TEXT: ARAKULINE
  ARAKULINE
  THE
  TRIBUTE
  A Thennla Scenario
  Bruce Turner
  
  The 
  Arakuline 
  Tribute
  A Thennla Scenario for MYTHRAS
  By
  Bruce Turner
  Art by Dan MacKinnon
  The Taskan Empire, Shores of Korantia, Korantia and Thennla copyright © 2014 by Jonathan Drake and Used by  
  Design Mechanism with Permission
  Mythras is a trademark of The Design Mechanism.  
  All rights reserved. This edition of The Arakuline Tribute is copyright © 2017. 
  This book may not be reproduced in whole or in part by any means without permission from The Design Mechanism, except 
  as quoted for purposes of illustration, discussion and game play. Reproduction of the material in this book for the purposes of 
  personal or corporate profit, by photographic, electronic, or other methods of retrieval is strictly prohibited.
  
  2
  Thennla
  The Arakuline 
  Tribute
  T
  he Arakuline Tribute is a Thennla scenario set in the 
  land of Marangia, a region that borders both Korantia 
  and the Taskan Empire.  Marangia is occupied by feud-
  ing tribes and clans, and some parts are wild and remote. So far 
  as outsiders are concerned the locals are warlike, fractious and 
  untrustworthy. It is this reputation, and the local tribes’ habit 
  of living up to it, that has kept the land mostly free of foreign 
  influences from the Korantine heartland to the south and the 
  Taskan Empire to the east.
  This scenario is intended for a group of 3-5 moderately expe-
  rienced characters, ideally including characters who can fight, 
  make their way through a dense wilderness, and meet a threat 
  from a hostile spirit. The characters could be local Thennalts, 
  members of the Boromog tribe - or at least on friendly terms 
  with them. Korantine characters could include wanderers, 
  exiles, or traders and emissaries (and their Sabatine guards) 
  from the city-state of Tysil to the south. The Taskan Empire 
  regularly sends explorers, traders and soldiers into Marangia to 
  spread their influence – and individual Taskans with an oppor-
  tunistic bent may venture into the dangerous frontier on their 
  own. Characters who have already survived Khakun Shrugs 
  could have made their way to the frontier seeking secrets of trea-
  sure-laden Marangian burial grounds. Taskan characters need to 
  have established some kind of non-hostile relationship with the 
  Boromog tribe – through generosity, intimidation, or perhaps 
  clever words. 
  The adventure is structured as a series of encounters. The spe-
  cific order of encounters is flexible, but can be presented in 
  roughly the order found between pages 6 and 14.
  History & Background
  Seven years ago the Taskan Empire took control of the city of 
  Timolay, traditional seat of Marangia’s kings. They allowed 
  King Arkenson the Portly to keep his throne, albeit as a puppet 
  surrounded by counsellors and officers sent from the Taskan 
  military capital at Ashkor. The Taskan invasion has split the 
  tribes more than normal. Outside the area immediately around 
  Timolay, which is under military occupation, some tribes have 
  resigned themselves to the Taskans’ presence while others glee-
  fully kill or ransom Taskan officials and traders who fall into 
  their hands. However, few are willing to openly reject King 
  Arkenson, even as they fail to heed his commands. Taskan offi-
  cials at Timolay continue to push their influence beyond the 
  occupied territory and have come to accept the bribes they pay 
  to some barbarian chieftains to keep them from mischief, and 
  the deaths of a few traders and explorers, as part of the cost of 
  empire.
  Predictably, the arrival of the Taskans created new opportuni-
  ties for the Marangian tribes to awaken old disputes. The Ara-
  kuline and Boromog tribes both hold lands along the edges of 
  the Tumbrian forest in the north of Marangia. They have long 
  feuded with each other, an enmity that came to a head thirteen 
  years ago when the Boromogs were roundly defeated at the Bat-
  tle of False Ford. The Arakuline chieftain killed the Boromog 
  leader and took the tribal treasure, the King Boar Shield.
  Five years ago, the Arakuline chieftain answered King Arken-
  son’s call for tribute and made plans to travel to the capital at 
  Timolay. He intended to impress the Taskans with the power 
  of his tribe and to further insult his Boromog rivals by handing 
  
  tHe arakuline triBute
  3
  adventure regional Map
  
  4
  Thennla
  the King Boar Shield over as part of the tribute. However, disas-
  ter struck upon the road: they were ambushed by brigands and 
  most of the Arakulines were slain, including the chieftain and 
  his eldest son. The raiders stole the tribute and fled.
  Recently, news of the Arakuline tribute has resurfaced. The 
  Boromog trapper Dyarssa found traces of the raiders: a dead 
  bandit caught in one of her traps wearing a cloak-clasp taken 
  from the Arakuline chieftain. The bandit had perished before 
  she came upon him, but she was able to track his path north 
  to the Tumbrian Forest. She thinks that he came from a band 
  lurking in an abandoned tribal centre, an old hall known as 
  ‘Deba Nagun’, the Heavy Roof. She wants the characters’ help 
  to bring back the Arakuline tribute and, in particular, the King 
  Boar Shield.
  Dyarssa’s belief is correct. The shield (and some of the other 
  tribute goods) is being held by Gorgling Whitehair, a beast man 
  turned bandit chief. He and the core of his gang are fauns, sired 
  by the satyr Arstanos.  But Gorgling is remarkable for having 
  acquired a human following that makes his gang a force to be 
  reckoned with. This collection of Marangians, outlawed and 
  exiled from different tribe,s have been persuaded, or compelled, 
  to worship the Robber God Landano and, under Gorgling’s 
  leadership, make a respectable living by raiding and extortion. 
  Gorgling’s gang has an unsteady relationship with the other 
  powers of the forest, the crone Gamuth and the she-wolf Voka. 
  Voka is an avatar of Landano whose pack haunts the lower 
  ranges of the Tumbrian Forest and hunts intruders with glee.
  tHe tuMBrian Forest
  The Tumbrian Forest stands at the northern edge of Marangia. 
  It is a dense, uninhabited and forbidding stretch of wilderness. 
  The southern reaches of the forest are thin enough to allow 
  human habitation. and three Marangian tribes, the Boromog, 
  the Arakuline and the Tarabine, hold land along the forest’s 
  southern border.
  The forest is dense enough to make traveling through it quite 
  difficult. Ground travel speeds are reduced to half normal speed; 
  larger parties (10 or more) or groups with mounts are further 
  slowed, to one-quarter walking speed (in other words, no more 
  than 8 km per day). Further, clearing a path through the dense 
  undergrowth is exhausting, causing the loss of a fatigue level for 
  every day spent traveling.
  There are some established paths through the Tumbrian Forest, 
  known only to those who live in the territory. Gorgling and his 
  outlaws for example, know several ways to travel from Deba 
  Nagun to the forest’s edge. Adventurers following these paths 
  travel a normal speed. Magic, especially the folk magic spell 
  Pathway, is also an effective strategy to ease passage.
  tHe coMpound oF 
  deBa nagun
  Deba Nagun means heavy roof in Thennalt. The great hall of 
  Deba Nagun gained this name because, unlike most Marang-
  ian structures, its roof is constructed of fired tiles rather than 
  thatch. The hall was once the centre of the Carunbelli tribe, 
  constructed as a visible sign of their wealth and power. They are 
  long gone, but the hall still remains.
  When it was first built, the great hall of Deba Nagun was the 
  centre of an extended compound with many other buildings. 
  Most of those are ruins now. Some structures can still be iden-
  tified from their earthen or wooden walls, but the rooves and 
  most of the rest of the construction rotted away years ago. Even 
  the great hall is in questionable shape. It was built on an earthen 
  rise with wooden walls surrounded by a stone foundation. In 
  places, the wooden planking has broken or rotted away, and 
  even the roof shows the strain of years – some of the tiles are 
  broken, others have fallen away as the underlying wooden sup-
  ports have failed. The part of the building still occupied by the 
  bandit gang is visibly the best-maintained.
  The great hall of Deba Nagun is some 15m wide and 30m long, 
  with a 15m square annex at the rear. The hall has four rows 
  of pillars, one huge pair down the centre, bordering the fire-
  pits, and a smaller set, one on either flank of the hall, forming 
  the border between the lower portion of the hall and the raised 
  sleeping platform around the walls. The section used by Gor-
  gling and his gang is blocked off by a series of curtains running 
  crossways, to keep the heat from escaping on cold nights. The 
  side annex serves as a private room for Gorgling, and as the 
  gang’s shrine to Landano.
  The entire compound is surrounded by a palisade wall which 
  can be climbed, but is too high to leap (except with magical 
  aid). The posts are spaced about 10 cm apart and stand about 3 
  metres high, with another metre of ditch on the outside edge. 
  A fighting platform at the top is intact and usable for most of 
  the wall’s length. The outlaws have repaired some sections of the 
  wall. Although their repairs are visibly shoddy, the timber they 
  used was cut from the surrounding forest and is of good quality.
  The King Boar Shield and some other items taken from the Ara-
  kuline tribute are held in a room in the forward part of the hall. 
  
