TEXT: Part I: Terminology & Background
  1
  • THE GRAND CAMPAIGN •
  ONE: A GATHERING DARKNESS
  
  2
  Eidolon: City in the Sky
  Author/Designer: Terry Kevin Amthor
  Series Editor: Jessica Ney
  Cover Art:: David Dorman   Layouts: T. K. Amthor   Color Jaiman Map: Peter Ledger
  Page Design: Terry “I want to do everything myself” Amthor
  “I never dreamt that I would get to be
  The creature that I’d always meant to be
  But I thought, in spite of dreams
  you’d be sitting somewhere here with me.”
  Pet Shop Boys
  “Being Boring”
  Behaviour
  and based on type of the late Renaissance. Trajan (used for larger
  headers) was created by Carol Twombly, and based on the capitalis
  monumentalis letterforms of the Trajan inscription in Rome. Fi-
  nally, some illustrations are labelled in Herculanum.
  ABOUT THE TYPE
  The Grand Campaign was written and edited using Microsoft
  Word 5.1 on a Macintosh Powerbook. The book pages were laid out
  using PageMaker 5.0 on a Quadra 840av.
  All of the typefaces used in the Grand Campaign are Abode
  originals. The text face—Minion—was  designed by Robert Slimbach
  
  Part I: Terminology & Background
  3
  • THE GRAND CAMPAIGN•
  PART ONE: SHADOWS LENGTHEN
  Foreword
  I
  An Overview
  1 • ......................................................................................
  2 • ......................................................................................
  3 • ......................................................................................
  4 • ......................................................................................
  II
  Player-Characters
  1 • ......................................................................................
  2 • ......................................................................................
  3 • Character Sheets (10) ..................................................
  III
  History
  1 • Timeline .......................................................................
  2 • Recent Events ..............................................................
  3 • Future Events ..............................................................
  IV
  The Greater Powers
  1 • The Agothu ..................................................................
  2 • The Priests Arnak ........................................................
  3 • Silver Claw....................................................................
  4 • Jerak Ahrenreth ...........................................................
  5 • Duskwalkers .................................................................
  6 • Andraax ........................................................................
  7 • The Nameless One ......................................................
  8 • Dragonlords .................................................................
  9 • Loremasters ..................................................................
  10 • Navigators ..................................................................
  V
  The Beginning: Lethys
  1 • The Gathering .............................................................
  2 • Lethys Overview ..........................................................
  3 • The Lethys Library ......................................................
  4 • At the ‘Flask & Mug’....................................................
  5 • Lethys at Night ............................................................
  6 • Aboard the ‘Seasprite’ .................................................
  VI
  Nomikos Library
  1 • Arrival at Ormian ........................................................
  2 • The Library...................................................................
  3 • Aboard the ‘Fairwind’ .................................................
  VII
  The Zorian Wastes
  1 • Trek Through the Wastes ............................................
  2 • The Ruined City ..........................................................
  3 • Dansart .........................................................................
  4 • The Dungeons .............................................................
  5 • The High Priest ...........................................................
  6 • Escape From Dansart ..................................................
  7 • Into the Unknown.......................................................
  VIII Haalkitaine
  1 • The Haalkitaine Court ................................................
  2 • Time in the City ..........................................................
  3 • Return to the Labyrinth ..............................................
  4 • Flight into Day ............................................................
  IX
  Tanara .................................................................
  1 •  “It Must Be a Misunderstanding…” .........................
  2 • Imprisoned Again........................................................
  3 • Freed By Friends..........................................................
  4 • Hunted .........................................................................
  X
  The Gryphon
  1 • The Gryphon Gate.......................................................
  2 • A Guarded Welcome ...................................................
  3 • The Attunement ..........................................................
  4 • Shadows of the Past .....................................................
  5 • The River Highway ......................................................
  XI
  The Saralis Frontier
  1 • Northward....................................................................
  2 • Landing ........................................................................
  3 • An Ancient Structure ..................................................
  4 • A Beautiful Rescuer .....................................................
  5 • Elor ...............................................................................
  XII
  A Chill Wind in Lu’nak
  1 • Through The Blue Forest ............................................
  2 • The Forest of Dír .........................................................
  3 • Along the Coast ...........................................................
  4 • Quellbourne .................................................................
  5 • Kelfour’s Landing ........................................................
  6 • Aboard an Ice Sloop ....................................................
  XIII The Mur Fostisyr
  1 • Pillars of Black Ice .......................................................
  2 • Land of Glass Spires ....................................................
  3 • Dawnwater’s Edge .......................................................
  XIV Urulan
  1 • The Ruins of Ar-Talisen ..............................................
  2 • The Silver Claw Mines.................................................
  3 • Friend or Foe?..............................................................
  4 • The Southern Coast.....................................................
  5 • Flight From Urulan .....................................................
  XV
  Sel-kai
  1 • Arrival ..........................................................................
  2 • Interlude .......................................................................
  XVI Index
  
  Book One: Gathering Darkness
  
  IMPORTANT NOTES
  FOR THE GM
  Unlike most ICE adventure scenarios, the Grand Campaign is a
  directed series of events. It must be understood by both the GM and
  the players that, while there can be subplots and sidetracks, the main
  purpose of the group is a much larger scheme. Deliberate attempts
  to derail the campaign will only ruin the game for everyone. On the
  other side of the coin is a reminder to the GM that he must not ‘push’
  the players along too quickly. Allow them to pursue other activities
  for an adventure or two; don’t lay a heavy hand on the plot. If the PCs
  seem confused or at a loss, subtle help might be in order. However,
  never resort to blatant maneuvers (e.g., do NOT do this: “A
  Loremaster appears in the middle of your room and hands you a
  map to the citadel. She says that you had better hurry or there will be
  ‘trouble’.)
  This book and the ones to follow are organized in ‘Parts’ not
  unlike Acts of a play (beginning with Part V; Parts I-IV are general
  information and background material), and within each Part are
  ‘Sections’ which correspond more or less to scenes. In addition,
  there will be ‘Encounters’: these designate specific events which will
  precipitate the use of rules to arbitrate the situation. An Encounter
  can be anything from a run-in with a shopkeeper to a planned raid
  on a Dark Priest’s tower to coming face-to-face with an Ordainer.
  While only this book and the Shadow World Master Atlas (and of
  course Rolemaster or the FRP rules of your choice) are really
  required to run this Grand Campaign, it is strongly suggested that
  the GM owns the following Shadow World books: Emer, and
  Jaiman. These are available at hobby and bookstores, or can be
  ordered directly from ICE.These books will not only provide valu-
  able background material, but have other adventure ideas which the
  “All knowledge is heresy. Yes, you heard me correctly.
  It is the nature of dark religions to thrive on ignorance.”
  A
  D U
  his sourcebook is the first of a trilogy of adventuring guides for the
  Shadow World. Together, the three volumes will detail a ‘grand
  campaign’: a living play or novel in which the player-characters are
  the heroes of a great quest. These books will document a long journey
  encompassing many events linked together and drawing the charac-
  ters through a progression of crises and triumphs. It all ends with a cataclysmic
  confrontation with one of the ultimate evils of the Shadow World.
  • FOREWORD •
  
  
  The Grand Campaign
  GM will find useful to fill out the campaign. Also helpful (but not as
  critical: Norek, Quellbourne, and Eidolon.
  To those who might own copies of the Iron Wind or Cloudlords
  of Tanara: these materials may prove useful—but have a care! They
  are set in earlier times, and in some cases the dates (and even a few
  facts) in these early chronicles are muddled.
   It is important that players do not read any of the material in this
  book unless it is specifically designated for player consumption. The
  following material is for the GM’s information only, though he may
  photocopy certain parts of the Character backgrounds and other
  marked text for player use.
  GENERAL REMINDERS
  At critical points in the campaign text we remind the GM to make
  certain ‘atmosphere’ rolls: weather, Essænce, ‘random’ encounters
  on the road and in cities. These are certainly not intended to be the
  only times the GM makes these rolls.
  W  ‘A’
  The GM is encouraged to make weather checks daily. General
  weather descriptions are given in Jaiman, and a chart is provided in
  the Rolemaster Character & Campaign book, page . Weather is an
  important part of the ‘feel’ of a gaming environment, and can help
  the GM in describing prevailing conditions. GMs are also reminded
  to enrich their Shadow World with sights, sounds, smells and
  textures of the world. Bring it to life every day!
  O E
  Depending on how long the GM wishes to draw out the cam-
  paign (ICE plans to release Part Two of the Grand Campaign later in
  ), he might wish to include several side encounters interspersed
  with those detailed here. Enough is provided in these pages and in
  other published books to provide ample material for a GM to keep
  the PCs adventuring in Jaiman alone for many sessions.
  K  C
  It is important for the GM to make and keep a careful record of
  the progress of the characters along their quest. This not only helps
  the GM keep organized in her own timeline, but it is critical to match
  the movements of the characters with event going on in the rest of
  the world. The explosive political situation in Haalkitaine alone
  warrants this; many things are going on elsewhere as well.
  
  Book One: Gathering Darkness
  
  ountains of lava spewed from the tortured earth, washing over verdant
  lands in a burning tidal wave. Shattered ruins lay where boulders had
  been hurled like a rain of pebbles to crush glittering cities. Oceans vapor-
  ized. The Sun and the Five Moons were lost behind a black cloud of soot.
  At last two stood upon the planet which had become one vast battle-
  field. Kadæna, Empress of the Galaxy and Queen of the K’ta’viiri race, faced her
  opponent: the rebel Utha. They had the look of siblings but for the glaze of hate in
  Kadæna’s violet eyes, and the haunted mask which Utha’s face had become. He held in
  his bleeding hands a sword. A strange barbaric weapon for a time when ships flew
  between the stars and the people of his race could slay with one thought of their tele-
  pathic minds, but the Soulsword was all that could protect him from She who wore the
  Shadowstone.
  Pulsing with a thirsty crimson light, that gem lay upon Kadæna’s breast, held by a
  heavy chain of black iron. Kadæna thrust her hands forward, palms out at waist
  height, her bearing one of readiness. “Here we stand at the end of all things, my cousin.
  Are you well pleased that you have brought about the downfall of your people?” Her
  words were barbed with psionic knives, but Utha was beyond feeling.
  “You destroyed us long ago, My Queen. Better that we die now than live on as a
  mockery of what we should have been.”
  “You wanted my throne!” Her hands snapped forwards and from her fingers lashed
  twisting bolts of white-hot energy, arcing towards her opponent.
  But they splashed aside harmlessly: the sword shielded Utha. It diverted those
  deadly charges, but it took its own toll on his strength. The earth trembled. He took an
  unsteady step closer to his cousin.
  Again Kadæna attacked with lightning, again the Soulsword absorbed the energy.
  • PART I •
  AN OVERVIEW
  THE QUEST AND ITS CONTEXT IN THE WORLD
  
  
  The Grand Campaign
  The black blade began to glow with a faint silvery light.
  Utha raised the sword, his sinewy shoulders protesting, every muscle trembling with
  fatigue.
  “No!”“
  The sword flashed in a mighty horizontal arc, severing the beautiful Kadæna’s
  head.
  Groaning in its own pain, the earth opened at her feet, and the Shadowstone
  tumbled from Kadæna’s shoulders into a fiery crevasse. The Empress of the Galaxy’s
  body trembled, then disintegrated to dust, floating to the smoking ground.
  Utha stood silent for a moment to gather his strength. He touched a finger to his
  forehead and vanished from that battlefield. The most difficult task was yet to do.
  The Battle for the Shadow World
  The End of the First Era (≈ , years ago)
  The Quest spans the continents of Jaiman and Emer (and beyond) in a series of
  challenges physical, mental and spiritual which match the characters against the
  Jerak Ahrenreth, the Secret Circle of Evil as old as this Era.
   Of course it is implausible that a group of young lords could possibly defeat a
  cult as powerful and devious as the Secret Circle. The goal of this great quest is
  merely to strike at the weakest point in the circle and hopefully forestall their plans
  for dominance. As one can tell by reading the background on this evil order (found
  in the Emer supplement), it is comprised of a number of factions. It is not a
  seamlessly unified whole, and there are weaknesses which can be exploited. Several
  members have schemes to further their own power at the expense of others of the
  cult; in the end these individual ambitions could be the undoing of the whole. The
  Circle is also largely dependant on huge crystal fragments which allow the members
  to focus and direct Dark Essænce. The destruction of the crystal would cripple their
  power base.
  On this first leg of the campaign, the characters meet and travel
  across the continent of Jaiman. As their journey progresses through
  a series of encounters, they gain insights into themselves as well as
  the greater role they must play in the saga of the Shadow World.
  Following (in a very abbreviated form) is a synopsis of the events of
  this first phase of the campaign. While many things mentioned in
  this section will be somewhat obscure at this stage, it will be a handy
  reference later as the details are filled in. Player-character names
  appear in italics.
  LETHYS:
  The gathering of the Company takes place in Lethys, a thriving
  seaport in on the southern coast of Jaiman. They probably meet in
  a tavern, the Library, or some similar place. They witness an assas-
  sination by the Cult of Stars. Morden is given a confusing verse in a
  dream. From there the group sets sail to the island library of
  Nomikos (for several reasons), where the deeper meanings of early
  memories are revealed. En route they encounter pirates.
  POINT-BY-POINT SUMMARY:
  • The characters meet (at tavern or library)
  • Witness assassination by the Cult of Stars
  • Morden is given a cryptic verse in a dream
  • The party decides to go to Nomikos
  • Encounter with pirates en route
  NOMIKOS LIBRARY
  Nomikos Library is guarded by Chamgramai monks (Rælen
  beware). Reasearch done: scrolls by Zener Morndaak (rumored to
  now live in Tanara).
  Their information leads them to want to go to Tanara, so they set
  sail there. However, a Flowstorm has other plans, and the next thing
  they know they plow into the desert of Zor…
  POINT-BY-POINT SUMMARY:
  • Nomikos is guarded by Changramai (warning to Rælen)
  • Research done: scrolls by Zener Morndaak, now rumored to live in
  Tanara.
  
