect?
  Young people show respect by not speaking unless
  spoken too. Until the age of ten, young Jute are expected
  to watch and learn. An opinion of a child is not taken
  seriously. Jute children call elders not of their family aunt
  or uncle, or if older, grandfather and grandmother. It is
  expected of all citizen serfs to end a sentence said to a
  noble with “my lord/lady.”
  What are the standards of beauty for the people?
  The Jute are very fond of natural beauty. A sunset,
  blooming flowers, rainbows, and the like are very much
  loved by the populace. Painting is seen as a flighty
  occupation; however, that does not stop most Jute from
  filling their homes with paintings of things they enjoy.
  Well-made weapons and armor are always prized.
  Sculptures, bronze statues, and other long-lasting
  mediums are valued for the historic aspect that often
  accompanies them. Jute communities have numerous
  bronze statues and sculptures of famous heroes of the
  Rebellion and myth.
  The ideal male Jute is tall, muscular, and bearded.
  It has become a recent fashion to shave off all facial hair
  except a tuft on one's chin. This has yet to catch on with
  many citizen serfs.
  The ideal female Jute is buxom, wide-hipped, and
  strong. Intelligence and a kind heart are sought after by
  both sexes.
  Red and blonde hair are favorable over brown and
  black hair. The majority of Jute have red or blonde hair,
  the rest have brown, and few have black. Black hair is
  prevalent among the Helviir and can sometimes be seen as
  an ill omen if a non-Helviir Jute is born with black hair.
  Most Jute do not look like the ideal Jute. They
  come in all shapes and sizes like any other human.
  Politics/Government
  How many levels are there in Jute society? Is it difficult to
  rise or fall from one's social level?
  The social hierarchy of the kingdom is as follows:
  ● Royalty (Ruling Family)
  ● Jarls
  ● High Nobles
  ● Counts
  ● Middling Nobles
  ● Lesser Nobles
  ● Wealthy Families, High Ranking Clergymen,
  People’s Council Members (Citizens), Magisters
  
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  ● Dragon Guard (Shield Maidens), Thanes, Heralds
  ● High Ranking Noble Servants (Housekarl, Knight,
  Steward, Castilian, etc.)
  ● Clergymen, Soldiers (Watch Members, Militia),
  Professional Citizens (Smiths, Merchants, Shop
  Owners, etc.)
  ● Citizen Serfs (Farmers, Fishermen, Miners,
  Loggers)
  ● Citizen Serfs (Servants, Laborers, Unemployed),
  Mercenaries, Adventurers
  ● Criminals
   
  It is possible to move up and down in social ranks,
  though only a Jarl or above can take a noble title away.
  Many citizen serfs have married into noble families over
  the years; however, this practice is still severely frowned
  upon by their peers.
   
  Since the kingdom's founding, only eight noble
  houses have been stripped of their titles and holdings,
  three of which were exiled for a failed coup over two
  hundred years ago.
  What is the basic style of government?
   
  Jutan is ruled by a feudal monarchy with an
  elected council that handles matters pertaining to the
  betterment of the citizens. The High King is served by the
  Dragon Council (made up of nobles) and the Jarls. The Jarls
  then rule their Jarlands with the help of their Counts and
  other sworn bannermen.
  The Dragon Council, sometimes called the Council
  of Nobles, is made up of the Jarls and their advisors. The
  People's Council is headed by the Crown Prince and is
  made up of a number of lesser nobles, wealthy citizens,
  and citizen serfs elected by their peers.
  What services does the government provide?
  The Crown is responsible for maintaining the
  kingdom's roads and waterways. They are responsible for
  the overall protection of the kingdom from external foes.
  They also have a responsibility to maintain the kingdom's
  prisons. Other security matters fall on the Jarls and their
  Counts. The Crown tends to stay out of a Jarl's business, as
  long as it does not adversely interfere with another noble
  or the will of the Crown.
  Who has the right to levy taxes, and for what? Can taxes
  be paid in kind or do certain things require money?
   
  The nobility levy taxes on their people. Taxes are
  to be paid twice a year. The first tax, called the Living Tax,
  is due just after the winter's snows begin to thaw. This tax
  varies from Jarland to Jarland but is commonly 1 sp per
  adult in the household, plus other coin based on
  household makeup, land owned, social status, etc. This tax
  is paid to their liege lord, and it is in turn, handed up the
  food chain (after some skimming) to the Jarl. The Living
  Tax is payable only in coin. It is generally used to raise
  troops in times of need and to the upkeep of public
  works within the Jarland.
   
  The End of Year Tax is payable just before the
  first of the new year and can vary with every individual.
  This tax is based on a number of factors including the
  citizen's income for that year and their social status.
  This tax can be paid with coin or other items. Farmers
  generally give a portion in foodstuffs. Merchants can
  provide End of the Year Tax payments in goods and
  services. Some citizens are forced to work off their
  taxes if they are always in arrears.
   
  Nobles can issue taxes at different times during
  the year; however, they generally inform their citizens
  at least two weeks before they do. Nobles do this to
  infuse their own coffers for important business dealings
  or to pay for a much-needed repair on existing
  properties. This tax varies widely, and noble houses
  that make a habit of levying these taxes find
  themselves quickly hated by their citizens.
   
  Taxes can never be deferred for citizens.
  Failure to pay can grant you imprisonment, forced
  labor, or exile.
   
  Nobles pay their taxes once a year when they
  travel to their liege lord's estate to pledge fealty for
  another year. Nobles can differ their tax payments, but
  interest is added, and if they are not careful, a once-
  proud noble house can be reduced to nothing if they
  do not pay their taxes to their liege lord.
   
  Members of the Royal Heralds are always on
  hand during tax times to make sure proper payment is
  recorded.
  Who provides support services for the Crown?
  The king is advised by the Royal Council, a body
  that is appointed by him. The Royal Council does not
  make or vote on policy; they are just advisors. They are
  responsible for implementing the will of the High King.
  Royal Council members often sit in on Dragon Council
  and People's Council meetings, especially if the King
  has a particular interest in the proceedings. The Royal
  Council members are:
  Lord Urns Balskil - Magister Magus (Headmaster of
  the Magister's Collage).
  Lord Urns is one of the king's oldest friends and
  advisors. He rose through the ranks of the Magister's
  Collage through the power of his will and his expert
  manipulation of the Manasphere. He is a hard man to
  read sometimes. His grim, white-bearded face is often
  seen just over the right shoulder of the king when he
  sits in on Council meetings. Lord Urns also sits on the
  CMIS Council that oversees magic use in the entire
  kingdom. He is known to be a fair judge of character
  
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  and someone who will bring a grievance to the king's
  ears if the need is dire.
  Thane Ragor Ericson - Viceroy of Jutan and Lord of the
  Heralds.
  Ragor grew up in a sleepy fishing village just
  south of Orinfjord. His father was a respected
  fisherman and a much-loved person in the community.
  When Ragor was still a young boy, his father was
  elected to the People's Council and he moved his
  family to the capital city. There, Ragor met the Crown
  Prince as a boy, and the two became fast friends. While
  they did not see much of each other, when the two
  were together, they were inseparable. Ragor joined the
  Crown Prince when the heir left Jutan to travel the
  world. They formed numerous adventuring bands and
  crisscrossed all of Shin'ar. When it was time for the
  Prince to return to his home and duty, Ragor came
  back with him and joined his personal entourage.
   Ragor's good nature and friendly manner
  earned him a place in the Royal Heralds, a small group
  of Jute who go about the kingdom to make records of
  important events and to spout the will of the king to
  the populace. He further impressed the king with his
  ability to befriend anyone he meets, so he was the
  natural choice for Viceroy when the position became
  available. Since his appointment, Ragor has successfully
  negotiated three treaties with foreign powers, further
  strengthening Jutan's place on the Western Shore.
  High Admiral Ser Orgil Jorbjor - Master of Ships,
  Protector of Waterways, and Commander of Jutan's
  Navy.
  Born into a wealthy sea-faring noble house,
  High Admiral Orgil virtually grew up on a ship. His
  father was a much loved and feared pirate hunter in
  the kingdom's southern waters. He famously lost his
  life boarding a ship that had attacked two merchant
  galleys. His body was found in the ship's hold
  surrounding by no less than eight pirates, one of which
  was a massive beast of a Rusk. Orgil did his best to live
  up his father's name. He was a successful captain, if not
  a little ordinary. Far from the brash swashbuckler his
  father was. However, Orgil's intelligence and strategic
  thinking helped him move up the ranks among the
  kingdom's Navy. He is the newest appointment for the
  king, having earned the title of High Admiral less than
  six years ago.
  First Flame Ser Rallo Walson - Master of Arms,
  Commander of the Dragon Guard, and Eyes of the
  Crown.
  Rallo Walson is the son of a Dragon Guard
  captain and a Shield Maiden. He was raised in
  Wyrmfire Keep and joined the Dragon Guard as soon as
  he could safely hold a sword. He has dedicated his
  entire life to the defense of Jutan and its people. A
  dour man, it is said that he never smiles. He is responsible
  for the training of the Dragon Guard, and their placement
  throughout the Crownlands. As Master of Arms, he is
  responsible for the weapons and armor of the king and his
  personal bodyguard. His role as Eyes of the Crown is
  mostly ceremonial. Spying for the realm has shifted to the
  Viceroy and his Heralds from the Dragon Guard for the
  past several decades.
  First Flame Ser Rallo Walson
  Steel Sister Ridder Lagratha Fortun - The First Spear,
  Commander of the Shield Maidens, and High Shield of the
  Blood.
  When Lagratha was twelve years old, she
  petitioned to join the Shield Maidens. Her father was
  against it, and per his right, challenged his daughter to
  combat. Many would later say that it was his most
  embarrassing blunder. Young Lagratha thoroughly
  trounced her father in melee, striking blows in such quick
  succession the larger man fell over backward and struck
  his head on a nearby rock. He later recovered, though the
  blow to his pride would take longer to heal.
  Lagratha won her right to join the Sisterhood, and
  in time, she became its leader. Now in her old age, Steel
  Sister Lagratha has served over five decades in the service
  of the Bromkar family. She has been the trusted advisor
  and bodyguard to the High King and his family for so long,
  the Crown Prince still calls her Big Sister. Her duties have
  recently begun to take their toll on her body, though she
  would never admit it.
  For several years she has been grooming her
  granddaughter to take her place; however, she knows
  once she steps down the title of First Spear is awarded by
  
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  the High King and not by her.
  Lord Anils Bly - Master of Coin and Protector of Trade.
  Anils was born to a lesser son of a middling noble.
  His father was so far from the family money that he went
  out and earned it himself, becoming a wealthy merchant
  who ran caravans from the southern Jute cities to its
  northern reaches. Anils often accompanied his father and
  learned everything he could of the family business. When
  Anils was coming of age, he asked his father if he could
  enroll in the Magister's Collage. His father, who was in
  failing health at the time, forbid it. Instead, he opted to
  hire private tutors for Anils to teach him magic and
  Manasphere manipulation. This proved to be the best
  course of action for both Anils and his father. Anils ended
  up being a poor student and soon decided to delve into his
  father's business more.
  After his father's passing, Anils took over and
  quickly expanded. He formed a coaster that ended up
  virtually controlling the movement of goods from southern
  Jutan to northern Jutan. After years of hate aimed at him
  by other merchants, Anils survived two assassination
  attempts, the second of which took the life of his wife. He
  was approached by the Crown to break up his monopoly,
  something he was all too happy to do. With the help of the
  Dragon Guard, the perpetrators who hired the assassins
  were caught and put to death. Anils wasted no time
  repaying his debt to the Bromkars and went to work for
  them. After two years as their personal master of finance,
  he doubled the revenue of their holdings and brought
  them into lucrative dealings with many powerful
  merchants from the East. He was the natural selection for
  Master of Coin when the position became available. He
  has served the kingdom for fifteen years, some of the
  wealthiest years ever.
  He is still widely disliked by the kingdom's
  merchant class, over whom he oversees, but he is
  respected enough for his intelligence and business acumen
  that personal issues have never interfered with his job.
  High Priest Jalcome Calmor - The Ladies' Voice and
  Speaker of the Trinity.
  High Priest Jalcome was the youngest ever to hold
  the position of Ladies' Voice. He was appointed over a
  decade ago by the High King after serving only two years
  as the king's personal chaplain. The two became terrific
  friends after the passing of the king's daughter in
  childbirth, and Jalcome helped him cope during that time.
  When the Speaker of the Trinity passed away in her sleep,
  the king was quick to appoint Jalcome before the Church
  could put forth any replacement. Jalcome has faced years
  of opposition from the Church of the Trinity, mostly from
  the backhanded way he was appointed. It does not help
  that his own past is clouded, with stories of his birth and
  childhood seemingly not able to be substantiated.
  He is known to be a jovial man who delights in song
  and dance, and for his love for the Goddess and the
  family of her own blood.
  Who will take over the government if the current head
  of state is incapacitated?
   
  Control of the country has been in the Bromkar
  family since the end of the Rebellion, and there has
  always been an heir ready to take the mantle should
  the High King die. There has only been one High Queen,
  though that is more by hap-stance than by design. High
  Queen Marvelika, the Ironheart, was regent for her
  infant son.  When her son was murdered at the age of
  six, she fought off rebellious noble houses and reigned
  for another thirty years.
  When she passed away, she left no heir, and
  the kingdom was poised on a razors edge. A young man
  claiming to be her grandson appeared in Orinfjord, and
  after extensive Magister and divine interrogation, it
  was determined that he was indeed a blood relative of
  the late Queen. Apparently, though the Queen never
  remarried, she did have a string of lovers and to one,
  she bore a daughter who was raised by him as a
  commoner. The young man, who took the name
  Alufgar VI, gained the backing of four of the six Jarls
  and Church of the Trinity which cemented his claim. He
  went on to have eleven children, ensuring the
  dominance of the Bromkars as heads of state for the
  kingdom for generations.
  If there is no living Bromkar, the title of High
  King goes to a Jarl, who is voted by his peers, thus
  starting a new Dynasty.
  Who is responsible for protecting the King?
  The King is never out of sight of his housekarl,
  who acts as his personal valet and bodyguard. There is
  also a detachment of Shield Maidens who protects him
  at all times. The Shield Maidens act as personal
  bodyguards to all Bromkar family members.
  Who can give orders in the Kingdom?
  The kingdom is ruled by two councils. The
  Dragon Council is made up of the Jarls and the High
  King. The High King gets two votes, and the Dragon
  Council decides policy regarding the nobility, military,
  and foreign relations.
  The People's Council is made up of elected
  officials and is headed by the Crown Prince. They
  decide on matters that pertain to citizen relations, the
  courts, internal trade, and land disputes (that do not
  involve a Count or Jarl).
  The decrees of the councils are carried by the
  Heralds to all parts of the kingdom.
  
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  Nobles are entitled to give orders to their
  citizens as they see fit, however, such orders can never
  be illegal in the eyes of the People's Council.
  Who is responsible for coinage?
  The Crown mints its own coins in Orinfjord,
  with treasuries Wyrmfire Keep, Freetown, Tower-town,
  and Hastings. Each new king gets their face stamped on
  a coin to commemorate their coronation and once
  when they die to commemorate their reign. This is
  always done on Gold coins.
  Jarlands are permitted to mint trade bars and
  coinage of other metals other than gold and silver.
  Copper pieces are minted in each Jarland and are
  worth the same throughout the kingdom. Platinum
  pieces are minted by each Jarland as well, but seldom
  see wide circulation outside of the noble houses. The
  Platinum coins are typically valued at 10 gold to one
  platinum piece, though some coins, like those minted
  in Merdah, can trade for twice as much due to their
  purer metal content.
  Is there an organized system of education? If so, who
  provides it?
  Jute children are required to attend classes
  from the age of six to nine, at which time they are
  taught the basics in reading, writing, and arithmetic.
  Classes are almost always run by a member of the
  Church of the Trinity; however, nobles often employ
  personal tutors for their children. At the age of nine,
  the typical Jute child goes on to do one of two things. If
  they show exceptional intelligence or aptitude for
  higher learning, they might be offered to continue to
  learn at the church, for a modest fee. If they do not
  have the talent or the coin, they most often apprentice
  to their father if male, or begin their home education
  from their mothers.
  Additional schooling lasts until the child is
  thirteen, though some nobles encourage their heirs to
  continue tutoring until they are adults. Children who
  show magical aptitude can petition their liege lord to
  sponsor them at the Magister's College. The college
  accepts children as young as fourteen as first-year
  students, though the average age of novices is sixteen.
  Who can call up men for the army?
  The High King controls the Dragon Guard, a
  force of professional soldiers that protect the
  Crownlands and respond to danger throughout the
  kingdom. They are officially the army of the kingdom,
  however; each Jarl also contributes to the army's total.
  In times of war, each Jarl is expected to field the
  maximum amount of soldiers they are allowed, and the
  command is to be given to the Commander of the
  Dragon Guard and through him, the High King.
  The Southern Army is made up of soldiers from six
  Jarlands who protect the kingdom's southern border. They
  man a series of forts along the border in the Clawbite Hills
  and serve under a General appointed by the Dragon
  Council. The Southern Army does not include Dragon
  Guard soldiers.
  How much formal spying and intelligence gathering is
  usually done? Who does it?
   
  The Jute as a nation do not give much thought to
  spying; however, that is not to say they do not participate
  in it at all. Jute nobility are a cautious lot, and they always
  crave gossip and scandal. Most noble houses employ
  agents who serve as eyes and ears throughout their
  territory, and sometimes beyond. It is not unknown for a
  noble house to have a spy among another noble house, be
  they allies or not.
   
  The Crown employs the Heralds as spies since they
  are a fixture all around the kingdom. Heralds discreetly
  report back to the Viceroy what they learn. The Jarls and
  most nobles know of the Heralds' dual responsibilities, and
  some are quite curt to representatives that come
  knocking. Some Heralds have been employed abroad,
  mostly posing as merchants in Alteria and various Vergal
  city-states.
  Do relations with other countries depend mainly on the
  relations between the heads of state?
   
  Foreign relations are the purview of the Dragon
  Council, primarily when they concern the kingdom as a
  whole. Noble houses are allowed to cultivate relationships
  with foreign powers on their own; however, if the
  relationship breaks established rules set by the Dragon
  Council, sanctions on the offender will occur.
  What are the major political factions?
   
  The Jute do not have political factions; instead,
  they have those who side with the High King and those
  who do not. The Bromkars have ruled for centuries of
  progress and prosperity. For the most part, the nobility
  and citizenry of the kingdom are content with their rule.
   
  The Jarls swear allegiance in the sight of the Trinity
  to the Bromkars. All noble houses also swear allegiance to
  the Bromkars, but also to their immediate liege lord. When
  Alufgar Bromkar was coroneted by the avatar of his
  daughter, the Goddess Marvela, he swore his allegiance to
  the Jute people, and each Bromkar King has echoed this
  statement at their coronations.
   
  There have been rebellions against the crown, all
  unsuccessful, though some came close. Jarls and other
  nobles have always been easily swayed, and some Houses
  have earned a reputation for being trouble makers and
  rabble-rousers. There have been eight noble Houses who
  have been exiled or destroyed, including a Jarl, since the
  formation of the kingdom and its nobility.
  
  94
  What are the controversial political issues of the
  kingdom?
   
  The Jute are mainly focused on improving their
  daily life. Most voting is done on new laws or striking down
  old ones. Land grants, public works, and especially taxes,
  are always on the minds of Jute citizens.
   
  Other significant issues facing the kingdom are the
  expansion of logging into the Jutal Forest and the Crown
  forcing the Jarls to send more levies to the Clawbite Hills.
  Are there any shaky political alliances?
  The Crown has begun to lose key nobles, mostly to
  old age, and their heirs, for the most part, have chosen to
  either remain neutral or to vote against the Crown on
  specific issues. The younger generation of nobility has
  always been a bit rebellious. However, the last ten years
  have been some of the tumultuous years in the kingdom's
  political history. Nobles have begun to be openly hostile to
  the High King, something a few generations ago would
  have been entirely unheard of. The charismatic hold our
  High King has on the nobility is beginning to crumble as he
  reaches the end of his life.
  Statistics/Other Information
  Population: 1,186,920 (80% Human, 10% Meek’ah, 5%
  Calvoid, 5% Other)
  Who Rules: High King Rastin Bromkar; High King of the
  Jute, Protector of the Meek’ah, Sword and Shield of the
  Trinity
  Who Really Rules: High King Rastin Bromkar and the
  Dragon Council, which is made up of the Jarls of Jutan.
  Major Imports: Horses, wine, pottery, coffee, tobacco, silk
  Major Exports: Fur, ore, wool, wheat, timber, ale,
  weapons
  Armed Forces: The Dragon Guard, which polices the
  Crownlands and counts as the standing army of the
  kingdom, stands 3,000 strong. The Shield Maidens number
  450 and accompany House Bromkar into battle as
  bodyguards and elite units. Each Jarland can field up to
  10,000 soldiers in times of war and unrest. Mercenaries
  are hired to augment this total.
  
  95
  The Jarland of the Crownlands
  Situated in the middle of the kingdom, the
  Jarland of the Crownlands is personally controlled by
  the ruling family, House Bromkar. It was here the
  Rebellion took shape and spread its word of freedom
  and independence to the rest of the countryside.
  Alufgar Bromkar, the kingdom’s first High King, choose
  the sight of his ruined village to built a new Jute
  Dynasty.
  Jarl Ervin Bromkar (NE Jute Male Wizard 13); Jarl of
  the Crownlands, Protector of the Wyrmwood
  The hawk-nosed, blue-eyed, second son of the High
  King rules the Crownlands from his seat at Wyrmfire
  Keep. Always in the shadow of his older brother, Jarl
  Ervin has routinely voted against his father on a
  number of crucial issues in the last decade in an
  attempt to ingrain himself with his father’s detractors.
  He is smart enough to hide his disdain for his father
  and brother under a mask of civility and calm;
  however, those closest to the Jarl speak of a man who
  is ruled by jealousy and rage.
  Royal Princess Freydris Bromkar (NG Jute Female
  Cleric of Dhalla 1)
  The eldest child of the Jarl of the Crownlands, Freydris,
  is the polar opposite of her father. While he is selfish
  and conniving, she is generous and open-minded. She
  has ruled her father’s household since the death of her
  mother three winters ago. Her quick wit and gentle
  hand have earned her the love and respect of the
  citizens of the Crownlands and she is the main reason
  her father’s reign as Jarl has been relatively calm,
  despite his apparent lack of caring for low-born
  citizens.
  Royal Prince Taki Bromkar (N Jute Male Wizard 1)
  The Jarl’s oldest surviving son, Prince Taki, has enjoyed
  a relatively easy life, one free of hardship but not pain.
  Three years ago, on his eleventh naming day
  celebration, young Taki decided to play a trick on his
  mother. He hid in a linen closet when it came time to
  announce his guests, and when his mother found him,
  he gave her quite a fright. Unknown to the family, she
  was suffering from a heart condition and fell dead at
  her son’s feet. In her will, she asked not to be
  resurrected and her body was laid to rest in the
  Bromkar family’s crypt below Wyrmfire Keep. Since
  that day, Taki’s moods have taken on a darker tone. He
  spends hours alone with his father and his older sister
  fears their father is grooming him to be as evil and
  despicable as he is.
  Wyrmfire Keep: This large castle is the seat of power in
  the Jarland. The castle stands proudly as a testament
  to the Jute’s tenacity. Its construction began one year
  House Bromkar
  Motto: "Freedom with Fire"
  Rank: Royal House (High
  Noble)
  Sigil: A dragon skull wreathed
  in flame
  Colors: Black and Red
  Bannermen: House Bjorg, House Olkaskar,
  House Viemen
  into the Rebellion and faced repeated attacks by the
  dragons and their fanatical minions. By the time the
  Rebellion was concluded, Alufgar Bromkar had moved in
  with his young family and began the difficult task of
  unifying his people. The gate to the keep is adorned with
  numerous dragon bones, including the skull of one of the
  last dragons to die in the Rebellion. A simple but powerful
  spell ignites the bones every night when the sun goes
  down in mesmerizing flames. The fire burns bright, but do
  not cause damage or spread to the rest of the castle.
  County Bronshyr
  The most peaceful county in the Jarland, County
  Bronshyr, is home to farms and homesteads that provide
  food and feed for the Jarland’s citizens and animals. Large
  farms grow corn and potatoes, some of which are made
  into potent alcohol enjoyed by noble and citizen serf alike.
  Regulations regarding the purity of the alcohol keep the
  majority of rural Jute in the county alive following a bleak
  time in which certain molds and bacteria were fouling up
  entire batches. Dangerous hallucinations and deaths were
  the results of poor management on the part of the
  county’s nobility and harsh penalties were handed out by
  the High King when his own grandson died from drinking
  the tainted brew.
  The county’s citizens are made up of farmers and those
  who cater to caravan and barge traffic. The largest
  population centers in the Jarland are located in County
  Bronshyr, including the capital of the kingdom, Orinfjord.
  Count Nagli Viemen (LG Jute Male Anointed Knight 8 of
  Marvela); Count of Bronshyr
  The jovial Count of Bronshyr is loved by his people and
  hated by the Jarl. Nagli is almost never at home in
  Orinfjord. Instead, he travels the countryside and rural
  areas of his county, partaking in feasts and parties he is
  
  96
  known for throwing at a moment’s notice. These affairs
  are often large and extravagant, rivaling some of the most
  opulent balls and parties that are thrown by the nobility
  for themselves. Count Nagli lets only those of noble birth
  that he likes attend these affairs, of which he calls his
  “People Parties.” The majority of the guests are common
  folk and the free food and ale that flow at these events
  earns the Count a much-deserved place in the hearts of his
  people.
  Lord Snorii Viemen (LG Jute Male Paladin 11 of Marvela)
  The Count’s eldest son and heir is currently serving as
  Commander of Fort Alufgar in the area of the Clawbite
  Hills known as the Demon Haunt Woods. He is respected
  by his men; however, he is known for his foul temper
  when his every command is not obeyed immediately. A
  devout worshiper of Marvela, Lord Snorii hand-built a new
  shrine to the Goddess at the fort when he took command.
  The old shrine, which he deemed too small, was
  decommissioned and is now used as a clinic for sick and
  injured soldiers.
  Orin’s Keep: This relatively small castle stands inside the
  walls of the kingdom’s capital city, Orinfjord. Built by Orin
  Viemen shortly after the conclusion of the Rebellion, it has
  served as the home for his noble house since then and the
  seat of power within County Bronshyr. The castle grounds
  are immaculately well maintained, and its gardens are a
  local attraction for visiting nobles and commoners alike.
  County Wyrmskull
  The smaller of the two counties of the Jarland of
  the Crownlands that are on the continent, the County of
  Wyrmskull has long been in the hands of House Olkaskar.
  Through careful manipulation and outright blackmail, the
  Jarl of the Crownlands has made himself the real power
  behind the Count, and his will is enforced by House
  Olkaskar throughout the county. It is often said in jest that
  the Count of Wyrmskull can’t use the privy without the
  consent of the Jarl.
  Jokes such as that have reached the ears of the Count;
  however, he laughs them off and defends his close
  relationship with the Jarl.
  Farming is the preferred profession in the county,
  though farms here do not reach the size and scope of
  the ones in Bronshyr. Communities on the coast cater
  to shipping headed north from the southern Jarlands
  and even as far off as the Empire of Alteria.
  Count Randlin Olkaskar (N Jute Male Fighter 3); Count
  of Wyrmskull
  The young Count of Wyrmskull has been the head of
  his respected family for only three years. His father and
  older brother both died at the hands of pirates while
  defending a group of merchants from their family’s
  flagship, the Lady’s Smile, which was escorting them to
  northern ports. Rumors spread quickly that the Jarl
  paid the pirates to eliminate the Count and his heir in
  order to elevate someone whom the Jarl could
  manipulate easier, Randlin. The Count and Jarl have
  denied such accusations, and the last person to speak
  of it publicly was found dead in his bedroom later that
  night.
  Count Olkaskar is young and inexperienced. He lacks
  the respect his father commanded, and his leadership
  is often questioned by his subordinates.
  Countess Jonata Agdon-Olkaskar (NE Jute Female)
  The wife of Count Olkaskar, Lady Jonata, oversees the
  family’s estates and household. A clever woman four
  years the Count’s senior, Lady Jonata caught the
  Count’s eye at a party thrown by the Jarl five years ago.
  The two were wed shortly after, and their son, Ivar,
  was born precisely nine months after the wedding. The
  baby’s hawk-like nose and piercing blue eyes were a
  stark contrast to Count Randlin’s rather dull features
  and brown eyes. The Countess is feared by her servants
  and is well known for punishing those who dare talk
  back to her in a disagreeable tone.
  Stavil (small city)
  Situated on the coast of Wyrmskull County, the city of
  Stavil has been under the personal protection of the
  Count of Wyrmskull since the Rebellion. Dominating
  the city’s landscape is the largest temple of the Trinity
  in Jutan, and the Lady’s Court is visited by thousands of
  pilgrims every year. Built by Stigir Olkaskar, the one
  time squire to the Goddess Marvela herself, the Lady’s
  Court temple is a work of art that rivals the grand
  cathedrals of the Frode.
  Who Rules: Count Randlin Olkaskar
  Who Really Rules: Countess Jonata Agdon-Olkaskar
  rules the city in her husband’s name. The Count of
  Wyrmskull is known as a weak-willed man who does
  whatever he is told by people whom he trusts, which
  House Viemen
  Motto: “Power and Might”
  Rank: Middling Noble
  Sigil: A mailed hand on black
  and white checks
  Colors: Black and White
  Bannermen: House Steen, House
  Westerguard
  