  tHe arakuline triBute
  5
  The members of the gang stay away from the tribute because it 
  is haunted by the spirit of the Arakuline heir. There are some 
  sentries, both inside and outside the hall. Should the sentries 
  sound the alarm, Gorgling and his personal guard emerge ready 
  to fight.
  gorgling & His gang
  The master of Deba Nagun is the old beastman Gorgling, the 
  White-Hair. He is the eldest living child of the satyr Arstanos, 
  and has used this status and his own personal gifts to forge a 
  strong group from the satyr’s other children and a motley col-
  lection of outlaws who have made their way into the forest over 
  the years. His gang includes a small personal guard composed 
  of beastmen and a few exceptional outlaws, surrounded by a 
  much larger and worse-disciplined group of bandits and rene-
  gades. They survive by hunting, raiding outlying steads, and a 
  very small amount of scavenging in the forest (generally done by 
  the outlaws’ dependents and children). Gorgling and his people 
  mostly live in one end of the great hall, leaving the rest of the 
  place unoccupied.
  The gang occupied Deba Nagun long before they learned of 
  Landano from the crone Gamuth. When she brought them the 
  secrets of the Robber God they gained strength that allowed 
  them to dramatically expand both their membership and the 
  scope of their operations. They became very strong over the 
  years, through continuous raids and extorting small settlements. 
  The attack upon the Arakuline tribute expedition was both a 
  huge success and a huge misfortune for the gang.  While they 
  accumulated a great quantity of loot, they lost a lot of fighters 
  in the process.
  Gorgling is ambitious, but he remembers clearly that the power 
  of Landano was not enough to overwhelm a steadfast line of 
  Arakuline warriors. He has kept the gang’s numbers small, and 
  been careful enough in his extortion efforts, to keep the local 
  Thennalts from organizing a large effort to dislodge them from 
  Deba Nagun. The three tribes know of the outlaws, but haven’t 
  had direct cause to track them down or even assess their full 
  strength. The tribes do not even know that the gang is led by 
  a beastman, although they do know that the bandits are strong 
  enough to completely ravage a small hamlet or isolated farm, 
  and that paying them off is easier than retaliation.
  Gorgling has five beastmen in his core warband, plus another 
  five very tough human outlaws. There are another thirty 
  human outlaws who belong to the group as ordinary members, 
  plus twenty or so dependents (mostly women and children – 
  although there are several female outlaws).
  landano,  
  tHe roBBer god
  This spirit embodies the terror that prowls about the farmstead 
  at night, sniffing out a way in to plunder and destroy, and is 
  a popular character in stories used to scare small children to 
  sleep at night. But when those children grow up, many will go 
  through a phase of raiding and brigandage, popular pastimes in 
  Marangia, and some will worship him.  The cult led by Gor-
  gling is arguably his largest dedicated congregation in Maran-
  gia. Gorgling is the priest and leader of the group, and the fauns 
  and human outlaws of his inner circle serve as initiates. The 
  remaining outlaws in the gang are lay worshippers. 
  Landano is able to provide two theist miracles to his cult: Fear 
  and Shatter Gate. Acts of mayhem and theft can be used as sac-
  rifices to him, as can stolen goods and livestock. This fits well 
  with the practices of Gorgling and his fellow cultists, who use 
  their acts of robbery as impromptu worship ceremonies. 
  Landano also gains some worship from among the wolves of 
  the Tumbrian Forest. The she-wolf Voka is one of his avatars 
  and her pack is a Landano congregation. The lupine worship 
  of Landano is significantly different than the practices followed 
  Shatter Gate
  Ranged (metres), Rank Initiate, Resist (Endurance)
  Shatter Gate, despite its name, works against any arti-
  ficial, inorganic structure. It inflicts 1d6 damage per 
  intensity upon any wall or gate and, when directed 
  at a larger structure, it inflicts damage in a 1 metre 
  radius. The structure’s armor points reduce the damage 
  inflicted. If the structure has an animating spirit, it may 
  resist the spell using Endurance (or Willpower if the 
  spirit has no Endurance skill).
  A typical wooden door with 4 armour and 25 hit points 
  or a hut wall with 3 armor and 15 hit points splinters 
  with one or two castings from a typical theist magician 
  (6 intensity, 21 point average roll). Breaking through a 
  stone wall (10 armor, 250 hit points) requires substan-
  tially more effort.
  
  6
  Thennla
  by Gorgling and his people, but they are connected through 
  the crone Gamuth. She learned about Landano from Voka, and 
  passed her knowledge along to Gorgling many years ago.
  voka, tHe sHe-WolF
  The she-wolf Voka leads a pack of five adult wolves, plus three 
  to five cubs and youngsters (depending upon the season). She 
  is imbued with the strength of Landano and can use both the 
  Shatter Gate and Fear effects. Some of her wolves also have 
  Boons granted by Landano, typically increased Damage Bonus, 
  increased Hit Points, or the ability to use the Bleed combat 
  effect for free (on any attack that generates a combat effect, 
  they may choose Bleed and one other combat effect at the same 
  time). They hunt the forests near Deba Nagun and are fond of 
  the taste of human flesh. They normally prey upon farmers, but 
  have been known to take unwary outlaws as well.
  Voka is the largest, oldest, and most aggressive wolf in the forest 
  – but her pack is hardly alone. There are other packs, most of 
  them led by Voka’s children, some of which have also obtained 
  Boons from Landano, though subsequent progeny of Voka’s 
  descendents have not.
  starting tHe adventure
  The adventure starts in the great hall of the Boromog tribe. 
  The trapper Dyarssa knows the characters and asks them for 
  help in a great task. She explains to them (if they do not already 
  know) that the Arakuline tribe inflicted a great defeat upon the 
  Boromogs at the Battle of the False Ford some thirteen years 
  ago. Many Boromog warriors were slain and many treasures 
  were lost, among them the King Boar Shield, traditionally 
  carried into battle by the Boromog chieftain. Five years ago, 
  in a calculated insult to the Boromog, the Arakuline included 
  the shield in the annual tribute they sent to King Arkenson at 
  Timolay. The insult did not work as the Arakuline intended: a 
  strong outlaw group swept down upon their tribute procession, 
  slaughtering them almost to a man. The Arakuline chieftain 
  Tarudon and his heir Saredon were both killed. The outlaws 
  took the tribute for their own and disappeared.
  Now, Dyarssa has some new information. She had set traps 
  along the southern edge of the Tumbrian Forest, hoping to 
  catch bear or wolf. What she did catch was a man: an outlaw 
  from the Tarabine tribe. He had bled to death by the time she 
  checked the trap, but he was wearing a cloak-pin once owned 
  by the Arakuline chief Tarudon. She was able to follow his path 
  into the deep forest, at least for a while,  and she thinks that he 
  was part of the outlaw gang that attacked the tribute procession. 
  If she is right, then the outlaws may very well be taking refuge 
  in the Tumbrian Forest, and even using the ruins of  the Deba 
  Nagun great hall as a base. She wants the characters to join her 
  in traveling there and (with any luck) taking back the King Boar 
  Shield.
  Presuming that the characters agree to her proposal, the next 
  step is to gain the agreement of the chieftain of the Boromog 
  tribe. Huruth is still a young man, raised to responsibility early 
  by the death of his uncle (the previous chief) at False Ford. 
  He must give his blessing for the journey, and if he is pleased 
  with the idea he might provide some assistance. He will surely 
  not sanction the trip or waste tribal resources if he thinks that 
  his niece and her companions are courting death (and possibly 
  risking offense to the spirits of the forest).
  For all that Dyarssa fears her uncle might not grant his blessing, 
  there is little chance that he will not approve the expedition; he 
  wants to see the Boromog treasures restored as much as anyone 
  in the tribe, and is genuinely fond of Dyarssa. The real chal-
  lenge is how much assistance he will give to the characters (who 
  may represent a much more unknown quantity).
  The audience with the Chieftain is represented as a Task (Myth-
  ras, pages 66 and 287). Each successful challenge grants the 
  characters points of favor with the Chieftain, with his final 
  decision determined by the amount of Favor the characters 
  have gained. The challenges are sequential and may be divided 
  among characters as desired. Each challenge is an opposed roll 
  against the Chieftain or one of his advisors. The outcome of 
  each series of skills rolls is scored as per the Task rules.
  The challenges are:
   
  ◐ Impress the Chieftain’s Sword-Thane Turigg, Willpower 
  vs. 60%
   
  ◐ Greet the Chieftain Respectfully, straight roll of Customs 
  (if Thennalt) or Courtesy
   
  ◐ Impress upon the Chieftain and the need to recover the 
  King Boar Shield, Oratory vs. 50%
   
  ◐ Describe the fitness of the characters for the task to the 
  Chieftain, Influence vs. 60%
  The results of the characters’ efforts are determined by the num-
  ber of Task points they have accumulated:
  
  tHe arakuline triBute
  7
  entering tHe Forest
  The characters have about a 5 kilometre hike to the place where 
  Dyarssa trapped the bandit, and another 35 kilometre journey 
  to reach the deep forest. This requires about two days of travel at 
  a normal pace, or only one day if the characters decide to push 
  themselves (but sustaining an additional fatigue level). Deba 
  Nagun is about 10 kilometres inside the deep forest, another 
  day’s worth of punishing travel. 
  Getting lost is not much of a worry: even if none of the char-
  acters have an appropriate Locale skill, Dyarssa is thoroughly 
  familiar with the area terrain. Unless the characters have special 
  means to avoid fatigue loss, they each lose a level of fatigue, and 
  possibly two, by the time they draw close to Deba Nagun. It 
  will also be close to darkness, and, at that point, they will need 
  to make a choice:
   