  Book One: Gathering Darkness
  
  • Set sail for Tanara to visit Zener for more info.
  • Essænce storm wrecks ship in Zor
  ZORIAN WASTES
  Trekking through the Zor Wastes, the PCs encounter a ruined
  city of Zor, and many creatures and hostile beings residing within.
  They clash with the Priest of Dansart—one of the Priests Arnak first
  mentioned in the Iron Wind. They are captured, but escape with the
  aid of a Loremaster They pass through a Portal, which takes them
  eventually to Haalkitaine. They were allowed to escape by Vaag
  t’Kang, who can magically track them. He hopes that they will
  unearth useful secrets for him.
  They appear in the sewers beneath Haalkitaine, and Terek’s
  pendant guides them out.
  POINT-BY-POINT SUMMARY:
  • Encounter mutants and wild dogs
  • Captured by Messengers of Ulkaya (servants of a Priest Arnak)
  • Imprisoned in the citadel of Dansart; meet apprentice Loremaster
  • Audience with the cruel Priest Osaran
  • Vaag t’Kaang releases the prisoners (unbeknownst to Osaran) so he
  can track them to secret information
  • Escape via a portal
  • Emerge from portal into ancient sewers; as they near an exit, Terek’s
  pendant indicates going another way.
  HAALKITAINE/LORDS PASSAGE
  Exiting the sewer group and ship survivors split up. They are
  rewarded by Sæn, the Loremaster apprentice.
  After resting in the capital of Rhakhaan (and possibly becoming
  embroiled in the political situation there) they resume their journey
  towards Tanara. Along the way through an underground passage,
  they encounter incredible creatures—and the Phoenix Sword (which
  Ty can use). A Doombringer pursues the PCs through the sewers/
  labrynth. They flee through a tunnel under the mountains and
  emerge in Tanara
  POINT-BY-POINT SUMMARY:
  • Emerge from the sewers in Haalkitaine
  • Survivors split up (crew and other passengers go their way)
  • PCs are rewarded by Sæn the Loremaster apprentice
  • Return to sewers to follow the pull of the pendant
  • Encounter with Uthgool in sewers
  • Find Phoenix Sword (Ty can use it)
  • Doombringer appears and pursues the party through a tunnel
  under the mountains
  •Emerge in Tanara
  TANARA
  The group emerges from their underground odyssey only to be
  captured by the xenophobic Dúranaki. They are taken before the
  High Council of the Dúranaki, led by T’kaal Arain.
  Terek was exiled for teaching his Myri friend Kel how to read; an
  act considered to be treasonous. Over T’kaal’s objections, Terek is
  sentenced to death, and the others are to be banished after he is
  executed.
  Meanwhile, spies for the Priest Lyak have reported the appear-
  ance of the characters, and they will be trailed. Kel (with a group of
  domestic Myri and rebel Dúranaki who are living in exile) comes to
  the group’s rescue, and they flee, pursued by Dúranaki, and then
  Messengers of Al-Athuul. They use the gift of the Loremaster to
  escape.
  POINT-BY-POINT SUMMARY:
  • Arrive at Morndaak’s house only to find him dead
  • Dúranaki arrive at the scene and take the PCs prisoner on suspicion
  of murder
  • The entire group is trailed by Messengers of Al-Althuul and a Priest
  Arnak (of Lyak)
  • The PCs are imprisoned in a cave while the Dúranaki prepare to
  fight their trackers
  •PCs escape by summoning a Navigator using the reward they
  received from Sæn in Haalkitaine (the reward is free passage to
  Gryphon College)
  GRYPHON COLLEGE
  The group arrives at the cloistered enclave, and are tentatively
  welcomed. There, they learn more about their quest, the Phoenix
  Pendant, and the Jerak Ahrenreth. They also meet meet Kalen and
  Jad.
  POINT-BY-POINT SUMMARY:
  • The party is given hospitality at Gryphon College
  • Meet Lord Kalen Avanir and his Squire Jad. (A very observant PC
  might notice a resemblance between Jad and the evil Arnak priest
  Osaran; this will be significant later in the campaign)
  •  Zaris, matriarch of the College, helps attune the Phoenix pendant
  and Sword
  • Decide to go to the Mur Fostisyr via the lakes with a stop in Saralis
  to look for Elor Once Dark, a renowned Loremaster.
  • Leave by boat.
  THE SARALIS FRONTIER
  The group journeys through the central lake region and face
  dangers both monstrous and arcane. Arriving in Saralis, they cross
  a bizarre rural landscape and deal with otherworldly beasts, an
  ancient trap, and woman with a dangerous hunger. Finally, they
  meet a man of whom they have heard quite a bit. He might aid them
  on their way.
  POINT-BY-POINT SUMMARY:
  • Travel through the straits from southwestern lake intos the middle
  lake
  • Attacked by a Kraken
  • Land on the northwestern shore and travel north
  • Encounter a Soulslayer and  Vancu brought by an Essænce Storm
  from Folenn to jaiman.
  • Encounter the Spiral of  Death—from which Elor may rescue them
  • Guests at Elor’s house—he tells them to go around the mountains,
  through Lu’nak
  LU’NAK
  This eerie forested land holds hidden dangers, but also an escape
  towards the Land of Blue Light. They arrive at the coastal town of
  Kelfour’s landing, and manage to buy passage to the Mur Fostisyr—
  but the price is high.
  POINT-BY-POINT SUMMARY:
  • Forced into the Forest of Dír by Messengeres of Syrkakang
  • Attacked by Shards in the Forest of Dír
  • Find safety in a temple in the forest
  
  
  The Grand Campaign
  • Temple has secret passage down to a tomb where a body (Enris
  Joor) and the Windblade (useable by Ræk or Vania) lies
  • Passage from the tomb leads underground to the coast.
  • Follow coast to town of Kelfour’s Landing
  • A Ky’taari craftsman offers to take the PCs to the Mur Fostisyr in
  his ice sloop —his price: the rescue of his sister who is imprisoned
  in the Aalk Gaath (Citadel of the Dragon)
  MUR FOSTISYR
  Before reaching Tælen’s goal, they must help another Ky’taari
  rescue his sister—and confront a powerful being who has lived in
  this icy land for millennia. Tælen might also find a great treasure in
  an unlikely place. They flee the lord of the manor, aided by the
  Udahir.
  The journey continues as the characters reach Dawnwater’s
  Edge, and Tælen receives guidance from his Mistress. But their
  arrival has precipitated a crisis, and the group is forced to depart
  once again.
  POINT-BY-POINT SUMMARY:
  • Across the straits t the Aalk Gaath
  • Climb cliffs from the shore to get to it, rescue Tirilin, Luklin’s sister,
  and steal the sword Ashaanaar (it calls to Rælen)
  • Hunted by the White Dragon as they leave
  • Rælen ‘summoned’ by his goddess to her secret temple
  • They group sees a Herald of Night
  • At the temple, they see the goddess Ariana
  • An Ordainer attacks, and the goddess opens a portal for the party
  to escape; Ariana tells Rælen to remain with the group for now.
  URULAN
  They arrive in a haunted place cloaked by mists, and only have a
  few moments to get their bearings before they are attacked by Night
  Hounds. They are observed by a otherworldy watcher, and flee to
  ancient ruins for safety. It is there that they meet a spirit and learn
  their location.
  Heading south, they observe an ominous project underway, but
  may not understand its significance until much later. Finally, a
  chance encounter with a shipwrecked sailor offers a plan to escape
  to civilization.
  POINT-BY-POINT SUMMARY:
  • The party arrives a the ruins of Ar-Talisen (an ancient elven city);
  they realize they are in Urulan
  • Having heard of settlements to th south, they head there, and have
  an encounter with Night Hounds and an Althoi
  • They pass by mines of the Steel Rain
  • Encounter with an Epsilon Drone (a mechanism built by the Lords
  of Essænce
  • They encounter Kesien, who disappeared with Leena’s brother
  Ærik. He urges the PCs to flee the area.
  • Encounter first mate of a captured sky sloop while observing a
  pirate base. They help her reclaim her ship, and they return to
  Eidolon
  ON TO SEL-KAI… AND EMER
  The group has a glorious arrival in the glittering city of Eidolon.
  Surrounded by Elves and Shay, everything seems secure… until
  someone spots sees a specter of the past. Their quest has just begun.
  POINT-BY-POINT SUMMARY:
  • Receive a reward from the sky sloop’s owner; see Vaag t’Kaang in
  Eidolon
  • R&R in Sel-kai
  
  Book One: Gathering Darkness
  
  he bedroom was dark and silent… absolutely silent.
  The boy lay unmoving in his bed. His terror rendered him unable
  to move or even breathe.
  Ty felt silly for being so afraid. Eleven-year-old princes should not
  be afraid of dreams. But still, he was afraid
  That shadow by the wardrobe—did it have substance or not? Darkness seemed
  to move and flow around the polished wood doors.
  There was something there!
  Standing at the foot of his bed, not a shadow, but a shrouded figure! Ty’s heart
  thumped in his chest, but he remained motionless. How had this intruder gotten
  in? By magic? The palace had many wards against even such intrusions.
  Then the shadow spoke. The boy felt every his muscle tense as the silence broke.
  “Greetings Ajkar Tyrus Faslurin, Lord of Elchar, third son of Emperor Talus
  Arej Malvion Faslurin VII,.” The visitor had a soft, unexpectedly melodic voice.
  Realizing that there was no point in hiding under the covers, Ty sat up to face
  his visitor. “What do you want?” he asked, proud that he managed to keep his voice
  steady. Sweat ran down his sides in warm trickles, yet he shivered.
  The visitor stepped forward so that he stood in a shaft of moonlight cast from
  the tall windows. With a long-fingered hand he slowly pulled back the hood of his
  cloak. His face was white in the pale light, white and beautiful. His hair was raven-
  black, and fine pointed Elven ears protruded from beneath the thick locks. “To see
  you.”
  The dead hearth-fire leapt up to light the visitor in angry red.
  The Elf smiled. With a terrible crash, the windows splintered outwards in
  whirling glass shards, and a gust of wind exploded through the room Papers to fly
  and bedcurtains furled in the maelstrom. Amidst this fury of wind and sound and
  fire, the visitor casually stepped closer around the bed. Ty scooted up towards the
  headboard, but suddenly the Elf was next to him. He seized one of the boy’s hands
  • PART II •
  THE PLAYER-CHARACTERS
  
  
  The Grand Campaign
  in his own. The visitor’s flesh was cold and hard as marble.
  “Let go of me! The guards will be here any minute!”
  “Brave little lord,” the Elf smiled, exposing perfect white teeth. It was a leer of
  total malice, somehow… inhuman.
  The visitor dug his fingers into Ty’s hand, and he gasped as sudden pain lanced
  up his arm. His hand felt like it was being stabbed by knives.
  “Look!” The Elven man whispered, his face close, his breath cold and dead like
  wet ash.
   Young Ajkar Tyrus tore his blue eyes from the pale amber ones of the Elf and
  looked down. Blood oozed from around his fingernails, pooled at the tips, and
  began to drip onto the white bedsheet. Slowly the Elf raised Ty’s trembling hand to
  his lips and licked up a few droplets of bright blood. To Ty’s horror, the Elf’s eyes
  began to glow with an inner red light.
  Then he vanished.
  It was as if he had never been there. The boy’s bloody hand fell to the bed,
  numb and tingling. A cold wind swirled through the room, causing the curtains to
  furl lazily.
  Ty realized with a start that a huge white owl was sitting on the broken window-
  sill, amber eyes staring fixedly at him for a long moment. Then it spread its great
  wings and was gone.
  Tyrus cried out as he awoke from the nightmare, his shirt soaked with cold
  sweat. He frantically looked about the room, but the fire was out, the window
  intact. It was only a dream! Shivering, he raised his hand to wipe the perspiration
  from his forehead. Dark red stains rimmed his fingernails. He looked up. A huge
  white owl stared at him as it sat on the outer windowsill. It spread its great wings
  and was gone.
  It was just the first of many visits by the Pale Man.
  A Dream of Ajkar Tyrus Faslurin
  Prince of Rhakhaan
  1•CREATING CHARACTERS
  The GM and players are welcome to use their own characters for
  this quest, but it is clear that the campaign will be more exciting
  when the characters have personal goals along with the greater
  purpose. The GM is strongly urged to customize the character
  backgrounds with goals along the lines of those included with the
  provided characters below.
  Additionally, the GM may wish to use the backgrounds included
  below to further flesh-out the characters. The more interesting and
  ‘three-dimensional’ the character, the more fun the players can
  have.
  Once the group has been settled, the GM will also need to review
  the adventures to get an understanding of how the adventures may
  need to be adjusted for optimal character enjoyment. (Some adjust-
  ment would be inevitable if the adventures are to be personally
  interesting to the player-characters).
  2•THE PROVIDED
  CHARACTERS
  Below are ten complete character backgrounds. They are meant
  to offer the group a selection of interesting individuals to play; it is
  suggested that the actual group not number more than six-seven at
  the outside.
  Stats given below are for the character’s starting level; obviously
  stat mods will change as the stats go up (or down).
  C S L
  The spell using PCs should have starting lists; however, the
  choice of these is left up to the player.
  All Pure and Hybrid Spell Users should be given four lists to start
  with; the Semi-spell users should be given two lists. Subsequent lists
  should be gained according to the usual acquisition method.
  T GM C S
  The following page is a quick reference guide fro the GM to help
  her keep track of the characters, remind her of their goals, secrets,
  possessions, and special abilities. It might be helpful to photocopy
  the sheet and clip it to the inside of the GM screen for easy referral.
  