  97
  includes his wife and the Jarl of the Crownlands.
  Population: 9,400 (88% Human, 7% Meek’ah, 3%
  Calvoid, 2% Other); rises to 12,000 in the spring and
  summer with fishing crews and merchant traffic.
  Major Products: All manner of fish, shellfish, whales,
  and their byproducts (oil, whalebone, pearls,
  ambergris, etc.), blocks of incense, small ships (knarrs
  and longships)
  Armed Forces: There are 45 armed guardsmen that act
  as city watch members as well. House Olkaskar’s
  troops man the battlements and patrol the outskirts of
  the city. They number 570 and include the crews of the
  House’s four longships that patrol the harbor and
  waters off the city’s coast. The Navy of Jutan has four
  ships docked in Stavil under the command of High
  Captain Geir Kipley (LN Jute Male Fighter 16).
  Notable Temples and Shrines:
  ● The Three Lady’s Court temple complex is
  enormous and encompasses a large portion of
  the city’s eastern side. Speaker for the Three,
  Lady Iona Olkaskar (LG Jute Female Cleric 18 of
  Marvela) leads a clergy of 200 priests and over
  1,000 lay brethren of the Trinity Goddesses.
  Lady Iona is loved and revered by the people of
  Stavil, and when the former Count and his heir
  were killed, there was talk of elevating her above her
  young cousin as head of the family. She quickly shot down
  those rumors and gave her full support to the new Count.
  Lady Iona is nearing her sixtieth winter and having no
  children of her own, she decided it was best to continue
  on her path of righteousness and service to Marvela
  instead of leading her House through the dark and often
  dangerous political landscape of Jutan.
  House Olkaskar
  Motto: “Strength in Prayer”
  Rank: Middling Noble
  Sigil: A pair of praying hands
  Colors: White and Red
  Bannermen: House Agdon, House Kipley
  The City of
  Stavil
  Jarland of The
  Crownlands
  E
  1)
  House Olkaskar’s Castle
  2)
  Three Lady’s Court
  Temple & Grounds
  3)
  Seminary of the Trinity
  4)
  House Agdon’s Castle
  5)
  Blackthumb’s Brewhouse
  6)
  Korvid’s Magic Shop
  7)
  City Hall & Jail
  8)
  House of the Nest
  Mother
  9)
  House Olkaskar’s private
  dock
  10)
  Thora’s Inn
  11)
  The Broken Yardarm
  12)
  Western Ocean
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  
  98
  ● The House of the Nest Mother is a shrine
  dedicated to Kythlu that the Meek’ah of Stavil
  frequent to worship their creator goddess.
  Revered Mother Kes’tick Om’karr (NG Meek’ah
  Female Cleric 11 of Kythlu) leads four priests and
  10 lay worshipers in service once a day.
  Notable Rogues & Thieves’ Guilds:
  ● The Slick Scales are a group of young Meek’ah who
  prey on merchant traffic visiting the city. They
  almost exclusively rob non-Meek’ah and especially
  love taking coins and goods from Alterian
  merchants.
  ● Vali’s Gang is a band of Jute thugs who break legs
  and roll drunks in and around the docks. They also
  offer their protection services to visiting ship
  captains watching over their ships in port, for a
  fee. Those captains who decline the offer soon
  find their ship on fire or otherwise vandalized. The
  city watch has tried to disband the gang forcibly,
  even going as far as capturing and putting to death
  their founder, Vali Oddurson. His death did little to
  dissuade the gang and only emboldened them
  further. There have been rumors floating around
  dockside taverns that the gang is a front for Helviir
  pirates, though that has never been proven.
  Equipment Shops: Merchants in Stavil cater mostly to
  maritime professions, and the shops that sell provisions
  and supplies for ships are always fully stocked.
  ● Master Korvid’s Potions and Potables is a store
  that sells alchemical supplies, potions, and salves.
  Master Korvid is a Calvoid who hails from the city
  of Kragum and is known for his practical business
  sense and hatred of haggling.
  Adventurers' Quarters:
  ● Blackthumb’s Brewhouse. (Feasthall) Known as the
  Black House to locals, Blackthumb’s Brewhouse is
  home to the city’s finest brewery and master
  brewer Arvid Blackthumb. He gets his name from
  his permanently stained hands that acquired their
  color from the dye he uses on his establishment’s
  tablecloths and other linens. Everything in the
  feasthall is either dyed or painted black. The prices
  are quite steep; however, it is the favored place
  for a bite to eat and a cold mug for many locals
  and visiting merchants alike.
  Quality/Price: Superb/Expensive
  ● Thora’s Inn. (Inn/Tavern) This spot is famous along
  the coast of Wyrmskull. It is named for a retired
  adventurer, Thora the Lady Bear, who is known for
  slaying no less than four Rusk marauders in single
  combat. Her size matched her personality, and
  when it came time to retire from her adventuring
  career, she pooled her coin with her longtime
  companion Adda and opened the inn. Thora was
  known for roasting whole pigs and carrying the meal on
  a single large platter to the table where she expertly
  carved it and served her patrons. Thora passed away
  several years ago and her life partner Adda now runs
  the inn with their six adopted children. Meals are
  always tasty and filling, and drinks are cheap but not
  watered down. Rooms are small and drafty compared
  to other inns found in the city. However, the
  discomfort is often overlooked because of the quality
  of the food and the nightly entertainment in the form
  of small plays and rousing drinking songs performed by
  Adda and Thora’s children.
  Quality/Price: Superb/Moderate
  ● The Broken Yardarm. (Tavern) Situated on the
  docks, this tavern has a bad reputation for
  nightly fistfights and drunken stabbings.
  Frequented by visiting sailors and unsavory
  types, the Broken Yardarm is always packed full
  despite the danger and severely watered down
  ale. The proprietor, a former pirate named
  Hagris, is a known fence for stolen goods and
  the man in Stavil who can get word to certain
  pirates who haunt the waters off the coast.
  Quality/Price: Poor/Cheap
  Important Characters:
  ● Captain Ove Agdon (LN Jute Male Fighter 5) is
  the younger cousin of Countess Jonata and
  captain of Stavil’s small city watch. Not an
  overly smart man, he is nonetheless a very law-
  abiding person, and he puts the well being of
  the city’s citizens as his top priority. He is
  unaware that he was offered his commission
  not because of his bravery, as he thinks, but for
  his lack of insight and his tendency to always
  do what his older cousin asks of him.
  ● Tem’lok “Lucky” Sess’sek (NG Meek’ah Male
  Rogue 6) is a local professional gambler and
  con artist who is secretly a spy for the Royal
  Heralds.
  ● Eira Ivordottor (N Jute Female Wizard 4) runs a
  small magic shop that specializes in simple spell
  scrolls and potions. She is somewhat eccentric
  and absent-minded, but very much loved by
  her neighbors and protected by them at all
  costs.
  ● Aldo of the Snowcat (CG Rusk Male Barbarian
  2) is a relative newcomer to the city. He
  hitched a ride on a whaling vessel from
  Barrowtown to seek his fortune away from the
  internal tribal politics of his people. He found
  employment as a bodyguard for the first
  merchant he found who could speak Ruskivan.
  
  99
  Aldo plans on serving out his contract while learning to
  speak more Juten and then moving further south,
  maybe even into the Empire of Alteria, where his
  great-uncle earned fame in the Empire’s fighting
  arenas.
  Important Features: The city’s low wall encompasses
  three sides, with its fourth side facing the open ocean.
  The city’s dock is small but well maintained. The
  eastern side of the city is dominated by the Three
  Lady’s Court temple and House Olkaskar’s castle.
  Shops and businesses closest to the temple cater to
  the priests almost exclusively and enjoy a steady
  stream of customers because of it. Clergy from across
  the kingdom vie for a position at the temple, and the
  prestige a posting would bring.
  Rumors & Lore: After the death of the former Count
  and his eldest son, rumors of foul play and dark
  dealings ran rampant in the city streets. Retainers of
  House Olkaskar were split between supporting the
  young and not well-liked Rastlin or the former Count’s
  cousin, Lady Iona. When the aging Iona publicly stated
  she would not seek to displace Rastlin as head of
  House Olkaskar, the matter was settled, but the
  rumors persisted.
  Over the last two years, Stavil’s place as a safe port has
  begun to decline. Shady business deals and back-room
  handshakes seem commonplace among the merchant
  class when just five years ago, such things would be
  stamped out by the Count. Rastlin has been easily
  swayed by his advisors, especially his wife, and they
  have been lining their coffers with as much coin as
  they can squeeze from the citizenry.
  County Helviir
   
  Located to the west of Jutan lies the Helviir
  island chain. It is home to a large group of Jute who,
  for centuries, ruled the western waters as savage
  marauders and pillaging cultists. It was here where the
  White Dragons entered into Shin’ar and they wasted
  no time in dominating the black-haired and black-
  hearted Jute who called the rocky islands home.
  During the Rebellion, Alufgar Bromkar landed on the
  shores of the largest island, Skane, and immediately
  faced a force of people who were so devoted and
  zealous, they threw themselves at the rebels in such
  numbers the shores ran blood red for weeks after.
  Disheartened, Alufgar ordered a retreat from the area
  and began to come up with a plan to return to the
  islands at a later time, when the dragons on the
  mainland were dealt with. As the rebel fleet was
  beginning to set off, Jorn Bjorg, the chieftain of a small
  but influential clan, met with Alufgar and pledged his
  people to the cause.
  Clan Bjorg’s castle was well fortified, and Jorn was looking
  for a good reason to finally get his family free from his
  dragon master. With Clan Bjorg’s help, the rebels
  established a presence on the islands and began working
  on freeing its people. With Jorn’s support, other clans
  began to rally behind the rebels and soon, the Helviir were
  rising up all across the island chain. Alufgar left the area in
  the hands of Jorn when the fighting was done and the
  duplicitous chieftain wasted no time in declaring himself
  King of Helviir.
  Sixteen months later, the last of the dragons who ruled
  over the Jute were either dead or had fled the region.
  Alufgar would not return to Helviir for another twenty-two
  years. This time, he came as someone who most of the
  Jute were calling King, though he made no claim to that
  title, yet. Alufgar met with Jorn Bjorg’s son, Ignvar, and
  convinced him to swear fealty to House Bromkar after
  defeating the self-styled King of Helviir in battle.
  With the Helviir islands throwing their support behind
  House Bromkar, the time was right to proclaim Alufgar
  Bromkar the first High King of Jutan.
  Count Vilmen Bjorg (NG Jute Male Fighter 11), Count of
  Helviir
  The Count of Helviir is nearing his eightieth winter and is
  still going strong. Appointed to the head of his large house
  by the High King, Count Vilmen took control of the Helviir
  islands at a time of great unrest. His older brother, Count
  Velmir, rose up against House Bromkar and declared
  himself King of Helviir. The kingdom’s Navy ferried
  hundreds of Dragon Guard and Shield Maidens to Skane,
  along with thousands of soldiers from the Bromkar’s
  bannermen, and there they laid siege to the rebellious
  house.
  Two months of intense fighting on the islands led to a
  daring battle where House Bromkar’s magisters and
  Dragon Guard wizards laid waste to House Bjorg’s castle
  walls with conjured meteors and devastating earthquakes.
  The rebel house surrendered after King Velmir threw
  himself off the shattered battlements of his castle rather
  than face the High King’s justice.
  Vilmen Bjorg, who had made a name for himself in the
  Clawbite as a man of action and honor, was made the
  Count of Helviir after he publicly swore fealty for his house
  to the High King. Velmir’s sons, those that survived the
  battle, were thrown in chains and sent to Stonekeep
  prison to live out the remainder of their lives.
  Lady Gudrun Bjorg-Kalmoor (LE Jute Female)
  The Count’s niece is the only surviving child of the previous
  Count and the only one of his immediate bloodline that
  was not imprisoned after his failed rebellion. She was only
  twenty years old when her father died and her brothers
  were jailed; newly married and pregnant with her first
  child. Now, some fifty years later, she is as smart and
  
  100
  House Bjorg
  Motto: “The Wind and the
  Sail”
  Rank: Middling Noble
  Sigil: Three longships
  chasing on blue and green
  checks
  Colors: Blue and Green
  Bannermen: House Hjarv, House Kalmoor
  conniving as ever and rules the small town of Lubeck with
  an iron fist.
  Lord Velsmir Bjorg (N Jute Male Fighter 5)
  The second son of Count Vilmen, Velsmir, is busy learning
  everything he can about how to rule from his father. His
  older brother and heir to House Bjorg will take over when
  their father passes away; however, Lord Brandr is
  impulsive and brash, and many do not think his reign as
  Count will last very long. Velsmir has recently been seen in
  the company of Alterian merchants and envoys from the
  Empire. House Bjorg has no official dealings with the
  Empire; however, the opening of a new mana crystal mine
  on the island of Sylt has the family looking for new
  avenues and customers for their bounty.
  Blackrock Keep: House Bjorg’s castle is built from the
  remains of the shattered wall and ruins of their former
  castle. The stones that were reused were left burnt and
  chipped by the fires of the battle as a reminder of what
  will befall the house should they decide to rebel again.
  Island of Skane: The largest island in the Helviir chain, it is
  home to the majority of the county’s population. Rocky
  and unsuitable for large farms, the people of Skane often
  made their living by raiding and pillaging Jutan’s western
  coastline. Now, thanks to trade agreements with noble
  houses on the mainland, the people of Skane receive their
  food from the bounty of the Basket, and in turn, provide
  the mainlanders with the generosity of the ocean. The
  kingdom’s largest prison, Stonekeep, stands foreboding on
  the island’s eastern shore. Prisoners are made to work
  back-breaking labor under the prison in one of the island’s
  many iron mines. They also work quarrying the abundance
  of stone found on the rocky island, for use in building
  projects all around the kingdom.
  Island of Elbe: Any Jute child can recount to you the story
  of Black Eric and his band of bloodthirsty pirates who
  called Elbe home. The island has long been a hotbed for
  pirates and unsavory types, including a large and
  entrenched cult of Vemish that has resisted numerous
  attempts to destroy it by House Bjorg and their
  bannermen. Good people live here as well; however,
  they are smart enough to stay on the islands western
  side, away from the hidden pirate coves and cult
  temples found on the eastern shore.
  Island of Sylt: The smallest of Helviir’s islands, Sylt is
  home to hard living miners and the people who cater
  to them. Mining camps and villages dot the rocky
  island, and the people of Sylt are known to be
  hardworking and close-lipped when it comes to
  outsiders. Among the Helviir, those who dwell on Sylt
  set themselves apart from the rough and tumble
  lifestyle the islands are known for. Very few merchant
  vessels have a need to stop at the tiny island, though
  those that do make a fortune selling the iron ore and
  precious gems that are pulled from the mountains by
  the dark-haired islanders.
  Island of Skagerak: During the time of Bondage, the
  island of Skagerak was home to a single dragon lord of
  immense size and age. Icytarcuciour the Blinding
  Breath was known for an even hand when dealing with
  his slaves, and when the Rebellion came to his shores,
  his people fought for their dragon lord with such gusto
  that even the Helviir who joined the rebels took a
  pause. After a week of bloody fighting, the rebels had
  only succeeded in taking a single beach on the islands’
  eastern shore. Alufgar Bromkar and Balorr the Brave
  parlayed with Icytarcuciour and managed to convince
  the aging dragon to leave the island and never return.
  The dragon left and fled south with only a handful of
  fanatical followers and a large portion of its wealth.
  Stories say the dragon died at sea, and his treasure is
  buried with his enormous body at the bottom of the
  Alterian Sea.
  Island of Bight: This island was once home to a thick
  and lush forest. When Helviir the Far Wanderer
  scouted it, he told his people of the great abundance of
  tall trees they would need to build their longships.
  Centuries of logging has left the island with large
  patches of clear-cut forest where the people of Bight
  have since plowed
  over and now
  provide crops
  and livestock to
  the rest of the
  island chain.
  
  101
  Jarland of Merdah
   
  The kingdom’s northernmost Jarland is named
  after its most famous son, Merdah Wyrmsbane. The
  majority of its people live south of the Darkfrost
  Mountains which act as the de-facto northern border
  of the kingdom. Held by House Stanz since the end of
  the Rebellion, the people of Merdah are known for
  being hostile to southerners though open to other
  races of Shin’ar, especially those who come to the
  towns and cities to purchase the Jarland’s abundance
  of iron and steel.
  Jarl Florem Stanz (LE Jute Male Fighter 15); Jarl of
  Merdah, Protector of the Northern Border
  A selfish man, the Jarl of Merdah, has set himself up as
  master of his domain by using strong-arm tactics and
  blackmail to destroy those who disagree with him.
  Despite this, he is generally well-liked by his people,
  and his family is cheered and celebrated anytime they
  visit the towns and villages under their protection. The
  houses who owe allegiance to House Stanz are
  influential in their own right, and make up some of the
  most militarily minded Jute in the kingdom. Jarl Florem
  has never hid his disdain for the royal family, even
  going as far as snubbing and ridiculing the Crown
  Prince two years ago at the High King’s naming day
  ceremony.
  Lord Egil Stanz (NG Jute Male Bard 11); Lord of Yardir
  The Jarl’s eldest son, Egil Stanz, is as far removed from
  his father as he can be and tries to uphold his family’s
  good name through his generosity and good deeds.
  Lord Egil oversees the Jarland’s largest city, Yardir, and
  its weapon and armor making industry.
  Frostforge Keep: This large and foreboding castle is
  built on a rocky outcropping and is rumored to have an
  extensive cellar and dungeon. Its walls are bleached
  white and painted with hints of bright blue, making the
  castle look like it was carved from a single block of ice
  from a distance.
  County Darkfrost
   
  This county is large, though most of it is
  considered uninhabitable to all but a handful of Jute
  clans who dwell high up in its snowy mountains. The
  county includes Jute controlled lands in the western
  Gorlan Hills as well, and the area around the Big Horn
  forest.
  Count Finn Bly (NE Jute Male Rogue 14); Count of
  Darkfrost
  The Count of Darkfrost is the third cousin of Lord Anils
  Bly, Master of Coin. He is known as a man who is prone
  to dark moods, and he has personally killed seven men
  in sanctioned duels. His fortune, and that of his house,
  is made on supplying caravans headed south with ore
  House Stanz
  Motto: “Made to Last”
  Rank: High Noble
  Sigil: Two crossed weapons
  over a stylized anvil
  Colors: Silver, gray, and blue
  Bannermen: House Bly, House Dormek,
  House Lurbrok, House Ziefweld
  and goods for sale in the kingdom’s southern Jarlands. His
  house is small but respected; however, it seems Count
  Finn sometimes goes out of his way to embarrass himself
  at court by often appearing drunk and disorderly.
  Lady Ylva Bly (N Jute Female Cleric of Tralla 6)
  The Count’s younger sister, Lady Ylva, is well known for
  her stance in protecting the ecosystems of the Darkfrost
  mountains from unchecked mining and mineral extraction.
  She has often come to blows with her brother, but since
  she holds the backing of the powerful druid circle that calls
  the mountains home, her decrees on environmental issues
  are often put into practice.
  Thane Odurr Hringson (NE Jute Male Barbarian 8)
  Count Bly’s right-hand man, Odurr Hringson, was made
  Thane of the Darkfrost Mountains by his good friend more
  than sixteen years ago. House Hringson is a bannermen of
  House Bly and they hold sway over the Jute clans who
  choose to be a part of the kingdom, though they still live a
  rather primitive lifestyle high up in mountain passes. The
  clans loyal to House Hringson act as sentries and the first
  line of defense against the savage Jute who refuse to pay
  homage to any House or King.
  Snowkeep: This rather small and nondescript castle is
  home to House Bly. Heavily fortified and almost always
  covered in snow, the castle has stood for centuries against
  the winter chill and rampaging clans of the Darkfrost
  mountains.
  Rumors of an extensive cave system under the castle have
  persisted for years, especially during the time of great
  upheaval two centuries ago when the entire region was
  being attacked by pig-faced warriors from the mountains.
  Whole towns and villages emptied in the face of the
  oncoming horde and found refuge in Snowkeep.
  
  102
  House Bly
  Motto: “From the Bow”
  Rank: Middling Noble
  Sigil: A black arrowhead
  Colors: Brown and White
  Bannermen: House Hringson,
  House Ordil
  County Prator
   
  The smaller of the two counties in the Jarland of
  Merdah, County Prator, is home to hard-working Jute who
  attempt a life of farming in an often dangerous
  environment. The county lies south of the Gorlan Hills and
  west of the dreaded Thornfang Forest. For centuries
  Goblin, Hill Giant, and Drazil have infringed on the Jute
  settlements here, and the people of Prator County learned
  quickly to build their walls high and to keep their weapons
  in reach. Raids have diminished considerably in the last
  hundred and fifty years, however, the close proximity to
  dangerous territory keeps the settlements on edge and
  ready for battle.
  Count Willf Dormek (LN Jute Male Anointed Knight 14 of
  Marvela); Count of Prator
  The Count of Prator is an aging old soldier who runs his
  house like a military camp. His four sons are all martially
  trained and able battle commanders. House Dormek is the
  third house to have dominion over County Prator. Two
  previous houses were destroyed by Goblin hordes early in
  the kingdom’s inception. House Dormek has managed to
  make the county safer then it was by heavy use of
  mounted patrols and mandatory weapons drills for its
  citizens. Despite this effort, death by monster attack is still
  high on the list of ways to die in the county.
  The Count has disowned his youngest son, Alrik Dormek,
  for his apparent failure as a warrior. Alrik was born sickly
  and never managed to earn the respect of his father and
  brothers with his lack of martial prowess. Despite losing
  his claim to his house’s fortune, Alrik has thrived as a
  shrewd merchant and caravan master who has amassed
  his own personal fortune in the Jarlands of the south.
  Countess Kari Ordil-Dormek (LN Jute Female Fighter 8)
  The fourth wife of Count Willf, Countess Kari, is twenty-
  four years his junior but every bit his match in wits and
  battle strategy. Forbidden from joining the Shield Maidens
  as a young girl, Kari persisted in her martial  training and
  went as far as forming an adventuring  company known
  as the Bright Shields of Merdah. A leg injury sustained
  by a Hill Giant’s boulder ended her adventuring career,
  much to the delight of her father who quickly arranged
  the marriage between his daughter and his liege lord.
  The Countess has borne no children for the Count and
  most likely will never do so. She keeps herself busy
  running the household and overseeing the training of
  her step-grandchildren.
  Housekarl Venk of the Tundra Snake (CN Rusk Male
  Barbarian 11)
  The large and soft-spoken Rusk known as Venk the
  Gray Snake is Count Willf’s personal bodyguard. The
  Count never goes anywhere without his seven-foot,
  shaggy-haired, ape-man who can always be found
  standing just behind the Count and with a hand on his
  well-used battleaxe. Venk came into the service of
  House Dormek fourteen years ago when he was saved
  by a Dormek sponsored caravan that came upon the
  lone Rusk traveling through the Gorlan Hills.
  After proving himself a more than capable fighter, Venk
  joined the ranks of the House’s guards and further
  impressed the Count with his savagery and fighting
  skills. He was appointed Housekarl ten years ago and
  has since never left the Count’s side.
  His presence is tolerated, but loathed, by the Countess.
  Her prejudice against Rusk is apparent every time she
  addresses Venk or speaks of his people. Venk has never
  let his feelings on the matter be known, and he obeys
  her commands with silent efficiency.
  Steelside Castle: This large and seemingly impregnable
  castle is home to House Dormek. The castle lies just
  outside the walls of the city of Presbur, and just inside
  the tree line of the nearby Forest of Steel. At
  considerable expense, House Dormek has covered their
  castle walls with numerous sheets of enchanted steel
  that repel any fire or lightning magic cast upon them.
  House Dormek
  Motto: “Aggression Wins
  the Day”
  Rank: Middling Noble
  Sigil: A yellow manticore
  Colors: Yellow, White, and
  Green
  Bannermen: House Felskom, House
  Gudbrus
  
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  They can also be commanded to shine with an intense
  light, blinding attacking forces and giving the defenders
  a chance to man a counter-attack if need be.
  Presbur (Large City)
  The city of Presbur is the second-largest population
  center in the Jarland of Merdah. It is not as well known
  as Yardir, and it does not have the number of master
  smiths that city can boast. However, it is a busy hub for
  caravan traffic headed north to the communities of the
  Northern Tip and the Flooded Forest.
  Who Rules: Lord Yagni Gudbrus (N Jute Male Fighter 2)
  rules the city in Count Dormek’s name. He has held the
  position for over a decade and has no plans to vacate
  any time soon, despite rumors to the contrary.
  Who Really Rules: Lord Yagni can do little without the
  consent of Count Dormek; however, the Count does
  give his bannermen a certain degree of leeway in most
  matters, except when they pertain to the defense of
  the city.
  Population: 13,890 (90% Human, 6% Meek’ah, 2%
  Calvoid, 2% Other); the city can safely hold up to
  20,000 in times of war or unrest in the countryside.
  Major Products: Wagons, timber, textiles (canvas),
  fruit (apples), nuts (walnuts, pecans)
  Armed Forces: A group of 85 guardsmen acts as police
  and city watch. They are accompanied by 90 troops
  from House Gudbrus who act as guards for their
  House’s interests, including the well-being of their
  Lord, Yagni. House Dormek has a little over 250 troops
  patrolling the outskirts of the city and the homesteads
  found nearby.
  Notable Temples & Shrines:
  ● The Steel Goddess’ Tower is a temple of
  Marvela that focuses on the martial aspect of
  the Jute’s chief goddess. Steel Brother Floki
  Jorjson (LN Jute Male Cleric 15 of Marvela)
  leads a troop of 25 priests and 100 lay
  brethren in service twice a day. Squads of
  priests accompany House Dormek troops in
  their patrols outside the city walls daily, and
  the priests of the Tower can also be found
  guarding caravans that brave the northern
  reaches of the kingdom that are so close to
  monster controlled territory.
  ● There is a little known shrine to Vemish in the
  sewers built over a century ago by a now-
  disbanded group of assassins who tried to
  establish themselves in the city. It has since
  been used by a small cult to the God of Murder
  that has, so far, stayed under the noses of the
  nobility and priests of Marvela.
   Bloody Sister Auda (CE Jute Female Rogue 4/Cleric 6 of
  Vemish) claims to be the bastard daughter of Count Willf
  Dormek’s eldest son; however, her claim has never been
  substantiated. She leads a small cult of four priests and
  seven lay brethren in unholy rituals.
  ● The Snow Knight’s House is a large stone building
  that stands outside of the city walls and is
  dedicated to the god Welkor. High Winter Guard
  Olin Heshburg (LN Jute Male Cleric 7 of Welkor)
  holds services for three priests and eleven lay
  brethren. The shrine is part of a series of shrines
  and monasteries that are funded and manned by
  the Knights of the Frozen Tear.
  ● There is a small shrine to the Trinity in the city that
  caters to Jute from other parts of the kingdom.
  Most of the citizenry of Presbur count Marvela
  exclusively as their patron deity.
  Notable Rogues & Thieves’ Guilds:
  ● The Masked are less of a group of rogues and
  more of a vigilante group that was rumored to
  have been started by one of the previous Counts
  of Prator. Their leader goes by the name of
  “Number One” and leads a group of masked thugs
  who patrol specific neighborhoods and districts in
  hopes of catching lawbreakers. The city watch has
  disavowed the group, stating that their extreme
  tactics cause more trouble then it solves.
  ● The Shadow Syndicate is a clandestine group of
  information brokers who buy and sell information
  on the nobility and wealthy merchants for use by
  their rivals. The leader is unknown, and most of its
  members only know one or two other members to
  keep the risk of the group being infiltrated to a
  minimum. Those looking to purchase their services
  can contact either Knud the Barber (LE Jute Male
  Rogue 11) at his manor house or Kev’sesk Sep’tor
  (N Meek’ah Male Wizard 9) at his popular magic
  shop.
  ● The Presbur Cat is a famous burglar who has
  terrorized the nobility of the city for over one
  hundred years. The title of “the Cat” has been
  passed on four times, and the current holder of
  that moniker is Runa Ulfsdotter (NG Jute Female
  Rogue 4) who can be found most days waiting
  tables at her father’s tavern.
  Equipment Shops: The city’s merchants cater to caravan
  traffic headed north and are always fully stocked.
  ● The Flaming Goat is a magic shop that specializes
  in scrolls, potions, and infused mana crystals. It is
  run by Kev’sesk Sep’tor, and the tiny wizard runs a
  tight ship. The doors to the shop open and close at
  the same time every day, no exceptions. Browsing
  is allowed; however, those who take too much
  