  ◐ Move forward in the dark while fatigued
   
  ◐ Make camp, recover fatigue, and continue on in the 
  morning.
  In either case, the she-wolf Voka and her pack have picked-up 
  the intruders’ scent and decided to investigate. By the time the 
  woods are cloaked in twilight (1 difficulty grade to all tasks 
  involving vision), the wolves are circling the characters’ posi-
  tion – out of sight, but certainly audible, at a distance of 15 to 
  20 metres. The pack consists of Voka and 1d3 wolves, plus one 
  wolf for each character.
  Making a ranged attack on a wolf requires first succeeding in 
  an opposed Perception test against the wolf’s 64% Stealth. If 
  this is failed, the wolf’s guile and ability to seamlessly blend 
  with the woodland imposes a penalty of two difficulty grades 
  on the ensuing attack roll. If the Perception roll is successful 
  and darkness is falling, then attack rolls suffer a one grade of 
  difficulty penalty,
  Moving to directly attack the wolves in melee causes the pack to 
  scatter at speed, and attempt to fall on an easily isolated charac-
  ter with overwhelming numbers, at least three with Voka in the 
  lead. Voka is easy to distinguish from the lesser members of the 
  pack: she is huge, at least three times their size, and incredibly 
  threatening.
  If the characters remain in a tight group the wolves patiently 
  circle, unnerving the characters. They can keep up this tactic for 
  hours, pausing every now and again to lull he party into a false 
  sense of security, hoping one of them will break and become 
  easy prey. Willpower rolls are needed for characters to hold 
  their nerve and not rush headlong into melee. If dawn starts 
  to approach and there has been no opportunity to attack, Voka 
  casts Fear spells against random members of the group in the 
  hope of causing one (or more) to break and run. Naturally, if 
  the characters have been unable to rest during the night, fatigue 
  imposes additional grades of difficulty on their Willpower rolls.
  Bear in mind that, as an avatar of Landano, Voka is capable 
  of speech. She coos softly to the characters as her pack circles, 
  taunting, offering (false) promises of safe passage if they turn 
  and leave her forest. The characters may even think this is a 
  human voice, but an Insight roll reveals the ghastly truth - and, 
  from time to time, Voka strays a little nearer to the characters so 
  they can clearly see that it is she doing the talking.
  The wolves do not continue to pursue the characters after dawn. 
  If they have been unsuccessful in luring them into a fight, they 
  gradually melt away into the forest - although they remain not 
  far away in the hope of launching another attack on the party at 
  another, more opportune time.
  If the characters manage to kill half the pack or incapacitate 
  Voka, the remaining wolves vanish, howling into the night.
  If the characters find themselves fleeing from the wolves in 
  darkness, each character must win an opposed Athletics test 
  against a pursuing wolf (remembering that the characters are 
  probably suffering one or two difficulty grades to their rolls 
  due to darkness and fatigue) to outrun them. Success means 
  the character is rescued by either the crone Gamuth or the satyr 
  Arstanos; failure results in an attack from behind. If things are 
  going badly for the characters following the assault by Voka and 
  Score
  Outcome
  <0-25
  Huruth orders the characters from his sight. He 
  will not stop them, but he does not expect to 
  see them again. He urges Dyarssa to not accom-
  pany them (she does so anyway).
  25-75
  Huruth grants his approval for the expedition. 
  He will provide provisions for the trip, and the 
  promise of reward if they return victorious.
  75-100
  Huruth is convinced that the characters’ suc-
  cess is in the interests of the tribe. Not only will 
  he provide provisions, he will have the priests 
  intercede with the gods upon the characters’ 
  behalf. Each character gains 2 Luck points to 
  use on the journey. And should they return 
  with the Shield, they will be feted.
  >100
  Huruth is deeply impressed with the characters’ 
  heroic stance (or crafty nature, depending). He 
  provides provisions, blessings to provide 2 Luck 
  points for each character, and his champion, 
  Tarranos, to increase their numbers
  
  8
  Thennla
  her pack, either Gamuth the Crone or Arstanos comes to the 
  rescue, screaming at Voka to retreat and leave these strangers 
  alone. With snarls and curses, Voka is forced to obey.
  tHe crone & tHe satyr
  There are equal chances that the characters encounter the crone 
  Gamuth or the satyr Arstanos – roll randomly or simply pick 
  one.
  Gamuth the Crone
  Gamuth’s lair is a small hut built into an earthen rise, under-
  neath a huge pine tree. She ushers the characters pursued by 
  wolves into her hut, causing the earth before her to surge up and 
  block the wolves’ path, bringing the character to safety. 
  Gamuth is an appropriately crotchety and grumpy wise woman 
  living alone in a trackless forest. She does not appear to be nearly 
  as old as one might think for someone called a crone; her hair 
  is streaked with gray, but her face remains moderately youthful 
  and her walk is strong. She closely interrogates the characters 
  about their purposes in the Tumbrian Forest, and notes if they 
  lie to her (Deceit check, opposed by her Insight 66%). She 
  freely explains who and what Voka is, including her relationship 
  to Landano. However, she is uninterested in actually hunting 
  down or harming the wolves – the characters should get the 
  idea that she regards them fondly, little more than occasionally 
  troublesome neighbours.
  She does offer the characters food, a stew with a bitter, herbal 
  scent that is nourishing but tastes vile. It is clear that Gamuth 
  has lived on little else for a long time, and she happily devours 
  whatever the characters leave.
  If the characters are truthful about their intentions to travel 
  to Deba Nagun and steal from (or possibly attack) the bandits 
  there, Gamuth is prepared to offer some assistance. She tells 
  them that the bandits are led by the beastman called Gorgling, 
  a child of the satyr Arstanos, and that none of them are to be tri-
  fled with. She also provides them with directions to reach Deba 
  Nagun, and urges them to step carefully as they draw near. She 
  has a vague idea of the gang’s numbers, but cannot be certain 
  and if pressed she testily snaps “Could be a dozen, could be a 
  dozen dozen. I’ve never had a mind to count them!”  
  After a little while in her company, it becomes apparent that 
  Gamuth is bored and perhaps even lonely. She wants to be 
  entertained, and if the characters can each impress her with 
  a successful Sing, Dance, Musicianship, or other appropriate 
  skill, then she can provide quite a bit more help. She will offer 
  the characters one of two boons, or both if any character man-
  ages a critical success in their entertainment roll:
   
  ◐ A clay talisman containing a Wolf spirit (intensity 1, 
  INS 13, POW 12) that can be used with Thennalt Rites. 
  Invoking it costs 1 MP. When invoked, it calms all wolves 
  within 12 metres so they will not attack. It shatters if 
  taken out of the Tumbrian Forest.
   
  ◐ Two root bags containing a powder of charcoal, quartz 
  and other substances. Rubbed upon wounds, the powder 
  halts bleeding (even serious bleeding, such as the Bleed 
  Special Effect) and increases Healing Rate by 5. There is 
  enough powder in each bag to treat four wounds.
  If the characters ask after the satyr Arstanos, Gamuth tells them 
  that no good will come of seeking him out, but she can provide 
  directions to his grove on request.
  If the characters are able to loot Gamuth’s hut they find little 
  of tangible value beyond herbs and dried roots. On a successful 
  Perception roll (opposed by Gamuth’s Conceal of 84%) they 
  find:
   
  ◐ A silver moon-dagger worth 75 silver
   
  ◐ Four more of the root bags containing restorative dusts
   
  ◐ A wolf figurine carved from a strange dark wood that 
  feels cold to the touch. If it is held for a minute it draws 
  1 Magic Point from the holder, who then hears spectral 
  wolves howling in the distance. A collector or a sorcerer 
  might pay 600 silver for it.
  If the characters should attack Gamuth, she fights them with 
  her magic, first releasing an earth elemental to savage them and 
  then taking the shape of a wolf herself to flee. If any harm befalls 
  Gamuth (or she is caused to flee), it is not long before Voka 
  finds out, and the she-wolf is merciless in her vengeance. 
  Arstanos the Satyr
  Arstanos has no lair, but his pleasant glade is noticeably warmer 
  than the surrounding forest, and Voka’s kin will not enter it. 
  He simply urges the characters to enter the glade, if necessary 
  threatening wolves with his massive wooden club. He is clearly 
  a satyr, so the characters may have their own reservations about 
  accepting help from him.
  Arstanos is polite with the characters as long as they treat him 
  with courtesy. He offers them food - raw chunks of deer-meat 
  on spits they can roast over his fire (or not, as they please – it 
  
  tHe arakuline triBute
  9
  makes no difference to him). He can tell the characters all about 
  the monstrous wolf-creature Voka and her unruly brood, whom 
  he clearly regards as extremely annoying neighbours who would 
  do well to move elsewhere.
  Arstanos’ patience with the characters draws extremely short if 
  they are unable to provide him with a constant stream of news 
  about the outside world. The characters should make rolls 
  against Customs, Locale, relevant Lores (such as history, poli-
  tics, and so on), Oratory and even Streetwise to feed his thirst 
  for knowledge. He clearly adores gossip. As long as he is kept 
  happy with any knowledge of the world at large, he continues to 
  provide food and to tell the characters what he knows about the 
  Tumbrian Forest, at a rate of one useful item every half-hour. 
  Some of the things he knows include:
   
  ◐ The bandits are led by Gorgling, the oldest of his children 
  – and by far the most powerful. Quite a number of his 
  other children have ignored him and now follow Gor-
  gling around. Children are such a bother! It’s fortunate 
  that it is so much fun making them!
   
  ◐ Gorgling found Deba Nagun and turned it into his home 
  some time ago. It’s a terrible place, all walls and ceilings 
  and such – not a fit place to live at all. It isn’t hard to 
  reach, though the complicated instructions on how to get 
  there would make you doubt that claim.
   
  ◐ Watch out for those bandits; it seems like half of the out-
  laws from outside the forest make their way in here and 
  join up with Gorgling. The other half, of course, end up 
  as wolf food.
   
  ◐ There are lots of wolves in the Tumbrian Forest, and half 
  of them are related to that awful monster Voka, a she-
  wolf whose blood runs with the power of some kind of 
  noxious god from over the mountains. Feel free to hunt 
  them, because they’re sure to be hunting you!
   
  ◐ Speaking of bandits and unpleasant gods, be careful 
  around them – they’ve fallen to worshipping the same 
  thing that Voka does, and some of them have picked up 
  weird powers from it.
   