  Book One: Gathering Darkness
  
  RÆK TORREN
  • Laan (high-man) Healer
  • From Kaitaine, family of cotton traders
  • Descendant of a member of the secret Order of the
  Cloak (Ahn Sye Zanar)
  • Immune to spells of Zanar, partially so to tose of of
  other orders
  • Gates and Portals of the Order will open for him
  • Sexual orientation unacceptable in his society
  • Left home to seek his fortune rather than marry
  LEENA ÆRIEN
  • Linær (fair Elf) bard
  • From Linæri isles of Lys; daughter of a Lord there
  • Older brotherÆrik left to travel Emer with friends
  Kesien and Orrel; he has disappeared
  • Leena left home to find her brother and to adventure
  RÆLEN THIROK
  • Ky’taari (half-elfen) Warrior Monk/Chanramai
  Novitiate
  • Wishes to save his homeland (The Mur Fostisyr)
  from the Iron Wind
  • Would like to find the lost sword Ashaanaar and
  return it to the high priestess of his people
  • Must avoid the Changramai, to whom he owes 
  years service
  VANIA KIRILIN
  • Dryad Animist
  • Agent sent from the Emerald Forest
  • On a mission to learn more of events in the world
  • Special abilities and restrictions
  JYMSAN IXATA•CENTARUS
  • Loar (hig Elf) Mage
  • Conjurer from Námar-Tol
  • Obsessed with technology (like many of his race)
  • Somewhat hedonistic and flirtatious
  NUKITI MELENKA
  • Nuyani Thief
  • th son of wealthy landowner in Nuyan Khôm
  • Traveller/adventurer because he has no inheritance
  • Wishes to find the Sceptre of Khôm which was stolen
  from his people.
  • Likes to drink
  MORDEN NÔK
  • Itanian Mentalist
  • ‘Warlock’ of Itanis
  • Father unknown, thus he is a disgrace to his society
  (father is really Andraax)
  • Has set out to find his father
  • Special K’ta’viir abilities
  • Has dreams of the Ahrenreth, Eye of Agoth, Schrek,
  etc.…
  AJKAR TYRUS FASLURIN
  • Zorian (high man) Fighter
  • Prince of Rhakhaan (rd son)
  • Has nightmares of the White Mage (who he knows
  only as the “Pale Man”
  • Is fascinated by lore and Loremasters
  • Is afraid of white owls
  TA’A NŒR
  • Shay Rogue
  • Amazon of Sarnak
  • Mistake on her part caused death of fellow warrior -
  initiate
  • Exiled herself from her people
  TEREK AL-ARAIN
  • Dúranak Mystic
  • Eldest son of a member of the Dúranaki High Coun-
  cil
  • Defied cultural rule that Myri are their inferiros: he
  taught his Myr friend Kel to read and was exiled for it
  • Possesses a pendant (which he does not know is the
  powerful Phoenix pendant)
  • Has information on pendants, swords, etc., penned
  by a scribe of Nomikos
  
  
  The Grand Campaign
  AJKAR TYRUS FASLURIN
  PRINCE OF RHAKHAAN (ZORIAN FIGHTER)
  Ajkar Tyrus Faslurin (‘Ty’) would provide significant muscle for
  the group. A ‘front-line fighter,’ he is a skilled and hardy warrior.
  Though a youth, he already has an imposing presence.
  B
  The third son of Emperor Jerrin Arej Malvion Faslurin III, Ajkar
  Tyrus (his friends call him ‘Ty’) is itching for adventure. Because he
  is the third in line, he is not closely supervised. This allows him the
  freedom to travel the countryside in relative anonymity. Ty is
  frustrated at home, the Imperial Palace a warren of intrigue and
  politics. While intelligent and boyishly handsome, he lacks social
  skills. He is also somewhat uncoordinated right now (except when
  in melee), having so recently grown into his size. The young prince
  is also haunted by strange, terrifying dreams (see the introduction to
  Part II). The Visitor described there is none other than the evil being
  who has been known as the White Mage, and visits Ty (and the other
  heirs) in dreams. He is paving the way to controlling Rhakhaan
  again, but this time through terrifying dreams, a power he recently
  achieved. The dreaming power does not allow the White Mage to
  know Ty’s actions and locations yet, but he is slowly gaining more
  power. The only way that Ty can break the spell is to confront the
  Visitor within his dreams. This he will not have the power to do until
  much later in the quest, but he will have the opportunity, for the
  White Mage is also known as Phœniis Rhyn, one of the Eight of the
  Jerak Ahrenreth.
  T/D
  Ty is outwardly cocky, but actually rather shy. He is confident in
  his swordsmanship, but is also interested in history and fascinated
  by Loremasters. His tutors have almost convinced him that he is
  stupid, however, so he is hesitant to speak up when intellectual
  topics are discussed. He also has a slight stutter which grows worse
  when he is nervous—adding to his reluctance to speak.
  As noted above, Ty is usually an awkward youth, incapable of
  even walking without bumping into something. This apparent lack
  of grace does not add to his popularity around court.
  He has the usual contingent of young female follow-
  ers, but he covers his shyness by behaving boorishly
  around them. But when in combat, he becomes as
  confident as a seasoned warrior and graceful as any
  dancer.
  P S
  Race: Zorian
  Height: ’”
  Weight:  lbs
  Build: Muscular, big boned.
  Eyes: Emerald Green
  Hair: Blond/straight
  Age: 
  Profession: Fighter
  Languages: (s/w) Rhaya (/); Erlin (/); Iylar (/);
  Shay (/); Kugor (/)
  Current Level: 
  Hits:  (Base: )
  Power Points: N/A
  Stats:
  Temp
  Pot
  Stat Md
  RceMd
  TTl Md
  CO
  
  
  +
  AG
  
  
  SD
  
  
  ME
  
  
  RE
  
  
  ST
  
  
  QU
  
  
  PR
  
  
  EM
  
  
  IN
  
  
  AP
  
  
  Spells:
  None
  S S/A
  Ty has one ‘special ability’—if it could be called that. It is a knack
  for knowing completely random trivia. This knowledge comes from
  extensive reading he did as a boy; not the texts he was suppose to read
  for his tutors (and thus his reputation for being a dullard) but arcane
  histories and essays found in the deep recesses of the ancient
  Haalkitaine Palace libraries. Ren Thryask, a Loremaster known to
  visit Haalkitaine, steered the eager Ty towards many of these tomes.
  As a result, Ty’s head is full of fascinating but fragmented tidbits of
  potentially priceless information.
  This ability must either be handled by the GM through rolls, or—
  provided he doesn’t get obnoxious with it—by the player asking if
  Ty has a chance of knowing about a given item/event/location.
  Anytime Ty is confronted by a unique item, place, person, name, etc
  which might have a tale behind it, Ty should have a -% chance of
  recalling something about the thing. His recollection, if successful,
  could be as little as a related word or name, or as much as a perfectly
  recalled description or historical context. It should be noted that
  while Ty’s recollections are never wrong, they should often be quite
  fragmentary.
  
  Book One: Gathering Darkness
  
  P
  Ty has the following special possessions when he
  starts out. Note that the sword, armor and shield are
  enchanted and part of a set made for him as a prince of
  Rhakhaan. All are of a red-gold metal; the armor and
  shield are very lightweight but strong, and bear the crest
  of the Phoenix. Ty polishes his equipment religiously
  every night.
  Ring: A gold signet ring bearing the crest of the Phoenix.
  It adds + to DB and + to RRs vs Channeling.
  Sword: Harbinger, + Bastard Sword of a red-gold alloy,
  glows red within ’ of Undead.
  Armor: Metal breastplate and greaves (AT ). The breast-
  plate is beautifully made with an enhanced form-fitting
  design. Because of the special alloy, the Quickness
  penalty is halved (-), and the maneuver penalty is also
  halved ( max,  min)
  Shield: Protects as a full shield but weights only  lbs.
  Halves all damage (reduces criticals  steps) from di-
  rected fire attacks.
  F  GM O
  Ty could rightfully wield the Phoenix Sword, the
  magical weapon designated for the guardian of the Em-
  peror. As such, this heirloom can be used by anyone of
  the royal blood or one designated by the ruler of Rhakhaan.
  The sword has been lost for centuries, but adventures in
  this book may take the company very near the sword’s resting place.
  About the dreams: the GM needs to continue the theme begun
  with the dream told in the beginning of this section, now that Ty is
  older, the terrors may have to become more ‘sophisticated.’ Occa-
  sionally (not too often!), a white owl will show up in reality, which
  should give the youth quite a scare. In the later books, Ty will be
  given hints which he can use to fight the White Mage on his own
  terms.
  TA’A NŒR
  AMAZON OF SARNAK (ROGUE )
  Ta’a Nœr is a female warrior: an Amazon from the coastal realm
  of Sarnak in western Emer. Her training includes weapon skills,
  some martial arts, and a variety of abilities which make her at home
  scouting in the wilderness as well as skulking in urban environ-
  ments.
  B
  Ta’a Nœr, daughter of a respected noblewoman, showed great
  promise as a youth, and soon made a name for herself in the sparring
  court. She had few rivals, though her arrogance was also rarely
  matched. But Ta’a’s rise to prominence met with tragedy.
  Ta’a was fifteen when, while involved in a wilderness trial with a
  fellow Warrior-initiate, her error in judgement led to an accident in
  which her co-dependant warrior was killed. Ta’a was not directly
  responsible, but her ‘sister’ would not have died had Ta’a not been
  careless.
  Stricken by horror and grief, she panicked. Ta’a was unable to
  face the tribunal which would lead inevitably to discommendation
  (expulsion from society such that all record of your existence is
  wiped from records—considered worse than death), and she couldn’t
  bring herself to commit ritual suicide. She fled before anyone
  discovered the death, and has lived in exile as a mercenary since then.
  T/D
  Ta’a is typical of her culture: beautiful in a severe way, arrogant,
  disdainful of all men. A competitive relationship between Ta’a and
  Tyrus Faslurin is almost inevitable; whether it is friendly or antago-
  nistic is up to the PCs. She is not afraid of combat, and in Ta’a’s case
  she almost seeks it out too eagerly: driven by the nagging guilt of her
  crime as a youth.
  P S
  Race: Shay/Laan
  Height: '
  Weight: 
  Build: Lean/muscled
  Eyes: Green
  Hair: Brown
  Age: 
  Profession: Rogue
  Languages: (s/w) Arlak (/); Erlin (/); Shay (/)
  Current Level: 
  Hits:  (Base: )
  Stats:
  Temp
  Pot
  Stat Md
  RceMd
  TTl Md
  CO
  