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  time without buying anything are not so politely asked to
  leave. The name for shop comes from the stuffed goat
  mascot that stands next to the doors that has an
  enchantment cast on it that makes it look like it is on fire.
  ● Harvlan’s Boots is a popular destination for the
  nobility and citizens of the city when they are in
  need of new footwear. Expertly crafted boots of
  leather, lizard skin, or sealskin can be found in all
  sizes. Harvlan’s work is not cheap; however, it is
  unsurpassed in terms of workmanship and
  durability.
  Adventurers' Quarters:
  ● Ulf’s Place. (Tavern) This small establishment is
  popular with the locals and is run by Ulf Giantbane
  (N Jute Male Fighter 11) and his family. Ulf earned
  coin and fame in the Clawbite and took his
  Thing earnings back to his home city
  to open the tavern. His wife
  cooks simple but tasty stews
  and soups that are served with
  fresh bread and pitchers of
  cheap, but decent, ale.
  Quality/Price:
                      Excellent/Cheap
  ● The Purple Gargoyle. (Inn) A massive statue of
  a gargoyle stands guard over this modest inn
  located near the city’s western gate. The statue
  is painted purple though most of it is white
  with years of bird droppings that the owners
  never bother to clean. The inn is run by a pair
  of brothers, Lief Katergat (NG Jute Male Cleric
  3 of Dhalla) and Liufr Katergat (NG Jute Male
  Bard 3), who bought the inn from its previous
  owner six years ago. Since then, the inn has
  seen a resurgence in customers, mostly in part
  to the addition of their celebrated chef Alton
  Baxter (N Frode Male). The old Frode has
  worked in several Jute establishments over the
  past two decades and is best known for his
  tasting menu that includes such things as
  pickled manticore tail and roasted fire beetles.
  Quality/Price: Superb/Expensive
  Important Characters:
  ● Lady Hilde Gudbrus (LG Jute Female) is the
  younger daughter of Lord Yagni Gudbrus. She is
  active in the city’s social scene and uses her
  family’s influence to help the more
  impoverished citizens, especially during the
  winter months. Galas and balls thrown by her
  raise money to supply homes with enough
  1)
  Steelside Castle
  2)
  The Staging Area
  3)
  The Snowknight’s House
  4)
  The Purple Gargoyle
  5)
  Shrine to the Trinkity
  6)
  Ulf’s Place
  7)
  The Flaming Goat
  8)
  City Hall & Jail
  9)
  House Gudbrus’ Castle
  10)
  The Steel Goddess’ Tower
  N
  The City of
  Presbur
  Jarland of
  Merdah
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  
  105
  wood to heat them through the winter and provisions
  to keep the families alive.
  ● Fiske Ivonson (LE Jute Male Barbarian 8) is new
  to the city and found work as a bodyguard and
  leg-breaker for a small-time merchant. The
  seven-foot-tall Jute hails from the Darkfrost
  Mountains and quickly made a name for
  himself in the city two days after his arrival by
  beating to a pulp three members of the
  Masked who decided to stop him from
  entering a tavern.
  ● Lord Asger Neisunger (LN Jute Male Anointed
  Knight 6 of Marvela) is the head of House
  Neisunger, a bannermen of House Gudbrus.
  Lord Asger advises Lord Yagni on matters
  dealing with the nobility of the city, and he is
  known for being a shrewd judge of character.
  ● Goli Reisai (CG Aravork Female Aerialist 6) is a
  mercenary and scout who hails from the
  Aravork city of Tor-Aerie. She fled that city
  after her father and sister were killed by a
  group of militants known as the Home Guard
  for failing to comply with their anti-migration
  stance. The killers were caught and put to
  death; however, it did little to alleviate the loss
  Goli felt. She has lived in Jutan for two years
  and makes a living scouting for caravans and
  adventuring companies in the Gorlan Hills.
  Important Features: The city is small and compact. The
  majority of the nobles live in the southern part of the
  city, with the eastern portion given over to crowded
  neighborhoods and slums. The large and open field in
  the northern section of the city is always crowded with
  caravans and their workers who use the field, known
  as The Staging Area, as a place to tie down their wares
  and prepare for the long and dangerous journey north.
  The city has two gates and a high wall that is manned
  by troops and bristling with catapults to ward off any
  Goblin or Drazil horde that would threaten it. There
  has not been a large scale attack on the city in over
  one hundred years; however, the people of Presbur
  stay vigilant against the aggression of their monstrous
  neighbors.
  Rumors & Lore: Presbur has always been a quiet city
  full of hard-working Jute who keep their heads down
  and out of most of the intrigue that befalls the rest of
  the kingdom. Lord Yagni is not well-liked, however, he
  is greatly respected as a man who does what he says in
  spite of any personal loss or gain from his policies.
  The latest gossip making the rounds of the nobility is
  that Lord Yagni is soon to be replaced by the Jarl,
  against the wishes of Count Dormek. Lord Yagni has
  earned the Jarl’s distrust for openly disagreeing with
  his latest decree that Merdah cities and towns are to let go
  of any criminals who are not charged with murder or other
  such capital crimes. Lord Yagil complied with the decree
  and released or commuted the sentence of thirty
  prisoners in the last six months, most of which have since
  left the city for parts unknown.
  Recently, rumors of Goblin and Bugbear raids on the
  villages and homesteads that lie to the east of the city
  have the tavern folk buzzing. To add fuel to the flames,
  Count Dormek has requested additional troops from the
  Jarl to shore up the defenses of the city and its environs.
  He was only sent a few detachments of conscripts from
  Frostforge Keep, not anywhere near the number he asked
  for.
  The Jarland of the Red Shore
   
  The Red Shore is one of the smallest Jarlands in
  the kingdom and has a long history of blood and death.
  The early Jute settlers came to the shore from the
  mountains which stand tall to the east of the coastline.
  Ample fishing and wild game led to a population boom and
  small fishing villages soon turned to towns. The Jute made
  their presence felt on the western ocean and caught the
  attention of a group of evil Fey beings known as Redcaps.
  The Redcaps hailed from the Whitebone Islands to the
  northwest of the shore and raided the Jute with increased
  frequency, destroying whole villages in the process.
  Battles won and lost on the ocean hardened the Jute of
  the Red Shore, and despite the repeated attacks, their
  population continued to grow. During the time of
  bondage, the dragons of the Red Shore were few but
  firmly entrenched. The area was one of the last places to
  be freed by the Rebellion and three of the last White
  Dragons to survive that time hail from here. They fled
  rather than die at the hands of the triumphant Jute people
  and have since dominated an area of the North known as
  the Frozen Forest.
  Jarl Marren Talvin (LN Jute Male Fighter 11); Jarl of the
  Red Shore, Protector of the Northern Coast
  The Jarl of the Red Shore was known as the “Crimson
  Terror” in his younger days as a ship’s captain and pirate
  chaser. He famously led an attack on the Whitebone
  Islands in his youth, which did little to alleviate the raids
  but gave the Jute a greater understanding of their long-
  time enemies. His personal longship, The Crimson Dart,
  has two dozen redcaps hanging from its mast. All
  personally taken from the bodies of Redcaps Marren killed
  in battle.
  Nearing the end of his life, Jarl Marren is disturbed by the
  lack of compassion his son and heir has for the citizens of
  of his Jarland.
  
  106
  He regrets not spending more time with him, and thinks if
  he had taken his son under his wing instead of letting him
  be raised by his cousins in Stanton, he would have turned
  out to be a better man.
  High Lord Alvid Talvin (NE Jute Male Rogue 9); Lord of
  Stanton
  The Jarl’s only son and heir lords over the city of Stanton
  like a king. He is selfish and prone to biting remarks and
  unforgiving ridicule against those whom he takes a dislike
  too. Still a bachelor at the age of forty, Lord Alvid is
  rumored to have fathered over a dozen bastards in as
  many villages and towns up and down the Red Shore.
  Lady Kari Talvin (NE Jute Female Sorcerer 8) and Lady
  Kenna Talvin (NE Jute Female Rogue 8)
  Twin cousins of Jarl Marren, Lady Kari, and Lady Kenna
  raised Lord Alvid for the Jarl while he was often away
  doing battle. The two noble ladies are feared in Stanton
  for their lack of morality and mean streak that has left
  more than one citizen serf dead or maimed by their antics.
  The sisters never married and instead spent their youth
  controlling House Talvin in their cousin’s absence. Under
  their leadership, the House tripled their riches and found
  lucrative business deals with the Empire of Alteria.
  The Red Keep: This impressive castle is home to House
  Talvin and stands as a testimony to their power in the
  region. The stone was quarried in an area of Shin’ar known
  as the Badlands on the Southern Continent. The blocks
  were shipped at great expense for the newly appointed
  Jarl of The Red Shore after House Barrow and their
  bannermen were exiled.
  Shortly after construction began, a series of grisly murders
  occurred around the work site. The culprit was
  apprehended and interrogated to learn his motive for the
  seemingly random acts. The murderer was young mason
  who was part of the team that oversaw the quarrying of
  the stone. He insisted he was being magically controlled,
  and had no recollection of committing the crimes.
  County of the Long Shore
   
  Small and rurally populated, the County of the
  Long Shore consists of eighty miles of pristine shoreline
  and the foothills that form closer to the Darkfrost
  Mountains in the east. It also includes the Crimson Isle
  and the island known as Balorr’s Rest. Sleepy fishing
  villages and small towns are what one would expect to
  find here. Places whose citizens often never leave their
  home villages and live and die within ten miles of their
  birthplace.
  Count Sven Balson (LG Jute Male Paladin 6 of
  Marlvela); Count of the Long Shore
  The young Count of the Long Shore has only been the
  head of his noble house for sixteen months. His older
  brother lost his life in a Redcap attack, and Sven was
  recalled from the Clawbite, where he was serving as
  commander of a Southern Army detachment there. He
  is inexperienced in running a noble house but his new
  wife, Countess Thora, has taken up the task of getting
  the household in order.
  Countess Thora Guld-Balson (CG Jute Female Bard 3)
  The wife of Count Sven, Thora, was born on the island
  of Balorr’s Rest where her family has kept watch over
  the island’s namesake’s crypt for hundreds of years.
  She married the Count only eight months ago and has
  had an uphill battle earning the respect of the landed
  nobility on the mainland who see her and her House as
  backwater simpletons.
  Lord Magister Colborn Balson (LN Jute Male Wizard
  14)
  The second cousin of Count Sven, Colborn, serves as
  the noble house’s chief Magister and finance minister.
  He is often at odds with Countess Thora not because of
  any dislike for the young noblewoman, but more for
  her attempts to wrest control over the House’s coffers
  from his capable hands. He is widely known as the
  “Water Mage of the Long Shore,” and he specializes in
  spells that create and control water.
  Daur (Small Town)
  The town of Daur was one of the first settlements the
  Jute formed on the shore. Its shallow harbor is perfect
  for small fishing vessels and longships; however, it is
  not able to accommodate large merchant ships.
  Because of this, the population of the town has always
  been small, but that’s the way the locals prefer it.
  Who Rules: Lord Ulrik Hjorth (LN Jute Male Fighter 5),
  the second son of Lord Svenol Hjorth, rules the town
  from his large manor house located inside the town’s
  low wall.
  House Talvin
  Motto: “Undeterred and
  Unsinkable”
  Rank: High Noble
  Sigil: Two ships
  Colors: Red and Blue
  Bannermen: House Balson, House Markor,
  House Trskrum, House Vingk
  
  107
  Who Really Rules: A council of citizens advises Lord
  Ulrik, and he is prone to take their suggestions in most
  things. The Count of the Red Shore has little to do with
  the northernmost communities of his domain and
  allows his bannermen to run the area as they see fit.
  Population: 600 (92% Human, 4% Meek’ah, 4% Other);
  can reach as many as 900 during the summer months
  when Redcap raids take place more often.
  Major Products: Fish, especially Garatheen Eels, that
  the town’s modest fleet catches in the waters that are
  also fished by the Redcaps.
  The fishing fleet is always accompanied by at least four
  longships rigged and ready to fight should the evil Fey
  attack. The town is also known for exporting wool taken
  from the many sheep farms found east of the town, in the
  rocky foothills of the Darkfrost range.
  Armed Forces: The town is protected by 20 full time-city
  watch members. House Hjorth also has a presence here
  and stations 40 men along with two longships for the
  town’s defense. Jutan navel vessels meet the fishing fleet
  around the Crimson Isle, where they are stationed.
  Notable Temples & Shrines:
  ● Agni’s Cathedral is a temple dedicated to the
  Trinity goddesses and was built by the master
  builder Agni Knuttson. The large temple is run by
  Mother Eira Leifsdottor (NG Jute Female Cleric 12
  of Dhalla), and she oversees 12 priests and 24 lay
  brethren.
  Notable Rogues & Thieves’ Guilds: There are no active
  thieves’ guilds in Daur. Those who are caught stealing are
  often maimed or executed.
  Equipment Shops: The town’s merchants cater to the
  fishing fleets and the fishing industry. The far off location
  of the town and its shallow harbor make it hard to keep
  shops fully stocked.
  E
  1)
  Ingrid’s Plate & Mail
  2)
  Lord Ulrik’s Manor
  3)
  Agni’s Cathedral
  4)
  The Cracked Barrel
  5)
  Musa’s House
  The Town of
  Daur
  Jarland of The
  Red Shore
  1
  2
  3
  4
  5
  House Balson
  Motto: “The Ocean is
  Master of All”
  Rank: Middling Noble
  Sigil: Two fish paired
  Colors: Silver and Blue
  Bannermen: House Guld, House Hjorth
  
  108
  ● Ingrid’s Plate & Mail is run by Ingrid Sindri (N Jute
  Female Fighter 3), a master blacksmith and armor
  maker. She takes commissions only and is known
  to work on a single suit of armor for months. The
  wait is well justified as the armor crafted by her
  and her apprentices are top quality and very much
  sought after by the nobility. Her son, Ivar Sindri, is
  betrothed to Countess Thora’s younger sister.
  Adventurer’s Quarters: Daur has very little in the way of
  inns and feasthalls. There are only a few establishments of
  note.
  ● The Cracked Barrel. (Tavern) Located on the docks,
  this tavern is packed day and night with locals.
  Rough and tumble fishermen make up the
  majority of the clientele; however, local nobles
  also frequent the tavern nightly.
  Quality/Price: Average/Cheap
  ● Musa’s House. (Inn) This two-story house is home
  to Musa Tazieff (CN Estanyan Female Horselord 8),
  a transplant from the Empire of Alteria. Twelve
  years ago, Musa arrived in Daur with her family
  and ten horses with the intent of breeding them in
  Jutan. Her plan expanded to include running her
  home as an inn as well. She is well-liked in the
  community and the local nobility all own several of
  her horses, which are regarded as being some of
  the best racing horses in northern Jutan.
  Quality/Price: Excellent/Expensive
  Important Characters:
  ● Stavi the Rednose (NG Jute Male Fighter 6) is the
  captain of a pirate hunting vessel in the employ of
  House Hjorth. A known drunk, Stavi can be found
  most days drinking away his coin at local taverns.
  While he is at sea, he never drinks alcohol, and his
  ship and crew are hailed as heroes by more than
  one town along the Long Shore.
  ● Karl Ormrson (CE Jute Male Rogue 2) is the owner
  of four fishing vessels and a large landowner in
  town. Hailing from the Island of Skane, the raven-
  haired Helviir is hated by his rivals and feared by
  his crews. The main reason so many stay under his
  employ, despite his despicable nature, is because
  he pays very well, sometimes well over the
  average amount of coin other captains pay their
  crew.
  Rumors & Lore: Daur is the northernmost settlement of
  Jutan, not including the small hamlets of Jute in the
  Darkfrost Mountains, many of which don’t pay homage to
  any noble house or Jarl. Being so far from the rest of the
  kingdom is a double-edged sword for the town.
  On the one hand, the inhabitants of Daur remain far
  removed from any sort of political infighting within the
  Jarlands. On the other, the town has not grown very
  much in centuries and its people remain relatively
  impoverished because of its remote location. Even the
  local nobility can be counted as some of the poorest in
  the kingdom.
  Raids by Redcaps have gone on for countless
  centuries. During the summer months, raids nearly
  double and the people of Daur brace for the carnage.
  With the virtual abandonment of people from the
  Crimson Isle, the northern coast of the Long Shore is
  now the favored destination for the Redcaps. The
  Crown does augment the northern Navy during those
  months with ships loaned out from larger noble
  houses, and they have managed to stave off the worst
  the Redcaps have to offer most of the time.
  Nevertheless, Daur sees its share of pain and misery
  every year despite the increased naval presence.
  
  109
  
  110
  County Rilavan
   
  The smallest in terms of landmass of the two
  counties of the Red Shore, County Rilavan is denser
  populated and holds the Jarl’s castle and the Jarland’s
  largest city. The area known as the Dragonflight Peninsula
  is where the town of Talport (formerly Barrowport) can be
  found and is thought to be the site of the last White
  Dragon territory on the Western Shore was located.
  When the Rebellion finally came to the Red Shore, it was
  held by very few dragons. The most powerful and oldest
  dragons were slain first, and their slaves were either freed
  or killed on the battlefield. A trio of young wyrmling
  siblings was all that was left of a once proud and extensive
  clutch of White Dragons who ruled the area and people for
  over a thousand years.
  When word came of the death of the avatar of their
  Draconic goddess to the southeast, the trio fled the
  Western Shore forever, leaving behind all of their wealth
  and slaves. Years later, the dominion of the Red Shore
  would be given over to Ranullf Barrows and his newly
  created noble house by Alufgar Bromkar.
  Count Gerroder Markor (CG Jute Male Fighter 6/Cleric 5
  of Marvela); Count of Rilavan
  The overweight but agile Count of Rilavan is well-liked by
  his people and has the ear of the Jarl, much to the chagrin
  of High Lord Alvid. Count Gerroder is a master swordsman
  as well as a cleric of the Steel Goddess. He leads his house
  well and has provided it with seventeen children by six
  wives. Two of his former wives, who won their divorce for
  him because of his excessive extramarital affairs, went on
  to marry other nobles which embarrassed his family. But
  not the Count, who is said to be without shame or a sense
  of embarrassment.
  A well-known purveyor of exotic food and drink, the Count
  of Rilavan, has waiting lists that consist of several sheets of
  parchment full of the names of nobility and wealthy
  merchants who sometimes wait as much as two years for a
  chance to attend one of his dinner parties.
  Countess Soleveg Yaptror-Markor (NG Jute Female)
  The Count’s seventh wife is the dour Countess Soleveg,
  who is also ten years his senior. They have been
  married for two years, and she keeps herself busy
  trying to raise the Count’s children to be better than
  their father. Soleveg married the Count after her
  younger sister, his then betrothed, ran off with an
  Illumnarus adventurer. To avoid further
  embarrassment to her House, Soleveg offered herself
  as the bride, and to everyone’s shock, the Count
  accepted.
  Not known for her beauty or sense of humor, Countess
  Soleveg was convinced the Count was joking with her
  all the way up till the wedding day. And though the
  Count has not lessened his lecherous and lewd ways,
  he has managed to keep most of his behavior out of
  the public eye as to not offend his new wife, whom he
  has now fallen madly in love with.
  Housekarl Bjorn Valison (CN Jute Male Bard 9)
  Bjorn is the son of House Markor’s former head
  guardsman and the constant companion of the Count.
  The two grew up together in the same castle and went
  and did everything together. When Gerroder assented
  to Count, he elevated his friend to Housekarl and
  personal attache for his office. Count Gerroder’s family
  begged him to appoint someone else, anyone but the
  self-proclaimed “pansexual minstrel of love and carnal
  lusts.”
  Rumors of a relationship between Bjorn and the Count
  have hounded the two since childhood; however, there
  is no evidence to support any of the claims. Bjorn was
  the most surprised at his friend’s acceptance of
  marriage from Lady Soleveg Yaptror, whom he often
  called “Old Maid Soleveg.” The Housekarl shows his
  contempt for Countess Soleveg daily. His new favorite
  pastime is recounting his and the Count’s nightly affairs
  to the Countess. He has yet to get any response from
  her other than repeated attempts to box his ear.
  Dragonflight Castle: The ancestral home of House
  Markor was built on the site where the last White
  Dragons on the Western Shore made their home.
  Poised at the tip of the Dragonflight Peninsula, the
  squat castle looks more like a large blockhouse with a
  lone tower attached.
  The Count spends very little time here and instead can
  be found in one of his manors located in Talport or
  Stanton. Hundreds of seals bask on the beaches near
  the castle and are protected by law from poachers or
  those who wish to do them harm. Legends tell of a
  being, who could assume the form of both man and
  seal, once saved the life of House Markor’s young heir.
  The lord of the family changed the House’s words and
  emblem in honor of that being.
  House Markor
  Motto: “Swift and Kind”
  Rank: Middling Noble
  Sigil: A stylized seal
  Colors: White and Yellow
  Bannermen: House Soelburg, House Yaptror
  
  111
  Jarland of the Basket
   
  The largest and most populated Jarland in the
  kingdom, the Basket, is also where the vast majority of
  the food the Jute eat is raised or grown. Blessed with
  mild weather during the spring and summer months,
  the Jarland is home to endless fields of wheat and
  barley.
  Jarl Lartha Korval-Daskil (NG Jute Female Wizard 11);
  Jarl of the Basket, Protector of the Fields
  The middle-aged Jarl of the Basket has held that title
  for over six years ever since her husband died to an
  assassin’s blade during a parade held in his honor. The
  original plan was for her to vacate the position when
  her son came of age, however, since her son was
  injured during a riding lesson shortly after the death of
  her husband, Jarl Lartha petitioned the High King to
  keep her title. He agreed, especially since she had the
  apparent backing of her bannermen and four of the
  other six Jarls.
  Jarl Lartha is beloved by her people, much as her
  husband was, and praises for House Daskil can be
  heard in every tavern in the Jarland. The assassin who
  killed her husband was caught, but he was killed during
  a struggle, and subsequent magical interrogations
  never found out who ordered the killing. Guard
  detachments for the Jarl and her son were doubled
  since then and she has gone as far as hiring
  mercenaries to augment her House’s already
  considerable military presence in the territory it
  controls.
  High Lord Halvor Daskil (N Jute Male); Lord of Bresken
  The Jarl’s only son, High Lord Halvor, was severely
  injured when he was thrown from his horse as a young
  boy. Now at the age of 17, the young noble has the
  wits of a six-year-old, and cannot possibly run his
  House effectively. He is loved and sheltered by his
  mother and uncles and he enjoys watching plays and
  attending service at his family’s personal shrine to the
  Trinity.
  Princess Ingrid Daskil (NG Jute Female Rogue 1)
  The other child of the Jarl, Princess Ingrid, is two years
  junior to her brother and the future of the noble house.
  Her mother plans to marry her off as quickly as she can
  and hopes she can produce a male child she can name as
  her heir. Princess Ingrid wants nothing to do with any of
  that and spends what time she can get away from her
  mother teaching herself how to pick locks and sneak about
  the shadows. She dreams of a life of adventure instead of
  one making babies and attending royal galas.
  Her uncle Orlaf encourages her past-times and has
  advocated her being named heir instead of one of her
  potential future children. Jarl Lartha is warming to the
  idea; however, she knows how difficult it is to be taken
  seriously because she is a woman, and she doesn't want
  that kind of hardship for her only daughter.
  Goldenkeep: The home of House Daskil, Goldenkeep, is a
  large and foreboding castle that stands on the shore of the
  Goldenflow River. Since the death of the Jarl, security at
  the castle has been ramped up and soldiers wearing the
  yellow and white of House Daskil can be seen walking the
  battlements and patrolling the grounds day and night,
  despite the relative safety of the Jarland.
  In addition to the House troops, the Jarl has conscripted a
  group of Calvoid technicians to administer and oversee a
  cadre of automatons that have become a permanent
  fixture on the castle grounds.
  House Daskil
  Motto: “Ours is the
  Bounty”
  Rank: High Noble
  Sigil: A bundle of wheat
  Colors: White and Yellow
  Bannermen: House Fortun, House
  Korval, House Sep’sesth
  Princess Ingrid Daskil
  