  ◐ There’s an old crone living under a tree not an hour’s 
  hike from here, named Gamuth. She’s pleasant in her 
  own way, though she is awfully friendly with that dread-
  ful Voka. Finding her tree isn’t difficult either, it’s only 
  slightly more complicated than finding Deba Nagun.
  Should the characters think of it, plying Arstanos with alcohol 
  makes him much more talkative (dropping one useful tidbit 
  every 15 minutes, rather than every half-hour) and then much 
  more pliable (dropping to sleep when his Passion for Overin-
  dulgence of 66% wins an opposed roll against his Endurance 
  of 88%; the difficulty grade of his Endurance check increases 
  by one for every half-hour he spends drinking). His body fades 
  away when he falls asleep, or when the difficulty grade of his 
  Endurance check rises to Hopeless. He can reappear within 
  his grove following the next dawn, but only if nobody else is 
  present.
  If the characters decide to fight Arstanos, he is quick to answer 
  them. He plays his pipes to seed their ranks with Fear and Mad-
  ness, then follows-up with wild swings of his great club. Killing 
  him does not bring down the wrath of Voka, as does killing 
  Gamuth, but it will anger the many spirits of the forest that 
  Arstanos is friendly with, and they can make the characters lives 
  hell, should they so wish.
  tHe training ground
  As the characters draw close to the Deba Nagun they find a 
  small clearing that shows signs of heavy use. Straw mannequins 
  stand along one edge, wooden archery targets along another. 
  There is a group of human outlaws sitting at the far edge of the 
  area – either resting from weapons practice (during the day) or 
  quietly sharing a clay jug of mead (at night). If it is dark they 
  have a low fire burning, shielded from view by a low screen of 
  straw. There is one outlaw present for each character. Two of 
  the outlaws, Irik and Yanos, are exceptionally skilled (as noted 
  in the Outlaw statistics).
  The outlaws assume that the characters are hostile from the 
  start, unless the characters go out of their way to convince them 
  otherwise (Influence and Deceit checks against them are at one 
  difficulty grade harder). If the characters open with an attack, 
  the outlaws respond in kind. The outlaws have good morale, 
  but once half of them are dead or incapacitated they need to 
  make Willpower checks or flee back to Deba Nagun.
  If the characters spend time examining the training ground they 
  can get some idea of the capabilities and numbers of Gorgling’s 
  gang. Anyone can tell that there must be a fairly large number 
  of warriors using the place, just based upon the prints in the 
  ground and the number of well-used targets. A Lore (Strategy 
  
  10
  Thennla
  & Tactics) or hard Combat Style check provides one of the fol-
  lowing pieces of information:
   
  ◐ There are at least thirty warriors using the training 
  grounds on a regular basis.
   
  ◐ Some of the warriors using the grounds are extremely 
  skilled – the cut and impact patterns on several targets 
  show great precision and power.
   
  ◐ The warriors are equipped with a variety of weapons: 
  spear, axe, javelin and bow. Few or none appear to use 
  swords (a high-status weapon among Thennalts).
   
  ◐ Discarded arrowheads are etched with smiths’ marks 
  from a variety of tribes – many more than just the three 
  nearby ones. Arakuline heads are slightly more common 
  than others.
   
  ◐ A nearby midden includes bones of deer, boar and wolf, 
  plus a lot of broken pottery. A significant percentage of 
  the outlaws’ food clearly comes from hunting.
  approacHing 
  deBa nagun
  Deba Nagun was once the centre of a substantial settlement. 
  Most of that is long gone save for a few scattered foundation 
  stones. An area of reasonable size is left cleared around the hall, 
  partly because the outlaws need firewood, and partly because 
  they want to maintain at least some kind of defensive perimeter. 
  The surrounding palisade has been repaired in places, though it 
  is woefully ill-equipped to withstand any kind of sustained siege. 
  Two watchtowers provide a high vantage point for sentries.
  Sentries & Alerts
  The outlaws keep a lazy watch over the surrounding territory. 
  Lone sentries who venture out past the palisade are sometimes 
  killed by wolves or other dangers, so the gang’s preference is to 
  stay within. A couple of the human outlaws know the Alarm 
  spell and cast it to guard the approaches. They cannot cover 
  the entire radius of the wall, so they instead set their spells in 
  different places from night to night. Gorgling’s people are not 
  the sort who would set mechanical traps, nor do they have the 
  talents needed to bind and emplace guardian haunts or spirits.
  There are normally four sentries in different locations around 
  the complex, either patrolling (within the palisade) or watching 
  (from the towers). Select four random locations for the sentries 
  from among the five thicker sections of wall, the front gate, 
  the front doors of the Deba Nagun hall, and the oven near the 
  annex. If they detect possible trouble their approach is set to 
  escalate relatively quickly. First one sentry will investigate, ide-
  ally with a second man backing him up. If they either find some-
  thing or do not return in a reasonable time, the other guards set 
  up an alarm that arouses Gorgling and his personal guard. They 
  have two horns for this purpose: one very functional item with 
  an Arakuline sigil carved into it, and one extremely fancy horn 
  originally intended as a gift to the King of Marangia. The call 
  of either alerts the rest of the gang. The outlaws have a sim-
  ple code for horn calls that allows them to describe (in general 
  terms) the nature and imminence of the threat. For anything 
  that is reported as an armed attack, Gorgling and his men gear 
  up and clatter out in full kit, taking a couple of minutes to 
  do so. For a threat described more as an animal incursion or 
  a lone attacker, Gorgling sends two members of his personal 
  guard (either beastman or Thennalt) to investigate and report 
  back. For a limited alert, there is a 75% chance the responding 
  outlaws are fully armored during the day. At night, that chance 
  drops to 50%.
  Gorgling’s Outlaws
  The outlaws live in the back third of the great hall, in a walled-
  off area screened with a series of cloth hangings (to keep the 
  heat in during cold nights). The total membership of the gang 
  includes:
   
  ◐ Gorgling, beastman leader
   
  ◐ The Personal Guard: Five beastman warriors and four 
  exceptional outlaw warriors. All are initiates of Landano.
   
  ◐ The Outlaws: Three lesser-skilled beastmen and thirty 
  human outlaws.
   
  ◐ The Others: 20 dependents, mostly women who arrived 
  with specific outlaws and children.
  If the characters did not slaughter the outlaws at the Training 
  Grounds, increase the total number of outlaws appropriately.
  During the day, the common outlaws and their dependents are 
  engaged in activity all around the compound, though mostly 
  within the palisade. At night, all except for sentries are in the 
  hall.
  If the alarm goes up, the first responders are two members of 
  Gorgling’s personal guard and a number of common outlaws 
  equal to the number of characters. If they run into trouble and 
  either call for help or fail to return, the second responder is 
  
  tHe arakuline triBute
  11
  Gorgling, five more members of his personal guard, and half of 
  the remaining outlaws (about 13 of them).
  entering deBa nagun
  The great hall of Deba Nagun was once a magnificent struc-
  ture. Even in its current decayed state it is still very impressive. 
  It is built upon a raised earthen platform one metre high. The 
  walls are built upon a stone foundation with an earthen barrier 
  and walls of wooden planks above it, supported from behind 
  by stone, earth and buttresses made from solid tree trunks. The 
  centreline of the hall rises some 8 metres from the surface of the 
  platform. Finally, the feature that gives the hall its name stands 
  above it all – a roof of large, interlocked tiles.
  There are several ways the characters could enter into Deba 
  Nagun:
   
  ◐ Force the front gates. The gates are barred (Lockpicking 
  opposed by a 75% skill, or Brawn opposed by a 150% 
  skill), and still quite strong (armor 6, hit points 60)
   
  ◐ Break through rotted side planking. Perception to find a 
  good location, unopposed Brawn to break through.
   
  ◐ Remove some side planking. Unopposed Craft (Car-
  pentry) task to remove, with 5-minute task duration 
  (so about 20 minutes of work to open a path if nothing 
  goes wrong). Doing this work silently requires that Craft 
  
  12
  Thennla
  (Carpentry) rolls are capped at the score of the character’s 
  Stealth skill.
   
  ◐ Lift away roof tiles and slip in from above. Athletics to 
  reach the roof, Brawn capped by Stealth to quietly move 
  tiles aside.
   
  ◐ Clamber through a high window. One Athletics roll to 
  climb to the window and a second to slip through the 
  window. The windows are small and only those of less 
  than SIZ 9 can squeeze through with ease. Anyone of  
  SIZ 10 or more, or carrying over 10 points of armor 
  ENC, or carrying a Medium sized weapon or larger suf-
  fers an additional grade of difficulty to the Athletics roll. 
  SIZ 16 and above is simplty too large to squeeze through.
   
  ◐ Dig up through the foundations. Digging a single tun-
  nel is a Brawn Task with a duration of one hour. Craft 
  (Masonry) and Brawn (from additional workers) can be 
  used to augment the main Brawn roll for this task.
  WitHin deBa nagun
  The great hall of Deba Nagun is some fifteen metres wide and 
  thirty metres long. The centre span of the interior is bordered 
  by two rows of massive wooden pillars reaching up to support 
  the great weight of the tiled roof. The floor consists of huge 
  flagstones topped with straw. A series of fire-pits runs down the 
  centre of the hall – though in the empty section they are cold 
  and dark, filled only with ash. To each side of the hall an earthen 
  platform 50 cm high provides a place for storage and sleeping.
  The Hall of Deba Nagun
  The outer flanks of the front quarter of the hall have been walled 
  off with thin wooden partitions to provide closed rooms. The 
  partitions only extend about 3 metres up, so a suitably deter-
  mined person could enter the enclosed areas without troubling 
  with the door. The one to the right is used for storage, mostly 
  empty barrels and pottery that the gang might use to hold loot 
  or provisions someday. The one to the left is locked and bears 
  a warning sigil - a red handprint - painted upon the door. It is 
  here that the King Boar Shield is kept, though the warning is 
  mostly intended to keep people away from the restless spirit of 
  Saredon, son of the Arakuline chieftain.
  The section of the hall actually inhabited by the outlaw gang 
  is better kept. The gaps in the walls and the roof have been 
  repaired, the fire-pits burn brightly (and often with food cook-
  ing above them, on skewers or in pots held by bronze tripods), 
  the floor is scattered with fresh straw, and the outer platform is 
  subdivided into little enclosures occupied by individual outlaws 
  and their families. The Chieftain’s Table at the end of the hall is 
  absolutely the domain of Gorgling and his inner circle.
  An auxiliary hall extends from the back third of the hall. It 
  serves as Gorgling’s personal chamber, the gang’s shrine to Lan-
  dano, and the kitchen.
  The Treasures of the Outlaws
  Most of the goods the outlaws are able to steal are food, cloth-
  ing, tools, and so on. These are distributed to the gang as their 
  share of the spoils. Gorgling keeps the larger share of the hard 
  wealth of the gang in a locked chest next to his seat. He holds 
  the key, but failing that opening it requires an opposed Lock-
  picking check against a skill of 90%. The chest can also be 
  chopped open. It has armor 6 and 30 hit points. It contains:
   
  ◐ 1,500 silver in assorted coinage, from a scattering of 
  nations including Zathrum, Marangia, the Taskan 
  Empire, several Korantine city-states, and Morkesh.
   