  
  AG
  
  
  SD
  
  
  ME
  
  
  RE
  
  
  ST
  
  
  QU
  
  
  PR
  
  
  EM
  
  
  IN
  
  
  AP
  
  
  Spells: N/A
  
  
  The Grand Campaign
  S S/A
  Sailing:  picks
  Swimming:  picks
  Stalk and Hide:  picks
  Forage:  picks, useful in forest/mountainous regions
  P
  Spear: A beautiful + weapon, it has an alloy tip and a shaft of rare
  black Dír wood. It is unbreakable by normal means.
  Shield: Very lightweight, it protects as a full shield but only encum-
  bers as a target shield. It is reinforced hide (stained black) stretched
  over a lightweight metal frame.
  Leather Breastplate and greaves: A finely made set of armor, the
  leather is dyed black and reinforced by metal
  straps and rings. As a result, it is AT  with an
  additional + to DB.
  Comp Bow: A laminated bow, it is of fine work-
  manship.
  F  GM O
  Ta’a has an innate intuitive ability to ‘Detect
  Ambush’ (Spell Law, p ), and though this
  ability also works indoors with a ’ range, she
  is only right % of the time. That is, she never
  falsely suspects ambush, but she has a %
  chance of failing to detect one. It does not work
  unless there is actually a thinking being (or at
  least a beast) waiting.
  Note: should the PC begin to abuse this
  ability by asking too frequently, it might
  ‘burn out’ for several weeks...)
  TEREK AL-ARAIN
  DÚRANAKI MYSTIC
  As one of this reclusive, nocturnal race, Terek
  has unusual skills and attitudes. Part of the
  nature of a Mystic is that they are solo operators,
  and Terek’s cultural background only reinforces
  this tendency. But Terek is driven by a desire to
  learn about the larger world, and the mystery of
  the pendant hanging around his pale neck also
  drives him.
  B
  As the eldest son of Zerin Al’Arain (a mem-
  ber of the Jyaad Council and cousin of the
  famous warrior-mystic T’kaal Arain), Terek is
  considered something less than nobility, but
  more than a mere aristocrat. This is the nature of the class/caste
  system of the Dúranaki: classes among their own people, the the
  absolute distinction between them and the Myri.
  Terek is a bit of a rebel in this unusual society, and his defiance
  of cultural rules have led to his exile from the Dúranaki lands.
  While the Myri are just as intelligent and capable as the Dúranaki,
  they consider them to be mentally inferior; little more than bright
  pets, in fact. Romantic relationships or even close friendships be-
  tween between the races are forbidden.
  Terek is (or was) leader of a group of youths who work to break
  down the barrier between the races. They meet in secret with Myri
  friends, ostensibly educating them (but in reality the greater gain is
  how they learn about each other’s culture).
  Terek was caught teaching his Myri friend Kel how to read—and
  exiled for this strictly forbidden act. The rest of his circle (known
  amongst themselves as the “White Hand”) went deeper undercover
  and have almost disbanded.
  Meanwhile, Terek crossed the Grey Mountains and took up
  residence in Haalkitaine. Over the last few months he has pieced
  together some information about the pendant. Excerpts of the most
  important passage appear below:
   …For many years only petty warlords ruled the lands of
  Jaiman, despite the efforts of the Loremasters and a succession
  of powerful individuals all determined to unite at least a
  significant portion of the continent. Meanwhile a dark force
  known only as the Lorgalis the White settled on the isle of Ulor,
  and in but a few years fortified it and then seized the lands of
  Xa’ar and Ly-Aran. It was feared that this Lord—suspected to
  be a servant of the Unlife—would soon send his armies swarm-
  ing over all Jaiman. He as yet did not have a foothold on the
  main shores of the continent; any action to stop him would
  have to come soon.
  The High Council of Loremasters met and debated the
  problem, deciding at last that stronger guidance was needed.
  Loremaster Kirin T’thaan objected, but the majority held the
  day: Order was necessary or the Unlife would prevail. Andraax
  took thought and travelled to the Land of Valemarna—home
  of the Lord Alchemist. The two united their skills and knowl-
  edge, and the Alchemist toiled for many years in the design
  before the Six Crowns came forth. These items were of surpass-
  ing power, empowering the wearer with arcane abilities and the
  insight of rulership. The Crowns were of the Essænce— one
  
  Book One: Gathering Darkness
  
  with the Flows and so able to tap the unlimited forces of the
  World. Within each Crown was a Pattern, and by that pattern
  were the very Lands organized. Borders were set and main-
  tained by the power that was within the Crowns. They could
  not be violated. Only the strong could tap the full powers of the
  Crowns—the six Lords destined to rule as selected by the
  Loremasters—and only the reigning Monarch’s designated
  heirs would be able to wear the Crowns and claim their lands.
  With the Crowns came Swords, powerful tools of the chosen
  champions of the Kings; and in addition were six Pendants,
  amulets to be borne by appointed advisors to each monarch—
  men and women of wisdom to temper the fiery spirits inherent
  in the passionate rulers. The Crowns of course would also do
  this.
  Varis Faslurin was first given the Phoenix Crown, and with
  it was granted central Jaiman: the realm of Rhakhaan…
  All seemed to go smoothly for many turns of years. For a
  dozen centuries the Six Realms grew rich, powerful and secure,
  each country with defined borders, friendly with its neighbors
  and presenting a united front against any military assaults by
  forces of the Unlife. The Crowns were mighty artifacts indeed,
  but as such they tended to weigh heavily on their owners after
  a time. The same attributes which allowed a given ruler to
  maintain absolute control over his or her land also tended to
  restrict his thought patterns (necessary to prevent border
  disputes and expansionism). Of course, the entire situation
  was somewhat subjective and artificial. Rulers began to don
  their Crowns less and less frequently—realizing that while they
  did not wear the Crown they felt greater freedom of thought.
  When this occurred, the agents of the Unlife saw their oppor-
  tunity to sow dissent. The Swords and Pendants were not
  restrictive like the Crowns—though each held a spirit of its
  own. Only the Crowns controlled the very land and held the
  borders.
  Each ruler knew intuitively that—even though he or she did
  not wear the Crown and so could not exert the mystical Earth-
  Essence power over their land—while the other monarches
  wore their Crowns, they had no desire to assault a neighbor. It
  was only when two or more leaders abandoned their Crowns
  that strife was possible; or when there was an outside threat. All
  knew that the Crowns brought security, but stifled initiative.
  The more self-assured grew impatient and desired to expand
  their lands. The Crowns would not allow it. Dissatisfaction
  arose.
  This problem was exacerbated by the arrival of certain men,
  seemingly with great knowledge and wisdom, from the east.
  They were more free with their lore than the almost grudging,
  always condescending Loremasters. These Wise Men coun-
  seled the removal of the Crowns, saying instead, “Who rules
  when you wear the Crown? Not you, my friend, but the
  Loremasters far away. They control you as a puppeteer ma-
  nipulates a wooden dummy! Would you have such a master?”
  The plans of Andraax and the Alchemist began to crumble
  before their eyes.
  The first to fall was Zor, the largest of the Six…
  The Tanarans were the next to succumb…
  Even as the Tanarans were being seduced by the words of
  the Sorcerer Sages, Saralis and U-Lyshak were suffering similar
  fates. Both fell to the seduction of treachery, and once-great
  realms descended into barbarism.
  Meanwhile the King of Rhakhaan was listening to the advice
  of a man who called himself the Magician. The Mage, a power-
  ful magician and clearly a knowledgeable man, counselled King
  Arej Faslurin IX that there were vast lands—since left nearly
  vacant by the Zorians which were ripe for conquest. Arej was
  reluctant at first (the Crown’s power still held him somewhat
  in thrall), but after a few years of careful maneuvering, the
  Magician had his way. The old lands of Southern Zor were
  annexed—and the Phoenix Crown of Rhakhaan was entombed
  in a vault. Soon other ideas came to Arej’s head: he was too
  tolerant of Elves; those immortal creatures were taking advan-
  tage of him. Only two realms remained on Jaiman anyway—
  and why shouldn’t Rhakhaan rule the entire continent?
  All the while the Loremasters agonized over their failure
  and were in doubt over how to correct it. Andraax suggested
  drastic corrective measures while others counselled restraint:
  too much damage had been done already through interference;
  only more pain could result.
  It was not long before Arej declared himself Emperor of
  Jaiman and attacked Urulan. The war lasted for a hundred
  years and was inconclusive. Though the Unicorn Crown pro-
  tected the borders of Urulan, her people suffered from the
  isolation. In addition, there were many Elven settlements in
  Tanara and southern Rhakhaan, all of which were either de-
  stroyed or their inhabitants persecuted. Finally, Arej died—
  assassinated by an unknown murderer, his plans unfulfilled.
  The realm fell into anarchy, a number of heirs vying for
  power…
  Rhakhaan declined into a small, threatened land for many
  years, and it was only with the Ascension of Ajkara III some
  four hundred years later that the country achieved unity again.
  Hardly had she inaugurated her court, however, when the
  Magician appeared. Whether a descendant of his questionable
  predecessor or the same man, he somehow made his way into
  Ajkara’s inner circle of advisors. She, however, had somehow
  acquired the Phoenix pendant, and the aid of one Jeril Sumnari,
  a Loremaster. Sumnari and the Mage were frequently at odds,
  and Ajkara was wise enough to play one against the other. She
  even survived an attack by a spectral creature described (ac-
  cording to records) as the “Wraith Lord”, apparently a power-
  ful manifestation of the Unlife. Ajkara was only saved by the
  Phoenix Pendant. Soon afterward Ajkara renounced her rule
  and fled with Sumnari to an unknown destination. She left no
  heir and Rhakhaan was sundered into its provincial holdings—
  which warred amongst themselves until the entire fabric of the
  civilization was destroyed.
   Third Era of Ire
  Lerianis, Scribe of Nomikos
  From a Scroll found in Gryphon College
  T/D
  The Dúranaki are xenophobic, a tendency that Terek fights,
  though not always with complete success. He has a hard time
  overcoming a deep suspicion of those who look different than he
  does. Ironically, the Dúranaki—with their strange costumes and
  spiked, colored hair—stand out in a crowd of other races.
  Terek is usually a quiet individual. He has a soft tenor voice and
  rarely speaks unless asked a question or he has something very
  pressing to say.
  As with most of his culture, Terek is fastidious (even compulsive)
  and sensitive about his personal grooming. While most Dúranak
  men do not have facial hair (and so he has no need to shave), Terek
  washes thoroughly (in private when possible), is hair must be
  perfect, and he often dons colorful face paints.
  
  
  The Grand Campaign
  P S
  Race: Dúranak
  Height: ’”
  Weight:  lbs
  Build: lean
  Eyes:blue/green
  Hair: brown (bleached white w/blue streak)
  Age: 
  Profession: Mystic
  Languages: (s/w)  Erlin (/); Ranaka (/); Rhaya (/)
  Current Level: 
  Hits:  (Base: )
  Power Points: 
  Stats:
  Temp
  Pot
  Stat Md
  RceMd
  TTl Md
  CO
  
  
  AG
  
  
  SD
  
  
  ME
  
  
  RE
  
  
  ST
  
  
  QU
  
  
  PR
  
  
  EM
  
  
  IN
  
  
  AP
  
  
  S S/A
  Stone Lore: ( picks) Because of his youth as a cave dweller, Terek has
  learned to identify rock formations, stone and gem types, and
  understand the general origins of earth and stone varieties e.g., he
  can tell NW Jaiman clay from SE Jaiman clay...)
  Caving: ( picks) Terek gains a bonus for locating cave
  entrances and exits, and other spelunking-related
  skills
  Trickery: ( picks) As the regular skill.
  P
  Kynacs: All Dúranaki receive a set of these treasured
  weapons, and training in their use. They are nor-
  mally worn on a black leather harness: three Kynacs
  (throwing daggers) and one Long Kynac. For exact
  parameters, see chart In Emer Atlas Addendum pp
  - or use the Rapier table for kynac (when thrown
  only) and Rapier + for Long Kynac.
  Bracer: large black leather bracer with silver studs
  which conveys knowledge of the Mystic Base List
  Hiding, and x a day allows free casting of one spell
  on that list at + levels.
  Phoenix Pendant: This mighty item has only limited
  powers until it can be attuned to the wearer (a
  process it may take some time to understand). Cur-
  rent powers are listed first; full powers [in brackets]
  acquired after attunement.
  . x PP enhancer [x]
  . Wearer resists Essence as a th [th level; Dark
  Essence as th] level.
  . Firerunning at will.
  . Wearer takes half damage from magical fire and heat at all times
  (criticals reduced two steps). [Wearer may immolate at will, and
  is at that time immune to flame and heat, and takes half damage
  from cold]
  . [Wearer’s soul is stored in pendant at the instant of death and
  can return to the body w/o need of lifekeeping or lifegiving when
  body is repaired (body is essentially ‘lifekept’).]
  . [Summon the Absence of Cold once per day. Effect is like a
  Firestorm. Flammable materials ignite % of time; Fireball ’
  radius, x damage (pendant must be ground zero) Criticals are
  one less in severity than indicated.]
  . [Unleash Fire Channels x per day. Treat as Firebolt ’, x
  damage. Fires as a cohesive beam of red energy. Possible target
  Blindness; Puncture critical. Can be very destructive to inani-
  mate objects.]
  F  GM O
  The Phoenix Pendant is of course an extremely powerful weapon,
  and Terek should—initially—be strongly discouraged from think-
  ing that what he has is actually it.
  Once Ty sees the pendant he will of course be interested in it (the
  real pendant is theoretically the property of the Emperor of Rhakhaan,
  given to a trusted Mage to use in the defense of the realm). An
  unlikely bond could be formed between these two.
  The Nameless One (who is in fact Tethior the Smith, a fact
  known to no one on Kulthea except perhaps Andraax) will know
  where the Phoenix Pendant is and may take a dispassionate interest
  in the keeper…
  VANIA KIRILIN
  DRUID OF TALAEN (ANIMIST)
  Vania is of the People of the Forest.. She hails from the mystical
  Emerald Forest in central Emer, a shrouded place ruled by a powerful
  Dryad named Kel.
  