  112
  County Goldenfields
   
  Miles of wheat fields dominate this county, as with
  all the counties of the Jarland. Plowed rows take up the
  countryside, and quaint villages and small towns crowd
  around the Goldenflow River that ends at a most ingenious
  device that captures the power of the river and converts it
  into energy that powers a nine-story tall airship landing
  spire. The Calvoid community of the Basket runs the spire
  at the behest of the royal family. They also pilot and
  maintain the kingdom’s two airships which were gifts to
  the High King from the Conglomerate of Sparks.
  Count Banki Korval (LN Jute Male Anointed Knight 14 of
  Marvela); Count of Goldenfields
  The old and ridged Count of Goldenfields is regarded as a
  stern but fair ruler. His decrees and taxation have always
  been modest, and his vigilance in his defense of the
  county’s fields has won him the love of the farmers who
  collectively hold a great deal of power in the Jarland.
  The county is one of the safest places in all of the kingdom.
  Animal and monster attacks are rare at best, and brigands
  are ferreted out and dealt with speed and brutal
  efficiency.
  Lord Simon Korval (LG Jute Male Paladin 12 of Marvela)
  The eldest son and heir to Count Banki, Lord Simon Korval
  is a man who takes the matters of law and order most
  seriously. As a youth, he was known as “the Little
  Watchmen” for his eagerness to police his siblings and
  peers. He is ready to become Count when his father passes
  on, and though his friends and family might joke about his
  studious personality, they are happy to know the county
  will continue to be safe under his watch.
  Lord Orlaf Korval (LN Jute Male Anointed Knight 10 of
  Marvela)
  The Jarl’s older brother, by eleven months, Lord Orlaf is a
  constant fixture in his sister’s court and one of her most
  trusted advisors. He was put in charge of the city of
  Bresken and his rule there has been one of peace and
  prosperity for the large city. He recently married a
  common girl who previously worked as a shop assistant in
  one of Bresken’s magic shops. His father was furious, but
  his sister was pleased, and with her in charge of the
  Jarland, his father could not make his objections public
  without embarrassing himself or overstepping his place.
  Lady Iona Korval-Dolph (NE Jute Female Sorcerer 4)
  The youngest sibling of the Jarl, Lady Iona, is known to be a
  selfish and disagreeable person. Her disdain for the
  common people can be read on her face anytime she is
  forced to talk to someone she feels is below her station.
  She recently married the weak-willed Lord Skapti Dolph,
  head of House Dolph, and they have moved into that
  Houses’ castle east of Bresken.
  House Korval
  Motto: “The Hunt is On”
  Rank: Middling Noble
  Sigil: Three boar’s heads
  chasing
  Colors: Green and Brown
  Bannermen: House Dolph, House Risler
  Bresken (Metropolis)
  The city of Bresken, also known as the Caravan City, is
  the largest population center in the kingdom. Crowded
  and noisy, the city is the destination for caravans
  headed north to the northern Jarlands and beyond, and
  for caravans headed south to the southern Jarlands and
  the Empire of Alteria.
  Who Rules: High Lord Halvir Daskil is titled the Lord of
  Bresken.
  Who Really Rules: Lord Orlaf Korval, High Lord Halvir’s
  uncle, rules the city in his nephew’s name.
  Population: 67,500 (84% Human, 9% Meek’ah, 5%
  Calvoid, 2% Other); the city can see as many as 80,000
  during the spring and summer when the weather is
  right for moving goods throughout the kingdom.
  Major Products: Caravan supplies (wagons,
  replacement parts, oxen, barrels, etc.), fruit (apples,
  pears), honey, wine, ale, wheat (milled flour)
  Armed Forces: A force of 120 city watch patrol the
  streets and markets daily. House Korval’s soldiers in the
  city number 350 and act as specialized guards who
  protect warehouses and places where caravans gather.
  House Daskil’s presence in the city is considerable. The
  high noble house stations 500 soldiers around the city,
  and they are a constant sight patrolling the roads and
  ferreting out bandits and thieves.
  Notable Temples & Shrines:
  ● The Walled Gardens is an open-air temple of
  Dhalla overseen by Mother Jonna Ulddotter
  (NG Jute Female Cleric 8 of Dhalla) and tended
  by six priests and twenty lay brethren. The
  gardens are immaculately kept and cultivated
  and include many plants that are not native to
  Jutan. Volunteers are always welcome to work
  in the gardens, and it is said that putting in a
  
  113
  Notable Rogues & Thieves’ Guilds:
  ● The Scales of Justice is a small, but powerful,
  thieves’ guild made up of Meek’ah whose
  pickpocket teams hit the markets daily. They
  are led by the cunning Kel’tor Semp’tek (NE
  Meeh’ah Male Rogue 14) who has managed to
  keep his small band of thieves operating for
  years despite the harsh penalty handed out to
  captured thieves by the authorities.
  ● Urthard Ulfinson (LE Jute Male Wizard 14) is
  known as an information broker who
  specializes in knowing the destination and
  cargo of almost every caravan entering or
  leaving the city.
  ● The Benevolent Society of Caravan Guardsmen
  is a clever name for a group of leg-breakers
  and thugs who extort coin from visiting
  caravans in exchange for not destroying or
  vandalizing their wagons and wares. Their
  leader, Ragnor the Sly (NE Jute Male Rogue
  4/Fighter 4), is a wealthy businessman whose
  ties to any criminal wrongdoing have never
  been proven.
  good eight hours of work leaves the person feeling
  happy and content for days afterward.
  ● The White Palace is a large building made of
  white marble quarried and shipped from the
  mountains of Verigal. It is one of the largest
  temples of Kythlu in the kingdom and is
  presided over by Revered Mother Sel’tona
  Orm’tek (LG Meek’ah Female Cleric 18 of
  Kythlu). She leads 24 priests and 100 lay
  brethren in prayer daily. The temple is quite
  wealthy thanks to its ties with Meek’ah noble
  houses found in the Jarland.
  ● The Tower of the Three is a slim tower
  dedicated to the Trinity Goddesses and
  overseen by Steel Lord Arvik Knudson (LG Jute
  Male Paladin 3/Cleric 3 of Marvela). The shrine
  counts four priests of Marvela and two priests
  of Tralla among its staff.
  ● In the extensive sewers lies a small shrine to
  the god Xemish. Dark Whisperer Gunhild
  Redlips (NE Jute Female Cleric 5 of Xemish)
  runs the shrine with the help of three priests
  and six lay brethren who guard the shrine
  against the prying eyes of the city watch.
  The City of
  Bresken
  Jarland of The
  Basket
  N
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  1)
  Korval Castle
  2)
  City Jail & Barracks
  3)
  The Walled Garden
  4)
  M’Baku Ibori’s Home
  5)
  Ragnor the Sly’s Home
  6)
  Angelo’s Blades
  7)
  The Painted Walrus
  8)
  The White Palace
  9)
  Abby’s
  10)
  Lady Ylva’s
  11)
  The Golden Crystal Inn
  12)
  Tower of the Three
  13)
  Bresken Arena
  14)
  Goldenflow River
  
  114
  Equipment Shops: Shops in the Caravan City are always
  full and carry a wide variety of goods, some of which are
  not seen in other parts of the kingdom.
  ● Lady Ylva’s is a posh clothing store that caters to
  the nobility and wealthy citizens of Bresken. The
  shop specializes in clothing made from silk, which
  is imported from the Dominion of Kala. The prices
  are costly, however, noble ladies of the Jarland of
  the Basket would not be caught dead without at
  least one gown or dress made by Lady Ylva.
  ● Angelo’s Blades is run by a Verigal expatriate
  named Angelo Moteshi de Fatera, who creates
  intricately forged and embellished blades of all
  sizes. His signature blade is a slim dagger with two
  prongs jutting out from the guard known as a
  dueling dagger. A generation of young nobles in
  Bresken has learned to fight with one of Angelo’s
  dueling daggers in their off-hand.
  Adventurer’s Quarters: The city is full of taverns and inns
  that cater to out of town traffic. The locals tend to stay
  away from those establishments and prefer smaller and
  more intimate places to eat and drink.
  ● The Golden Crystal. (Inn) This large manor house
  was bought eight years ago by a group of Calvoid
  investors who have turned it into an expensive inn.
  The name of the inn comes from a large piece of
  hardened mana crystal that has been painted gold
  and hangs from golden chains from the ceiling of
  the inn’s dining room. A simple light spell cast on
  the crystal allows it to bathe the room in soft
  golden light. Rooms are clean and secure and
  meals are modest if not a little bland.
  Quality/Price: Superb/Expensive
  ● Abby’s. (Tavern) This small outdoor tavern is run
  by a Bresken native named Abhilda Culyrdottor
  (NG Jute Female Bard 2/Fighter 2) who prefers to
  go by the name of Abby. A popular destination for
  locals, Abby’s serves good drinks for low prices.
  Fights are less common here than other taverns in
  the city thanks to the tavern’s bouncer, a Basic
  Guard Unit automaton who goes by the name of
  Big Poppa. The automaton is loved by her clientele
  and affectionately gets rubbed on its head by
  patrons as they enter the establishment.
  Quality/Price: Average/Cheap
  ● The Painted Walrus. (Feasthall) Run by a former
  whaler and ship’s captain, Lief Norvom (N Jute
  Male Fighter 6), the Painted Walrus is one of the
  newest places in the city to grab a meal and a pint
  of ale. A giant stuffed walrus is suspended by
  magic above the bar and gets its name from the
  many different colors of paint that adorns it
  courtesy of Leif’s seven children, who also serve as
  the feasthall’s wait staff.
  Quality/Price: Average/Cheap
  Important Characters:
  ● M’baku Ibori (LN Zula Male Wizard 8) is a well-
  regarded barrister and public
  speaker. He is hired to
  represent people accused of
  wrongdoing and criminal
  activity and his prices are
  not cheap. Magistrates in
  the city know they have a
  difficult case in front of
  them when M’baku is hired
  by the accused.
  ● Siggi Kelondottor (CE Jute Female Fighter 6)
  works as a bodyguard though she is more
  known for being a drunk and thug who
  frequents the dive bars and drug dens on the
  city’s west side. When she is sober enough to
  handle a contract, Siggi can be found guarding
  her clients with one hand on her signature
  weapon; an eight-foot iron-tipped quarterstaff
  she uses with brutal efficiency.
  ● Comita Zardris (CG Zevrish Female Skirmisher
  11) is a loud and boisterous Zevrish who moved
  to the kingdom four years ago after she was
  wrongfully accused of striking an Atlantean.
  She fled for her life from her home in Cashan
  and earned coin for a while participating in the
  Clawbite’s Thing. She makes a living now as an
  expert caravan guard and guide though she will
  not take any contracts that have her return to
  the Empire under any circumstances.
  Important Features: The city of Bresken has no walls
  and encompasses land found on both sides of the
  Goldenflow river, which ends at lading spire found just
  outside of the city’s boundaries. Little regard was given
  to city planning and some neighborhoods boast narrow
  streets and dead-end alleyways. An extensive sewer
  system was built by the city’s Calvoid population over
  one hundred years ago at the behest of the then Jarl
  and High King.
  Bresken boasts the largest concentration of Calvoid in
  the kingdom outside of Orinfjord and the diminutive
  race of master magicians have been responsible for
  some of the city’s more outrageous and ingenious
  public works projects, including a system that pumps
  hot water into homes and businesses and a type of
  indoor privy that flushes waste directly into the sewers.
  The building of a new arena in the city was just
  completed and is scheduled to host the next Jarland
  games held by House Daskil every year.
  
  115
  Rumors & Lore: The Spring Games is a time of grand
  celebration and fun to be had by noble-born and
  citizen serf alike. Competitions include foot races,
  melee tournaments, jousting, bare-knuckle fighting,
  and a type of game known as tug-of-war where two
  teams pull on a thick rope in an attempt to pull the
  other into a pool of muddy water located between
  them.
  Public drunkenness goes up substantially during the
  games, and the city’s jail is always packed with revelers
  sleeping one off after a night of too much drink and
  merriment. Betting on the games is a favored past
  time for the citizens of Bresken and taverns are quick
  to offer their services in taking and managing bets
  safely. The cult of Xemish is on hand during this time
  attempting to fix the games or at least skim off the top
  of any winnings that are handed out.
  County Mornarch
   
  The largest county in terms of land in the
  Jarland, county Mornarch is also the least populated
  thanks to the foreboding Dragonblood Swamp that
  takes up its southwestern side. The northern part of
  the county is home to numerous farms that grow feed
  for domesticated animals, and the majority of what is
  produced is shipped to the large sheep and cattle
  farms located in the northern Jarlands.
  Count Kra’tek Sep’seth (LN Meek’ah Male Fighter 4);
  Count of Mornarch
  House Sep’seth was given charge over the county by
  Ulfsgiir Daskil shortly after the end of the Rebellion.
  The Meek’ah of then Clan Sep’seth were some of the
  first Meek’ah to throw off their chains and join the
  Rebellion when it came to the area freeing the people.
  It’s current head, Count Kra’tek, is a quiet man who
  listens more than he talks and is known for being a
  hands-off ruler when it comes to his bannermen and
  how they treat their subjects.
  Countess Kel’tros Sep’seth (CG Meek’ah Female Witch
  Doctor 11)
  The wife of Count Kra’tek and mother of four,
  Countess Kel’tros is a fixture at the Jarl’s court and is a
  trusted friend and advisor to the Jarl herself. The
  Countess was present when the Jarl’s young son was
  injured during a riding lesson, and it was her quick
  thinking and expert healing that saved the boy’s life.
  She is affectionately known to High Lord Halvor as
  “Mama Tros,” and he delights in her visits not only for
  the sweets she brings but for her loving and caring way
  she speaks to him instead of the condescending way
  he is spoken to by others.
  Serpent Hall: This large manor is built on a series of
  stilts and sits well above the waterline in the
  Dragonblood Swamp. Home to House Sep’seth, the manor
  is one of the larges buildings in the swamp where a vast
  majority of the kingdom’s Meek’ah population resides.
  County Rivershire
   
  The majority of this county’s land was stolen by
  the Jute during the time of bondage. At that time, the
  borders of the Jutal Forest reached as far as the eastern
  bank of the Goldenflow river. Years of clear-cutting and
  burning of whole Fey villages saw the rise of miles of
  plowed farmland that now supplies a great deal of fruit
  and nuts to the rest of the kingdom.
  The people of County Rivershire, in contrast to their brutal
  beginnings, now have some of the friendliest contacts with
  the Fey and Illumnarus of the great Jutal Forest out of any
  county that borders the woods. Overtures of peace were
  presented to the people of the forest during the Rebellion
  that helped the Jute find respite under the canopy during
  that time. While no land was ever granted back to the
  forest dwellers, the county has a centuries-old law
  forbidding the felling of trees found in and near the forest
  on penalty of death.
  Count Vigfuss Fortun (NG Jute Male Ranger 4); Count of
  Rivershire
  The young Count of Rivershire took over his House at the
  age of nineteen, just four years ago, when his older
  brother abdicated his seat and moved to Alteria with his
  lover, a wealthy Estanyan horse trader and Senator. As
  shocking as that act was, Count Vigfuss has nothing but
  good things to say about his brother and new brother-in-
  law, and he is known to verbally admonish anyone who
  speaks ill of the couple in his presence.
  The Count is unmarried himself with no plans to wed any
  time soon. The Jarl sees the Count as an excellent match
  for her daughter and she is considering sending her to
  County Rivershire to live with family there in order to get
  her closer to the Count and his court.
  House Sep’seth
  Motto: “Silent and
  Deadly”
  Rank: Middling Noble
  Sigil: A green serpent
  Colors: Black, green, and red
  Bannermen: House Servan, House Skav’sep
  
  116
  Housekarl Alon Floinn (LG Illumnarus Male Crystalmancer
  11)
  The newest addition to House Fortun is Alon Floinn, who
  saved the Count’s life on a recent expedition into the Jutal
  Forest. The Count was invited to Ritvel as a representative
  of the Jarl in hopes of continuing peace talks between the
  two people. While making his way with his small routine
  through the forest, they were attacked by militant Fey
  who despise the presence of any humans in their woods.
  Alon was part of the guard detachment from Ritvel sent to
  escort the Jute to the meeting. After the incident, he was
  asked to become the Count’s personal bodyguard and was
  given permission from the Elder Flames to do so.
  Lord Bjarte Fortun (CN Jute Male Sorcerer 2)
  The younger brother of Count Vigfuss, Bjarte, is quite a
  handful and a known prankster. His favorite new target for
  his harmless pranks is the new Housekarl who he sees as
  dour and too stern. The teenaged Bjarte can often be
  found telling jokes to the kitchen staff and playing hide-
  and-seek games with the children of the House’s servants.
  Oakwood Tower: This impressive building is suspended off
  the ground and supported by three massive oak trees that
  were magically reinforced to hold its weight. A series of
  ramps, stairs, and ladders allow access to the tower, which
  is situated just outside of the tree line of the Jutal Forest.
  Home to House Fortun for multiple generations, Oakwood
  Tower, was built with the help of area druids as to not
  damage or otherwise harm the ancient oak trees that form
  its foundations.
  An interesting “curse” was placed on the tower itself by
  the druids who helped in its construction. A blood-related
  member of the House has to renew the magic used in the
  tower’s creation every year by dripping a small amount of
  blood onto the exposed roots of at least one of the great
  oaks. Failure to do so causes the roots of the oaks to
  wither and die, and would lead to the total collapse of the
  structure. The yearly blood tithe is symbolic as well, tying
  the House to the land they swore to protect.
  Jarland of Riverfields
   
  This small and thinly populated Jarland lies on
  the kingdom’s eastern border. Before the settling of
  the Clawbite Hills, this Jarland was considered the
  frontier for the Jute people and saw a steady rise in
  settlers for generations, despite its proximity to the
  dangerous Thornfang Forest. Despite the lack of large
  population centers, the Jarland’s nobility has become
  rich with the sale of timber logged from the northern
  Jutal Forest and the barge traffic that flows on the Jutt
  and Iceflow rivers.
  Jarl Olaf Falvir (NG Jute Male Anointed Knight 9 of
  Tralla); Jarl of the Riverfields, Protector of the Jutal
  Forest
  The aging Jarl of Riverfields has been a good ruler to his
  people but a pain in the back of the nobility. Under his
  rule, the virtually unchecked logging of the northern
  Jutal was slowed to a trickle, and the exploitation or
  destruction of Fey communities was put to an end.
  He worked tirelessly to undo some of the decrees of his
  great-grandfather, a man known for turning the morals
  and ideals of House Falvir on its side. For centuries
  prior, the House worked with the local Fey
  communities to keep Jute expansion into the Jutal at a
  minimum. Unfortunately, Jarl Horm Falvir was no friend
  to the Fey, and when he came into power, he ordered
  the building of numerous logging camps and forts to
  defend them. The nobility of the Riverfields grew fat off
  the profits from exporting timber while their people
  paid the price in increased Fey raids and sabotage.
  The Jarl fears the time of his death and the ascension
  of his only son, a man who holds evil in his heart and
  lusts for coin more than he cares for people.
  High Lord Gudbran Falvir (LE Jute Male Wizard 4); Lord
  of Norvey
  The Jarl’s only child, High Lord Gudbran, runs the city of
  Norvey as his personal fiefdom and lords over the city’s
  nobility and citizens like a king. Massive kickbacks are
  taken from the city’s merchants monthly, and those
  who do not pay their due are soon run out of the city
  and their business’ ruined. Gudbran longs for the day
  when his father finally dies and he takes the mantle of
  Jarl. House Falvir’s bannermen eagerly await that day
  as well so they can go back to earning coin from the
  exploitation of the Jutal Forest.
  Lord Bjorn Falvir (NG Jute Male Anointed Knight 2 of
  Tralla)
  The Jarl’s young nephew, Lord Bjorn, is a fixture at his
  uncle’s court and someone whom the Jarl confides in.
  His jovial manner and kind heart makes him the best
  person to uphold the reinstated traditions of the House
  and the Jarl is waiting for the time to be right to name
  House Fortun
  Motto: “Standing Tall”
  Rank: Middling Noble
  Sigil: Three oak trees on
  green and brown checks
  Colors: Green and brown
  Bannermen: House Aranar, House Olegson
  
  117
  him heir instead of his son. Lord Bjorn was recently
  tasked by the Church of Tralla to travel the Jutal and
  affirm the ties the church has with its inhabitants. The
  Jarl has asked the church to reconsider sending his
  nephew, though he gave no reason why. In truth, the
  Jarl fears him getting hurt or killed before he has the
  chance to further mold him into becoming his
  successor.
  Flowatch Keep: This impressive castle is surrounded by
  a high curtain wall and overlooks the fork where the
  Tearflow river breaks off south to form the Jutt and
  west to form the Iceflow. During the infancy of the
  Jarland, the castle stood as a testament to Jute tenacity
  and power as it repeatedly repelled Drazil and
  lizardmen raids.
  County of the Fork
   
  One of the smallest counties in the kingdom,
  the County of the Fork, is made up of rough and tumble
  frontier towns and villages. Dominion over the area
  was given to House Telskom when the previous
  landholders, House Varnlan was destroyed during a
  daring lizardmen raid that overran the kingdom’s
  eastern border. Centuries later, the Fork continues to
  be the battleground against the lizardmen of the
  Swamp of Tears, though attacks have diminished
  considerably since the time of House Varnlan.
  Count Skapti Telskom (LE Jute Male Fighter 11); Count
  of the Fork
  A hard drinking-man, Count Skapti is known for bouts
  of violent anger and hate-filled speeches. A staunch
  opponent of the current Jarl, House Telskom’s fortunes
  were made in timber and foodstuffs taken from the
  Jutal Forest. In the last fifty years, the High King and
  the Dragon Council has had to issue sanctions against
  House Telskom for its repeated and public attempts to
  discredit House Falvir. Count Skapti waits with bated
  breath until High Lord Gudbran takes the Jarlship and sets
  things back to the way they were before his father came
  into power.
  Lord Geir Telskom (LN Jute Male Anointed Knight 9 of
  Welkor); Commander of Fort Journey
  The Count’s eldest son and heir commands House
  Telskom’s troops that defend northern barge traffic on the
  Jutt river. A quiet man, Lord Geir, is best known for his
  battle prowess and his single-handed slaying of four
  charging centaur warriors while defending the fort three
  years ago.
  Lord Magister Fiske Telskom (N Jute Male Wizard 15)
  Count Skapti’s uncle and head Magister for House Telskom
  is an old man bent with age and whose eyesight is
  beginning to fail him from too many nights reading by
  candlelight. In his youth, he was known as an expert in
  fortifications and engineering and it was he who designed
  Fort Journey when it came time to build the fort after
  clearing the forest around the northern part of the Jutt
  river. Never married, the Lord Magister instead spent his
  free time researching the Manasphere and inventing new
  spells that help in the creation of large building projects.
  House Telskom
  Motto: “Upstream and
  Onward”
  Rank: Middling Noble
  Sigil: Two black salmon
  mirrored
  Colors: Blue and white
  Bannermen: House Falkrorr, House Vagle
  County Vayreth
   
  The larger of the two counties in the Jarland,
  County Vayreth, includes many miles of orchards that
  grow fruit and nuts enjoyed by the kingdom’s citizens.
  Settlements tend to be small, though the Jarland’s largest
  city, Norvey, can be found here. The county includes
  numerous unincorporated hamlets and logging camps that
  are governed, at least in part, by the nobility of that city.
  Despite the Jarl’s decrees against further expansion into
  the Jutal, the people of Vayreth move further south into
  the woods every year and provoke retaliatory attacks from
  the Fey who have called the area home for thousands of
  years.
  House Falvir
  Motto: “Old and the
  New”
  Rank: High Noble
  Sigil: A long handle axe in
  a tree stump
  Colors: Green, white, and brown
  Bannermen: House Bilrorr, House
  Scormor, House Telskom
  
  118
  Count Gils Bilrorr (NE Jute Male Rogue 16); Count of
  Vayreth
  The elderly Count Gils spent his youth traveling around
  Shin’ar, plundering tombs and ruins for profit in numerous
  adventuring bands. After amassing quite a fortune, he
  returned to his family’s lands just days before his older
  brother died of a mysterious illness.
  A hateful man, Count Gils is more concerned with counting
  his coins than the plight of his citizens. High Lord Gudbran
  counts him as a close friend and advisor, and the two are
  often seen eating together in Norvey’s feasthalls that cater
  to the nobility. He recently gave his granddaughter’s hand
  in marriage to High Lord Gudbran, cementing his family’s
  place among the High Noble house’s most trusted
  bannermen.
  Lord Manning Bilrorr (CN Jute Male Fighter 3)
  The foppish Lord Manning is the eldest surviving son of
  Count Gils and a known ladies man who has sired no less
  than eighteen children in his forty years of life. He spends
  as much time as he can away from his father and his
  constant stream of criticism against his life choices. Lord
  Manning wants nothing to do with running his house or
  being Count when his father dies and has even gone as far
  as suggesting one of his bastards be elevated above him in
  succession. His daughter, Lady Maginhilde, was just
  married to High Lord Gudbran at an expensive ceremony
  Lord Manning was not invited too.
  His oldest child, Knutte Manningson (LG Jute Male Paladin
  6 of Marvela) has been trying for years to be officially
  recognized as a noble and not a bastard. His pleas have so
  far fallen on deaf ears in the Dragon Council thanks to his
  grandfather’s influence and coin. Count Gils’ plan is to
  name a future grandson sired by High Lord Gudbran as his
  heir, circumventing any potential problems with
  succession after he is gone.
  Alger’s Rest (Small Town)
  Alger Falvir was the grandson of Kiivan Falvir, the first
  Jarl of Riverfields. He was an accomplished ranger and
  man of the forest who was well received in the Fey
  communities of the northern Jutal. The town grew out,
  and around, his large manor house that he built just
  north of the Jutal’s tree line. For centuries, the people
  of Alger’s Rest worked in harmony with the residents
  of the forest, felling only sick and stunted trees and
  taking only enough game to provide for their families.
  When House Falvir was reorganized, dominion over
  the town and its environs were given to House
  Lemkor, a bannermen of House Bilrorr and they
  wasted no time in establishing their dominance in the
  area.
  Who Rules: Lord Hjortr Lemkor (NE Jute Male Wizard
  6) rules the town in the name of his father, Lord Jorj
  Lemkor.
  Who Really Rules: Count Gils Bilrorr gives orders to
  Lord Jorj Lemkor (LE Jute Male Fighter 11), who in
  turn, passes on such decrees to his son, Lord Hjortr.
  Population: 730 (92% Human, 6% Meek’ah, 2% Other);
  the town can hold as many as 1,200 behind its walls in
  times of unrest and Fey raids on the surrounding
  communities.
  Major Products: Timber, fruit, nuts, and alchemical
  supplies made from the plants found in the ancient
  Jutal Forest.
  Armed Forces: The town has 24 full-time watch
  members as well as 190 troops from House Lemkor
  who walk the town’s walls and battlements. House
  Bilrorr has 150 soldiers stationed here as well to help
  defend the town against Fey attacks.
  Notable Temple’s & Shrines:
  ● The Trinity’s Respite is a small temple
  dedicated to the Trinity goddesses and
  overseen by Mother Ninca Yversdottor (NG
  Jute Female Cleric 8 of Dhalla), who presides
  over a group of four priests and eleven lay
  brethren.
  ● The Tree of Life is a shrine built around an
  ancient oak that has been magically preserved
  for centuries. The shrine is dedicated to the
  Goddess Tralla and was commissioned by
  Alger Falvir himself. Oak Father Arvid Lemkor
  (N Jute Male Druid 11) is the aging cousin of
  Lord Jorj Lemkor and whose passionate
  speeches against the exploitation of the Jutal
  often fall on deaf ears. He leads a group of
  eight priests and druids and fourteen lay
  brethren in service twice a day.
  House Bilrorr
  Motto: “Sweet and
  Deadly”
  Rank: Middling Noble
  Sigil: A red rose
  Colors: Green, white, and red
  Bannermen: House Gulderson, House
  Lemkor
  
  119
  Notable Rogues & Thieves' Guilds: The town has no
  organized thieves guilds if you do not count the local
  nobility.
  ● Des Kapoor (CG Kalarin Female Rogue 4) has
  recently arrived in town from the Dominion of
  Kala. She wears a veil to hide terrible acid burn
  scars she suffered at the hands of her father
  when she refused to be married to his
  superior's son. She found work as a serving girl
  but spends her free time breaking into
  merchant shops during the night in an attempt
  to earn enough coin to hire Asa-Aier agents to
  assassinate her father and rescue her younger
  siblings from his grip.
  Equipment Shops: The town of Alger’s Rest gets little in
  the way of adventurers, and their merchants cater to
  more to the logging camps found within the northern
  Jutal.
  ● Torborg’s Fine Furs is a shop that specializes in
  fur-lined clothing that includes boots, cloaks,
  and coats. Torborg Skaridottor (NG Jute Female
  Wizard 3) runs the shop with the help of her
  wife and their two adopted children.
  ● Master Florm’s Exotic Emporium is a small
  magic shop that specializes in simple scrolls
  and potions. His clientele is mostly made up of visiting
  loggers who use his magic to protect them from Fey raids
  on their camps. “Master” Florm (N Calvoid Male Wizard 6)
  is, in reality, only a Journeyman in his School, but he insists
  his customers refer to him as Master.
  Adventurer’s Quarters: The town has only one inn but
  boasts a surprising amount of taverns.
  ● The Gambling Goat. (Inn) This rather nondescript
  manor house located outside the town’s walls is
  run by a rather peculiar man known as The Goat
  (CG Jute Male Fighter 6/Rogue 6). His real name is
  unknown, and his nickname comes from the fact
  that he has a goat’s head instead of a human
  head. When asked, he says it is the result of an
  ancient curse he encountered while adventuring
  on the Southern Continent. The Goat hosts weekly
  gambling tournaments that have a 1 sp buy-in and
  include games of Dragon Chess and a card game
  called “Desert Hold’em,” a game of skill and luck
  he learned from the Sytash tribe he encountered
  shortly after his transformation.
  Quality/Price: Average/Moderate
  ● The Golden Acorn. (Tavern) This rowdy drinking
  establishment is packed with loggers on leave and
  locals who enjoy a good ale and good music.
  N
  1)
  Exotic Emporium
  2)
  Torborg’s Fine Furs
  3)
  House Lemkor’s Estate
  4)
  The Trinity’s Respite
  5)
  Golden Acorn
  6)
  Town Hall & Guard
  Barracks
  7)
  The Gambling Goat
  8)
  Tree of Life
  1
  2
  3
  4
  5
  6
  7
  8
  The Town of
  Alger’s Rest
  Jarland of the
  Riverfields
  