  ◐ Eight gold torcs and arm rings, each worth 400 silver. 
  Arm-rings of this type are highly prized by the Thennalts 
  of Marangia as both a sign of their chieftain’s favour and 
  as portable wealth. Gorgling uses these torcs as gifts to 
  those who have performed great deeds.
   
  ◐ Three broadswords of common quality.
   
  ◐ One broadsword of exceptional quality, with AP/HP of 
  8/15. Such a blade would be worth at least 500 silver to 
  the right bidder.
  The Chamber of the 
  King Boar Shield
  The room where the King Boar Shield is kept is locked, but 
  only Gorgling has the key. Everyone knows that a vengeful 
  spirit lurks inside the treasure room and none of them are stu-
  pid enough to tempt its wrath. Opening the lock requires an 
  opposed Lockpicking roll, against a skill of 60%. Alternately, 
  the lock may be broken with brute force; the bronze lock has 8 
  AP and 8 HP. Or, because the walls are only 3 metres high, they 
  can be climbed with a standard Athletics roll.
  The interior is filthy and dusty, clearly a place that nobody has 
  entered for years. Bales and bundles of supplies are piled against 
  the walls, most of them obviously spoiled. The decayed body of 
  a man lies upon the floor, his bronze dagger still bright where it 
  lies between his ribs – he clearly died of a self-inflicted wound.
  
  tHe arakuline triBute
  13
  The King Boar Shield is obvious – it hangs upon the wall of the 
  chamber, opposite the door. The King Boar Shield is a  massive, 
  extraordinarily heavy target. It is decorated with the Boromog 
  crest and made from the face and skull of a giant boar orig-
  inally defeated by the Boromog hero Thelis. Beyond being a 
  very effective shield, when it is brandished in battle it heartens 
  all who are loyal to the Boromog. Tribe members and anyone 
  else with the Loyalty (Boromog) passion gain the effects of the 
  Sacred Band miracle (Mythras, page 189) while in sight of the 
  shield. The battle cry of  Thelis! Thelis! Boromog! Hai! acti-
  vates the shield’s magical properties
  As soon as anyone comes within five paces of the shield (barely 
  inside the room), the spirit of Saredon manifests. He is a young 
  Thennalt with oiled dark hair, a neatly cut beard, and a horrible 
  gaping wound in his belly. His anger is palpable. His advance 
  upon the characters can be delayed with Influence attempts, in 
  particular Influence attempts that cause him to remember his 
  proper role as a thane of a Thennalt tribe and the honor that 
  should be his for death in battle. However, no amount of Influ-
  ence will persuade him to halt his defence of the shield.
  Saredon possesses the Manifestation trait (Mythras, page 144) 
  and he engages the first person to approach the King Boar 
  Shield in spirit combat. He attacks using his Spectral Combat 
  skill, manifesting a ghostly sword. Characters can retaliate using 
  Binding (if they know it), or Willpower if they do not. They 
  inflict damage in spirit combat as described on the Spirit Dam-
  age table (Mythras, p. 131). If Saredon is able to reduce his 
  target to 0 Magic Points he possesses the body and attempts to 
  commit suicide, freeing him to attack another target. He does 
  Weapon
  Size/Force
  Reach
  Damage
  AP/HP
  King Boar 
  Shield
  H
  S
  1d3+1
  6/15
  Effects: Bash, Impale 
  Protects 3 Locations 
  Special Magic: Sacred Band, Restore Magic Points
  
  14
  Thennla
  not cease Spirit Combat until those attempting to claim the 
  shield are defeated or driven away.
  If a character fighting Saredon’s spirit touches the King Boar 
  Shield, they immediately regain 1d4+1 Magic Points. This 
  effect only works once per character.
  Saredon is unable to travel more than his POW in metres from 
  the King Boar Shield. Should the characters reduce him to 0 
  Magic Points then they will banish his spirit, but it returns in 
  seven days and continues protecting the shield. Removing him 
  entirely may be accomplished in several ways:
   
  ◐ Bring the shield to the place where his bones lie and use 
  the Lay to Rest miracle to allow his spirit peace. This 
  approach is complicated by the fact that the location of 
  the original attack upon the Arakuline tribute party is 
  known to only a few people, and Saredon’s bones are lost 
  among those of the many others killed in the encounter. 
  Gorgling and his inner circle know the location where 
  Saredon fell though, if the characters can persuade the 
  beastman and his outlaws to take them there.
   
  ◐ Return the shield to the Chieftain of the Boromog tribe, 
  ending the injustice committed when the Arakuline tribe 
  originally seized it. The Boromog Chieftain may then 
  pardon Saredon for his role in originally stealing the 
  shield, sending him to the Halls of the Dead.
   
  ◐ Return the shield to either the Chieftain of the Arakuline 
  tribe or the King of Marangia, ending Saredon’s promise 
  to guard the shield from theft.
   
  ◐ Use other magic to permanently destroy Saredon’s spirit.
  The characters are able to discern the requirements for the first 
  three approaches by examining the shield and making either a 
  successful Trance, Lore (Spirit Worlds), Devotion (Thenn) or 
  Devotion (Theyna) roll.
  The Arakuline Tribute
  What remains of the Arakuline tribute is stacked around the 
  King Boar Shield, and represents no more than a fraction of the 
  original. Many of the more functional and valuable pieces have 
  been distributed among Gorgling’s gang or traded away, and the 
  perishable parts have spoiled. The items that remain include:
   
  ◐ A statue of the goddess Theyna, taken from a Carunbelli 
  shrine, carved of wood and decorated with paint and var-
  nish. Very heavy (10 ENC).
   
  ◐ A statue of the god Palaskil, taken from the citadel of 
  Tarancae in Zathrum, sacked forty years ago. Small, made 
  of wood with bronze attachments. Heavy (8 ENC).
   
  ◐ An array of weapons: 5 broadswords, 8 axe heads, 15 
  spear heads
   
  ◐ 10 silver arm rings, now badly tarnished but still worth 
  100 silver each
   
  ◐ A scepter in wood, bronze and gold once carried by a 
  chieftain of the Iacoline tribe, worth 500 silver as a trib-
  ute object but perhaps five times that to a survivor of the 
  Iacoline.
   
  ◐ 7 bronze necklaces, each worth 10 silver.
   
  ◐ 8 sealed jars of honey, still good and worth 6 silver each 
  – but heavy (3 ENC)
  Beyond these items there are several bales of rotted linen and 
  wool cloth, jugs of wine spoiled to cloudy vinegar, and sacks of 
  grain long consumed by mold.
  The statues of the gods were originally captured in warfare. Each 
  of them could be used to sanctify a new shrine, with appropriate 
  rites – an extended Devotion check, with a task time of 1d6 
  days and a material cost of 500 silver per Devotion roll.
  escape FroM gorgling
  Gorgling and the outlaws are not about to let anyone walk 
  out of Deba Nagun with anything, and will mount a ferocious 
  defence of their property if the characters are discovered. Unless 
  the characters have an ability to cause a significant diversion, 
  leading to most of the outlaws vacating Deba Nagun, they are 
  outnumbered and need to rely on their wits to escape with the 
  tribute and shield. Neither Gorgling not the outlaws are stupid; 
  once they are aware that an enemy is present - and Voka may 
  even turn up to warn them - they coordinate and aim to capture 
  the characters alive, to be used as sacrifices to Landano or as 
  hostages if the characters are nobles or have any status in their 
  homelands. However, even though the odds are against them, 
  clever tactics should be rewarded, giving the characters a chance 
  to sneak in and take what they came for, and then making a 
  
  tHe arakuline triBute
  15
  break for it. Do not make it easy though; Gorgling is cunning, 
  and if he captures the characters, there is a chance for them to 
  either escape before they are sacrificed, negotiate their way out 
  of trouble, or, perhaps, be rescued by Arstanos, Gamuth (if they 
  impressed her) or Dyarssa (who may evade capture and lie-low 
  until she has a chance to help her comrades). 
  If the characters manage to flee, they need to negotiate through 
  the Tumbrian Forest, pursued by Gorgling and his personal 
  guards. Voka and her pack may also join the pursuit; in fact it 
  is highly likely. Handle the pursuit as a Task, pitting the charac-
  ters’ Hard Evade rolls (representing the need to dodge through 
  the dense undergrowth and avoid random missiles), against the 
  outlaws’ Athletics 68% (representing their dogged determi-
  nation, knowledge of the forest and training, and includes an 
  augmentation of their Loyalty to Gorgling passion).  The rolls 
  are treated as a Team Roll (see Mythras, page 52), and each roll 
  represents one hour pursuit. At the end of the four Task rolls, 
  the score determines the outcome (see table, opposite).
  conclusion:  
  return to tHe 
  BoroMog
  Returning the King Boar Shield to the Boromog results in 
  reward for the characters. A Customs roll means the characterss 
  realise that they should turn over the majority of any other trea-
  sure they recovered to the Boromog chieftain, with confidence 
  that their generosity will be answered with similar generosity 
  in return.
  For bringing the King Boar Shield back to the Boromog, 
  Huruth gives the characters:
   
  ◐ A feast, for which a cow is slaughtered.
   
  ◐ A silver arm-ring (worth 200 silver) for each character, 
  presented publicly with honor.
   
  ◐ A quarter of the treasures they brought back from Deba 
  Nagun, to distribute among themselves as they see fit.
   
  ◐ A 1d6+1 increase in the Loyal (Boromog) or Loyal (Boro-
  mog chieftain) passion, for any character possessing it.
  If the characters truly impressed the chieftain at the start of the 
  adventure, he is even more generous with his rewards, providing:
   
  ◐ A feast specifically in the characters’ honor, for which two 
  cows are slaughtered.
   
  ◐ A golden arm-ring (worth 500 silver) for each character, 
  presented publicly with honor.
   
  ◐ A third of the treasures they brought back from Deba 
  Nagun, to distribute among themselves as they see fit.
   
  ◐ A 1d6+1 increase in the Loyal (Boromog) or Loyal (Boro-
  mog chieftain) Passion, for any character possessing it.
   