  Book One: Gathering Darkness
  
  B
   Vania will not reveal her true home to any but close confidants.
  Outwardly she appears very like an Erlin Elf; only very knowledge-
  able and perceptive might notice the telltale signs of her dryadic
  nature (The People of the Forest can be considered a hybrid race of
  Erlin and Dryads; though they are not a true cross-breed).
  Vania’s master Kel has a network of semi-intelligent birds and
  small beasts which report the goings-on of the outside world, but his
  animal observers can only tell so much. What he has heard concerns
  him. He has sent out several human agents to learn more. Vania can
  report at irregular intervals when one of Kel’s forest friends makes
  contact.
  T/D
  Sent by Kel to discover what is happening in the world, Vania is
  one of several of her kind now travelling about this region of the
  world. She has a warm and compassionate personality, yet conveys
  an air of reserve.. While she does not behave in a secretive manner,
  she is not forthcoming about herself, and in general is quiet and
  reserved among humans. While her original charge does not include
  becoming involved with outside politics, joining this group provides
  her an ideal opportunity to learn a great deal. As the adventures
  progress, her desire to right wrongs will slowly draw her deeper into
  events. If she consults with Kel, he will be cautiously supportive.
  P S
  Race: Forest Being
  Height: ’ ”
  Weight: 
  Build: Slender
  Eyes: Green
  Hair: Auburn
  Age:  (Appears ≈)
  Profession: Animist
  Languages: (s/w)
  Current Level: 
  Hits:  (Base: )
  Power Points:
  Stats:
  Temp
  Pot
  Stat Md
  RceMd
  TTl Md
  CO
  
  
  AG
  
  
  SD
  
  
  ME
  
  
  RE
  
  
  ST
  
  
  QU
  
  
  PR
  
  
  EM
  
  
  IN
  
  
  AP
  
  
  S S/A
  Foraging: Vania has the equivalent of five bonus picks in Foraging.
  Animal Tongues: Vania can speak to any small bird, or small
  mammal (squirrel, rabbit), though the average bird or mammal is
  only intelligent enough to communicate basic images or thoughts.
  Vania can communicate fluently with the semi-intelligent beasts
  under Kel’s influence, who can carry fairly sophisticated messages
  either to Kel, or to others of their kind. E.g., “tell all the squirrels in
  this wood to watch for an Elf in a black cloak.” is a request that
  semi-intelligent animals could handle; they would watch diligently
  for as long as weeks. A regular beast might remember seeing an Elf
  pass nearby within the last day or so, but could not be expected to
  remember his attire, or be expected to keep watch for more than a
  few hours before ‘forgetting.’
  Weakness near Iron: Vania—like the rest of her dryadic race—
  suffers in the close proximity of iron. Weapons of pure iron are Of
  Slaying. If Vania is wearing more than a few ounces of iron, her
  effective level for PPs and spell-casting is halved. Prolonged con-
  tact may even reduce her temporary Con (GM discretion).
  P
  Staff: A branch of the Tree: x PPs for Channeling, allows Great
  Merging Organic (Animist Base Nature’s Movements, SL pg ) x
  per day.
  Dagger: of green laen, +.
  Familiar: (Optional, GM discretion) A semi-intelligent ferret named
  Swinky.
  F  GM O
  The GM should take care that Vania’s special ability o commu-
  nicate with animals does not get out of hand, and that her commu-
  nication with Kel does not become more than intermittent reports.
  He will not give her any guidance; remember that Kel is intelligent
  and powerful but not terribly ‘worldly’; he is naïve. Certainly, he
  should not be available to rescue the PCs should they become
  endangered (perhaps later, if they are very near the Forest, but he
  would never travel to Jaiman). There is also a slight chance she will
  run into other agents from the Emerald Forest, but these are likely
  to be random encounters.
   On the other hand, Vania’s animal communication can be used
  to add spice to the plot. At some point, one of Kel’s birds will be
  found killed; other animals report seeing an evil bat-like creature…
  JYMSAN IXATA-CENTARUS
  CONJUROR FROM NÁMAR-TOL (LOAR MAGE)
  A carefree young man, Jymsan has the body of an athlete. This is
  no coincidence, as he is somewhat frustrated as a Mage, having
  wanted to be a warrior as a boy. He trained with the broadsword and
  is a passable fighter. His wish now is to combine his abilities with his
  desires and become a Warrior-mage.
  GM Note: Should the GM wish to use the Rolemaster Compan-
  ions, he is welcome to allow Jymsan to be a Warrior Mage.
  B
  Sons of Loari Nobles, Jymsan Ixata-Centarus and his older
  brother represent the marriage of two powerful Námar-Tol families.
  His mother, Marina Centarus, is indeed of the famous Centarus
  family and as such Jymsan is related to Prince Rylec Qaterris of
  Eidolon—as well as the merchant Baron Kitteran Centarus. He only
  brags about this association occasionally.
  Jymsan shares his race’s obsession with anything smacking of
  technology. He carries a number of semi-useless trinkets with him
  (including a compass which works erratically because of the plan-
  etary magnetic field fluctuations), a small clock, and an electric lamp
  powered by a crude chemical battery. It will operate for about 
  hours, casting the equivalent of a ‘light’ spell (an odd item for a
  mage).
  T/D
  As an Elf, Jymsan is somewhat resistant to weather extremes. He
  wears a short tunics draped over one shoulder, sometimes with a
  
  
  The Grand Campaign
  purple hooded over-robe. He has an athletic build
  and very proud of it. He takes every opportunity to
  show off his beautiful body.
  Always desiring to test himself, Jymsan might be
  constantly challenging Ty (or Ta’a) to arm-wres-
  tling or other feats of strength. He is frequently
  concerned about his appearance and spends a con-
  siderable amount of his allowance (where practical)
  on clothes.
  Unlike some of the other members of this en-
  tourage, Jymsan is a fairly well-adjusted young man,
  self-confident and outgoing.
  Depending on the nature of the campaign, he is
  also somewhat of a hedonistic boy, enjoying the
  pleasures of the flesh and the indulgence of drink.
  When the time comes for work, however, Jymsan
  knows when to be serious.
  P S
  Race: Loar Elf
  Height:
  ’”
  Weight: 
  Build: Lean; muscular
  Eyes: Grey
  Hair: Black
  Age:  (appears ≈ )
  Profession: Mage
  Languages: (s/w)
  Current Level: 
  Hits:  (Base: )
  Power Points:
  Stats:
  Temp
  Pot
  Stat Md
  RceMd
  TTl Md
  CO
  
  
  AG
  
  
  SD
  
  
  ME
  
  
  RE
  
  
  ST
  
  
  QU
  
  
  PR
  
  
  EM
  
  
  IN
  
  
  AP
  
  
  S S/A
  Engineering:  picks; more at /. Jymsan makes a roll to get an
  understanding of the technology encountered. For each technol-
  ogy level above the characters, increase the difficulty by ; for each
  level below, decrease by . Jymsan and the Loari are currently at
  level . (on the brink of level ). Most Lords of Essænce artifacts
  are of level -. The Steel Rain tech level is currently about . (-
  .) *  = ., so Jymsan would be at a - to getting more than
  the most basic intuitive understanding of Steel Rain equipment.
  P
  Gold knuckles. They will fire a Shock Bolt x per day per level without
  need to prepare. They are fired by crashing them together, arms
  outstretched towards the target. If he spends an extra round
  concentrating, he gains point-blank. At rd level,  Shock Bolt
  ‘charges’ can be used as a single Lightning Bolt instead of the  Shock
  Bolts.
  Earring: A gold hoop, it is a x PP enhancer for Essence.
  Allowance Ring: Jymsan wears a signet ring which allows him to
  draw up to  gp per month from Banks of Sel-kai, Rhakhaan
  Imperial Banks, the Emerald Bank of Kaitaine/Haalkitaine/Lethys
  and Námar-Tol banks. The Emerald bank is Elven-owned; Loari in
  Kulthea have gained considerable wealth through bold and inno-
  vative banking, including a system which allows swift inter-branch
  communication.
  F  GM O
  When the PCs encounter the Steel Rain, Jymsan will be openly
  fascinated by these creatures combining biological and mechanical
  functions. While he is vain enough to think that he would never
  allow himself to have machines wedded to his body, he is intrigued
  by the idea. As the campaign proceeds, Jymsan’s interest should be
  encouraged by the GM (but in a manner such that the PC under-
  stands that this is part of Jymsan’s character; the GM is not condon-
  ing the interest, as it could obviously lead to danger). But this
  biotechnology is far beyond what the Loari are capable of, and he
  knows that it could be priceless knowledge if taken home.
  Jymsan might be seeking an item known as the Magesword, an
  item designed for use by a Warrior-mage…
  NUKITI MELENKA
  NUYANI THIEF
  A personable mercenary, Nukiti (his nickname is ‘Keety’) would
  make a valuable addition to the group.
  B
  Fourth son of a wealthy Nuyan Khôm landowner, Nukiti Melenka
  has little to look forward to in the way of inheritance. He took to
  travelling, but his money ran out in Kaitaine. Having little other
  
  Book One: Gathering Darkness
  
  choice besides begging or pleading with his father for money, he
  began to take an interest in ‘creative acquisition’ (thievery). Since
  then he has made himself comfortable though not rich. He has his
  own moral standards of thieving, and is against physically harming
  his victims (he prefers institutional targets).
  Although it is not at the top of his list of desires, Keety would
  certainly like to be the one to find the Scepter of Khôm, symbol of the
  rulership of Nuyan-Khôm, stolen some thirty years ago. By return-
  ing home with such an item, he would win honor and glory, and his
  father’s approval. (The scepter lies in the Ahrethrôk, so if Keety
  survives to the culmination of the quest, he might get that wish.)
  T/D
  Short, somewhat stocky, but very light-footed and agile, Nukiti bears
  the distinctive appearance of the Y’nar: black , straight hair, ‘flat-
  tened’ features, epicanthic folds over amber eyes.
  ‘Keety’ is normally a very serious young man, intent on his
  job. He has a weakness for Loari wine, however, and has
  gotten into trouble more than once after drinking too much.
  (He and Jymsan could be a dangerous combination in a city:
  they would be in the nearest well-stocked tavern before
  anyone else could turn around.) Hangovers can also really
  interfere with doing your best work: it’s hard to pick a lock
  with your head pounding and your hands shaking.
  He is loyal and friendly, and while his goal is to gain riches
  (and thus respect back home) he will remain faithful to the
  group against all but the most seductive temptation of wealth.
  Nukiti actually left home because of a disagreement with
  his father over a trivial topic. However, he is dishonored now
  and feels that he cannot return without gaining wealth and
  fame. When asked about his family, he is evasive.
  P S
  Race:Y’nar
  Height: ’”
  Weight:  lbs.
  Build: Stocky
  Eyes: Amber
  Hair: Black, worn in a short flat-top
  Age: 
  Profession: Thief
  Languages: (s/w)
  Current Level: 
  Hits:  (Base: )
  Stats:
  Temp
  Pot
  Stat Md
  RceMd
  TTl Md
  CO
  
  
  AG
  
  
  SD
  
  
  ME
  
  
  RE
  
  
  ST
  
  
  QU
  
  
  PR
  
  
  EM
  
  
  IN
  
  
  AP
  
  
  P
  Boots: Of Water, wall and limbwalking (all times) and Dodging (x
  a day, - to one bow attack).
  Lock Pick Kit : w/shaalk tools (+)
  S S/A
  Basic Mathematics ( Picks)
  Star-Gazing ( Picks)
  F  GM O
  Because of the location of teh sceptre, Nukit has little hope or
  resolving his personal quest until late in the large picture. You may
  wish to litter the trail with clues to spur his interest.
  MORDEN NÔK
  WARLOCK OF ITANIS (MENTALIST)
  Shunned by his people, Morden is a man with no father. He is
  trained as a Warlock (Mentalist), but until the mystery of his
  conception is unraveled he cannot be allowed to enter the College of
  Warlocks.
  B
  His mother was treated with fear and some disdain, as she
  became pregnant without a parenthood agreement (breeding is
  strictly controlled). Morden was almost killed at birth, but proved to
  have such potential that the original judgement by the council was
  set aside.
  He was given training and a focus crystal, but never felt in
  harmony with the other warlock trainees. He also began to display
  errant (‘wild’) powers. Rather than suffer longer, he decided to set
  out and discover who his real father is.
  T/D
  Morden looks in all ways like an Itanian—except for his striking
  violet eyes. He is quiet and reserved, almost painfully shy. This
  comes in part from the ostracizing as a child.
  