  120
  The owner, Halvar Goldenvoice (CG Jute Male Bard 7),
  sings rousing Jute drinking songs and weepy ballads nightly
  for his patrons. The food is salty but the ale is cheap and
  his selection of exotic wines keeps his taproom full every
  night.
  Quality/Price: Average/Moderate
  Important Characters:
  ● Lady Sara Lemkor (NG Estanyan Female) is the wife
  of Lord Hjortr, but there is little love to be shared
  between them. Their marriage was a political one,
  as Lady Sara’s father is a high ranking official in
  Alteria’s largest merchant coaster, the Men of the
  Trident. House Lemkor has substantial ties to that
  coaster and provides its merchants with a safe
  resting stop in town and preferred treatment
  when it comes to trade contracts. Lady Sara has
  recently fallen in love with her bodyguard, Rastil
  Ragnoson (LN Jute Male Fighter 7), and though he
  feels quite smitten with her, his duty to his House
  comes first and he would never betray his Lord.
  ● Rallo Ivarson (CG Jute Male Ranger 11) leads a
  small band of foresters who hire themselves out as
  guides in the Jutal Forest. Rallo knows which trails
  are marked for Jute use and keeps his clients away
  from Fey settlements.
  ● Amis Langdon (LG Frode Male Paragon 4) is a
  recent arrival to town from the Kingdom of the
  Flooded Forest. Amis has made his way south from
  that kingdom, hiring onto various adventuring
  bands along the way. He wishes to move further
  south, perhaps into the Clawbite, and join that
  Jarlands famous Thing competition.
  Important Features: The town is surrounded by a low wall
  and has only one gate for use by its citizens. The Forest
  Gate is large and made of magically reinforced wood that
  it is said can withstand the pounding of Giants and not give
  way. A second gate, known as the Noble’s Gate, is located
  along its north wall and is used primarily by the nobility of
  the area. Thanks to the work of local druids, the town is
  full of blooming flowers and lush trees, making it one of
  the most beautiful settlements in all of the kingdom.
  Rumors & Lore: Before the restructuring of House Falvir,
  the town of Alger’s Rest was known for its quiet, flower
  and tree-lined streets and citizens who enjoyed the bounty
  of the forest without destroying the forest. Foresters,
  rangers, and druids were counted among the town’s rulers
  and the Fey of the northern Jutal were welcome inside its
  low walls. Once House Lemkor took over the governing of
  the town, things changed dramatically. The noble house
  installed its own people in places of significance among
  the town’s citizens and brought in entire teams of loggers
  to begin cutting down the trees that surrounded the quiet
  town.
  Since then, the Fey who were once welcome in town
  were barred from entry, and their calls for the
  removal of the new logging camps fell on deaf ears.
  Eleven times the Fey have attacked the town since
  House Lemkor took over, and eleven times they have
  been beaten back into the forest. Small druid circles
  who called the town and area home for centuries
  have moved on and away from what they call the
  “taint of civilization” that has taken hold of the once-
  proud forest town.
  Jarland of the Southern Shore
   
  Prior to the annexation of the northern
  Clawbite Hills, the Jarland of the Southern Shore was
  the southernmost controlled territory in the kingdom.
  The majority of the land is not suitable for farming
  though some large nut and fruit orchards can be
  found around the town of Xorn.
  For hundreds of years, the people of the Southern
  Shore faced raids by Gnolls, Goblins, and Trolls who
  boiled out of the east and terrorized the small
  communities there. With the annexation of the
  Clawbite, the area of the Jarland of the Southern
  Shore that abuts that place has since been pacified,
  and the settlements there have been allowed to grow
  and prosper.
  Jarl Dagon Ranv (LN Jute Male Anointed Knight 17 of
  Marvela); Jarl of the Southern Shore, Protector of the
  Southern Coast
  The Jarl of the Southern Shore was once known as a
  jovial man who always had a smile on his face. His
  love for his wife and children was evident to anyone
  who met him as he would go on for hours talking
  about their accomplishments and how proud he was
  of them. Since the murder of his wife in front of his
  eyes, the Jarl has become a shadow of his former self.
  He is seldom seen outside of Starsight Keep and
  refuses to take meals with his family. His children
  worry for his sanity and have repeatedly asked the
  High King, a cousin of Jarl Dagon, to visit their father
  in an attempt to lift his spirits. However, due to the
  High King’s failing health, such a long trip has been
  out of the question.
  High Lord Merdah Ranv (LN Jute Male Wizard 14);
  Lord of Tower-town
  The Jarl’s eldest son and heir, High Lord Merdah rules
  Tower-town in the name of his father. An
  accomplished wizard, he served briefly as a professor
  at the Magister’s College before taking over control of
  the town from House Tarnath. He was not present at
  Starsight Keep when his mother was killed and that
  fact has since haunted him. He believes that if he was
  there, he would have prevented her death, or at the
  very least, captured the assassin before she escaped.
  
  121
  High Lady Erseme Ranv-Oly (LG Jute Female Wizard 5)
  The eldest daughter of Jarl Dagon, High Lady Erseme,
  moved back into Starsight Keep after her mother died
  to take care of her father. Her husband, Lord Kyrin Oly,
  is the heir to House Oly and stayed in their small castle
  just outside of the town of Xorn with their three small
  children.
  Housekarl Olga Nievsdottor (CG Jute Female Barbarian
  3/Fighter 6)
  The Jarl’s housekarl hailed from the area known as the
  Lake of Ice and left her small hamlet at an early age.
  She traveled extensively throughout the kingdom
  before coming into the service of House Ranv. She was
  a good friend to High Lady Signe and was standing next
  to her when the assassin known as Sanguine suddenly
  appeared. Before Olga could react, the assassin cut
  Signe’s throat and disappeared in a puff of smoke. Olga
  blames herself for her friend’s death and has sworn a
  blood-oath to kill Sanguine and her band of assassins.
  Starsight Keep: This impressive castle was constructed
  by Merdah Wyrmsbane himself through his mastery
  over the Manasphere. The castle is made of inky black
  stone that seems to draw in light during the day,
  bathing its battlements in shadow. At night, the walls
  reflect the heavens as stars, and far off nebulas and
  galaxies can be seen swirling along its stone face.
  County Dorvel
   
  The majority of county Dorvel is taken up by
  rocky hills that make the area unsuitable for farming,
  except in the southern county where miles of fruit and
  nut trees can be found. The county is home to the
  Jarland’s largest population center, the city of Yarvel.
  Countess Finna Tarnath-Jorbjor (NG Jute Female Cleric
  4 of Dhalla); Countess of Dorvel
  The wife of the late Count Arvil, Countess Finna, has
  overseen her husband’s territory since his sudden
  death in a Gnoll raid eight years ago while he was touring
  some of the smaller hamlets in the county. Countess Finna
  has no plans to keep her title and is eagerly awaiting her
  son’s seventeenth birthday when he will officially become
  Count. She has enjoyed a relatively calm tenure as
  Countess. However, growing chatter among the Jarland’s
  nobility against the rule of House Ranv has her worried
  about her son’s ability to keep faith with their liege lord in
  spite of this new wave of scorn for the noble family.
  Lord Bjorn Jorbjor (NG Jute Male Ranger 1)
  The soon to be Count of Dorvel is the young Lord Bjorn
  who would rather spend his time in the Wilds than in his
  castle. On a recent trip to Starsight Keep, Lord Bjorn fell in
  love with Housekarl Olga, though she is fifteen years his
  senior. He professed his feelings to her and offered to
  make her Countess of Dorvel, however, she refused in the
  nicest way possible, sighting not their considerable age
  difference, but her oath to slay Sanguine instead, which
  prevents her from making any long term plans other than
  tracking down the assassin and killing her. Lord Bjorn
  immediately pledged his service to her cause and any
  soldiers or provisions she would need in her quest.
  Lord Magister Asmund Jorbjor (LN Jute Male Wizard 14)
  The head of House Jorbjor’s Magisters is the younger
  cousin of the slain Count Arvil, who refused the title of
  Count when his cousin was killed. He threw his support
  behind Countess Finna and has been one of her most
  trusted friends and advisors.
  An old man of almost seventy winters, Lord Magister
  Asmund is as spry as a twenty-year-old, and can be found
  every morning exercising on the docks of Yarvel with a
  group of older Jute citizens in a form of meditative
  movements he learned while enrolled at the Magister’s
  College. The exercises, called Regran Jieyi, were taught by
  a visiting wizard from another world. The slow, deliberate
  movements are designed to clear the mind as well as
  stretch certain muscle groups used in casting spells.
  House Jorbjor
  Motto: “Together We Are
  Stronger”
  Rank: Middling Noble
  Sigil: Two black interlaced
  arms
  Colors: White and red
  Bannermen: House Mordan, House Thorlef
  House Ranv
  Motto: “Follow the
  Way”
  Rank: High Noble
  Sigil: A red star
  Colors: Blue and red
  Bannermen: House Agrath, House Jorbjor,
  House Oly, House Tarnath
  
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  Dockside Castle: This “castle” is actually a series of
  interconnected manors and villas located on the docks of
  the city of Yarvel. Home to House Jorbjor, Dockside Castle
  is well known to the people of that city for its twice-yearly
  galas where citizen serfs are allowed to attend and rub
  shoulders with the Jarland’s nobility.
  County Orthan
   
  Named after Orthan Wulfson, County Orthan
  encompasses the Shield Islands of the Southern Shore.
  Orthan Wulfson was the son of a dragon worshiper that
  lorded over his dragon master’s slaves like they were his
  own. When the Rebellion came to the Shield Islands,
  Alufgar Bromkar slew Wulf Iceblood in single combat, then
  went on to slay his dragon master who ruled Oak Island.
  Orthan threw his axe to the ground and begged Alufgar to
  spare the people of the island.
  His passionate pleas saved countless lives as the people
  who previously fought tooth and nail against the Rebellion
  now took up arms with them against their dragon masters.
  Orthan died on the attack on Steel Island, but he is
  remembered as a hero of the Rebellion from that day on.
  Dominion over County Orthan was given to House Tarnath
  after Alufgar ascended to High King of the Jutan.
  Count Eilif Tarnath (NE Jute Male Fighter 2); Count of
  Orthan
  The Count of Orthan is a disagreeable fellow who counts
  his coins daily and spends very little to make the lives of
  his people any better. In the seventeen years he has
  served as Count, Eilif Tarnath has been sanctioned four
  times by the People’s Council for letting roads and other
  public works projects go to rot.
  His son is just as bad as he is and is often a vocal opponent
  of the Jarl and his family. Count Eilif secretly wishes for his
  House to ascend to the Jarlship, and he works behind the
  scenes to discredit and embarrass Jarl Ranv any chance he
  can get.
  Lord Bjorg Tarnath (NE Jute Male Wizard 11)
  The Count’s eldest son and heir, Lord Bjorg, spends his
  time between scheming for his father and teaching classes
  at the Magister’s Collage. He is a hated professor who
  overworks his students and has been known to assault
  anyone who questions his methods. He previously served
  as Lord of Tower-town; however, his position was taken
  away after it was reported he was skimming coin from the
  coffers of the town. Nothing was proven, and he accepted
  his removal with a prideful showing of leaving his estate,
  seat of the ruler of Tower-town, in a state of disrepair that
  took High Lord Merdah Ranv two years to fix.
  Lady Ingrid Tarnath-Vamodson (CE Jute Female Wizard 5)
  The oldest daughter of Count Eilif, Lady Ingrid, is a spiteful
  woman who possesses no compassion for anyone or
  anything. A rival of the late Jarl’s wife, she was briefly a
  suspect in her murder because of her alleged ties to
  the White Hand assassins. Magical interrogations held
  by House Ranv’s Magisters revealed she was not guilty
  of ordering the killing, nor did she know the
  whereabouts of the group’s leader, the assassin
  Sanguine. She is married to Lord Arvis Vamodson of
  House Vamodson and runs his noble house like her
  personal gang of sycophants and ruffians.
  House Tarnath
  Motto: “We Sail and We
  Live”
  Rank: Middling Noble
  Sigil: A single longship
  Colors: Blue and red
  Bannermen: House Oymund, House
  Vamodson
  Tower-town (Large Town)
  Home to the famed Magister’s College, Tower-town is a
  sprawling urban site that is spread out over the
  northern tip of Steel Island. Hundreds of retired
  Magisters make their home here, each living in their
  own tower. Regulations were put into place eighty
  years ago that limit the height of newly constructed
  towers after a number of years where rival Magisters
  tried to outdo each other in size and opulence of their
  abodes. The town has a large concentration of Calvoid
  and they have unsuccessfully tried for years to petition
  the Jarl to let them build a landing spire on the island.
  The Crown Prince has recently lent his voice to their
  petition and High Lord Merdah is willing to reconsider
  their proposal at the next town meeting.
  Who Rules: High Lord Merdah Ranv rules over Tower-
  town with the help of his fellow professors at the
  Magister’s College.
  Who Really Rules: High Lord Merdah rarely makes
  unilateral decisions that would affect the town. He
  meets monthly with the headmaster of the college as
  well as trusted members of the faculty to discuss any
  pressing matters that would effect the town.
  Population: 3,100 (54% Human, 31% Calvoid, 10%
  Meek’ah, 5% Other); the town can safely house and
  feed twice its population if need be.
  
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  Major Products: Magical items, alchemical items, spell
  components, ink, parchment, and refined mana
  crystal. The College makes coin by having their
  students copy books and scrolls to keep the knowledge
  contained within for future generations.
  Armed Forces: The town has 32 full-time watchmen
  who police the town and watch for pickpockets at the
  large open-air market. A force of 160 House Ranv
  troops are stationed here as well, along with two
  longships for the defense of the small harbor. Students
  and faculty from the Magister’s College are considered
  “on-call” if their magical might is ever needed in
  defending the town.
  Notable Temples & Shrines:
  ● The Lady’s Longhouse is the local temple of the
  Trinity and is headed by Steel Father Brandun
  Bystrom (LG Jute Male Cleric 11 of Marvela),
  who in turn, leads seven priests of Marvela
  and four priests of Dhalla who reside in the
  temple.
  ● There is a secret shrine used by worshipers of
  the Green Gem. Thousands of years ago, a
  Solar Angel was imprisoned inside a gemstone
  by a group of fiends. The Green Gem was
  thrown into the ocean, where it washed up on
  the shore of Steel Island many years later.
  When the Jute came to the island, the Gem was found and
  kept by a fisherman who was seduced by the whispers
  that came from within. Over time, the Solar became
  insane and while unable to leave his gemstone prison, he
  was able to communicate telepathically.
  When the College was built, the gemstone was found and
  moved to its secure vaults. Two decades later, it was
  stolen by a student who started a small cult to venerate
  the trapped Solar. In the ensuing years, more students
  would begin to worship the Green Gem and the Solar, who
  has since forgotten who or what he is, and he grows more
  powerful with each prayer made in his name. The cult is
  headed by Jorunn Haraldottor (N Jute Female Wizard
  6/Cleric 3 of the Green Gem), and she presides over three
  priests and twelve lay brethren who guard the Gem
  against those who wish to see it locked away again.
  ● The Hall of the All-Knowing is a small shrine
  dedicated to the Calvoid god of Kraskar. High
  Learned One Master Walvir vor Japperdon (LN
  Calvoid Male Wizard 5/Cleric 5 of Kraskar) leads a
  small group of four priests and seven lay brethren.
  Notable Rogues & Thieves' Guilds:
  ● The Spell-takers is a guild of rogue Magisters who
  entice students to join their ranks with offers of
  power and forbidden lore.
  The Town of
  Tower-town
  Jarland of the
  Southern Shore
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  1)
  Manamart
  2)
  The Floating Disks
  3)
  Hall of the All Knowing
  4)
  The Oak Barrel
  5)
  The Magister’s College
  6)
  The Lady’s Longhouse
  7)
  Sven’s Parchment & Ink
  8)
  High Lord Merdah’s
  Estate
  9)
  Teleportation Pads
  
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  Headed by Florn Lindquist (NE Jute Male Wizard 6/Rogue
  6), the Spell-takers specialize in tower break-ins and the
  theft of spellbooks and magical items.
  Equipment Shops: Tower-town’s merchants cater to the
  students and faculty of the college and are always fully
  stocked with items they would deem necessary. Weapons
  and armor are hard to come by, and the shops that do
  create or sell those items are few and specialized.
  ● Manamart is owned and operated by a trio of
  former Magisters who retired from their positions
  and opened this large and popular magic shop.
  Potions, scrolls, wondrous items, and infused
  mana crystals can be found here, and the shop’s
  staff takes special request orders for certain types
  of magic wands and staffs.
  ● Sven’s Parchment and Ink is a small specialty shop
  that creates special inks used in magical research
  and spells. Sven Tarliko (CG Jute Male Wizard 14)
  is the half-Estanyan owner who greets every
  customer by name and who always has a smile on
  his face.
  Adventure’s Quarters: Most visitors to Tower-town stay
  with their hosts in their tower or as guests of the college.
  ● The Oak Barrel. (Tavern) This small establishment
  is one of the oldest taverns in Tower-town. Built
  shortly after the College was founded, the Oak
  Barrel quickly became the favored drinking hole
  for the students. A strict “No Magic” policy is
  enforced by the owner’s wife, a half-Atlantean
  woman who it’s said can pick up a grown man and
  throw him across the room with little effort.
   
  Quality/Price: Excellent/Moderate
  ● The Floating Disks. (Feasthall) This large and rowdy
  feasthall is named for the quasi-magical platters
  used by the wait staff to float dinner and drinks to
  their patrons from the kitchen or bar. Seemingly
  able to hold hundreds of pounds without falling,
  the platters are also used nightly by drunk patrons
  in a version of an old Jute game known as Shield
  Racing where two contestants jump and run from
  floating disks set up along the common room
  while other patrons throw food and drink at them.
  The first to fall off is the loser and is sometimes
  charged with any broken dishes or tables that
  were damaged during the race.
   
  Quality/Price: Average/Moderate
  Important Characters:
  ● Gunvor Vragidottor (NG Jute Female Wizard 17) is
  the old and forgetful Dean of Illusion at the
  College. She is loved by her students; however, her
  increasingly absent mind has led to more than one
  seemingly real illusion she casts during class to get
  away from her and terrorize the hallways.
  Plans to replace her have been stalled by her good
  friend and former student High Lord Merdah who is
  inclined to let her finish out her tenure and retire when
  she sees fit.
  ● Captain Leon Prinkips (LN Zevrish Male Fighter
  11) is the head of Tower-town’s small watch
  force and a hard man to please. He has held his
  position for seven years after rising through the
  ranks of the town watch with his quick reflexes
  and quicker mind. His attention to detail is
  unsurpassed, and those who show up for duty
  with wrinkled surcoats or dull weapons are
  severely punished.
  ● Bahar tel Feroz (NE Arryn Female Bard 7) is a
  new arrival in Tower-town and a secret
  member of the Asa Aier espionage agency. She
  quietly threw around large sums of coin to
  secure informants in the College and counts
  many teachers and one Dean among her
  contacts. She can be found most nights
  drinking and playing cards at the Oak Barrel.
  Important Features: The town has no walls and is
  spread out over miles. The Magister’s College stands
  proud and intimidating in the town’s northern section,
  near a sheer cliff that plunges two hundred feet to the
  water below. Portals to the College are located in town:
  one at the market, one outside High Lord Merdah’s
  residence, and another at the docks. Another portal is
  located on the battlements of Starsight Keep to the
  east.
  Rumors & Lore: Dominion over Tower-town was
  previously held by House Tarnath. Six years ago, High
  Lord Merdah noticed considerable discrepancies in the
  town’s ledgers that did not coincide with its coffers.
  Though no accusation was levied, at least not publicly,
  High Lord Merdah removed Lord Bjorg Tarnath as ruler
  of the town and took up the mantle himself.
  House Tarnath still owns a considerable amount of real
  estate in the town, and their troops can still be seen
  guarding their properties. The middling noble
  house is determined to regain the
  lordship of the town, and they have
  begun to secretly make overtures to
  certain professors who have been
  publicly vocal against the High Lord.
  High Lord Merdah’s familiar,
  Nanna, who is a common
  sight flying around town,
  delivering messages for
  her master.
  
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  Jarland of the Clawbite Hills
   
  The area of the northern Clawbite Hills has
  been under the dominion of the Kingdom of Jutan for
  two-hundred and fifty years; however, the majority of
  the Jarland is still considered wild and extremely
  dangerous. Home to Gnolls, Goblins, Trolls, and other
  monsters, the Clawbite is the place where young Jute
  come to earn respect and coin. Population centers are
  few and villages and towns are protected by high
  palisade walls and trained guardsmen.
  Jarl Jacome Karvel (N Jute Male Fighter 4/Ranger 4);
  Jarl of the Clawbite Hills, Protector of the Southern
  Border
  The quiet but imposing Jarl of the Clawbite spends as
  little time possible in his castle and instead travels his
  territory in an effort to keep his people safe. His sorties
  last for more than two months at a time and his
  routine includes a hundred mounted knights and
  soldiers. Villages and towns welcome the Jarl and
  celebrate the cleansing of dangerous monsters from
  their environs by his men, though, evil always seems to
  claw its way back.
  Jarl Jacome has no sons, and though by Jute law he can
  divorce his wife because of this, he sees no reason to
  do so when his eight daughters are more than enough
  to ensure his House’s lineage. He has named his eldest
  daughter as his heir and she has two sons by her
  husband, Count Styr Calmor.
  High Lady Tove Rokram-Karvel (NG Jute Female Cleric
  8 of Dhalla)
  The wife of Jarl Jacome, High Lady Tove, is said to be
  blessed by Dhalla. She has survived eight pregnancies
  with no complications and she has been known to
  continue to work in her personal gardens while
  pregnant or even just after giving birth. Now in her
  mid-fifties, she is done having children and instead
  focuses on the well being of her people through charity
  work and personally acting as mid-wife in rural villages
  and towns.
  Thane Corbin Raabe (CG Vampyr Male Sorcerer 14)
  The Thane of Brakenwater is the pompous but likable
  Corbin Raabe, a former Thing winner four seasons in a
  row. He was made Thane of the town of Brakenwater
  after he single-handedly drove back a group of Hill
  Giants who destroyed that town’s low wall with
  boulders before storming in. Thane Corbin used his
  considerable magical might to defeat the giants and
  repair the damage to the town. Since then, he has
  earned a place in the Jarl’s court as a trusted advisor
  despite his vampiric nature.
  House Karvel
  Motto: “Vigilance
  Through Violence”
  Rank: High Noble
  Sigil: An axe splitting a Troll
  skull
  Colors: Brown and white
  Bannermen: House Calmor, House Rokram
  County Westriver
   
  The largest of the two counties of the Clawbite
  Hills, Westriver, includes all of the land west of the Jutt
  river and east of Xorian Hills (outside of the town of Xorn
  in the Jarland of the Southern Shore). Bisected by the Troll
  Road, the county’s settlements can be found on or within
  a days ride of that wide and heavily patrolled
  thoroughfare. Rocky soil keeps farms small; however,
  cattle and sheep farms tend to be large and well
  protected. Axe beaks are trained by farmers to watch over
  their flocks and herds in addition to well-trained
  guardsmen and magical wards.
  Count Styr Calmor (NG Jute Male Wizard 14); Count of
  Westriver
  The middle-aged Count of Westriver was a former
  professor at the Magister’s College before he was called
  back by his family upon the death of his father. A jovial
  man, Count Styr, is loved by his people and runs his house
  with efficiency and compassion. His marriage ceremony to
  High Lady Jorunn was open to the public and attended by
  hundreds of citizens and nobles. The reception is still
  talked about in certain circles for its exotic food and
  entertainment, including a performance by a troupe of
  Calvoid technicians who put on an expertly choreographed
  dance routine performed by automatons.
  Housekarl Liufr Thornbush (N Jute Male Druid 9 of Tralla)
  Count Styr’s good friend and companion was elevated to
  housekarl when he took control of his House. A fixture in
  the southern Jutal Forest, Housekarl Liufr has the ear of
  several Fey settlements who wish to remain safe and
  independent of the Jute. Count Styr has extended his
  House’s protection to them with no expectation of fidelity,
  however, he does expect them to abide by the laws of the
  kingdom and to bring any disputes they have with loggers
  to him instead of taking matters into their own hands.
  
  126
  House Calmor
  Motto: “The Land Is
  Ours”
  Rank: Middling Noble
  Sigil: Four laurel plants on
  green and red checks
  Colors: Red and green
  Bannermen: House Frekason, House Ondot,
  House Trygrvson
  Midlan (Small City)
  The first significant settlement in the Clawbite Hills, the
  city of Midlan was formed shortly after the conquest of
  the region. Small and crowded, the city is protected by a
  high wall and daily patrols of mounted knights and
  wizards. When the conquest came to the area, they rested
  and reorganized after two months of constant fighting on
  a relatively flat area the troops called “Midland Point.”
  From here, the Dragon Guard and combined soldiers of
  House Karvel, House Calmor, and House Rokram set out to
  the east and the Jutt river.
  When the conquest of the Clawbite Hills was deemed a
  “success,” Midland Point became the site of the city of
  Midlan and the former soldiers who turned settlers began
  the long process of raising walls and fortifying the territory
  they won.
  Who Rules: High Lady Jorunn Karvel-Calmor (NG Jute
  Female Rogue 2/Sorcerer 2) runs the city with kindness
  and compassion for the plight of those who make the
  dangerous Clawbite their home.
  Who Really Rules: High Lady Jorunn has full power within
  the city; however, there is a growing movement of
  independent settlers and wealthy merchants who own
  property outside the city walls to have their grievances
  heard by a committee rather than a single person.
  Population: 8,900 (87% Human, 6% Meek’ah, 5% Other,
  2% Calvoid); the city’s walls can safely house 12,000 and
  has at different times in the past few hundred years when
  monster hordes fall upon the region.
  Major Products: The city produces very little in terms of
  trade goods. It does serve as a safe destination for
  caravans moving north from the Empire of Alteria and the
  Kala Dominion, whose heavily guarded wagons come from
  a hidden trade road the feline race carved through the
  Paranj Mountains to the east. What little that is
  produced for trade are: weapons, tin, wool, leather
  goods, and caravan supplies (replacement parts, oxen,
  animal feed, etc.)
  Armed Forces: The city has 110 full-time watchmen
  and another 125 city guards who man the walls and
  siege weapon batteries. House Korval stations 90
  soldiers here that patrol the outskirts of the walls out
  to five miles every day. The largest contingent of
  soldiers in the city belongs to House Calmor who
  counts 330 troops barracked in a fort just outside the
  walls near the Troll Road. The Dragon Guard stations
  160 soldiers at the fort as well who police the road
  from here to the Jutt river. The city has also relied on
  the protection of the numerous adventurers and
  mercenaries that participate in the Jarland’s Thing
  competition.
  Notable Temples & Shrines:
  ● The Three’s Hall of Honor is a temple dedicated
  to the Trinity goddesses. The main room of the
  temple, dedicated to Marvela, houses suits of
  armor and weapons wielded by the men and
  women who fought to pacify the area. Services
  to the Trinity are presided over by Steel Lord
  Skapti Bjornson (LG Jute Male Cleric 12 of
  Marvela), who leads a force of eight priests of
  Marvela, four priests of Dhalla, and two druids
  of Tralla. The druids also maintain a small
  shrine to Tralla located outside the city walls.
  ● The Glutton’s Respite is a shrine dedicated to
  the Zevrish god Razak and is frequented by
  many of the porcine people who travel to the
  Clawbite to take part in the Thing. High
  Marshal Zolan Angelos (CN Zevrish Male Cleric
  4/Fighter 4/Skirmisher 3) tends the shrine with
  the help of two priests and four lay brethren.
  ● A hidden shrine to the god Vemish is located in
  the basement of the Petrified Troll tavern and
  is run by Bloody Brother Hemish Lothbrok (CE
  Jute Male Cleric 11 of Vemish), the younger
  brother of the owner of the tavern. He
  conducts unholy rights and sacrifices with the
  help of four priests and seven lay brethren who
  are collectively responsible for twenty-seven
  murders in the city over the past six years.
  Notable Rogues & Thieves’ Guilds:
  ● The Sinister Stilettos are a small band of young
  nobles who style themselves as assassins and
  mysterious men of intrigue. In reality, they are
  little more than brash second and third born
  sons who get together and drink and gamble
  their family’s coin away.
  