  ◐ A special favour for each character. Examples might 
  include the right to petition the chief to lead a war-party 
  (for a member of the tribe), membership in the Boromog 
  tribe (for non-tribe members), an exceptional weapon 
  (probably an axe or spear, with one enhancement), a vial 
  of Leviathan oil (able to increase Damage Bonus by 1 step 
  for 1d6 hours), or something of similar value.
  Naturally Dyarssa is feted for her brilliance and courage in 
  undertaking this task, and she is forever in the characters’ debt; 
  indeed, a lifelong friendship results, which can be the spur for 
  more adventures and a permanent ally in the shape of Dyarssa 
  and the Boromog.
  If the characters fail, limping back to the Boromog empty 
  handed, then there is considerable disappointment, but some-
  thing can be salvaged from this. The characters and Dyarssa 
  now know a great deal more about the outlaws’ strength, 
  Score
  Outcome
  <0-25
  The characters are surrounded and captured as 
  Voka’s pack joins the chase and the wolves and 
  outlaws corner the party. Each character suffers 
  1d4 points of damage to 1d3 random locations 
  representing wounds sustained in the chase. 
  They are shackled and dragged back to Deba 
  Nagun to face Gorgling’s wrath, which is being 
  sacrificed to Landano.
  25-75
  The characters escape, but only by ditching 
  everything taken from Deba Nagun, including 
  the King Boar Shield if they have it. Each char-
  acter suffers 1d4 points of damage to 1d3 ran-
  dom locations representing wounds sustained 
  in the chase..
  75-100
  As above, but the characters keep their spoils.
  >100
  Either Arstanos or Gamuth intercedes, using 
  magic to drive away the outlaws and killing sev-
  eral in the process. The characters escape with-
  out injury and with all their spoils
  
  16
  Thennla
  organisation and capabilities, leading to a future raid led by 
  Huruth himself and involving a warband to match the outlaws’ 
  numbers. The characters can accompany this future raid if they 
  can convince Huruth (Hard Influence vs Huruth’s Willpower) 
  that their knowledge of the forest and Deba Nagun is essential 
  to the raid’s success.
  non-player cHaracters
  Dyarssa, Huntress and Trapper
  Dyarssa is a huntress and trapper of the Boromogs, a tribe of 
  Thennalts living in the northern part of Marangia. She is a 
  moderately prominent member of the tribe, the niece to the 
  Boromog chieftain Huruth. In addition to traveling gear she 
  also carries three leg-hold traps (inflict 1d6 damage to a leg hit 
  location, plus execute a Grip special effect).
  Dyarssa
  Attributes
  STR: 11
  Action Points: 3
  CON: 14
  Damage Modifier: +0
  SIZ: 12
  Magic Points: 10
  DEX: 13
  Movement: 6 meters
  INT: 14
  Initiative Bonus: +14 (-2 for Armour) = +12
  POW: 10
  Armour: Quilted vest and hat
  CHA: 12
  Magic: None
  Skills: Athletics 44%, Conceal 53%, Craft (Butchery) 37%, Endurance 38%, 
  Evade 56%, Mechanisms 57%, Perception 44%, Stealth 43%, Tracking 64%, 
  Willpower 40%, Other skills 30%
  Passions: Loyal (Boromog Chieftain) 64%, Love (Wilderness) 49%, Curious 
  69%
  1d20
  Location
  AP/HP
  1–3
  Right Leg
  0/6
  4–6
  Left Leg
  0/6
  7–9
  Abdomen
  1/7
  10–12
  Chest
  1/8
  13–15
  Right Arm
  0/5
  16–18
  Left Arm
  0/5
  19–20
  Head
  1/6
  Combat Style: Thennalt Hunter 54% (Bow, Javelin, Spear; Ranged 
  Marksman)
  Weapon
  Size/Force
  Reach/
  Range
  Damage
  AP/HP
  Javelin
  H
  10/20/50
  1d8+1
  3/8
  Self Bow
  L
  15/100/200
  1d6
  4/4
  Short Spear
  M
  L
  1d8+1
  4/6
  
  tHe arakuline triBute
  17
  Huruth, Chieftain of the Boromog
  Huruth is still a young man, cast to responsibility early by the 
  death of his uncle (the previous chief) at False Ford. He nor-
  mally wears fine clothing (worth 200 silver), a gold torc (worth 
  600 silver), and a silver circlet (worth 500 silver, 2000 to the 
  Boromog).
  Tarranos, Boromog Thane
  A burly, seasoned commander of men, Tarranos is unforgiv-
  ing of fools, braggarts and cowards. He is a natural sceptic and 
  treats any form of boastfulness with contempt.
  Tarranos and the Boromog champion, Turigg have similar stats. 
  For Turigg, increase all skills by 30% and Damage Modifier to 
  +1d4. He has 5 armour on chest and abdomen and 4 point 
  armour on his legs.
  Huruth
  Attributes
  STR: 16
  Action Points: 3
  CON: 14
  Damage Modifier: +1d4
  SIZ: 18
  Magic Points: 12
  DEX: 13
  Movement: 6 meters
  INT: 14
  Initiative Bonus: +14 (-5 for Armour) = +9
  POW: 12
  Armour: Bronze helm, brigandine cuirass, bracers and trews
  CHA: 14
  Magic: Folk Magic and Theism
  Skills: Endurance 88%, Evade 76%, Insight 56%, Influence 68%, Lore 
  (Strategy & Tactics) 58%, Oratory 68%, Perception 71%, Ride 75%, Survival 
  76%, Willpower 54%, Other skills 35%
  Passions: Loyal (Boromog Tribe) 56%, Love (Family) 76%
  Magic: (Thennalt Rites 50%) Bladesharp, Demoralize, Fanaticism, Mobility, 
  Protection
  Initiate of Thenn, Devotion (Thenn) 66%, Exhort 68%) Shield, Steadfast. 
  Devotional pool=4
  1d20
  Location
  AP/HP
  1–3
  Right Leg
  4/7
  4–6
  Left Leg
  4/7
  7–9
  Abdomen
  4/8
  10–12
  Chest
  4/9
  13–15
  Right Arm
  4/6
  16–18
  Left Arm
  4/6
  19–20
  Head
  5/7
  Combat Style: Thennalt Thane 99% (Broadsword, Spear, Shield; Mounted 
  Fighter), Thennalt Skirmisher 88% (Bow, Javelin, Hatchet; Ranged 
  Marksman)
  Weapon
  Size/Force
  Reach/
  Range
  Damage
  AP/HP
  Broadsword
  M
  M
  1d8+1d4
  6/10
  Javelin
  H
  10/20/50
  1d8+1+1d4
  3/8
  Recurve Bow
  H
  15/125/250
  1d8+1d4
  4/8
  Short Spear
  M
  L
  1d8+1+1d4
  4/6
  Target
  L
  S
  1d3+1+1d4
  4/9
  Tarranos
  Attributes
  STR: 13
  Action Points: 2
  CON: 12
  Damage Modifier: +1d2
  SIZ: 14
  Magic Points: 10
  DEX: 11
  Movement: 6 meters
  INT: 13
  Initiative Bonus: +12 (-4 for Armour) = +8
  POW: 10
  Armour: Bronze helm, brigandine cuirass, bracers, and trews
  CHA: 10
  Magic: Folk Magic
  Skills: Athletics 54%, Brawn 51%, Endurance 44%, Evade 42%, Perception 
  48%, Ride 51%, Willpower 30%, Other skills 25%
  Passions: Loyal (Boromog Chieftain) 63%, Brave 53%
  Magic: (Thennalt Rites 25%) Bladesharp, Protection 
  1d20
  Location
  AP/HP
  1–3
  Right Leg
  2/6
  4–6
  Left Leg
  2/6
  7–9
  Abdomen
  4/7
  10–12
  Chest
  4/8
  13–15
  Right Arm
  4/5
  16–18
  Left Arm
  4/5
  19–20
  Head
  5/6
  Combat Style: Thennalt Thane 54% (Broadsword, Spear, Shield; Mounted 
  Fighter), Thennalt Skirmisher 44% (Bow, Javelin, Hatchet; Ranged 
  Marksman)
  Weapon
  Size/Force
  Reach/
  Range
  Damage
  AP/HP
  Broadsword
  M
  M
  1d8+1d2
  6/10
  Short Spear
  M
  L
  1d8+1+1d2
  4/6
  Target
  L
  S
  1d3+1+1d2
  4/9
  
  18
  Thennla
  Voka, She-Wolf of the Tumbrian Forest
  Huge, old, scarred, white furred, Voka is missing an eye and 
  pads with a slight limp, but is nevertheless supple and nim-
  ble in battle. An avatar of Landano, the god watches the world 
  through her and has given her the power of human speech to 
  better engage and command with other mortals. Given her abil-
  ity to talk, one might think this is Jekkarene magic, but it is not.
  Tumbrian Wolf
  Utterly loyal to Voka, these wolves are typical of the kind found 
  in the Tumbrian forest: lean, mean and fearless.
  Voka
  Attributes
  STR: 16
  Action Points: 3
  CON: 15
  Damage Modifier: +1d6
  SIZ: 16
  Magic Points: 15 (11)
  DEX: 15
  Movement: 8 meters
  INS: 17
  Initiative Bonus: +16
  POW: 15
  Armour: Heavy fur
  Abilities: Night Sight
  Skills: Athletics 90%, Brawn 82%, Endurance 60%, Evade 89%, Perception 
  92%, Stealth 72%, Track 89%, Willpower 70%, Other Skills 50%
  Passions: Loyal (pack) 72%, Avatar of Landano 85%
  Magic: Acolyte of Landano; Devotion (Landano) 60%, Exhort 52%) Fear, 
  Shatter Gate. Devotional pool=8
  (Pact with Landano) Increased Damage Bonus (+2 levels, 4 MP) 
  1d20
  Location
  AP/HP
  1-3
  R Hind Leg
  2/7
  4-6
  L Hind Leg
  2/7
  7-9
  Hindquarters
  2/8
  10-12
  Forequarters
  2/9
  13-15
  R Front Leg
  2/6
  16-18
  L Front Leg
  2/6
  19-20
  Head
  2/7
  Combat Style: Pack Savage 105% (Bite. Trait: Intimidating Scream)
  Weapon
  Size/Force
  Reach/
  Range
  Damage
  AP/HP
  Bite
  M
  T
  1d6+1d6
  As head
  Wolf
  Attributes
  STR: 12
  Action Points: 2
  CON: 11
  Damage Modifier: +0
  SIZ: 12
  Magic Points: 7 (5)
  DEX: 11
  Movement: 8 meters
  INS: 13
  Initiative Bonus: +12
  POW: 7
  Armour: Fur
  Abilities: Night Sight
  Skills: Athletics 63%, Brawn 54%, Endurance 42%, Evade 52%, Perception 
  60%, Stealth 54%, Track 58%, Willpower 34%, Other Skills 30%
  Passions: Loyal (Pack) 90%
  Magic: (Pact with Landano) Pick one of: +1 Damage Bonus (+1d2) or Tearing 
  Teeth (free Bleed combat effect) or +2 HP per location (2MP)
  1d20
  Location
  AP/HP
  1-3
  R Hind Leg
  1/5
  4-6
  L Hind Leg
  1/5
  7-9
  Hindquarters
  1/6
  10-12
  Forequarters
  1/7
  13-15
  R Front Leg
  1/4
  16-18
  L Front Leg
  1/4
  19-20
  Head
  1/5
  Combat Style: Pack Savage 63% (Bite)
  Weapon
  Size/Force
  Reach/
  Range
  Damage
  AP/HP
  Bite
  M
  T
  1d6
  As head
  