  
  The Grand Campaign
  P S
  Race: Itanian (chocolate skin)
  Height: ’”
  Weight:  lbs.
  Build: Lean
  Eyes: Blue/violet in certain light
  Hair: Straight black
  Age: 
  Profession: Mentalist
  Languages: (s/w)
  Current Level: 
  Hits:   (Base: )
  Stats:
  Temp
  Pot
  Stat Md
  RceMd
  TTl Md
  CO
  
  
  AG
  
  
  SD
  
  
  ME
  
  
  RE
  
  
  ST
  
  
  QU
  
  
  PR
  
  
  EM
  
  
  IN
  
  
  AP
  
  
  S S/A
  Sense Crystal: Morden—through his focus crystal—can sense the
  proximity and direction of a Secret within  miles.
  Destroy Crystal: By using his own crystal, Morden will be able to
  shatter the Focus.
  Sense Dreams: Occasionally, Morden will pick up Andraax’s night-
  mares. These are terrifying, disjointed visions (including the Focus
  Crystal of the Ahrenreth, the Eye of Agoth, and Schrek himself)
  which awaken Morden and leave him shaken and terrified. He will
  also be so emotionally distraught that he has no PPs for that
  following day.
  GM Note: The GM should roll percentile dice every night to
  determine whether Morden dreams. If the roll is -, Morden
  has a dream-vision (and no PPs the next day).
  Morden will somehow begin to suspect that these are someone
  else’s dreams—and that they are those of his father. He will not
  make the connection to Andraax for some time, though. (Remem-
  ber, Andraax is not a household name; few have even heard it).
  K’TA’VIIR ABILITIES (see For the GM Only below)
  NOTE: The following abilities are latent, and unless Morden
  chooses to try appropriate activities, he will never know he has
  such abilities.
  . Natural night vision allows perfect sight in equivalent to a normal
  clear night, ’ even in pitch dark.
  . Unusual voice ability provides a + when using Public Speaking,
  Acting, or utilizing the Mentalist powers of Voice.
  . Acute hearing allows isolation and analysis of any sound within
  ' under normal circumstances, and through up to ' of solid
  (non-dampening) material.
  . Superb synapse development allows for blinding reactions: + to
  OB and DB (in addition to normal Stat bonuses). Will always strike
  first unless surprised; and have the option of using adrenal Speed
  at will, % chance of success (with appropriate Adrenal Moves
  Rules applicable).
  . Due to unusual joint design, gain a + to all static maneuvers
  involving the hands (locks, repair/construction) or feet (Balance).
  Also gain a + bonus to Contortions, being able to realign many
  joints.
  P
  Mindstone: Similar to that of all Warlocks of Itanis, Morden’s
  crystal looks like a piece of quartz hung from a leather thong. It has
  a symbiotic relationship with the owner. It has the following
  powers:
  . x PP enhancer (becomes x at th level, x at th)
  . Detects Essænce: A Mindstone will respond to the presence of raw
  Essænce by glowing and giving off a faint warmth.
  . Keyed to owner: if any but the attuned wearer touches the stone,
  he takes a point-blank Lightning Bolt attack (+, no DB, AT if
  touched by a bare hand).
  . Protection: Adds + to wearer’s RRs vs all mental attacks and
  probes. By concentrating (no PP use required) wearer has a +
  chance of detecting magical illusion (+ to see through the
  illusion).
  . Ranging: Allows user to ‘focus’ mental power to extend range by
  +% per extra round of concentration up to the level of the caster.
  (Note: change from Atlas Addendum).
  . Aiming: Allows user to ‘focus’ mental power to increase potency
  by + per extra round of concentration up to a maximum of +
  for non-directed spells and + for non-directed spells.
  . Storing: User may store one spell up to his own level in the stone;
  the spell may then be cast instantly on command, or set to trigger
  on its own in a specific predetermined situation (situation must be
  general and obvious).
  F  GM O
  Morden is really the son of Andraax, who impregnated his
  mother while she slept. He is, therefore, half K’ta’viiri, and possesses
  certain special powers which are latent at this time. They will
  manifest themselves only as the situation dictates.
  Morden will have a special link to the great crystal focus of the
  Jerak Ahrenreth, and as such will sense the proximity of a ‘Secret’.
  Note the disadvantage accompanying Morden’s dream-visions:
  about % of the time Morden will have no PPs. This is an important
  balancing feature because of all of the young Warlock’s other powers
  and should not be ignored. A creative player can use this disadvan-
  tage and make it into an interesting personality trait: perhaps
  Morden is not only without PPs on those days, but he is emotionally
  troubled, nervous, twitchy, paranoid…
  RÆK TORREN
  LAAN HEALER
  A male Laan hailing from the city-state of Kaitaine, Ræk Torren
  is a Channeling Healer with some fighting skills. He also has a
  troubling secret.
  B
  Ræk is the eldest son of the Torren family of cotton traders. His
  mother died nine years ago soon after the birth of his sister; he also
  has two younger brothers. Ræk’s father rules the family much like
  the business: with a strong and calculating manner.
  Just before she died, Ræk’s mother called him into her chamber.
  
  Book One: Gathering Darkness
  
  He was but a boy of eleven and did not understand much of what she
  said—references to the Old Empire and a beautiful order turned to
  evil—but he did remember the phrase Ahn Sye Zanar: the Order of
  the Cloak. She gave him an enchanted bracelet (it fit his wrist
  perfectly, as it continues to do, and it will not come off) and a
  beautiful black, red-lined cloak. She told him that it was his duty to
  seek out his origins and work to right the wrongs done by the evil
  agents now claiming to be the Order of the Cloak: the Inquisitors of
  Zanar. She died two days later.
  The Master Healer Sheren Taas took Ræk under her wing when
  he was a youth of thirteen, when he displayed a strong potential
  healing gift. This was fortunate for Ræk, for he took little interest in
  the family business (to his father’s disappointment). Ræk proved an
  apt pupil with one exception: he displayed an emotional block which
  prevented him from forming the bond necessary to transfer serious
  wounds from others onto himself. At first, Sheren assumed that the
  problem would work itself out, but as Ræk grew older and it did not
  improve, she grew concerned. It was not until the youth confessed
  his secret (see Traits below) that she understood. With her help he
  has gained some self-acceptance and access to transferring abilities.
  His patron god is Bæris, a Spirit of Orhan who is completely
  understanding and compassionate (more so than some of the Lords)
  Rather than agree to marry the daughter of an allied house,
  whom he did not love, Ræk abdicated his inheritance and left
  Kaitaine to seek his fortune—and to gain a better understanding of
  himself..
  T/D
  Ræk Torren is a quiet, polite young man, intelligent, articulate
  and very handsome. While he is an imposing figure, he moves with
  a masculine grace. There is sometimes a vague sense of melancholy
  about him, which can make others uncomfortable.
  Most of the time, however, Ræk is simply soft-spoken, doing a
  good job of remaining on the periphery of any conversation. He does
  have a beautiful baritone singing voice when he can be convinced to
  use it.
  Finally, Ræk has a secret which he has told no one
  except his mentor. Sheren accepted Ræk for what he
  was, but she was unable to protect him from the attitude
  of intolerance which pervades his culture. Ræk has
  come to realize that he is what his people call a sherikaan,
  a lover of men.
  This homosexual orientation has various levels of
  acceptance in Kulthea. Most Elven tribes are blasé about
  it (considering that few remain completely constrained
  to one orientation throughout their immortal lives).
  Interestingly, most mortal tribes also do not hold up
  their own prejudices against the Elves. The Dúranaki
  are openly supportive; most other cultures range from
  trying to ignore it to actively persecuting those caught
  ‘in the act’. It is socially unacceptable and/or morally
  wrong but not illegal in Nuyan Khôm, Rhakhaan, most
  of Hæstra and the western states of Jaiman. The Rhiani
  cast out sherikaan tribesmen. In Sel-kai it is quietly
  accepted, while in Vajaar and among the Y’kin it is
  illegal and punishable by death. In Kaitaine it is illegal
  (subject to a small fine but rarely enforced, and then
  only agaibst prostitutes); those known to be sherikaan
  (a slang, uncomplimentary term is sherk) are frequently
  socially ostracized, however.
  Also, the degree of acceptance varies depending on
  the prevailing deity. Among the Lords of Orhan: Kuor:
  disapproval; Valris: neutral; Reann: neutral; Jaysek &
  Kieron: acceptance (and indulgence, esp. by Kieron);
  Eissa: neutral; Phaon: disapproval; Oriana: mild disapproval; Cay:
  strong disapproval; Iloura: indignant distaste (it is ‘unnatural’);
  Iorak: no opinion; Teris: complete acceptance.
  P S
  Race: Laan
  Height: ’”
  Weight: 
  Build: Medium (big-boned)
  Eyes: Blue
  Hair: Black
  Age: 
  Profession: Healer
  Languages: (s/w)
  Current Level: 
  Hits:  (Base: )
  Power Points: 
  Stats:
  Temp
  Pot
  Stat Md
  RceMd
  TTl Md
  CO
  
  
  AG
  
  
  SD
  
  
  ME
  
  
  RE
  
  
  ST
  
  
  QU
  
  
  PR
  
  
  EM
  
  
  IN
  
  
  AP
  
  
  
  
  The Grand Campaign
  S S/A
  First Aid: ( picks)
  Architecture: ( picks) Ræk studied this as part of his
  schooling in Kaitaine
  Herb Lore: ( picks) As part of Healer training, Ræk
  learned the rudiments of healing herb capabilities and
  application.
  P
  Armor: A full suit of black leather (does not encumber
  at all) with metallic fittings; it is AT  and heals itself.
  Bracelet: x spell enhancer; it also allows Ræk to trans-
  fer one wound equivalent to th level or lower from
  someone up to ’ per level away, once per day. It is of
  silver with red inlays and bears runes in Old Emer, an
  item of the Order of the Cloak.
  F  GM O
  Ræk is a descendant (through his mother) of one of
  the members of the lost Ahn Sye Zanar (“Order of the
  Cloak”), one of the Eight Orders of the lost Emerian
  Empire. While this will have little effect during this first
  phase of the campaign in Jaiman, but once in Emer it
  may become of value. Ræk is immune to all ill effects by
  any weapons or spells of the Order of the Cloak, and
  suffers on half effect from that of other Orders. All gates
  and portals of the Ahn Sye Zanar will open for him. Ræk
  will not initially know of these powers, though records
  in Emer with this information might be available. The
  GM may develop this subplot even further as the campaign progresses.
  Regarding Ræk’s orientation: for players or gaming situations
  where this aspect of a character is inappropriate, the GM may change
  the nature of the character, although characters should not be
  discouraged from playing Ræk. This personality trait is included not
  to promote role-playing sexual encounters (since he is even more
  unlikely to have one than the average heterosexual character) but to
  encourage players through role-playing to gain a better understand-
  ing of discrimination and how to combat it.
  On the other hand, if players and GM feel comfortable with this
  aspect, there is ample material for inter-character dynamic tension.
  For instance, Ræk might find himself drawn to the handsome,
  charming (and potentially available) Jymsan.
  Ræk’s psychologically related spell-casting troubles can be in-
  cluded as an ongoing part of the character or played down, as the GM
  and player wish.
  LEENA ÆRIEN
  ELF OF LYS (LINAERI BARD)
  A female Linær Elf of Lys, Leena is a talented musician and
  scholar—but you would never guess it. She instead appears to be a
  somewhat dizzy young woman.
  B
  Leena Ærien hails from the Lys province of Elas (See Emer Book,
  pg ), and wears the oak sprig symbol on all of her tunics. She is the
  youngest daughter of Lord Barin Ærien, who owns a palace and
  vineyards.
  Her life has been a carefree one in Lys, never wanting for
  anything. Unlike most of the other PCs, her home life has been
  blissful and serene. The only troubling event in an otherwise pastoral
  life was the departure of her older brother (the middle child of three)
  two years ago. Ærik left Lys with two friends (brothers Kesien and
  Orrel Ermenel) to journey around Emer. Mainly Ærik wanted to see
  Námar-Tol, but agreed to go with the brothers to see other sights.
  Nothing has been heard from them since they departed Kaitaine
  over a year and a half ago and the parents are worried.
  Over her mother’s objections and her father’s concern for her
  safety, Leena departed Lys to seek her lost brother (and in search of
  adventure).
  Finding nothing at Kaitaine, Leena continued north and in-
  tended to make her way to Sel-kai. However, rough weather and
  storm damage in the Melurian Straits forced her ship to turn north
  to Jaiman. They anchored in Lethys.
  T/D
  While highly intelligent and talented, Leena’s behavior might
  tactfully be described as ‘distracted.’ The less circumspect would
  mutter under their breath that she was a ‘dumb blonde Elf girl.’
  Neither is true, of course; this is a façade that Leena creates to catch
  others off-guard. Whether she does it consciously or it is purely
  second nature is a matter worthy of speculation. In either case, her
  performance is flawless.
  More specific examples of Leena’s behavior follow: hair-tossing,
  ogling attractive males while making cooing noises, singing at
  inappropriate times, talking to herself about inane topics, and
  constantly asking anyone nearby if her hair/tunic/jewelry/etc. looks
  alright. When you are speaking to Leena, she will frequently stare off
  into space, see something that interests her, and interrupt you to
  draw your attention to it. She has a tendency to giggle for no
  apparent reason.
  P S
  Race: Linær
  Height: ’”
  Weight: 
  Build: Slender/shapely
  Eyes: Blue
  
  Book One: Gathering Darkness
  
  Hair: Blonde, worn either halfway down her back or worn ‘up’
  Age: ? (appears ≈)
  Profession: Bard
  Languages: (s/w)
  Current Level: 
  Hits:  (Base: )
  Stats:
  Temp
  Pot
  Stat Md
  RceMd
  TTl Md
  CO
  
  
  AG
  
  
  SD
  
  
  ME
  
  
  RE
  
  
  ST
  
  
  QU
  
  
  PR
  
  
  EM*
  
  
  IN
  
  
  AP
  
  
  *Note: Leena is considered an Essence-based (Amthorian)
  Bard here; if the GM or player would rather use the Mental-
  ism-based bard, switch her Empathy and Presence stats.
  S S/A
  Singing:  picks
  Music:  picks
  Play Instrument (Harp):  picks
  Martial Arts (Sweeps & Throws):  pick; gain at /
  P
  Cloak Pin: a lovely oak leaf and acorn pin where the leaf is
  gold and the acorn a large beryl with silver cap. At a touch
  the wearer becomes Invisible. Useable x per day, lasts
  only  hour. Also a + PP enhancer.
  Harp: Enchanted instrument, will not slip out of tune.
  F  GM O
  Leena’s brother Ærik and his friends were captured
  by agents of the Steel Rain. Orrel Ermenel has died,
  killed by the cruel experiments of the Steel Rain. Most
  unfortunate, however: Ærik and Kesien have been turned
  into Morthrog. Parts of their bodies have been ‘enhanced’
  with magical/mechanical additions, and a combination
  of spells and technology have rendered them shadows of
  their former selves. Any memories of his family are deeply
  buried. Leena will be forced to confront her brother in the
  later phases of the campaign.
  RÆLEN THIROK
  CHANGRAMAI NOVITIATE
  (KY’TAARI WARRIOR MONK)
  Rælen Thirok is a Changramai who has left the monastery in
  Emer to work against the Priests Arnak of Jaiman. These priests have
  nearly destroyed his Ky’taari people.
  B
  Young Rælen left the Mur Fostisyr as a boy to become a
  Changramai, but now that he has earned his White Sash, he wishes
  to return to his devastated homeland. This goes against the nature of
  the Changramai, who are mercenary bodyguards. Rælen owes a
  considerable sum to the Changramai in return for his training, and
  he is therefore not an ‘official’ Changramai and dares not wear his
  white robes. He cannot remove the triangular Changramai red
  tattoo on the back of each hand, so wears gloves.The monastery does
  not wish to harm him (that is wasteful); they do want to force him
  to adhere to his contract: five years of service to the monastery to
  repay them for his elite training. (They refused his request for a
  deferral, suspecting that he would not live to fulfill it).
   Rælen wants to fight against the Syrkakar in the Mur Fostisyr,
  and is en route to there from Emer when he encounters the other PCs
  in Lethys. He will be convinced to join them to the Library to learn
  more of the Priests Arnak.
  T/D
  Like most of his Ky’taari kin, Rælen is naturally friendly and
  outgoing. However, his flight from the Changramai order has made
  him more cautious and suspicious of strangers. He is a bit naive,
  idealistic, and selflessly loyal to his friends.
  P S
  Race: Ky’taari (half-elf)
  Height: ’”
  Weight:  lbs
  Build: Medium
  Eyes: Blue
  Hair: Pale Blond
  Age: 
  Profession: Warrior Monk (or Monk)
  Languages: (s/w)
  Current Level: 
  Hits:  (Base: )
  Power Points: ???
  