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  Occasionally they will participate in a robbery, or one
  of them will manage to extort influence over lesser
  merchants for free goods. Their leader, a vain man,
  known as “the Sharpest,” is Lord Knud Ondot (NE Jute
  Male Rogue 5), the third born son of Lord Ivar Ondot.
  Lord Knud was wanted for the murder of two
  shopkeepers two years ago but charges against him
  were dropped when the only witness to the crime
  burned to death in a mysterious fire.
  ● Kortesk Or’trak (CG Meek’ah Male Rogue 7) is
  a former Thing contest winner and well-known
  celebrity in the city’s taverns. He famously
  spent all of his winnings in one night by visiting
  a number of taverns and buying out all of their
  stock to give away for free. “The Night of 1000
  Drunks” is still talked about three years later as
  the most fun the city has had in decades. Since
  that night, Kortesk has never had to pay for a
  drink for himself thanks to his generosity.
  ● Sifrig’s Sisters is less of a band of rouges and
  more of a growing society of female
  adventurers who have banded together out of
  mutual respect and safety. Though more open-
  minded than other Jarlands, the Clawbite Hills
  still suffers from the inherent sexism of a male-
  dominated society.
  A former Thing winner, Sifrig Ionadottor (CG Jute Female
  Barbarian 2/Fighter 8), took her winnings and opened a
  boarding house for women who participate in the Thing to
  return to and rest after sorties in the hills. Now in her
  sixties, Sifrig counts many in the city as her friends,
  including High Lady Jorunn. The nobility sees her
  “sisterhood” as a growing threat to the stability of the city
  and calls for her and her people to be run out of the city
  come up every year.
  ● Housekarl Beza Bafor (CE Zula Female Rogue 8) is
  the insane personal bodyguard of Lady Kari Ondot,
  wife of Lord Ivar Ondot. She came to Midlan three
  years ago and briefly participated in the Thing. It is
  not known how she came into the service of
  House Ondot; however, she seemed to fit right
  into that family of arrogant and mentally unstable
  noblemen. She is infamous in the city for not only
  the way she fights, which is dirty and without
  honor, but for her style of dress as well. She wears
  only a loincloth and two bandoliers of throwing
  knives even in the depth of winter. Too many of
  her victims have been put off guard by her
  nakedness and soon found a throwing knife jutting
  out from their chests.
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  The City of
  Midlan
  Jarland of the
  Clawbite Hills
  1)
  The Troll Road
  2)
  Fort Midlan
  3)
  House Calmor’s Castle
  4)
  Calvoid Experimental
  Railway Depot
  5)
  Agnar’s Provisions &
  Packs
  6)
  Thane Bjorn Ragnason’s
  Manor
  7)
  The Petrified Troll
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  The Glutton’s Respite
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  Ingrid’s House
  10)
  House Ondot’s Castle
  11)
  The Thing Contest
  Offices
  12)
  The Hot Pie
  13)
  The Three’s Hall of
  Honor
  14)
  The Boiling Cauldron
  15)
  The Feathered Fletcher
  16)
  Sifrig’s Boarding House
  
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  Equipment Shops: Merchants in the city cater to
  adventurers and mercenaries in addition to the caravans
  that pass through on their way to other parts of the
  kingdom. Weapon, armor, and magical item shops are
  always fully stocked.
  ● Asger’s Provisions & Packs is a shop that sells
  backpacks, sacs, belt pouches, and other portable
  bags in addition to mundane adventuring
  equipment such as torches, rope, and iron spikes.
  Its proprietor is Asger Lundern (N Jute Male
  Fighter 2/Wizard 2) who is known to speak for
  lengths about obscure monster lore to anyone
  who will stop and listen.
  ● The Feathered Fletcher is a business that
  specializes in ranged weapons and their
  ammunition. It’s owner, Yousef Madani (NG
  Aravork Male Ranger 13), is a former Thing contest
  winner who paid for his whole family to move to
  Midlan from Yeth-Aerie eight years ago. His wife
  and two older children help him create bows and
  crossbows of simple beauty and expert
  functionality. His signature arrows are fletched
  with bright green and blue feathers and can be
  seen sticking out of dead monsters all over the
  county.
  ● The Boiling Cauldron is a magic shop run by three
  Jute sisters who call themselves “The Witches of
  Midlan.” Potions and elixirs are their specialties,
  though they also sell simple scrolls and quasi-
  magical items as well.
  Adventure’s Quarters:
  ● The Petrified Troll. (Tavern) This modest building
  can be distinguished from its neighbors by the
  eight-foot-tall snarling Troll statue that adorns its
  porch. The statue is a trophy belonging to the
  tavern’s former owner, Eric Lothbrok, who opened
  the tavern with his Thing winnings. The busy
  tavern is now run by his eldest son and his family.
  Quality/Price: Average/Cheap
  ● Ingrid’s House. (Inn) One of the oldest buildings in
  the city, Ingrid’s House, began as the manor home
  of one of the first Thing contest winners. Over the
  years, it has changed hands a number of times, to
  eventually be bought by Lady Ingrid Calmor (NG
  Jute Female Wizard 5) and turned into a popular
  bed and breakfast that caters to out-of-town
  nobles who are visiting the rough-and-tumble
  southern Jarland.
  Quality/Price: Excellent/Expensive
  ● The Hot Pie. (Feasthall) This small and intimate
  dining establishment is known throughout the city
  for its fresh-baked fruit and meat pies.
  The feasthall only has four tables, and people wait as
  many as two weeks at a time for an open reservation.
  Despite its small size, the owner Unn Ragondottor (N
  Jute Female Wizard 8) makes plenty of coin selling
  what she calls “take-out” meals that people can order
  at the front of the house and take home to eat once
  they are cooked. The pies stay hot and delicious
  thanks to an ingenious container made from boiled
  leather lined with tin that keeps the heat inside the
  box until the customer makes it home. Unn sells her
  “take-out” boxes for 4 gp and you would be hard-
  pressed to find a household in Midlan that does not
  own at least one.
  Quality/Price: Superb/Moderate
  Important Characters:
  ● Thane Bjorn Ragnason (CG Jute Male Fighter
  16) is titled Thane of Westriver County and is
  an impressive eleven-time Thing contest
  winner. He is the all-time leader in points
  earned in that contest and despite his
  advancing age, still enters the competition
  every season. His magical axe “Head
  Chopper,” is rumored to be intelligent and
  able to return to his hand in the blink of an
  eye after he throws it.
  ● Helga Olindottor (LN Jute Female Anointed
  Knight 9 of Welkor) hails from the Lake of Ice
  and is a member of the Order of the Frozen
  Tear. She trains others in the use of sword
  and shield and can be found at her small
  blockhouse drinking ale and playing cards
  with her companions, a Rusk woman named
  Druda Quickhop (N Rusk Female Totemist 6)
  and Journeyman Navin vor Gasterman (CN
  Calvoid Male Technician 8).
  ● Farit Taziliff (CN Estanyan Male Horselord 11)
  came to Midlan a year ago from the Estanyan
  Plains and has had some success in the Thing
  competition. His participation in the contest is
  just a preface for his real motives. He is
  secretly a member of the Asa-Aier espionage
  agency, and he is stationed in the city as a
  recruiter for them. So far, he has brought
  eleven people into that organization,
  including Lord Jaris Ondot (LE Jute Male
  Fighter 4/Rogue 4) who is the heir to House
  Ondot.
  Rumors & Lore: A noisy and rough city, Midlan can be
  intimidating to those who are not used to
  overcrowded streets and well-armed citizens. Even
  though it has been decades since the city’s walls were
  threatened, its citizens are all expected to help defend
  their homes at any time. Foreign trade keeps the
  
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  city’s nobles rich and growing influence from the
  Empire of Alteria is causing rifts between noble houses
  that were allies for hundreds of years. Wealthy
  merchant coasters from the south are seeking to buy
  up property in the city and use their extensive
  landowning as leverage against the nobility. Some
  minor houses have fallen victim to their extortion
  tactics and pay-offs and have begun to voice their
  displeasure for House Calmor and the Jarl’s rule over
  the region.
  County Eastriver
   
  The smallest of the two counties in the Jarland,
  County Eastriver contains the largest population center
  thanks to its proximity to the Jutt River. The county
  includes two non-Jute settlements which are under the
  protection of the Jarl and his bannermen.
  Countess Ingunn Rokram (CN Jute Female Barbarian
  6), Countess of Eastriver
  The towering daughter of the former Count of
  Eastriver, Countess Ingunn, was born outside of the
  kingdom on the Lake of Ice and lived there with her
  mother’s people for much of her adult life. When the
  aging Count was near death, he sent for his only child
  and named her heir. Countess Ingunn has the support
  of the Jarl and is a loud and opinionated voice in the
  Jarland’s politics.
  Housekarl Heshryp Hydescar (N Gnoll Female Ranger
  3/Sorcerer 3)
  Heshryp is the eldest daughter of Chief Heryik of the
  Hydescar. The large clan of Gnolls count themselves as
  retainers of House Rokram and as an unofficial
  bannermen. Chief Heryik pledged his daughter's
  service to Countless Ingunn when she took control of
  the county as an overture of respect. Heshryp
  impressed Countess Ingunn immediately with her
  intelligence and wit, both of which helped the outsider
  Jute woman navigate the politics of the land. She has
  become a trusted advisor for the Countess, much to
  the dismay of the nobility who see the Gnoll clan as a
  failed attempt to civilize the wilds instead of just
  outright conquering them.
  Magister Cyrus Brightsmile (CG Arryn Male Wizard 5)
  The newest member of House Rokram is the always
  smiling Magister Cyrus Brightsmile ,who hails from the
  small village of Tabiz. The first Arryn to graduate the
  Magister’s College, Cyrus was sponsored by the former
  Count just before he passed away. He is a junior
  member of the House’s Magisters and has the
  unglamorous job of keeping bugs out of the castle’s
  library and the copying of damaged tomes. He recently
  discovered a scroll detailing a business deal between
  Countess Ingunn’s great-grandfather and a member of
  the Atlantean Order of Atomos. Badly damaged, the the
  scroll was barely legible, but Cyrus managed to read of a
  series of payments made to House Rorkram, through
  various intermediaries, for the capture and sale of
  Illumnarus from the Jutal Forest. He has yet to bring this
  information to the Countess and fears the news will be
  used to take down the noble house he has come to call
  home and all of the work the Countess and her father have
  done for the people of Eastriver.
  Countess Ingunn Rokram
  House Rokram
  Motto: “Charge Them
  Head On”
  Rank: Middling Noble
  Sigil: A black griffon head
  Colors: Black & gray
  Bannermen: House Koskeg, House Ulfar,
  House Naglison
  
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  Lesser Houses of Jutan
   
  The nobility of Jutan counts over 100 noble houses made up of old families, new money, and up jumped
  commoners who were granted titles and land by Jarls for valor or unspecified services. There are seven houses
  counted as High nobles of the kingdom with thirty-four titled Middling houses and include the Count’s who
  administer the counties of the kingdom. Lesser houses number sixty-three, the last of which was granted nobility
  by the current High King thirty years ago.
  All of the High noble houses were founded during or shortly after the Rebellion. Their bannermen’s houses
  were formed soon after that, most as a reward for dedicated service during the fight for freedom. In the previous
  section, High and Middling houses were chronicled in the Jarland in which they reside and hold power. Below is a
  small accounting of the Lesser houses of the kingdom, their sigils, and to whom they swear allegiance too.
  House Altason
  Motto: “They Hear Us”
  Liege: House Vagle
  Sigil: A black trumpet
  Colors: Yellow and red
  Bannermen: House Holfson
  Head: Lord Geir Altason (NE Jute Male Wizard 4)
  The Altasons of Jutensley were founded two hundred
  years ago when a brave adventurer named Tormund
  Altason held off an attack against the town by a horde of
  giant spiders that boiled out of the Thornfang Forest.
  Tormund was an accomplished bard and wizard, and it was
  due to his fantastic displays of magic and strategy that
  helped the town survive.
  A small house, their fortunes have waxed and waned over
  the years. They count only one castle, and two villas
  among their properties and their lands can be found to the
  west of Jutensley.
  Rumors & Plots: The Count of The Fork is a close friend of
  Lord Geir, and the two can be seen together when the
  Count is visiting Jutensley. Their loud discussions are often
  overheard while they dine in public and topics include
  their mutual hatred for the Jarl and plans for renewed
  expansion in the northern Jutal Forest.
  House Balgor
  Motto: “The Sea is in Us”
  Liege: House Hjarv
  Sigil: Two trout on silver
  and red checks
  Colors: Silver and red
  Bannermen: House Fryden
  Head: Lord Sventi Balgor (LN Jute Male Fighter 11)
  The Balgors hail from the Helviir island of Elbe and make
  their fortune in fishing. Their fleets are often targeted by
  pirates who sail out of Elbe’s eastern coves and overtake
  the heavily laden ships as they make their way back to
  port. Twice in the last decade has the head of the
  noble house lost their lives to pirate attacks. House
  Balgor petitioned their liege lord to supply them with
  more escorts, but Lord Agni Hjarv refused, stating his
  ships are needed to protect his own interests.
  Lord Sventi has begun making overtures to foreign
  privateers to help protect his fleet. So far, he has only
  secured the employ of two small ships belonging to
  Captain Zelours of Sprata. The Zevrish crews have
  demonstrated a considerable amount of bravery
  defending the fishing boats and have sunk three
  pirate vessels in just two months.
  Rumors & Plots: The pirates of Elbe have recently put
  out a contract on Lord Sventi’s life; 850 gp to the
  person who can kill him and an additional 500 gp for
  the head of Captain Zelours.
  House Dolph
  Motto: “Our Cup Never
  Spills”
  Liege: House Korval
  Sigil: A red cup
  Colors: Gray, red, and white
  Bannermen: House Kntzen
  Head: Lord Skapti Dolph (N Jute Male Fighter 2)
  House Dolph has fallen on hard times. Once a proud
  and popular house, it has now lost favor among its
  citizens for years of miss-managed accounts and heavy
  taxation. Lord Skapti’s father was a drunk, and
  unrepentant gambler who it is said would bet on
  anything, including which way a drop of dew would roll
  down a flower petal. House Korval has loaned their
  bannermen large sums of coin to keep them from
  going bankrupt and to secure those loans, Lord Skapti
  has married Lady Iona Korval, who was instructed by
  her father to curb the rampant spending done by
  House Dolph. In defiance of her father, Lady Iona has
  done little to stop the flow of coin through House
  
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  Dolph’s coffers and instead has begun spending to
  renovate their crumbling castle located east of the city
  of Bresken.
  Rumors & Plots: Lady Iona despises her older sister,
  Jarl Lartha Korval-Daskil, and wishes nothing more
  than to see her unseated from her lofty position.
  Rumors are coming from the renovations at Amplland,
  House Dolph’s estate and castle, speak of secret rooms
  being built deep within the castle’s interior. What
  these rooms will be used for has been anyone’s guess,
  though the installation of floor drains has caused more
  than one person to think Lady Iona is building a
  personal dungeon.
  House Dreij
  Motto: “Guard the Gate”
  Liege: House Kipley
  Sigil: A silver portcullis
  Colors: Black and silver
  Bannermen: House Kalvin
  Head: Lord Olin Dreij (LN Jute Male Anointed Knight 9
  of Marvela)
  The Dreijs of County Wyrmskull are a small but proud
  house who can trace their inception to the last days of
  the Rebellion. Hvarlen Dreij was a slave-soldier who
  threw his lot in with the rebels as they attacked his
  dragon lord’s castle. Instead of fighting the attacking
  forces, he hurried his family and as many others as he
  could outside before shutting the portcullis and
  breaking the mechanism that raised and lowered it.
  Alone, he fought off waves of slaves who rushed the
  gates while the rebels bombarded the castle with
  fireballs and lightning bolts.
  Hvarlen died in the fire that would go on to gut the
  castle, but thanks to his heroics, the dragon lord and
  his army perished inside as well. After the rebellion
  was over, his son was elevated to Lord, and they were
  given the land where the burned castle once stood.
  Rumors & Plots: House Dreij has recently discovered
  silver on their lands while digging for new wells. The
  news of this discovery has House Dreij looking for able-
  bodied citizens to work the mines in exchange for food
  and protection from the multitudes of fire beetles the
  digging has apparently unleashed.
  House Edmorr
  Motto: “Always Working”
  Liege: House Olegson
  Sigil: A yellow bee
  Colors: Brown and yellow
  Bannermen: House Sess'valen
  Head: Lord Ralin Edmorr (NG Jute Male Anointed Knight 4
  of Tralla)
  House Edmorr is a large landowner in County Rivershire
  with multiple fields located west of the town of Siban. A
  small house, their fortunes have always been tied to the
  cultivation of bees and the production and sale of honey
  to the kingdom. Much of the honey sold is used to flavor
  mead and ale and House Edmorr enjoys lucrative contracts
  with many brew houses and feasthalls.
  Rumors & Plots: Lord Ralin’s heir and eldest son, Lord
  Uldred Edmorr (LE Jute Male Fighter 6), has recently
  returned from a stint commanding a small detachment of
  Southern Army forces in the Clawbite Hills. A loud and
  angry man, Lord Uldred was in reality stripped of his
  position after he severely wounded a young soldier during
  a drunken fight. On the word of his father, he is to be
  confined to their castle and lands until a formal inquiry is
  held by the Jarl of the Basket on whether Lord Uldred will
  suffer any punishment because of his actions.
  House Felskom
  Motto: “Light in the
  Night”
  Liege: House Dormek
  Sigil: A yellow crescent
  moon
  Colors: Blue and yellow
  Bannermen: House Ospek
  Head: Lord Oddur Felskom (LN Jute Male Fighter 18)
  House Felskom’s lands lie just south of the Gorlan Hills and
  have been repeatedly attacked over the last two hundred
  years by Goblins, Hill Giants, and worse. Their castle and
  lands are some of the last places Jute merchants can stop
  off for rest and previsions before entering the central
  Gorlan Hills on their way to the settlements of the
  Northern Tip. Lord Oddur is nearing seventy winters and
  cannot ride out to do battle anymore; however, his
  children still accompany caravans who travel through their
  lands and ride out daily to patrol the homesteads under
  their care.
  Rumors & Plots: House Felskom’s bannermen, House
  Ospek, has been cozying up to the Jarl of Merdah in hopes
  he will rule in their favor on a number of land disputes
  they are having with their liege lord. In particular, a patch
  of prime grazing land has been under the protection of
  House Felskom for decades. However, they do not
  currently occupy it. House Ospek wants it granted to them
  and have even gone as far as falsifying claims against Lord
  Oddur to make him lose face and the confidence of Count
  Dormek and Jarl Stanz.
  
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  House Frekason
  Motto: “Slash and Burn”
  Liege: House Calmor
  Sigil: A red sword
  Colors: Green, white, and
  red
  Bannermen: House Holm
  Head: Lord Manning Frekason (LE Jute Male Rogue 7)
  House Frekason’s lands are found just south of the canopy
  of the Jutal Forest. Founded after the conquest of the area
  was complete, the newly elevated Lord Svali Frekason
  wasted no time in carving out a dominion for his growing
  family. Clear cutting teams attacked the southern Jutal and
  immediately came to blows with the Gnolls and Goblins,
  who called that particular area home.
  Notoriously racist and spiteful, the heads of House
  Frekason have twice been deposed by the Jarl of the
  Clawbite Hills for using poison and disease to clear out Fey
  communities their loggers encroached on.
  Rumors & Plots: Lord Manning has entered into a secret
  alliance with an Alterian merchant coaster who has been
  supplying the house with the troops and coin they’ve been
  using to expand their lands in the southern Jutal Forest.
  Profits made from this venture have not been reported to
  their liege lord, and House Frekason runs the risk of being
  heavily sanctioned, maybe even disbanded, should Count
  Calmor find them out.
  House
  Gulderson
  Motto: “Working the
  Fields”
  Liege: House Bilrorr
  Sigil: Five red turnips
  Colors: Silver and red
  Bannermen: House Gunnerson
  Head: Lord Jory Gulderson (LN Jute Male Fighter 5)
  House Gulderson’s lands can be found west of Norvey and
  include miles of turnip and potato fields. A hard-working
  house, the nobles often work side by side with their
  citizens and can especially be seen working during harvest
  time. Sometimes called “dirt heads” by their fellow nobles,
  House Gulderson ignores such barbs and instead rises
  above petty name-calling and rest on their substantial
  coffers and the love of their citizens.
  Rumors & Plots: Something is stirring under House
  Gulderson’s lands that has its citizens scared, and some
  are refusing to work the fields. Dead bodies have been
  found in the fields partially eaten and otherwise
  disfigured.
  Lord Jory has sent word to his liege lord that his
  meager amount of soldiers is not enough to track down
  and deal with whatever monster is plaguing his lands.
  Count Bilrorr has dispatched a handful of soldiers and a
  couple of his House’s Magisters to investigate the
  problem.
  House
  Gunnerson
  Motto: “Clear the Path”
  Liege: House Gulderson
  Sigil: Three conjoined axes
  Colors: Silver and red
  Bannermen: House Sinrr
  Head: Lord Bjorn Gunnerson (LE Jute Male Fighter 13)
  A small house, the Gunnersons of County Vayreth can
  trace their beginnings to a family dispute between the
  then Lord Hevin Gulderson and his brother, Gunner. A
  fight for succession plunged that normally peaceful
  house into war with itself, which left eight family
  members killed, including Lord Gunner Gulderson. The
  Jarl of the Riverfields came up with the solution for
  Gunner’s son to break off and form his own noble
  house; however, the Guldersons would be their liege
  lords.
  Rumors & Plots: There is little love between House
  Gunnerson and House Gulderson, even a hundred
  years after the split. Lord Bjorn has secretly paid a
  Meek’ah witch doctor to summon large and ravenous
  beetles to infest House Gulderson’s lands. The beetles
  have so far attacked and eaten seven citizens and
  ruined the season’s crops. Lord Bjorn hopes Count
  Bilrorr will place sanctions against House Gulderson for
  letting their citizens die, and he can come in and gobble
  up any land they have let go wild thanks to these
  attacks.
  House Hjarv
  Motto: “We Secure the
  Sea”
  Liege: House Bjorg
  Sigil: Four longships
  Colors: Blue and green
  Bannermen: House Balgor
  Head: Lord Agni Hjarv (NE Jute Male Rogue 12)
  House Hjarv was elevated to the nobility by the then
  Count of Helviir one hundred and twenty years ago.
  During a tumultuous time on the Helviir islands, many
  citizens rose up against the nobility and demanded
  lesser taxes and better living conditions. Eventually,
  their cries reached the High King who instructed House
  
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  Bjorg to give in to their demands or face sanctions.
  They did, at first, and ordered their bannermen to
  lower taxes, which alleviated some of the tension.
  However, House Bjorg gave no orders to improve the
  living conditions of the people and soon a large group
  of disgruntled citizens captured eleven ships and
  began to raid merchant vessels under the protection of
  House Bjorg. The Count of Helviir instructed the
  Admiral of his personal fleet to hunt down and sink the
  serfs turned pirates. It took Admiral Egil Hjarv two
  weeks to locate and sink the rampaging fleet. As a
  reward, Egil Hjarv was elevated to Lord and his new
  House swore fealty to House Bjorg.
  Rumors & Plots: House Hjarv has a sizable personal
  fleet for a lesser noble house, and they use those ships
  to protect merchant traffic headed to and from the
  Helviir islands. One of their ship captains, a man by the
  name of Eric Blackeyes (LE Jute Male Fighter 8), has
  recently begun robbing ships under his protection,
  sinking them, and blaming it on pirates. If found out,
  he and his crew could face the hangmen’s noose.
  House Hjorth
  Motto: “Life in the Water”
  Liege: House Balson
  Sigil: A blue merman
  Colors: Blue and silver
  Bannermen: House Sirnir
  Head: Lord Svenol Hjorth (LG Jute Male Anointed
  Knight 6 of Marvela)
  The small noble house has prospered on the coast of
  the Long Shore since the just after the Rebellion. Its
  founder, Sirvorg Hjorth, was instrumental in winning
  over the hearts and minds of the area’s slaves, which
  swelled the rebel’s ranks. He was also responsible for
  the peaceful negotiations and alliance with a small
  community of mermen who live underwater near the
  island of Balorr’s Rest.
  Rumors & Lore: House Hjorth’s fortunes have dipped
  in the last ten years thanks to their ships being
  targeted more frequently by pirates and Redcaps alike.
  Lord Svenol has petitioned House Balson to aid them,
  and the Middling house has loaned ships and coin to
  Lord Svenol to keep his house afloat. The time has
  come to repay the debt, but House Hjorth does not
  have the coin to do so. Time will tell whether or not
  the lesser house will lose its noble status and declare
  bankruptcy or if they will be saved by the Jarl and the
  High King.
  House Kipley
  Motto: “Will of Stone”
  Liege: House Olkaskar
  Sigil: A two-towered
  castle
  Colors: Black and silver
  Bannermen: House Elienburg
  Head: Lord Rannulf Kipley (LN Jute Male Anointed Knight
  11 of Marvela)
  House Kipely has been tied to House Olkaskar through
  blood and marriage for over three hundred years. A
  modest house, the Kipley nobles are known for being a
  little arrogant but compassionate when dealing with their
  citizens. Their single castle, Twin-Towers, is an impressive
  and some say, impregnable fortress that rivals Wyrmskull
  Citadel in size and armaments.
  Rumors & Plots: Lord Rannulf is displeased with his liege
  lord and his apparent spinelessness when it comes to
  being told how to run the county. He was old friends the
  Count’s father, and he suspects foul play in his death. He
  hesitates to bring his suspicions to the Jarl fearing any such
  conspiracy goes directly to the top. He is quietly seeking
  adventurers to look into the matter and gain evidence of
  his friend’s murder.
  House Kntzen
  Motto: “Wild and
  Untamed”
  Liege: House Dolph
  Sigil: A red boar
  Colors: Green, white, and red
  Bannermen: House Hlarson
  Head: Lord Gudbran Kntzen (CG Jute Male Ranger 11)
  House Kntzen is a house known for its wild hunts and
  extravagant feasts. While they hold minimal land, they do
  count a number of peaceful Jute villages near the Jutal
  Forest under their protection, and those villages, in turn,
  have the best relationships with the Fey of Jutal then
  anywhere else in the kingdom. Lord Gudbran’s youngest
  son has recently married the daughter of an Illumnarus
  merchant, bringing the Jute people and the Illumnarus
  closer than they have ever been before.
  Rumors & Plots: Lady Iona Korval-Dolph was livid when
  she heard the son of Lord Gudbran was betrothed to an
  Illumnarus. She verbally abused her husband in public for
  sanctioning the marriage and let it be known that the
  “glowing-pointy-eared whore” is not welcome in her
  presence.
  