  tHe arakuline triBute
  19
  Arstanos, Satyr of the Tumbrian Forest
  Bipedal, horned, and with goat-like features on a mixture of 
  human and goat-like body, Arstanos is ancient, wise, forgetful, 
  mercurial, and sly. yet he is not unkindly, and he retains a cer-
  tain liking for humans and a deep mistrust of both Voka and 
  Gamuth. 
  Gamuth, Forest Crone (Shaman)
  Gamuth is weathered, but not so old as might be expected from 
  her title. She may use her bound Shapechange spirit to assume 
  wolf form for 1 MP to change shape. In wolf form she uses 
  her animist fetishes and deals with spirits, but cannot cast folk 
  magic. Gamuth has alliances with a wide variety of wolf, forest, 
  guardian and other nature spirits. Given a need and 1-2 hours 
  for ritual preparation she can have a wide variety of spirits of 
  intensity 2 to 3 available to perform services for her.
  Arstanos
  Attributes
  STR: 20
  Action Points: 3
  CON: 19
  Damage Modifier: +1d6
  SIZ: 17
  Magic Points: 18
  DEX: 16
  Movement: 6 meters
  INT: 10
  Initiative Bonus: +16 (-3 for Armour) = +13
  POW: 18
  Armour: Heavy cowhide bracers and vest
  CHA: 8
  Abilities: Physical Manifestation (form body for 1 MP), 
  Animal Instinct (INS = INT+6, used for SR and actions)
  Skills: Athletics 65%, Endurance 88%, Evade 52%, Language (Thennalt) 
  38%, Locale 70%, Musicianship (Pipes) 64%, Stealth 74%, Survival 67%, 
  Track 47%, Unarmed 65%, Willpower 65%, Other skills 30%
  Passions: Overindulgence 66%, Lechery 66%
  Magic: (Thennalt Rites 66%) Befuddle, Bludgeon, Demoralize, Glamour, 
  Might, Pathway, Tune, Ventriloquism, Vigor
  (Satyr’s Pipes; magnitude 9) Beast Form (goat), Berserk, Corruption, Enthrall, 
  Fear, Madness
  1d20
  Location
  AP/HP
  1–3
  Right Leg
  2/8
  4–6
  Left Leg
  2/8
  7–9
  Abdomen
  3/9
  10–12
  Chest
  3/10
  13–15
  Right Arm
  3/7
  16–18
  Left Arm
  3/7
  19–20
  Head
  2/8
  Combat Style: Club 56% (Club, Great Club
  Weapon
  Size/Force
  Reach/
  Range
  Damage
  AP/HP
  Great Club
  H
  L
  2d6+2+1d6
  4/10
  Gamuth
  Attributes
  STR: 8
  Action Points: 3
  CON: 9
  Damage Modifier: +0 (+1d2)
  SIZ: 15
  Magic Points: 20
  DEX: 14
  Movement: 6 meters
  INT: 16
  Initiative Bonus: +15
  POW: 20
  Armour: Homespun and leather
  CHA: 16
  Magic: Animism, Folk Magic.
  Skills: Athletics 65%, Endurance 88%, Evade 52%, Language (Thennalt) 
  38%, Locale 70%, Musicianship (Pipes) 64%, Stealth 74%, Survival 67%, 
  Track 47%, Unarmed 65%, Willpower 65%, Other skills 30%
  Passions: Hate (Taskans) 76%, Love (Wolves) 65%
  Magic: (Forest Woman Animism; Binding 96%, Trance 88%) Wolf spirit 
  (Intensity 3; Night Sight, Manifest Fangs 1d4, Increase Damage Bonus 1), 
  Wolf spirit (Intensity 2; Increase Healing Rate), Forest spirit (Intensity 2; Pass 
  Through Trees 18 meters), Earth elemental (Intensity 2; 4m3), Shapechange 
  spirit (Iintensity 3, Dire Wolf)
  (Thennalt Rites 86%) Darkness, Disruption, Heal, Light, Pathway, Witchsight
  1d20
  Location
  AP/HP
  1–3
  Right Leg
  0/5
  4–6
  Left Leg
  0/5
  7–9
  Abdomen
  0/6
  10–12
  Chest
  0/7
  13–15
  Right Arm
  0/4
  16–18
  Left Arm
  0/4
  19–20
  Head
  0/5
  Combat Style: Old Woman Staff Fighting 42% (Staff; Defensive Minded)
  Weapon
  Size/Force
  Reach/
  Range
  Damage
  AP/HP
  Bite
  S
  T
  1d4+1d2
  As head
  Quarterstaff
  M
  L
  1d8+1d2
  4/8
  
  20
  Thennla
  Gamuth, Shapeshifted to Dire Wolf
  In wolf form, Gamuth has similar characteristics to Voka, save 
  that her INT and POW are as for her human form, and her 
  Armour Points are as for a Tumbrian Wolf. Her skills in wolf 
  form are: Athletics 51%, Brawn 52%, Endurance 80%, Evade 
  70%, Perception 65%, Track 55%, Stealth 74%, Willpower 
  110%
  Earth Elemental, Gamuth’s 
  Bound Spirit
  The elemental forms from loose earth, bracken, fallen boughs, 
  fungi, leaves, twigs and loose stones to created a grotesque par-
  ody of the human form, of 4 cubic metres in size.
  Gorgling, Beastman Gang Leader
  Gorgling, or Old White-Hair, is an aged and huge beastman. 
  He is the oldest living child of the satyr Arstanos. He is deeply 
  protective of his little kingdom and will stand by his inner cir-
  cle. At the same time, he constantly schemes for ways to gain 
  more. At any given time he carries 5d10+50 silver coins. He 
  wears a jeweled bronze choker marked with Arakuline runes 
  (worth 400 silver, 800 to the Arakuline tribe).
  Spirit
  Attributes
  STR: 23
  Action Points: 2
  CON: 
  Damage Modifier: +1d10
  SIZ: 
  Magic Points: 13
  DEX: 11
  Movement: 6 meters
  INS: 11
  Initiative Bonus: +11
  POW: 13
  Armour: Rocky body, Immune to Non-Magical Damage
  CHA: 
  Abilities: Engulf, Strike
  Skills: Brawn 66%, Evade 62%, Perception 54%, Willpower 76%
  Passions: Loyal to Gamuth 40%
  1d20
  Location
  AP/HP
  1-20
  Body
  2/28
  Combat Style: Elemental Combat 74% (Strike, Engulf)
  Weapon
  Size/Force
  Reach/
  Range
  Damage
  AP/HP
  Strike
  L
  L
  1d10
  1/4
  Engulf
  L
  T
  1d10
  4/8
  Gorgling
  Attributes
  STR: 17
  Action Points: 3
  CON: 20
  Damage Modifier: +1d4
  SIZ: 16
  Magic Points: 17
  DEX: 14
  Movement: 6 meters
  INT: 14
  Initiative Bonus: +14 (-4 for Armour) = +10
  POW: 17
  Armour: Bronze breastplate and helm, scale limbs, armoured 
  head
  CHA: 10
  Abilities: Robust (recalculate HP based on CON+SIZ+POW)
  Skills: Athletics 90%, Brawn 94%, Endurance 100%, Evade 78%, Locale 
  58%, Oratory 54%, Perception 71%, Survival 87%, Unarmed 81%, 
  Willpower 74%, Other skills 40%
  Passions: Greed 71%, Loyal (Personal Guard) 71%, Cautious 51%
  Magic: (Priest of Landano: Devotion (Landano) 92%, Exhort 94%) Fear, 
  Shatter Gate; devotional pool=13
  (Thennalt Rites 67%) Bludgeon, Demoralize, Heal, Pathway
  1d20
  Location
  AP/HP
  1–3
  Right Leg
  3/11
  4–6
  Left Leg
  3/11
  7–9
  Abdomen
  4/12
  10–12
  Chest
  4/13
  13–15
  Right Arm
  3/10
  16–18
  Left Arm
  3/10
  19–20
  Head
  7/11
  Combat Style: Beastman Warrior 90% (Spear, Club, Target Shield; Shield-
  Breaker), Forest Hunter 71% (Spear, Javelin; Ranged Marksman
  Weapon
  Size/Force
  Reach/
  Range
  Damage
  AP/HP
  Club
  M
  S
  1d6+1d4
  4/4
  Javelin
  H
  10/20/50
  1d8+1+1d4
  3/8
  Short Spear
  M
  L
  1d8+1+1d4
  4/6
  Target
  L
  S
  1d3+1+1d4
  4/9
  
  tHe arakuline triBute
  21
  Beastman Warrior
  Most of the beastmen in the Gorgling’s gang are parts of his 
  inner circle. A typical beastman will carry 2d10+20 silver coins 
  and has a 50% chance of owning a valuable trinket (worth 
  4d10+20 silver).
  Marangian Outlaw
  Outlaws each carry coin and trinkets worth 2d10+20 silver. 
  About half of the outlaws have specific individual talents. Select 
  named outlaws from the list below as desired.
   