  
  The Grand Campaign
  Stats:
  Temp
  Pot
  Stat Md
  RceMd
  TTl Md
  CO
  
  
  AG
  
  
  SD
  
  
  ME
  
  
  RE
  
  
  ST
  
  
  QU
  
  
  PR
  
  
  EM
  
  
  IN
  
  
  AP
  
  
  S S/A
  Skating:  picks
  Skiing:  picks
  Subduing:  picks
  Contortions:  picks
  Body Damage Stabilization (optional, from RMC II):  picks
  P
  Headband: a band of black leather with a silver clasp, this powerful
  enchanted device protects as if the wearer had on an enchanted
  helm.
  Boots: Allow wearer to run on sand or ice as normal solid ground.
  Also, for any Martial Arts Strike critical which mentions the word
  ‘kick’, all hits damage is tripled.
  F  GM O
  Rælen must go the the Kaldaraak-Vaar (“Dawnwater’s Edge”) in
  the Mur Fostisyr, where Arianna will appear before him and charge
  him to aid his friends in their (as yet undefined) quest. “You can help
  your people best by remaining with your fellows, for theirs is a
  purpose which in the end will prove more perilous and momentous
  than events in our small land.”
  Throughout this campaign, Rælen must avoid being captured by
  the Changramai and forcibly returned to the Monastery (or he must
  pay them the lump sum of , in gold—about what he would
  earn in  years for them). While every Changramai monk would not
  recognize Rælen on sight, all have been sent his likeness, and there
  are several agents actively looking for him.
  Rælen would like to find the lost Sword Ashaanaar to present to
  the A-Ryaan, but has no idea where it might be. (it is cursed and in
  the form of a dagger, in the Citadel of the Dragonlord)
  
  Book One: Gathering Darkness
  
  A Dialogue: Four voices speak in the darkness.
  Voice One (A beautiful, liquid baritone): “Thank you all for attending.”
  Voice Two (A lilting, High-elven tenor): “I assume this is not an official meeting of the
  Circle.”
  Voice One: “You are correct, Astrologer. I wish to confer regarding your predecessor
  to this hallowed group, the Lord Ondoval.”
  Voice Three (A female voice, but one with harsh tones): “We discussed him at the last
  gathering of the Full Circle; he has retreated to his fortress at Ahrentorg and is of little
  concern to us.”
  Voice One: “We failed to consider fully the extent of his powers. I am afraid that a few
  of our esteemed order are unable to realize the threat Ondoval may pose to our plans.”
  Voice Four (Another Elven voice, slightly deeper; every sentence tinged with casual
  derision): “That explains four empty chairs.”
  Voice Three: “Let us discuss, then! Lay before us the evidence of threat, Elder Mind!”
  Voice Four: “I am more interested in why the Elder Mind has chosen not to invite half
  of our order to this meeting. That may be a threat as great as an insane Lord of the
  Essænce in a distant citadel.”
  Voice One: “As head of the Circle my reasons for whom I summon to council are my
  own, Iæn Shiin.
  “To answer you, my dear, I need only remind you of Ondoval’s origins—and that
  he possesses the Book of Gates. I believe that with it he may have already recovered
  an item of consummate power… the Shadowstone.”
  Voice Three: (After an uncomfortable silence): “You have evidence of the existence of
  this item? I was led to understand that it was lost at the end of the First Era when Utha
  defeated the Empress Kadæna.”
  • PART III •
  HISTORY
  
  
  The Grand Campaign
  Voice One: “Indeed, that is the tale. However, who is better capable of recovering the
  Shadowstone? Ondoval is of their kind, a Lord of the Old Race, and with the Book of
  Gates he might travel to any time or place. He could literally journey to the past and
  take the stone.”
  Voice Three: Assuming he had the power to do so, what evidence do you have that he
  has done so?”
  Voice One: I need only call your attention to the upheaval of a few days ago. The
  disruption of the Flows was not a natural aberration. The tremors and storms were
  caused by interference with our planet’s ancient defense.”
  Voice Two: (Incredulous) “You are suggesting that one of the Eyes of Utha has failed?”
  Voice One: “I am suggesting that Ondoval has taken one of the Eyes—the orbs which
  shield our world from the Flowstorms of Space. Their protections are beyond the
  Pales; only being armored by an item from before the Interregnum such as the
  Shadowstone could protect such a thief.”
  Voice Two (thoughtfully): “The Flows have been seriously disrupted, and after storms
  began to subside, the entire globe seems to be more thinly protected—as if one of the
  Eyes is now forced to do the work of two…”
  Voice Three: “That is insane! No one could want to destroy the Eyes; to do so would
  leave the world open to—”
  Voice One: (interrupting) “To the ravages of the Void.”
  Voice Two: “Only a servant of the Unlife itself could be so crazed. He invites his own
  destruction. That is madness.”
  Voice One: “That is my assertion. Ondoval is indeed mad.”
  Below is a timeline of events, including very recent happenings and a guide for
  future events so that the GM can update the world situation as the players adven-
  ture.
  1•TIMELINE
  The following list combines a number of general events with
  those more specific to Jaiman.
  T F E  I
  c. —First arising of the Altha on the World.
  c. , - ,—The Althan culture develops a technology
  which allows them to reach for the stars. The World becomes
  the center of an explosion of interstellar colonization. Many
  planets become homes for seedling cultures.
  c. ,—First discovery of the Essence by the scientists of Altha.
  Genetic manipulation enhances latent abilities to control the
  force. K’ta’viir family especially shows aptitude.
  c. ,—After a series of battles across the stars, the K’ta’viir
  family rules the galaxy in a vast Empire, maintaining control by
  virtue of their superior Psionic/Essence powers. Their dynasty
  survives for millennia.
  c. , - ,—Rebellion against the K’ta’viir (the Imperial
  family of the Altha) begins, instigated by Utha, a cousin within
  the family. Political, technological and Psionic powers are used
  in a sweeping attempt to overthrow the current Emperor.
  Although the rebellion is successful in the end, the result also
  brings about the complete downfall of the empire. Many worlds
  are destroyed or their populations reduced to a primitive
  existence.
  c. ,—Final conflict of Utha and Kadæna. Large areas are laid
  waste as the Uruths utterly destroy the remaining K’ta’viiri. The
  flows of Essence are altered to confine the East by a last effort of
  Utha himself (placement of the ‘Eyes of Utha’). There are also
  hints that a few of the K’ta’viir and Uruths survive, placing
  themselves in cryogenic freeze to awake at a later time.
  I
  ⁽,   ⁾
  The devastation of the Conflict was such that civilization was
  wiped out across the entire planet. The most advanced, sheltered
  societies were reduced to a stone age subsistence. Disease and famine
  swept the globe as entire species were wiped out. Lands were
  reformed by vulcanism (triggered by the Conflict forces). Dark races
  (Trolls, Garks, Lugrôki) held sway in many areas, thwarting any
  attempts by other peoples to organize and build.
  T S E  I
  —Founding of the College of Loremasters by Kirin T’thaan,
  Ilmaris Terisonen, and Andraax. All three are supposedly Elven,
  though Andraax is of course a Lord of Essence. From Karilôn,
  they recruit promising members, training and educating them,
  and so begin to bring the World out of the Long Night.
  —Andraax forms the first Dancú Ahrenreth, dedicated to
  maintaining the balance.
  
  Book One: Gathering Darkness
  
  c. —Strange Wizards and Knights on mighty steeds are seen
  purging the wilds in central Emer, driving out the ubiquitous
  Gark and Lugrôki hordes. They claim to be servants of the
  Masters of Votania.
  —A quartet calling itself the “Masters of Emer” claims all of
  central and northwestern Emer. Their home is the mist-
  shrouded isle of Votania in central Emer. Lordly beings, the
  Lords are not Elven, yet appear to be immortal. They rule
  through an order of warrior-priests (the Xiosans) but appear for
  festivals, riding out of the sky on enchanted chariots drawn by
  Pegasi.
  c. —Founding of Haalkitaine City in Jaiman (it is little more
  than a collection of huts and a temple to Kuor).
  c. —Appearance of the Unlife. Its manifestations are still
  few, however, and ill-formed.
  c. —Alleged establishment of the Changramai Monastery in
  the Choak mountains of northern Emer… On Jaiman, the
  Steardan (winged horses) are domesticated.
  —Founding of Library of Nomikos. They recruit
  Changramai Monks as guards.
  —The first Guild of Navigators is formed. They claim Nexus
  as their home.
  c.  - —The Navigator Guilds spring up across the globe
  (or at least the western hemisphere), unite and set up a sophisti-
  cated network of summoning obelisks.
  c. —Lorgalis arrives on Ulor and
  begins to build a following.
  —Birth of Tethior the Smith, the
  greatest enchanted forger to live. He
  and his brother Krelij create a
  number of powerful items to aid in
  the fight against the Unlife.
  —Lorgalis the White annexes Ly-
  Aran. He leads a fleet to the shores and
  secures the land with a mighty army.
  The rest of Jaiman continues to be
  divided into dozens of petty fiefs and
  kingdoms.
  —Lorgalis the White, after two years
  of sea and land battles, defeats the armies
  and fleets of Xa’ar. He controls the Bay of
  Ulor and all sea trade in western Jaiman.
  The Loremasters, fearing that Lorgalis is
  of the Unlife, seek ways to stop his
  advance.
   - —At the request of the
  Loremaster Council, Tethior and Andraax
  retire to the Alchemist’s forge in Arion
  and create the Six Crowns for Jaiman. The
  Vault of the Crowns is located under the
  island in central Jaiman, beneath Tethior’s
  Forges and Fortress.
  —Six realms arise with the Six Crowns as their loci. Domi-
  nating Jaiman, they wield their items for Light and hold back
  the Unlife (including the assaults of Lorgalis) for a long period.
  Even the Flows of Essænce are altered, creating sea lanes for the
  trade ships to escape the pirates of Ulor.
  c. —The Order of the Priests Arnak is formed… Krelij and
  Oran Jatar make the Dragon Helms.
  c. —The fleets of the “Lord of Encla Turic” assault the Tai-
  Merian coast.
  —Tethior creates the Great Orbs: four Master and sixteen
  Access spheres.
  —Zor has become an overly proud land and seeks to
  overcome Rhakhaan. In their lust for power, however, the
  Zorians meddle in things from the First Era. In a devastating
  cataclysm central Zor is laid waste.
  —Fall of the Tanarans (the original Cloudlords were of
  Dúranaki stock). The Halls of the Cloudlords are closed. The
  Steardan are lessened in succeeding ages.
  c. —A plague sweeps Saralis.
  —U-Lyshak breaks into two lands; the western region is
  ruled by a Priest-King (Arnak) who institutes human sacrifice as
  part of a new religion.
  —An Ordainer appears in SW U-Lyshak and leads an army
  of evil creatures southwards. Mortals flee before this demonic
  monster.
  —The capital of U-Lyshak—Cynar—is sacked and burned.
   - —Wars of Dominion. Ordainers lead armies of
  unspeakable horrors from the bowels of the earth and beyond.
  Shards and Kæden, Xyr, Dark Priests and demons of every type
  destroy life with zealous efficiency and unmatched power. On
  Jaiman, Lorgalis leads a massive fleet to the eastern regions
  while armies swarm across the lands to the west.
   The Masters of Emer are revealed in their full majesty as
  Titans and join the forces of Light. Even the Lords of Orhan
  come to Kulthea to combat the legions of the Darkness. The
  Unlife is driven back into the void, all of its powerful servants
  destroyed. Lorgalis is supposedly killed, but his body is never
  found.
  Ilmaris Terisonen and Tethior the Smith are dead, however—
  along with many other valiant Loremasters and Sages. The
  Masters of Emer have vanished, and the
  Lords of Orhan return to their refuge.
  Andraax is allegedly driven insane.
  T T E
  c.  – —A period of relative peace for
  the inhabitants of the World. The weak-
  ened Loremasters try to gather the Races
  of Light once again. Slowly are realms
  rebuilt, and trade across Jaiman and even
  much of Emer is re-established. Andraax
  remains in hiding. Votania is a haunted
  place, shrouded by clouds of mist.
  c.  Appearance of the Magician in
  Haalkitaine. Rhakhaan, spared the
  devastations of the Wars (because the
  Kings kept faithful to the Crowns, it is
  said), annexes much of the surrounding
  land.
  c. —The Lords of Orhan reappear,
  having vanished after their aid in the
  Wars of Dominion. They are more aloof
  from political affairs than before.
  —The Magician (or his successor) returns to
  Haalkitaine and is welcomed.
  c. ,—Rhakhaan now controls nearly all of Jaiman. There is
  increasing prejudice against the Elven-kind, leading to internal
  strife. Many Elves flee the country for Urulan… The Iron Wind
  is born as an arm of the Unlife, and its servants, the Priests and
  Messengers Arnak, begin their dark task.
  