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  House Olegson
  Motto: “By Wing and
  Claw”
  Liege: House Fortun
  Sigil: A yellow harpy
  Colors: Gray, white, and yellow
  Bannermen: House Edmorr
  Head: Lord Ove Olegson (LE Jute Male Fighter 7)
  The small and unpopular House Olegson was granted
  nobility two hundred years ago by the High King. A
  towering and intimidating man, Oleg Olegson was a bandit
  turned mercenary who earned coin and infamy in the Jutal
  Forest protecting logging camps with his men who were
  known as the Company of the Harpy. He was elevated to
  Lord after he and his men stopped an attack on the
  settlements of Rivershire by a sizable force of Centaurs.
  Unknown to all, Oleg Olegson ordered the burning of the
  Centaur’s villages in order to secure logging rights the
  horse-men refused to grant. After the battle, the Company
  of the Harpy were named heroes of the kingdom, and Oleg
  was made a Lord.
  Rumors & Plots: Survivors of the burned Centaur villages
  fled south to Alteria and brought with them first-hand
  accounts on who started the fight between them and the
  Jute. If news of Oleg Olegson’s crimes come out, House
  Olegson can lose its noble status and its fortune
  confiscated by the Jarl of the Basket.
  House Ordil
  Motto: “We Soar Over the
  Mountains”
  Liege: House Bly
  Sigil: A black eagle taking
  flight
  Colors: White and brown
  Bannermen: House Lurdquist
  Head: Lord Ingimarr Ordil (NE Jute Male Fighter 9)
  The proud House Ordil has lived at the foot of the
  Darkfrost Mountains for a thousand years. Before the
  Rebellion, they were one of the few clans of Jute who
  managed to stay independent of the White Dragons. The
  lore told by Ordils is that they kept themselves hidden in
  caves and secret mountain passes until the Rebellion came
  to liberate the area. In reality, the Ordils kept
  “independent” of the White Dragons because they
  captured and sold their neighbors to the dragons in
  exchange for their own safety. Members of House Ordil
  have been known to kill anyone they hear tell that version
  of their origin story, and they have even gone as far as
  destroying books written about the Rebellion that paint
  them in a poor light.
  Rumors & Plots: The youngest son of Lord Ingimarr
  Ordil, Lord Fritof Ordil (LG Jute Paladin 4 of Marvela),
  recently returned to his family’s land from serving at
  the Three Lady’s Court temple in Stavil. He learned
  about his family’s dark past from a number of books
  and scrolls kept by the temple written about the
  Rebellion. He was banished from his childhood home
  after confronting his father and he is contemplating
  going to the High King to ask that his father be
  removed from his Lordship.
  House Oymund
  Motto: “We Leap and
  Play”
  Liege: House Tarnath
  Sigil: Two blue dolphins
  Colors: White and blue
  Bannermen: House Gungur
  Head: Lord Snorii Oymund (CG Jute Male Fighter 14)
  The well respected House Oymund is known for
  producing flamboyant fighting men and pirate hunters.
  Their modest fleet patrols the waters around the Shield
  Islands and helps to keep merchant traffic safe. Lord
  Snorii’s father is famous for leading an attack on a
  pirate town located on the coast of the Alterian
  hinterlands. He sailed his personal longship, The
  Maiden Fair, into the town’s harbor disguised as a
  pirate vessel and landed his soldiers on the docks
  before the real pirates knew what was going on. Eighty-
  seven pirates were put to death that day and twelve
  pirate ships sunk in the harbor. To this day, pirate ships
  who spot the twin dolphin flags flying on the horizon
  are quick to turn and run from a battle they are sure to
  lose.
  Rumors & Plots: Lord Snorii’s only daughter, Lady
  Thora, has recently fallen in with a crowd of arrogant
  and brash young nobles who romanticize the pirate life.
  Unknown to her father and brothers, she has been in
  secret correspondence with a man who claims to be
  her cousin, a product of a forced union between her
  grandfather and an unlucky woman living in the pirate
  town he destroyed. He has poisoned her mind against
  her House and hopes to goad
  Lady Thora into killing her father.
  In reality, the man is an agent of
  the Asa Aier espionage agency
  who is tasked with
  destabilizing the
  noble houses of the
  Shield Islands.
  
  135
  House Sac’kra
  Motto: “Thick as Trunks”
  Liege: House Skav’sep
  Sigil: Two logs
  Colors: Green, yellow, and
  brown
  Bannermen: House Skel’vask
  Head: Lord Tro’sko Sac’kra (N Meek’ah Male Fighter 3)
  A large landowner in the Dragonblood Swamp, House
  Sac’kra makes their fortune felling, quartering, and
  transporting timber, especially from the Dragonblood
  Ash trees that are known for their durability. They are
  careful not to over log the swamp and they plant as
  many new trees as they takedown. Despite this, most
  Meek’ah see them as betrayers to their people for
  exploiting their home’s natural beauty and resources.
  The members of House Sac’kra show little concern for
  how they are viewed and respond to any allegations
  levied against them with ‘if its not us, its someone else,
  and they won’t be as nice about it.’
  Rumors & Plots: Lord Tro’sko is young and
  inexperienced when it comes to running a noble
  house. He has turned to his older cousin, a respected
  witch doctor, for help. Unknown to Lord Tro’sko, his
  cousin was murdered eight years ago, and the person
  who has been posing as him is a member of a secret
  cult who worships Savok. He uses magic to hide his
  true nature and plans on using House Sac’kra’s lands as
  safe havens for his cult members to hide.
  House Scav’sep
  Motto: “The Power of
  Three”
  Liege: House Sep’seth
  Sigil: Three blue dragonflies
  Colors: Yellow and blue
  Bannermen: House Sac’kra
  Head: Lord Alsek Scav’sep (N Meek’ah Male Druid 6),
  Lord Phal’zek Scav’sep (NG Meek’ah Male Ranger 4),
  and Lady Corvis Scav’sep (LG Meek’ah Female Cleric 4
  of Kythlu)
  House Scav’sep is unique among the nobility of Jutan
  as they do not have one head of household, but three.
  The family has an unusual amount of triplets born
  every generation, and they see it as the divine
  providence of Kythlu. House Scav’sep has dominion
  over the three small islands off the coast of the
  Dragonblood Swamp called The Three Sisters. Each
  member of the triumvirate who rules the house does
  so from their personal castles located on each of the
  islands and they rule their island as they see fit.
  They meet once a new moon to discuss matters that
  pertain to their house as a whole and how to best deal
  with any problems that arise.
  Rumors & Plots: House Scav’sep is well-loved by their
  people. The small settlements of the Sisters Islands are
  some of the safest in the kingdom, and even pirates steer
  clear of their shores. The considerable magical might the
  House can call from the very land and sea has more than
  once destroyed renegade Jute who think the Meek’ah of
  the islands are helpless and easy targets. Because of their
  wide spread love, the House has recently been targeted by
  a cult of Savok who operates on the mainland. Their
  cultists have so far only managed to infiltrate the
  household of Lady Corvis on Copper Sister Island.
  House Thorlef
  Motto: “Bright in the Sky”
  Liege: House Jorbjor
  Sigil: Four red suns
  Colors: White and red
  Bannermen: House Arndeson
  Head: Lord Alrik Thorlef (LN Jute Male Wizard 15)
  The members of House Thorlef count many famous and
  infamous wizards among them. The progenitor of the
  house, Bjarte Thorlef, was one of Merdah Wyrmsbane’s
  star apprentices, and he went on to not only found the
  noble house but to become one of the first professors of
  the Magister’s College. The sigil of the house comes from
  an inside joke about Bjarte’s four red-haired sons who
  took the fledgling noble house to great heights. The “Red
  Sons of Bjarte” became some of the most powerful
  wizards the kingdom has ever known.
  Rumors and Plots: Lord Alrik’s eldest son and heir, Lord
  Rodrik (LE Jute Male Wizard 9), was recently let go from
  his teaching position at the Magister’s College for
  unspecified reasons. Rumors run the gamut from his
  treating with devils to animating dead bodies for nefarious
  reasons followed him back home. He has shut himself up
  in his personal tower on House Thorlef’s lands and has not
  been seen for almost six weeks.
  House Ulfar
  Motto: “Sing with Steel”
  Liege: House Rokram
  Sigil: Two crossed swords
  Colors: Black and yellow
  Bannermen: House Bruggs
  Head: Lord Fiske Ulfar (CG Jute Male Bard 14)
  House Ulfar was the first noble house to be formed by a
  Thing contest winner. The Ulfar nobles have always been
  accomplished bards, sorcerers, and fighters. They still
  
  136
  participate in the Thing; however, most of any prize money
  they win is given to charities in the city of Hastings. A small
  house with a large amount of land to protect, House Ulfar
  routinely hires adventurers to patrol their lands and they
  host special bounty parties to entice Thing contestants to
  help clear out any monsters who might wander into their
  territory.
  Rumors & Plots: House Ulfar has had an uphill battle when
  it comes to respect earned from the nobility. Their
  elevation to the nobility set a precedent in the Jarland.
  Since then, seven other houses have been formed from
  Thing contest winners. The Ulfar nobles still face prejudice
  when they travel north of the Clawbite; however, in the
  county of Eastriver, they are known as heroes and
  celebrated as such.
  House Vagle
  Motto: “Charge!”
  Liege: House Telskom
  Sigil: Eight spearheads
  Colors: Green and brown
  Bannermen: House Altason
  Head: Lord Merviin Vagle (LN Jute Male Fighter 15)
  The small and proud House Vagle was started by a young
  farm boy who, during the Rebellion, is best known for
  grabbing a spear from a dead rebel and charging at a
  White Dragon. His heroics instantly inspired the rebels to
  press the attack, and soon dozens of Jute were charging
  the dragon with spears, intent on ending its rule once and
  for all. The dragon died that day and two years later, that
  young and courageous youth was made a Lord and was
  granted land west of Flowatch Keep.
  Rumors & Plots: The men of House Vagle have been
  plagued by a decades-long curse that causes them to
  sprout Drazil like horns from their heads when they reach
  puberty. Despite years of failed magical cures, the horns
  persist and the male nobles have begun wearing large hats
  to cover their shame. The house has a standing
  arrangement to pay anyone 5,000 gp if they can break the
  curse.
  House
  Westerguard
  Motto: “Smash the Foe”
  Liege: House Viemen
  Sigil: A warhammer
  Colors: Silver and yellow
  Bannermen: House Hrolff
  Head: Lord Brynjar Westerguard (LG Jute Male Paladin 11
  of Marvela)
  The proud House Westerguard can trace their heritage
  back to before the Rebellion. Holf Yurinson was a slave
  soldier who always did what he was told and never
  questioned his lot in life. When the Rebellion came to
  the area he called home, he was quick to take up arms
  against them for his dragon master. Wounded and
  taken captive, Holf listened to the words of Alufgar
  Bromkar and his divine daughter. He was released after
  he pledged his life to Marvela and took up the cause of
  freedom. He was instrumental in the battles to come,
  and when it came time to reward those who earned it,
  he was granted the title of Lord. He took the name
  Westerguard instead of Yurinson because his father,
  Yurin Ice-eyes, was a devoted dragon worshiper.
  Rumors & Plots: The males of House Westerguard have
  always been paladins or anointed knights in the church
  of Marvela, and the women of the house have always
  been allowed to join the Shield Maidens if it was their
  wish. Lord Brynjar’s cousin, Lord Manning Westerguard
  (LE Jute Male Paladin 8 - Oathbreaker), has recently
  returned from an expedition to the Southern
  Continent. He came back a changed man, angry and
  violent. Lord Brynjar has ordered him to leave their
  castle after he was found to be responsible for the
  death of two servants. Count Nagli Viemen is
  displeased Lord Manning was not handed over to his
  authority and he has placed a bounty on the fallen
  noble’s head.
  House Yaptror
  Motto: “Know Yourself”
  Liege: House Markor
  Sigil: A red open book
  Colors: Yellow, blue, and red
  Bannermen: House Skel’svas
  Head: Lord Vali Yaptror (LG Jute Male Wizard 16)
  Wizardry and the pursuit of knowledge, especially the
  knowledge of biology and natural sciences, has been
  the driving factor behind House Yaptror for hundreds
  of years. Initially started by a courageous Jute rebel
  fighter, after the war, he settled down and married a
  young sorceress. Their children, and their
  grandchildren, were all magical savants who were able
  to cast complex spells at a young age. House Yaptror
  has been a long-time backer of the Magister’s College
  and their own house Magisters always graduate with
  top honors.
  Rumors & Plots: House Yaptror’s secret shame is once
  every generation, there is a member of the house who
  begins to experiment with dangerous magic and
  forbidden lore. Twice in the last three decades, the
  High King has had to dispatch Dragon Guard to deal
  with a rebellious and hazardous Yaptoror spellcaster.
  
  137
  Creating Lesser Houses
   
  The noble class that rules Jutan has enjoyed the reins of power for centuries. Even the lowest of the Lesser
  Houses are given the respect and deference one would expect from those who are considered of lesser station then
  they. Only the Jarls and the High King can grant noble status and they do not do so lightly; adding to the noble class
  diminishes the power they hold through exclusivity and divine-rule. During the infancy of the kingdom, lesser
  houses seemed to be formed almost every few tendays. That pace slowed once the boundaries of the Jarlands were
  established and the families of those who served bravely in the Rebellion were paid for their service with elevated
  status. After that time, only wealthy families and heroes were generally allowed to form their own Houses.
  During a time known as the Regency period, when High Queen Marvelika ruled, Jarls were known to grant
  noble status to anyone who would back them against the High Queen. Not to be outdone, the High Queen granted
  nobility to almost as many families as her rebellious Jarls. The civil war the Jarls were hoping for never happened,
  and the High Queen went on to rule for decades before passing away peacefully in her sleep. The noble houses
  born of that time still hold a slight taint of illegitimacy, especially if elevated by a rebellious Jarl. Its something not
  spoken out loud but a sentiment felt by many.
  The establishment of noble houses slowed again after the death of the High Queen. Once again, heroes of
  the realm and those with enough gold to buy their way in were the most common ways to join the ranks of the
  nobility. A period called the Benevolence that lasted for roughly one hundred years saw a rise in piousness in the
  kingdom. During this time, noble houses were only established if their patron was an extremely devout worshiper
  of the Trinity, sometimes only proving this by building a large temple dedicated to the three goddesses. Before this
  practice became commonplace, the new High King wrote and proclaimed the Godrskati, or Noble Leadership, that
  will govern the establishment and elevation of future houses. The law, later ratified by the Jarls, limited the number
  of houses that could be formed per year and established rules that attempted to ensure that new houses would
  benefit the kingdom in some way and not just the ego or profits of a Jarl or the royal family. This law has remained
  in effect ever since.
  Part One - Choosing a Jarland
   
  The Kingdom of Jutan is split into seven
  Jarlands. Each Jarland is considered its own semi-
  autonomous kingdom whose leader owes fealty to the
  High King. The terrain and climate can vary depending
  on which Jarland you choose, and each has its own
  advantages and disadvantages when considering where
  to establish a new noble house. You can select any one
  Jarland or you may roll a 1d8 and consult the table
  below. Players can never form a Middling or High noble
  House.
  Roll
  Jarland
  1
  Crownlands
  2
  Red Shore
  3
  Merdah
  4
  Riverfields
  5
  Basket
  6
  Southern Shore
  7
  Clawbite Hills
  8
  Roll Again
  The Crownlands. Lesser houses from the Crownlands are
  old and were some of the first to be established after the
  Rebellion. Many of the soldiers who fought by Alufgar’s
  side were rewarded with land and titles. Because of this,
  many lesser houses who hail from this Jarland are almost
  fanatically loyal to the Bromkars.
  The Red Shore. Lesser houses from this Jarland tend to be
  small and not especially wealthy. Large fishing fleet
  owners are the most common type of person who gets
  elevated in this Jarland. Raids made by the Redcaps offer
  plenty of opportunities for citizens to show their worth,
  and more than one person who picked up a weapon to
  defend their neighbors during those times has won a place
  in the nobility for their deeds.
  Merdah. Lesser houses established in the vastness of the
  northern kingdom need to be self-sufficient. Often times,
  the snows make travel unwise, and villages have to rely on
  the stores of their liege lords to keep them alive through
  the winter. Banditry is common, and nobles need to be
  martially minded to help keep their lands and people safe.
  The Riverfields. Many of the lesser houses in this Jarland
  have become rich from the exploitation of the Jutal Forest.
  While this practice has slowed down during the reign of
  the current Jarl, it has not stopped. It has always been the
  way that coin could potentially buy your way into the
  nobility, and there is no better place to try then the
  Riverfields.
  As an example, we will create a lesser house
  using this system. First, we choose the Jarland of
  Merdah for House Holvet to be located.
  
  138
  The Basket. Lesser houses from the most populous Jarland
  tend to have their fortunes tied to the land. Farms dot and
  dominate the landscape. It is in this Jarland that one can
  find the most Meek’ah noble houses, though their
  numbers are still few compared to that of the Jute. Houses
  from the Basket are sometimes looked down upon by their
  contemporaries. Jokes about the manure smell that is
  abundant in the Jarland wherever you go are often levied
  at them. Coincidently, lesser houses from the Basket are
  some of the most loved by their citizens and more than
  one tavern brawl has been started in defense of one’s
  liege lord’s honor.
  The Southern Shores. Seen as lazy and pompous by some
  of the rest of the kingdom, lesser houses of the Southern
  Shore have almost always been raised to the nobility for
  their contributions to the Jarland’s shipping industry or to
  the Magister’s College. Estates and countryside manors in
  this Jarland are often opulent to the point of gaudiness
  and are attractive targets for the bandits who plague the
  area.
  The Clawbite Hills. The youngest Jarland has the highest
  concentration of lesser houses, which were elevated for a
  mixture of valor and coin. The Thing contest that spans the
  Jarland brings hunters and adventurers to the area in
  hopes of making it rich by thinning the population of
  dangerous beasts. Many of the lesser houses started by
  contest winners are given very little respect by other,
  older, Houses.
  Who Can Become A Noble?
   
  Only citizens of the Kingdom of Jutan can ever be
  elevated to the nobility. Currently, there are only two
  races of people that are considered nobles of the realm:
  the Jute, and the Meek’ah. There are non-human or
  Meek’ah citizens, such as the Calvoid and Arryn
  communities, who live within the kingdom’s borders. So
  far, the nobility has not been keen to offer acceptance of
  other races into their ranks. However, there is no rule or
  provision in the Godrskati that expressly forbids the
  formation of non-human or Meek’ah Houses.
  Suggested Noble House Names. Alfson, Bengtsson,
  Bjerke, Edman, Friis, Halporson, Hohlt, Kolbeck,
  Ko’steck (Meek’ah), Krogh, Matesn, Nem’klock
  (Meek’ah), Nygard, Risberg, Rom’tork (Meek’ah),
  Steenson, Thorsen, Trygg, Westberg
  Part Two - Noble House Attributes
   
  Noble houses of Jutan are given a score based
  on certain factors, including their wealth, lands owned,
  and prestige in the kingdom, among others. The sum
  total of these factors is then ranked accordingly, giving
  the House its status. To determine the House’s score,
  roll 3d6 for each attribute, then apply the appropriate
  modifiers. Numbers can never be negative and such
  scores are considered 0.
  Defense. The defense attribute includes such things as
  troops, man-made fortifications as well as
  topographical defensive features, and the logistics to
  house, feed, and train soldiers.
  Influence. The influence attribute measures the
  House’s respect of their citizen-serfs and the reach of a
  House’s power throughout their controlled lands. A
  high influence score comes from having the love and
  respect of the people.
  Lands. This attribute includes not only the lands that a
  House governs directly but those lands that are
  influenced by the House’s presence, as well. For
  example, House Olegson owns very little property, but
  their soldiers can be seen guarding logging camps
  inside the Jutal Forest. These camps, while not located
  on House Olegson lands, are counted as such for the
  purpose of determining their Lands score.
  Population. This value demonstrates the number of
  people directly under the House’s rule.
  Jarland
  Defense
  Influence
  Lands
  Population
  Prestige
  Wealth
  Crownlands
  + 0
  + 15
  + 0
  + 5
  + 20
  + 10
  Red Shore
  - 5
  + 10
  - 5
  + 0
  + 5
  + 0
  Merdah
  + 20
  + 15
  + 10
  + 0
  + 0
  + 10
  Riverfields
  + 5
  + 10
  - 5
  + 0
  + 5
  + 15
  Basket
  + 0
  + 20
  + 5
  + 15
  + 5
  + 15
  Southern
  Shore
  + 0
  + 10
  + 5
  + 5
  + 10
  + 10
  Clawbite
  Hills
  + 20
  + 5
  + 10
  - 5
  - 5
  + 0
  Modifiers based on Jarland
  
  139
  Prestige. This attribute is similar to the Influence score
  but focuses not on the respect of the citizens, but the
  respect of other nobles.
  Wealth. It is difficult to quantify the wealth of a noble
  house in terms of coins owned. Some houses can be
  very cash poor, but own leagues of property and
  numerous estates; where other Houses can be small in
  terms of owned land, but rich in coin earned from taxes
  and merchant pursuits. This attribute is used to
  describe the House’s overall ability to pay debts,
  maintain the upkeep of their estates, and how much
  coin they can have ready at a moment’s notice.
  After our initial rolling, we came up with these
  attributes:
  Defense 9
  Influence 10
  Lands 6
  Population 4
  Prestige 6
  Wealth 5
  After applying the modifiers for our chosen
  Jarland:
  Defense 29
  Influence 25
  Lands 16
  Population 4
  Prestige 6
  Wealth 15
  Part Three - History
   
  The next step in creating a noble house is
  determining how the house was formed. Each historical
  event is associated with its own modifiers, which are
  calculated into the house’s creation. First, we must
  figure out when during the history of the kingdom, the
  House was granted noble status. You do this by rolling
  a 1d4 and consulting the table below.
  Roll
  Era
  Events
  1
  Founding
  1d4 +2
  2
  Regency
  1d6 +1
  3
  Benevolence
  1d4
  4
  Godrskati
  1d6
   
  House Holvet was established during
  the Regency era and has had 4 historical events
  associated with it. The first roll on the historical
  event table was a 6, meaning the house was
  established after Ser Jorm Holvet swore
  allegiance to the Jarl of Merdah, and in turn, the
  Jarl granted his family noble status.
   
  After determining when the House was formed,
  and how many historical events the House has endured, it
  is time to roll for which types of events befell the new
  noble house. You accomplish this by rolling a 1d8 for each
  event, and consulting the descriptions below. The result of
  the first roll is considered the event in which the House
  was formed.
  Advancement (Roll of 1). Noble houses are often born
  from some deciding event. In the case of Advancement,
  the patron of the house could have earned the respect of
  their liege lord and was sponsored to the nobility by them.
  They could have married into a larger House, and thus
  were granted a House of their own because of it. This
  event can also describe a wealthy family buying their way
  into the nobility. Modifiers: +5 Prestige, +5 Lands
  Betrayal (Roll of 2). Noble houses of Jutan have a
  complicated relationship not only with their peers but with
  their citizens as well. If Betrayal is the first event in the
  history of the new House, it could mean the house was
  formed after its patron used blackmail or otherwise won
  their ascension through nefarious deeds. Modifiers: +5
  Lands, -5 Prestige
  Catastrophe (Roll of 3). If a noble house was born from
  Catastrophe, it could mean a plague or natural disaster
  struck the region in which they live. Other noble houses
  could have been destroyed or died out, leaving lands
  unoccupied. Modifiers: -5 Population, -5 Wealth
  Conquest (Roll of 4). If Conquest is the first event for a
  noble house, it means they fought and conquered another
  lesser house or some untamed lands. With conquest
  comes retribution, especially if the defeated parties were
  not entirely wiped out. Old grudges are held by the
  citizenry and can influence a new House’s standing.
  Modifiers: +5 Lands, -5 Influence
  Deceit (Roll of 5). Not all noble houses count people of
  truly noble morals. Some are formed as a result of shady
  or otherwise deceitful practices. If this was the first roll in
  the formation of a new House, it could mean the house
  was formed thanks to underhanded business dealings, or
  the accomplishing of some distasteful favor for a more
  powerful House. Modifiers: -5 Prestige, +5 Wealth
  Favor (Roll of 6). One of the most common ways a family
  is elevated to the nobility is by a Jarl or the High King
  giving their favor to them. This is accomplished by the
  fledgling House swearing allegiance to a greater House,
  sometimes after a shared victory or even a shared defeat.
  Houses whose first historical event is Favor more often
  then naught include a form of servitude to their patron
  liege lord. Modifiers: +5 Prestige, -5 Wealth
  Glory (Roll of 7). Heroes and villains alike can ascend to
  the nobility by demonstrating battle prowess and valor,
  either in defending themselves or their neighbors or by
  going out and thinning the population of bandits and
  
  140
  monsters who are known to prey on the citizens. If Glory is
  the first event in the life of the new House, it means it was
  formed after its patron became famous for their fighting
  exploits. Modifiers: +5 Defense, +5 Influence
  Windfall (Roll of 8). A noble house whose first event is
  Windfall was most likely started thanks to some life event
  that saw its fortunes rise overnight. They could have
  discovered new resources on their land or been given a
  gift from the Jarl or High King. Sometimes this puts the
  new House at odds with their citizens, who see them as
  not truly noble, but just lucky. Modifiers: +5 Wealth, -5
  Influence
  House Holvet has endured much in their tenure
  as a noble house. The other three rolls for
  historical events netted a Catastrophe, a Deceit,
  and a Conquest. After applying the appropriate
  modifiers, House Holvet’s numbers look like this:
  Defense 29
  Influence 20
  Lands 21
  Population 0
  Prestige 6
  Wealth 20
  The founding of the House saw its Prestige rise,
  but its Wealth decrease in the form of gifts made
  to their liege lord. A Catastrophe on their lands,
  in this case, a blight, caused a severe depletion
  of Population as well as a considerable loss of
  Wealth it took to eradicate the problem. Later,
  the head of House Holvet spread rumors of
  infidelity about a rival, which, when his liege lord
  heard about it lost them some Prestige, but
  gained them Wealth from business dealings that
  benefited from the lies. Finally, and most
  recently, House Holvet won battles against  a
  rival House, earning them Lands but not the love
  of the citizens who lived on those lands, thus
  lowering their Influence.
  Part Four - Attribute Modifiers
   
  Each attribute in the formation of a noble house
  can be further modified by a number of factors. Certain
  modifiers can only be applied if they meet the
  prerequisites listed. Prerequisites are based on attribute
  scores up to this point in the creation process. Attribute
  Modifiers are applied at the end of this step.
  Defense Modifiers
  Abodes & Fortifications. A noble house needs a place for
  its members to sleep. Depending on the Defense, Lands,
  and Wealth attributes, they can own any number of
  holdings.
  ● Large Castle. Defense (25+), Lands (20+), Wealth
  (20+); A large castle dominates the landscape, and
  include several towers and buildings, all
  surrounded by a high curtain wall and a deep
  moat. Attribute Modifier: +30 Defense, -15
  Wealth
  ● Moderate Castle. Defense (20+), Lands (15+),
  Wealth (15+); A moderate-sized castle can consist of a
  single keep, surrounded by outbuildings and at least
  one tower. It will also have some form of wall
  protecting it. Attribute Modifiers: +20 Defense, -10
  Wealth
  ● Small Castle. Defense (15+), Lands (10+),
  Wealth (15+); Small castles dot the landscape
  of the kingdom. These are little more than a
  single keep or large towers, protected by a
  wall or moat. Attribute Modifiers: +10
  Defense, -5 Wealth
  ● Hall. Defense (10+), Lands (5+), Wealth (10+);
  A hall is a large manor or small keep that may
  be protected by a wall or moat. Attribute
  Modifiers: +5 Defense, -5 Wealth
  ● Tower. Defense (10+), Lands (5+), Wealth
  (5+); Towers serve as homes for lesser
  members of the noble house. They can also
  be used as fortifications in parts of owned
  land that have little population but need
  defense against monsters or brigands.
  Attribute Modifiers: +3 Defense, -3 Wealth
  ● Manor House. Defense (0+), Lands (5+),
  Wealth (5+); Manor houses are large abodes
  that have little in the way of physical security
  but can be defended by capable guards.
  Lesser branches of a noble house often
  occupy manors on the House’s lands.
  Attribute Modifiers: +3 Influence, -2 Wealth
  ● Large Estate. Defense (15+), Lands (10+),
  Wealth (10+); Large estates can include one
  or more manors located on shared land. They
  can also include some form of income
  generation from farming, mining, or other
  professions. Attribute Modifiers: +5 Prestige,
  +5 Wealth
  ● Small Estate. Defense (5+), Lands (5+), Wealth
  (5+); Little more than a manor house on a
  parcel of worked land, a small estate is the
  most common form of housing for smaller
  Houses. Attribute Modifiers: +3 Prestige, +2
  Wealth
  House Troops. A lesser noble house is allowed by the
  Godrskati to have up to 400 soldiers on their pay-rolls.
  This number includes any type of individual who
  swears allegiance to the House and defends its
  persons, lands, or interests.
  ● Professional Soldiers. Defense (20+),
  Influence (20+), Wealth (15+); These troops
  do not have day-jobs. When they are not
  fighting, they are training, and they are paid
  well to do so. Attribute Modifiers: +15
  Defense, -10 Wealth
  