  ◐ Andrios, Maradios, and Saros have Thennalt Skirmisher 
  62% and Recurve Bows (1d8).
   
  ◐ Casagaia and Herros have Thennalt Rites 60% and 
  the spells Alarm, Coordination, Disruption, Heal and 
  Pathway.
  Beastman
  Attributes
  STR: 15
  Action Points: 3
  CON: 16
  Damage Modifier: +1d2
  SIZ: 13
  Magic Points: 11
  DEX: 13
  Movement: 6 meters
  INT: 13
  Initiative Bonus: +13 (-2 for Armour) = +11
  POW: 11
  Armour: Scale cuirass, leather trews and bracers, armoured 
  head
  CHA: 7
  Magic: Folk Magic
  Skills: Athletics 68%, Brawn 70%, Endurance 72%, Evade 56%, Locale 46%, 
  Perception 44%, Survival 57%, Unarmed 68%, Willpower 52%, Other skills 
  30%
  Passions: Hate Farmers 54%, Loyal (Gorgling) 54%, Loyal (Outlaw Gang) 
  34%
  Magic: (Thennalt Rites 48%) One of: Bladesharp, Bludgeon, Heal, Pathway, 
  Speedart
  1d20
  Location
  AP/HP
  1–3
  Right Leg
  2/6
  4–6
  Left Leg
  2/6
  7–9
  Abdomen
  3/7
  10–12
  Chest
  3/8
  13–15
  Right Arm
  2/5
  16–18
  Left Arm
  2/5
  19–20
  Head
  5/6
  Combat Style: Beastman Warrior 68% (Spear, Club, Target Shield; Shield-
  Breaker), Forest Hunter 58% (Spear, Javelin; Ranged Marksman
  Weapon
  Size/Force
  Reach/
  Range
  Damage
  AP/HP
  Club
  M
  S
  1d6+1d2
  4/4
  Javelin
  H
  10/20/50
  1d8+1+1d2
  3/8
  Short Spear
  M
  L
  1d8+1+1d2
  4/6
  Target
  L
  S
  1d3+1+1d2
  4/9
  Outlaw
  Attributes
  STR: 11
  Action Points: 2
  CON: 11
  Damage Modifier: +0
  SIZ: 13
  Magic Points: 9
  DEX: 11
  Movement: 6 meters
  INT: 13
  Initiative Bonus: +12 (-2 for Armour) = +10
  POW: 9
  Armour: Battered leather
  CHA: 9
  Magic: Folk Magic
  Skills: Athletics 42%, Brawn 42%, Endurance 42%, Evade 42%, Perception 
  42%, Willpower 28%, Other skills 25%
  Passions: Loyal (The Gang) 32%
  1d20
  Location
  AP/HP
  1–3
  Right Leg
  2/5
  4–6
  Left Leg
  2/5
  7–9
  Abdomen
  2/6
  10–12
  Chest
  2/7
  13–15
  Right Arm
  2/4
  16–18
  Left Arm
  2/4
  19–20
  Head
  2/5
  Combat Style: Thennalt Warrior 42% (Battle Axe, Hatchet, Spear, Shield; 
  Formation Fighting), Thennalt Skirmisher 42% (Bow, Javelin, Hatchet; 
  Ranged Marksman)
  Weapon
  Size/Force
  Reach/
  Range
  Damage
  AP/HP
  Battle Axe
  M
  M
  1d6+1
  4/8
  Battle Axe 
  (2h)
  M
  M
  1d8+1
  4/8
  Hatchet
  S
  10/20/30
  1d6
  3/6
  Self Bow
  L
  15/100/200
  1d6
  4/4
  Target
  L
  S
  1d3+1
  4/9
  
  22
  Thennla
   
  ◐ Dakalion is quick and has AP 3.
   
  ◐ Eguros is very strong, with a +1d4 damage bonus.
   
  ◐ Helnadon is a woodsman, with Locale 60% and Tracking 
  60%.
   
  ◐ Herak and Ranua are initiates of Thenn, with Exhort 
  50%, Devotion 50% and True Spear.
   
  ◐ Iarios has a Long Spear (1d10+1 damage).
   
  ◐ Iphigine has First Aid 60% and Healing 40%.
   
  ◐ Irik is very tough, +1 HP to each hit location.
   
  ◐ Kalakos knows sorcery, with POW 14, Invocation 50%, 
  Shaping 50%, and the spells Palsy, Mystic Vision, and 
  Slow.
   
  ◐ Petrios has a Pact giving him Endurance 90% and Evade 
  90% for 2 MP.
   
  ◐ Yanos is fierce, with Thennalt Warrior 62% and the 
  Fanatacism spell.
  Saredon, Fallen Heir of 
  the Arakuline Tribe
  A vengeful spirit now, with a gaping wound in his guts, Saredon 
  manifests as a young Thennalt with oiled dark hair, a neatly cut 
  beard, and palpable fury.
  Deruth Chip-Tooth, Chieftain 
  of the Arakuline Tribe
  Deruth Chip-Tooth is the young chieftain of the Arakuline 
  tribe, risen to his position unexpectedly following the deaths of 
  his father and elder brother in the destruction of the Arakuline 
  tribute expedition five years ago. He has embraced the idea of 
  loyalty to the Taskan God-King to an extent that is unusual 
  among Marangians, but which has enabled his tribe to gain 
  preferential treatment from the King in Timolay. He wears fine 
  clothing (worth 400 silver), and wears a carved silver necklace 
  (worth 250 silver), 4 gold rings (worth 100 silver each), and a 
  silver jeweled circlet (worth 2000 silver, 4000 to the Arakuline)
  Saredon
  Attributes
  INT: 12
  Action Points: 3
  POW: 14
  Damage Modifier: n/a
  CHA: 14
  Magic Points: 14
  Movement: n/a
  Initiative Bonus: +13
  Abilities: Manifestation, Possession, Spectral Blade (1d8 MP 
  in spirit combat)
  Magic: none
  Skills: Spectral Combat 78%, Willpower 78%
  Manifestation gives Saredon the ability to appear in the physical world and 
  engage in spirit combat. Possession gives him the ability to take dominant 
  control of a body after winning Spirit Combat against its owner.
  Once Saredon possesses a body he is able to use his Thennalt Thane combat 
  style. He will immediately attempt to kill himself, freeing him to engage another 
  target in spirit combat.
  Note: If no character knows Animism or has Willpower or any relevant Passion 
  above 70%, consider dropping Saredon’s Spectral Combat and Willpower skills 
  to 50%. This will also drop the MP loss he inflicts in spirit combat to 1d6
  Combat Style: Thennalt Thane 72% (Broadsword, Spear, Shield; Mounted 
  Fighter)
  
  tHe arakuline triBute
  23
  Deruth
  Attributes
  STR: 10
  Action Points: 3
  CON: 16
  Damage Modifier: +0
  SIZ: 12
  Magic Points: 14 (13)
  DEX: 13
  Movement: 6 meters
  INT: 16
  Initiative Bonus: +15 (-2 for Armour) = +13
  POW: 14
  Armour: Scaled cuirass, bronze helm, leather bracers and 
  trews
  CHA: 13
  Magic: Folk Magic, Theism
  Skills: Devotion (Zygas Taga) 47%, Endurance 52%, Evade 36%, Influence 
  66%, Insight 70%, Lore (Strategy & Tactics) 82%, Oratory 79%, Perception 
  55%, Ride 57%, Thennalt Rites 60%, Willpower 68%, Other skills 35%
  Passions: Loyal (Arakuline Tribe) 60%, Hate (Tarabine Tribe) 60%, Loyal 
  (Zygas Taga) 44%
  Magic: (Thennalt Rites 60%) Bladesharp, Demoralize, Fanaticism, Mobility, 
  Protection
  (Initiate of Thenn; Devotion (Thenn) 67%, Exhort 69%) Shield, Steadfast. 
  Devotional pool=4
  1d20
  Location
  AP/HP
  1–3
  Right Leg
  2/6
  4–6
  Left Leg
  2/6
  7–9
  Abdomen
  3/7
  10–12
  Chest
  3/8
  13–15
  Right Arm
  2/5
  16–18
  Left Arm
  2/5
  19–20
  Head
  3/6
  Combat Style: Thennalt Thane 63% (Broadsword, Spear, Shield; Mounted 
  Fighter), Thennalt Skirmisher 33% (Bow, Javelin, Hatchet; Ranged 
  Marksman)
  Weapon
  Size/Force
  Reach/
  Range
  Damage
  AP/HP
  Broadsword
  M
  M
  1d8
  6/10
  Javelin
  H
  10/20/50
  1d8+1
  3/8
  Target
  L
  S
  1d3+1
  4/9
  
  The tribute of the Arakuline Tribe of the northern 
  reaches of theTaskan Empire was lost to bandits 
  many years ago. Now, it is believed to be found, 
  held in the midst of the Tumbrian Forest, well-hidden 
  and well-guarded. The characters are persuaded to 
  mount an expeditionto recover this long-lost prize, 
  the heart o
  the heart of which is the fabled King Boar Shield.
  But the forest belongs to Voka the She Wolf and her
  powerful allies. Can the characters negotiate such 
  threats?
  The Arakuline Tribute is set in the world of  Thennla. Access to either 
  The Taskan Empire,Shores of Korantia 
  or the Thennla Sourcebook will be advantageous
  A Thenn Scenario for Myras By Bruce Turner
  TDM305
  ARAKULINE
  ARAKULINE
  THE
  TRIBUTE
  
SOURCE: textdata/thevault/Mythras (d100)/Mythras - Thennla Adv - The Arakuline Tribute.pdf