  141
  ● Trained Soldiers. Defense (15+), Influence
  (15+), Wealth (10+); Trained soldiers have
  experience in battle but do not dedicate their
  whole lives to it. Attribute Modifiers: +10
  Defense, -5 Wealth
  ● Average Soldiers. Defense (10+), Influence
  (10+), Wealth (5+); These types of troops know
  which end of a sword to point at the enemy,
  and most have participated in at least one
  major battle. Attribute Modifiers: +5 Defense,
  -3 Wealth
  ● Conscripts. Defense (0+), Influence (0+),
  Wealth (0+); Little more than drafted laborers,
  conscripts are the most likely to flee battle
  rather than fight to the finish. Attribute
  Modifiers: +2 Defense, -2 Wealth
  Influence Modifiers
  Infrastructure. A noble house’s lands must be
  adequately maintained. Poor roads, too few wells, and
  poorly defended villages are a quick way for a noble
  house to not only lose their status, but possibly their
  lives in a citizen revolt. Infrastructure also includes
  intangible things such as citizen-serf healthcare and
  happiness.
  ● Substantial Upkeep. Influence (20+),
  Population (15+), Wealth (20+); At this level, a
  noble house is not only on top of repairs, but
  also goes as far as maintaining their citizen’s
  mental health by providing or sponsoring such
  things as tournaments, games, plays, and
  musical events. Attribute Modifiers: +10
  Influence, +10 Prestige, -10 Wealth
  ● Moderate Upkeep. Influence (15+), Population
  (10+), Wealth (10+); Moderate upkeep is
  defined as making necessary repairs to roads,
  bridges, and public buildings, and occasionally
  sponsoring events that increase the happiness
  of the citizens. Attribute Modifiers: +5
  Influence, +5 Prestige, -5 Wealth
  ● Low Upkeep. Influence (5+), Population (5+),
  Wealth (5+); Necessary repairs are made, but
  not on time. The citizens benefit from few
  services or attractions paid for by the noble
  house. Attribute Modifiers: +3 Influence, -5
  Prestige, -2 Wealth
  ● Basic Upkeep. Influence (0+), Population (0+),
  Wealth (0+); This is the very minimum effort a
  noble house can give to make their citizen’s
  lives better. Attribute Modifiers: -5 Influence,
  -5 Prestige, +5 Wealth
  Lands Modifiers
  Terrain. These modifiers are based on the Jarland the
  noble house resides in.
  ● Crownlands. Rivers, Plains, Coast, Islands
  ● Red Shore. Hills, Coast, Islands, Wetlands, Forests
  ● Merdah. Mountains, Hills, Plains, Forests
  ● Riverfields. Plains, Rivers, Wetlands, Forests
  ● Basket. Plains, Rivers, Wetlands, Forests
  ● Southern Shore. Coast, Islands, Hills, Forests
  ● Clawbite Hills. Hills, Forests
  Features. Depending on the type of terrain, certain
  elements can affect an attribute’s score.
  ● Coast. +5 Prestige, -5 Defense, +5 Influence, +10
  Wealth
  ● Forests. -5 Defense, +10 Wealth
  ● Hills. +5 Defense, +5 Wealth
  ● Islands. -10 Defense, +5 Prestige
  ● Mountains. +10 Defense, -5 Population, +10
  Wealth
  ● Plains. +10 Influence, +10 Population, +5 Wealth
  ● Rivers. -5 Defense, +5 Population, +5 Wealth
  ● Wetlands. +5 Defense, -5 Influence, - 5 Population
  Population Modifiers
  Settlements. A noble’s land can encompass any number of
  population centers. Lesser houses count hamlets, villages,
  and towns under their jurisdiction. Lesser houses can have
  no more than 3 hamlets, 2 villages, and 1 small town or 1
  large town, located on their lands.
  ● Hamlet. Population (0+), Influence (0+); A hamlet
  is the smallest of settlements, and consists of less
  than 50 adults. Attribute Modifiers: +3 Influence,
  +2 Population, +3 Wealth
  ● Village. Population (5+), Influence (5+); Larger
  than a hamlet, a village has at least 51 adults and
  at most 200 adults. Attribute Modifiers: +5
  Influence, +5 Population, +5 Wealth
  ● Small Town. Population (15+), Influence (10+);
  Small towns are the most numerous settlements
  in many of the Jarlands. These rural places can
  have as many as 2,000 citizens. Attribute
  Modifiers: +10 Influence, +10 Population,+5
  Prestige, +10 Wealth
  ● Large Town. Population (20+), Influence (15+);
  Fewer are the large towns, and only a handful
  reside in each Jarland. Their populations can reach
  as high as 5,000 people. Attribute Modifiers: +15
  Influence, +15 Population, +15 Prestige, +15
  Wealth
  Prestige Modifiers
  Reputation. A noble house lives and dies by its reputation.
  Modifiers of this attribute are based on the era the noble
  house was founded and the historical events it has
  endured.
  If a House cannot meet any prerequisite for Defense (Abode)
  modifier, they are considered to have one Small Estate but do not
  gain the Attribute Modifiers associated with owning it.
  
  142
  ● The Founding. +15 Prestige
  ● The Regency. -10 Prestige
  ● Benevolence. +0 Prestige
  ● Godrskati. +5 Prestige
  Historical Events:
  ● For every 2 Advancement events, add 10 Prestige
  ● For every 1 Catastrophe, subtract 5 Prestige
  ● For every 2 Conquests, add 15 Prestige
  ● For every 1 Deceit, subtract 5 Prestige
  ● For every 2 Favors, add 10 Prestige
  ● For every 1 Glory, add 5 Prestige
  ● For every 2 Treacheries, subtract 10 Prestige
  ● For every 1 Windfall, add 5 Prestige
  Wealth Modifiers
  Income. A noble house earns coin from taxes and the
  buying, selling, or trading in commodities they control. The
  Wealth attribute can be modified by the following
  examples:
  ● Farmland. Plains, Population (10+), Lands (10+);
  Citizen-serfs till the soil for their liege lords and
  tithe a portion of the harvest to them. Attribute
  Modifiers: +10 Wealth
  ● Mineral Extraction. Mountains or Hills, Population
  (10+), Lands (10+); Miners work iron, silver,
  copper, tin, gold, and mana crystal mines on the
  lands protected by a noble house. Attribute
  Modifiers: +20 Wealth
  ● Fishing. River, Coast, or Island, Population (10+),
  Lands (10+); Ships bring in fresh fish daily, and a
  portion of what is caught is tithed to their liege
  lord. Attribute Modifiers: +10 Wealth
  ● Trained Artisans. Castle, Hall, or Estate,
  Population (10+), Influence (15+), Prestige (15+); A
  single trained artisan or small group of artisans
  have decided to live on the House’s lands. A
  portion of what they earn is given to the noble
  house. Attribute Modifiers: +15 Wealth, +10
  Prestige
  ● Guilds. Large Town, Population (25+), Influence
  (20+), Prestige (20+); Several groups of trained
  artisans live and work on lands protected by the
  noble house. Attribute Modifiers: +25 Wealth,
  +15 Prestige, -10 Defense
  ● Magisters. Castle, Hall, or Estate, Influence (25+),
  Prestige (30+); While every noble house has at
  least one Magister sworn to them, some employ
  multiple Magisters, and the revenue generated
  from their profession goes straight to the noble
  house. Attribute Modifiers: +20 Wealth, +10
  Influence, +15 Prestige, +15 Defense
  ● Ports. Coast, Rivers, or Islands, Population
  (15+), Lands (10+), Influence (15+); While some
  settlements might have a dock or two, only
  those that have a large and dedicated port can
  be considered large enough to generate
  income for their noble house. Attribute
  Modifiers: +20 Wealth, +15 Influence, +15
  Prestige, -10 Defense
  ● Temple. Small or Large Town, Castle or Estate,
  Population (15+), Influence (15+); A temple
  dedicated to the Trinity or to Welkor resides on
  the noble house’s lands. A small portion of any
  revenue it generates is given to the noble
  house that protects it. Attribute Modifier: +5
  Wealth, +20 Influence, +15 Prestige
  ● Shrine. Village or Small Town, Castle, Hall,
  Tower, Manor, or Estate, Population (10+),
  Influence (10+); A shrine must be accessible to
  the citizens. A personal shrine located on noble
  house grounds does not count. Attribute
  Modifiers: +3 Wealth, +10 Influence, +5
  Prestige
  At the end of Part 4, House Holvet’s Attributes
  are as follows:
  Defense 87
  Influence 28
  Lands 21
  Population 7
  Prestige 0
  Wealth 28
  Their lands include a single large castle and
  tower, each guarded by professional soldiers,
  and the hamlet of Elbetorp whose citizens fear
  them. They maintain basic upkeep on their
  properties, which, coupled with their founding
  during the Regency Period, gains them little to
  no respect among their peers.
  Part Five - House Coat of Arms & Final
  Attribute Score
   
  When a family is elevated to the nobility, a coat
  of arms and motto must be chosen. The words and
  symbols are recorded into the annuls of the kingdom
  by the royal heralds and reflect the House and their
  members for all time. Occasionally, a House’s coat of
  arms and motto may change, though this is not a
  common practice.
   
  The House’s coat of arms should consist of at
  least one symbol that represents the House’s primary
  interests, their geographical location, or it can
  represent some aspect of the family’s heritage and
  personality. Common themes in Jute society include
  battle, courage, sailing, mining, farming, fortifications,
  and wealth.
  
  143
   
  The House motto should consist of a few words
  that sum up the noble family’s disposition. A full
  sentence is not necessary, but something coherent
  should be used. For example, “We Good” would
  technically be acceptable; however, “We Do Good” or
  something along those lines sounds much better.
  Examples of the coats of arms and mottos used by the
  Jute and Meek’ah nobility are detailed earlier in this
  chapter. Below are a few more examples, any of which
  you may use to create your own noble house:
  “Bright in the Sky”
  “Slice and Dice”
  “The Fire of Three”
  “We Rule Right”
  “Eyes on the Stars”
  “Honor in Battle”
  “Angels Sing Our
  Praise”
   
  Once a coat of arms and motto are chosen, you
  must choose a noble house of equal or higher rank to
  be the new House’s liege lord. Only lesser houses
  which have a Prestige attribute total of 45 or more can
  choose a middling house for their liege.
   
  If the new house has both an Influence and
  Prestige attribute score above 30, they may choose to
  have a single lesser house to be their bannermen.
  These houses should never include any previously
  established lesser houses.
  Score
  Description
  0
  Lawless, undefended
  1 to 10
  Vigilante justice, no patrols,
  passive defenses
  11 to 25
  Inept or slow courts, Minimal
  presence of soldiers, light
  fortifications
  26 to 40
  A dedicated magistrate, routine
  patrols, several defensive
  strong points
  41 to 60
  Superb court system, militias
  and House soldier presence,
  multiple defensive strong points
  61 to 75+
  Swift and efficient justice,
  constant patrols through lands,
  heavy fortifications and
  defensive structures
  Defense
  Score
  Description
  0
  Hated and Feared by citizens
  1 to 10
  Very little love from citizens
  11 to 25
  Citizen-serfs respect the house
  26 to 40
  Well known and respected
  41 to 60
  The House is loved by the
  citizens
  61 to 75+
  The House is not only loved, it is
  revered and almost deified by
  their citizens
  Influence
  Score
  Description
  0
  The House has no land other
  than where their small estate is
  located.
  1 to 10
  A tiny parcel of land
  surrounding a single feature
  such as a hamlet or castle
  11 to 25
  Modest holdings, including
  several miles of controlled
  lands
  26 to 40
  A large area of land and
  features, including towns and
  castles
  41 to 60
  A huge area of land, multiple
  features, and settlements
  61 to 75+
  Dozens of leagues of land,
  several settlements, and
  fortifications
  Lands
  Score
  Description
  0
  Barren land, no people to rule
  1 to 10
  Thin population, scattered
  across the land
  11 to 25
  Small population, generally a
  single community
  26 to 40
  Modest population, several
  settlements
  41 to 60
  Large population that lives in
  multiple towns on lands
  61 to 75+
  Huge population, multiple
  settlements dot the land
  Population
  
  144
  Score
  Description
  0
  You have no respect among the
  nobility
  1 to 10
  Your presence tends to offend
  some, your House is not well
  known
  11 to 25
  You are invited to attend minor
  functions, your House is known
  in your Jarland
  26 to 40
  Your peers seeks to include you
  in things, your House is well
  known in your Jarland
  41 to 60
  Your opinion matters, your
  House is known throughout the
  kingdom
  61 to 75+
  Your peers defer to your
  judgement, your House is known
  throughout Shin’ar.
  Prestige
  Score
  Description
  0
  You have no savings, your House
  generates no revenue, you are
  heavily in debt
  1 to 10
  You have a small amount of coin,
  your House generates very little
  revenue, you are in debt
  11 to 25
  You have a modest amount of
  coin, your House generates some
  revenue, you may or may not be in
  debt
  26 to 40
  You are prosperous, your House
  generates enough revenue to
  support the entire family
  41 to 60
  You are wealthy, your House
  generates more than enough
  revenue to support the entire
  family
  61 to 75+
  You are as rich as a dragon, your
  House generates a substantial
  amount of revenue, enough to
  ensure the longevity of your
  House for generations
  Wealth
  Here is our sample lesser house:
  House Holvet
  Motto: “Built Solidly”
  Liege: House Ospek
  Sigil: A castle with three
  towers
  Colors: Orange and black
  Bannermen: None
  Defense (87). House Holvet’s castle, Halvert’s
  Keep, dominates the landscape in the
  kingdom’s controlled area of the Gorlan Hills.
  It has withstood attempts to breach its high
  curtain wall by Giants, Goblins, and Drazil
  armies.
  Influence (28). House Holvet’s citizen-serfs
  rely on the noble house for protection. The
  sight of heavily armed patrols near their
  homesteads brings comfort to many. Despite
  this, the House has a reputation for treating its
  citizens poorly in terms of taxes levied and the
  attitudes of the noble house’s members.
  Lands (21). House Holvet’s lands include a
  modest amount of territory in the central
  Gorlan Hills, part of which is split by a well-
  used trade road. House Holvet exacts tolls
  from merchant caravans who use the road, in
  exchange for protection through their
  territory.
  Population (7). House Holvet’s lands are
  dangerous due to the close proximity to
  hostile settlements. Very few citizens choose
  to live in the northern-most part of the
  kingdom.
  Prestige (0). House Holvet’s past is shrouded
  in dubious claims, dishonorable tactics, and
  outright lies. It is only by the might of their
  personal army and defensive holdings that
  they have not been exiled from the kingdom,
  or worse.
  Wealth (28). House Holvet generates income
  through taxes and tolls, as well as from
  sponsoring merchant caravans. It has been
  fortunate to include more than one mercenary
  captain or adventurer in the family that has
  survived their exploits and returned home
  very rich.
  
  145
  The Trinity Church
   
  After the ascension of Marvela to the heavens,
  the Jute people began to worship her in greater
  numbers. A hierarchy quickly formed from the clergy,
  most of whom fought beside her in the Rebellion.
  Those who did took it upon themselves to return to
  their homelands and construct temples and shrines
  dedicated to the newly crowned Steel Goddess.
   
  A select few were granted dream visions from
  Marvela outlining her wishes and dogma she wanted
  her followers to adhere to. Included in those
  instructions was the formation of a unified church that
  paid homage to her mother, the Goddess Dhalla, and
  her divine aunt, Tralla.
   
  One of those special priests was Marvela’s
  squire, who now not only became the head of his own
  noble family but declared himself high priest of the
  Marvelian faith. Nobody could deny his special
  connection to the goddess, and they accepted his self
  proclaimed title easily, especially after he began to
  detail plans to build a temple dedicated to not only
  Marvela but to her family, naming them the Trinity.
   
  The Trinity Church is the official religion of the
  Kingdom of Jutan and includes the worship of Marvela,
  Dhalla, and Tralla in unison. Prayers made in the name
  of the Trinity give power to all three goddesses, spread
  between them and transferred via the Manasphere.
   
  Each goddess of the Trinity has their own
  personal temples and shrines dedicated to them. Tralla
  is often worshiped in the Wild, and druid circles can be
  found in every Jarland where her faithful gather and
  praise Mother Nature.
   
  Dhalla’s worship goes back to the time of the
  Crossing, and if some sages can be believed, before
  that on the Jute’s homeworld. Jute homes include
  small places of honor where the family places offerings
  to the goddess of Love, Life, and Home. Fields are
  planted in her name and at harvest time, her name is
  invoked to bless the season with bounty.
   
  Marvela’s personal temples are grand and
  often militaristic. The hierarchy is made up of anointed
  knights and clerics who preach her words of duty and
  courage among the faithful. Noble houses large and
  small include shrines to Marvela in their castles where
  the family gives thanks to the goddess for her courage
  and sacrifice made to free the Jute from bondage.
   
  Temples dedicated to the Trinity can be
  headed by priests of any of the three faiths, however,
  Marvela’s priests make up over 50% of all high priests
  who run the temples.
   
  The heads of Trinity temples all answer to the high
  priest of the Three Lady’s Court temple in the city of Stavil,
  The Speaker of the Three, Supreme Radiance Lady Iona
  Olkaskar. The clergy of Marvela, in general, counts her as
  their leader. The clergy of Dhalla and Tralla are not
  required to defer to her judgements though they do so on
  most things.
   
  Dhalla’s faith has no central authority. The Druids
  of Tralla belong to one of seven druid circles that are
  located in each Jarland. Smaller groups of druids take
  orders from those larger circles. Tralla’s clergy, who work
  indoors and tend temples and shrines, do not technically
  belong to the druid circles. They are loosely governed by
  the Order of the Oak, the militant branch of the nature
  goddesses faithful.
  Marvela
  Goddess of the Sun, Law,
  Valor, War, Justice,
  Freedom, Nobility
  Dhalla
  Goddess of Family, Love,
  Birth, Joy, Farming,
  Healing, Harvest, Home,
  Children
  Tralla
  Goddess of Nature,
  Spring, Forests, the Wild,
  Renewal, Animals
  
  146
  Temples & Shrines
   
  Temples dedicated to the Trinity are all laid out in
  similar fashion. The entrance is large and spacious, with
  tapestries and frescos depicting each of the goddesses
  doing something associated with their dogma. A statue of
  all three goddesses adorns the middle of the room. No two
  statues look the same and all have been carved by
  celebrated master artists in the kingdom’s past. A series of
  rooms are built off the entry hall that serves as offices for
  the upper clergy and meeting rooms where the priests can
  gather to discuss important matters or to meet with
  nobles.
   
  To the east, and always to the east, lies Marvela’s
  shrine. Typical decorations include suits of armor,
  weapons, and relics of the time of bondage and the
  Rebellion. Marvela’s wing is typically the largest of the
  three goddesses, except when there is a larger temple
  dedicated to the Steel Goddess residing in the same city or
  town.
   
  Dhalla’s and Tralla’s sections are sometimes
  combined and include many plants and trees magically
  grown to thrive living indoors. Altars to Mother Nature are
  often draped in wildflowers made into chains by young
  children. Dhallan altars include messages of love and
  details about recently born children, their lineage, and a
  wish for the goddess of children to bless them with a long
  and happy life.
   
  Shrines dedicated to the Trinity are more common
  in rural Jutan. They often consist of a large altar where
  offerings are given and a few small pews, if indoor, or
  seats carved from tree stumps, if located outdoors. Local
  clergy tends the shrine and administers rites to the
  faithful.
  Holy Text
  There is currently no
  single book that the church of
  the Trinity uses in every holy ritual.
  Hymns, proverbs, and prayers can
  very according to which priest
  is conducting the service.
  The current High King
  ordered the writing of a
  single book that combined
  the words of the Trinity and can
  be used in all temple services. The
  Book of the Sun, as it is to be
  called, is near completion and has
  taken nearly thirty years to write
  and illuminate. Once it is finished,
  it will take a tour of the kingdom
  so local scribes can copy it and
  distribute it to Trinity temples
  for use.
  Holidays
  Each separate faith of the Trinity has its own
  holidays and holy rituals that are not generally
  practiced in Trinity churches. There are only two
  holidays that are considered sacred to each goddess:
  Coronation Day: When Alufgar Bromkar took
  the mantle of High King of Jutan, his divine daughter
  appeared as an avatar and crowned him personally.
  This day is celebrated with feasts and plays depicting
  the Rebellion and Alufgar’s early rule. Nobles sponsor
  feasts thrown by Trinity temples and shrines that all are
  invited to partake in. When the time comes to anoint a
  new High King, the coronation is held on Coronation
  Day. Until then, the pre-crowned King is titled Regent
  of the Sun Kingdom.
  Midsummer: The longest day of the year is one
  of rest and merriment for the Jute people. Trinity
  temples and shrines are gathering places for old friends
  to meet and play games and drink to reflect on their
  lives. The nobles use this time to hold speeches to
  gathered citizens and to inform them of any new taxes
  that are going to be levied for the second half of the
  year. Because of this, many citizen-serfs call this
  holiday The Day of Lost Coin, which has since been
  shortened to Coin-less. Some nobles sponsor drinking
  games to offset the ill will news of higher taxes brings.
  This often brings mixed results.
  Relations With Other Religions
   
  With the Trinity Church being the official
  religious entity of the Kingdom of Jutan, the other
  dominant faith among the Jute people has taken a step
  back, though has never suffered from a reduced role.
   
  The church of Welkor is widespread in the
  northern Jarlands and places where the Jute people live
  away from the whims of the nobility. Leaders of his
  clergy have a say in essential events in conjunction with
  the leaders of the Trinity faiths, and a priest of Welkor
  is always counted among the High King’s personal staff.
   
  The Trinity Church is friendly to the clergy of
  Kythlu and the divine brothers of the Calvoid pantheon.
  Since their people live and work with each other for the
  good of the kingdom, members of the Kythlu faith are
  also on hand to advise the High King on matters that
  are important to their faithful.
   
  Of all the foreign faiths that the Trinity church
  is friendly too, they get along with the clergy of
  Fro’kella to best. Paladins of Fro’kella sometimes
  accompany merchant caravans, and they are respected
  by the Jute for their similar fight from slavery and
  independence won at the tip of a sword.
  
  147
  New Spells
   
  Clerics and druids who worship any of the
  Trinity goddesses have access to the following spells
  when they are able to cast them:
  Shield of the Trinity
  3rd level abjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (holy symbol)
  Duration: Concentration, up to 10 minutes
  You conjure a shield made of light that floats on its
  own and is mentally controlled by your thoughts,
  granting you the ability to use your bonus action to
  move the shield up to 60 feet from your position to aid
  a friendly creature. The shield grants a +2 bonus to AC
  and saving throws against the poisoned condition,
  blindness, or deafness, as well as resistance to necrotic
  damage.
  Shield of the Trinity
  School abjuration; Level cleric 3,
  druid 3 (Tralla)
  Components V, S, M (holy symbol); Range 60 feet;
  Duration 1 min/level
  You conjure a shield made of light that floats on its
  own and is mentally controlled by your thoughts,
  granting you the ability to use a move action to move
  the shield up to 60 feet from your position to aid a
  friendly creature. The shield grants a +2 bonus to AC
  and Fortitude saving throws, as well as a +4 resistance
  to negative energy attacks.
  Thrice Blessed
  1st level enchantment
  Casting Time: 1 action
  Range: 120 feet
  Components: V, M (holy symbol)
  Duration: 1 minute
  You are able to give a friendly creature the blessings of
  the Trinity, which bestows upon them a +1 bonus to
  their AC as well as saving throws against the frightened
  condition, and +5 feet to their base movement speed
  for the duration of the spell.
  Thrice Blessed
  School enchantment; Level cleric 1,
  druid 1 (Tralla)
  Components V, M (holy symbol); Range 120 feet;
  Duration 1 minute
  You are able to give a friendly creature the blessings of
  5e
  pfrpg
  the Trinity, which bestows upon them a +1 bonus to their
  AC as well as saving throws against fear, and +5 feet to
  their base movement speed for the duration of the spell.
  5e
  pfrpg
  A painting of the Goddess Marvela looking over the
  city of Yarvel in the Jarland of the Southern Shore.
  The painting was considered controversial at the
  time for her depiction in peasant garb instead of a
  suit of full plate armor.
  
  148
  The Tale of Handsome Jak
  There once was a lady from Bresken town
  Who smiled all day and never frowned
  Until one day she met a strange man
  Who swore like a pirate and asked for her hand
  Are ye daft? She said to the amorous man
  Are ye drunk? Are ye stupid? Are ye just a clown?
  He replied, Aye fair maiden I am all that
  That and more, I’m called Handsome Jak
  I’ve sailed from Helviir to the Aquaris Straits
  And never have I found a woman with such taste
  I confess your beauty has struck me dumb
  My heart skipped a beat; my face has gone numb
  I wish to wed you and make you mine
  So please, fair lady, give me a sign…
  First Chorus
  There once was a lady from Orinfjord
  Her ruby-red hair was tied with cord
  She spied a man moving closer to her
  His hair was neat, but his words he slurred
  My lady, my lady, I am glad we have met
  I’m called Handsome Jak, and I have lost a bet
  I said you were an banshee
  My friend has disagreed
  As I walked closer, I began to see
  You skin glows but is not glowing
  So now I have lost three copper pennies
  Second Chorus
  There once was a lady from Tower-town
  Her soul was dark and her hair was brown
  She met a man whom she thought was quite nice
  He was handsome and attractive, despite the lice
  He went back to her tower for a night of love
  But instead was murdered by a knife from above
  He now serves as her undead servant
  Some fair maids would say he deserved it
  Third Chorus
  Handsome Jak, Handsome Jak
  He lives in a shack
  He drinks all day and then takes
  a nap
  Handsome Jak, Handsome Jak
  He lives in a shack
  You can catch him later as he
  stumbles back
  Handsome Jak, Handsome Jak
  He lives in a shack
  He lies to the maids to get them
  in the sac
  Handsome Jak, Handsome Jak
  He lives in a shack
  He beds the ladies then leaves
  out the back
  Handsome Jak, Handsome Jak
  He lived in a shack
  Now he’s undead with a dagger
  in his back
  Handsome Jak, Handsome Jak
  He lived in a shack
  He was brave and stupid, our
  Handsome Jak!
  
  Now available
  
  150
  Something is wrong in the
  kingdom of Jutan..
  The Kingdom of Jutan has prospered on the planet’s
  Western Shore for centuries.
  Noble houses large and small vie for station, scheming
  and conniving their way to more power and even more
  coin.
  Most noble houses are content with the centuries-long
  rule of the Bromkar family; however, there are some who
  think the royals have ruled long enough, and the
  kingdom is ready for new blood to lead it.
  A plot against the kingdom is afoot, and time will tell if
  the Sun Kingdom will weather the coming storm, or be
  lost to it.
  Shadow on the Sun is part adventure, suited for a party of 1st
  level characters, and part travel guide that introduces players
  to the Kingdom of Jutan on the planet of Shin’ar.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Terran Empire Publishing/Manastorm - Shadow On the Sun.pdf