  
  The Grand Campaign
  —Kelir VI names himself Emperor of Jaiman. War is
  declared on the Elven-realm of Urulan, and the two countries
  are at odds for over  years and several Rhakhaan emperors.
  c.  - —While the two mighty realms fight to the south,
  many lesser lords begin to quarrel amongst themselves for the
  northernmost lands of Jaiman.
  —The conqueror Ugus Fost (now ruler of most of NW
  Jaiman) is murdered and his realm destroyed by a demonic
  force. It is the Shards.
  c. —NW Jaiman falls under the yoke of a lord known only as
  the ‘Syrkakang.’ Approximate time period of events and situa-
  tions described in “The Iron Wind.”
  —The Emperor of Rhakhaan (the first to refuse the Phoenix
  Crown) is assassinated after only three years as monarch; the
  realm, without a strong heir, is politically fragmented. The
  inconclusive (but mutually debilitating) war with Urulan is
  broken off.
  —The Seer of Urulan is lured into a trap by members of the
  Jerak Ahrenreth; he is slain and replaced by Iæn Shiin of the
  Secret Circle.
  c.  - —The weakened Urulan falls prey to sea-raiders
  and eventually disintegrates as a nation. It is said also that
  strange ‘tree-demons’ murdered a large percentage of that
  Elven population. Rhakhaan fares better, but her borders
  retreat to nearly where they once were when the Emperor wore
  the Crown. Meanwhile, the Syrkakang spreads his dominion to
  the northern border of Rhakhaan.
  —Eidolon is completed and rises majestically into the sky
  over Northern Emer.
  —Ajkara III ascends the throne of Rhakhaan at the age of .
  A powerful, charismatic woman, she quickly consolidates
  power, and within a few years Rhakhaan enters a new renais-
  sance. The coastal city of Lethys is brought under control and
  both it and Haalkitaine are rebuilt. The Syrkakang is pushed
  back into the desert. There are also tales that the Syrkakang is
  battling armies of a great Fire-drake.
  —The Magician again returns to Rhakhaan. While Ajkara is
  deaf to his words, he finds eager listeners among the
  Haalkitaine Court. Rhakhaan annexes most of Meluria.
   - —Rhakhaan reopens the ancient road under the Grey
  Mountains and eventually annexes Tanara.
   - —The Y’kin of southern Tanara are subdued.
  —Ajkara narrowly escapes an assassination attempt and is
  forced to flee Haalkitaine when many nobles revolt.
  c.  (until )—Rhakhaan survives the departure of its
  Queen, but the massive realm continues on a slow decline. A
  series of puppet monarches are placed on the throne, con-
  trolled by coalitions of nobles. Perimeter holdings operate
  more and more defiantly. Tanara and Meluria retake their
  independence.
  —Ilred II takes the Throne of Rhakhaan, but refuses the
  Phoenix Crown. He does, however, use his military clout to
  break the power of the nobility. Ilred institutes reforms which
  strengthen the power of the monarch once again.
  —The Magician appears in Haalkitaine, offering his services
  to Ilred. The King, wary of tales of the Mage and attentive to
  counsel by his friend the Loremaster Uli Tarka, turns the
  Magician away.
  —King Ilred is slain while visiting a frontier province, killed
  by a crystalline throwing star. He is succeeded by his teen-age
  son Fiilig, with Tarka acting as regent. Fiilig, counseled by Uli,
  also refuses the Phoenix Crown.
  —Fiilig dies under mysterious circumstances. His younger
  brother Yurin petitions to be named heir but the King’s son
  Alaek is named. Alaek’s reign begins unevenly, with the realm
  attacked repeatedly by wild men of Zor and Lugrôki. Desper-
  ate, he dons the Crown. The invaders, mysteriously disori-
  ented, are easily driven back and the old borders are re-
  established. However, Alaek’s personality gradually changes
  and he becomes a cruel, tyrannical monarch. His reign is long
  and considered by many to be a dark period in Rhakhaan’s
  history.
  —A Dragon is seen over the city of Lethys.
  —Population of the Isle of Plasidar is wiped out to the last
  man. A Seer in Lethys gave a name to the massacre: Kæden.
  The word is ancient, the meaning unknown.
  —The cult of Andaras rises, this time in Lethys.
  —A Dragon is seen again, the mighty beast terrorizing the
  city of Eidolon. Yet it does no damage and vanishes into the
  clouds. Some claim that it had a human rider. Rumors abound
  that the Prince of Sel-kai is subsequently blackmailed into
  paying a ‘protection’ ransom.
  c. 5800—The Priests Arnak, after a long period of inactivity,
  begin their works in earnest again.
  —The High Priest of Athimurl completes the destruction of
  Quellbourne in northern Jaiman.
  —Ilred IV ascends the Rhakhaan throne and once again
  refuses the Crown of the Phoenix.
  —A terrible plague sweeps Rhakhaan, killing nearly % of
  the population (including the King’s wife and three sons). The
  plague has little effect on surrounding lands, despite an
  ineffective quarantine.
  —Ilred IV dies in his sleep; is succeeded by his daughter
  Italana VI, who accepts the crown and welcomes the Magician.
  c. —Empress Italana VI of Rhakhaan (at the urging of the
  Magician) declares herself Empress of Jaiman; she annexes
  Meluria and Zor. There is some resistance from the former…
  —Snow-demons (backed by forces of the Syrkakar) sack the
  Ky’taari capital city in the Mur Fostisyr. The Ataarn is killed
  and sword Ashaanaar stolen.The A-Ryaan and surviving
  monks retreat to the Kaldaraak-Vaar. The Arnak Priest Gaath
  moves his evil throne to the Ataarn’s Palace.
  —The Dragonlord Sulthon Ni’shaang drives the forces of the
  Syrkakang back into Lu’nak… Halek Ianis ascends to the
  Princedom of Helyssa.
  —The Udahir of the Mur Fostisyr are under siege by the
  Syrkakar. Because of the unique defensive capabilities of their
  volcanic home, however, they can hold out almost indefinitely.
  —The Navigators place the Mur Fostisyr under military
  quarantine: they will not transport anyone there.
  —The Priest of Yarthraak arrives in Helyssa, a kingdom in
  the heart of old U-Lyshak.
  -—(Ice-winter) An unusually harsh winter with deep
  snows continuing into spring causes hardships throughout
  eastern Jaiman. Snow-gark attacks on the Dúranaki become
  intolerable. The warrior T’kaal Arain gathers a force and
  mounts a series of counterattacks, driving the Garks north-
  ward.
  —T’kaal Arain succeeds his aging mother as Head-of-
  Family. He begins steering the Council of Families towards a
  greater awareness of the larger political situation in Jaiman.
  
  Book One: Gathering Darkness
  
  —Italana dies and her son Jerrin III takes the throne of
  Rhakhaan, but refuses the Phoenix Crown. His younger
  cousin, Frelik, steals the crown and retreats north, claiming to
  be the true King. Gark raiders attack the Myri lands in the
  Tanaran foothills.
  —Dansart forces harass the northern borders of
  Rhakhaan… Prince Halek of Helyssa sends an explorer ship to
  Ulor—supposedly a lifeless island since the Wars of Dominion.
  The ship fails to return.
  —T’kaal Arain becomes First Speaker for the Dúranaki.
  -—Frelik, aided by mercenaries from Saralis, assaults
  the northern borders of Rhakhaan. He makes slow progress
  southwards.
  —Agents of the Steel Rain arrive on Urulan. They join forces
  with the K’ta’viir woman Jenkyna.
  —Keniv Kirian—descendant of Alæc—emerges from the
  High Vales of the Grey Mountains. He leads a new group of
  Cloudlords much more benevolent than his predecessor Sten
  Kirian. They send scouts to nearby realms to observe but not
  make contact… yet.
  —T’kaal Arain narrowly avoids an ambush by unknown
  assassins in the Grey Ice foothills. Saralis raiders cross the
  Pelyar mountains into Helyssa.
   —
  Winter—Prince Halek of Helyssa is slain while on a hunting
  trip; the realm is plunged into anarchy. Prince Halek’s son
  Kier vanishes that same evening and a search is begun.
  The Priest of Yarth accepts the Regency and maintains
  order.
  Spring—Yinka armies attack the southern Myri villages,
  breaking a thousand year old peace. The Bucolic people
  are unprepared and many are killed. A meeting is held
  and the Myri begin to arm themselves.
  Summer—Yinka attacks intensify; a major assault on the river
  town of Ulir is turned by an appearance of a corps of
  knights astride flying horses: the Cloudlords of Old have
  returned, wielding magical swords and wands which
  unleash the power of the sun. Further Yinka incursions
  are deterred by a Dúranaki presence. Cloudlord sightings
  continue.
  Autumn—Yinka attack the Sulini village of Shenin, but are
  turned back. Sulini are joined by Elven reinforcements
  from Urulan.
  Fall—Agents of the Priest of Yarth are seen as far east as the
  Grey Mountains, seeking Prince Kier… The remote Yinka
  temple of Chakor is burned. There are no survivors, but
  rumors spread that it was Cloudlords’ work… Randæ
  Terisonen sees The Nameless One in Haalkitaine.
   —
  Winter—Frelik’s armies reach the border of Prevan, a province
  just north of Haalkitaine. Emperor Talus Arej Malvion
  Faslurin VII orders his Lord Captain north with  legions to
  finally crush the would-be usurper. Cloudlords assault the
  Yinka city of Achren, burning the city and sending Yinka
  fleeing into the hills.… Several minor earthquakes rock
  central Jaiman.
  Spring—Slowed by a long winter, the Emperor’s forces reach
  Prevan even as Frelik the Usurper attacks the provincial
  capital. The Usurper is turned back.
  Summer—Forces of Dansart from the Zor Wastes seem to aid
  the Usurper’s armies. Frelik reveals the crown to the
  Rhakhaan generals, casting doubt amongst them (but the
  Usurper still does not dare to put the crown on).
  Four of the Jerak Ahrenreth hold an informal meeting.
  Autumn —The Priest of Yaarth, claiming that Prince Kier is
  dead, seizes control of Helyssa. United with the forces of
  Lorgalis, he sweeps east towards Rhakhaan.
  Fall —The Empire of Rhakhaan is under siege on three fronts,
  and Jerrin Faslurin finds that his defenses are strained.
  Almost nowhere on Jaiman is unaffected by war.
  The Storm Wizard, fearing the fall of Rhakhaan and
  subsequent collapse of civilization on Jaiman, gathers his
  powers. The conflict must be slowed.
   —
  Winter —With unnatural suddenness, winter comes to nearly all
  of Jaiman in the form of a monstrous blizzard. The cold and
  snows cut off supply lines and freeze armies in their tracks.
  There are heavy casualties on all sides, but the weather works
  to the Emperor’s advantage. Nevertheless, Frelik the Usurper
  renews his call for Jerrin’s abdication… In the Mur Fostisyr,
  the Ky’taari are heartened by the heavy snows and redouble
  their guerilla strikes against the occupying Syrkakar.
  The Loremasters suspect artificial intervention in the
  weather, but are unable to trace the source. They are under-
  standably nervous that a source of such power can remain
  cloaked from their detections. The Navigators, always concerned
  about strange meteorological phenomena, launch their own
  investigations.
  Spring —The snows begin to melt, but heavy rains further slow
  progress of any forces in the Rhakhaan conflict.
  Summer —The Arnak Priest of Dansart sends his evil Messen-
  gers of Ulkya against the northern provinces of Rhakhaan.
  More strange warriors emerge from Zor to harass the
  Imperial forces (they are mutants bred by Dansart).
  Autumn —The Dragonlord Sulthon Ni’shaang consolidates his
  hold over Wuliris. He decides that Frelik has grown too
  powerful (he would prefer to see the Usurper and Emperor at
  each other’s throats indefinitely) and considers a move south
  into the Zorian wastes..
  Fall —
  •—At the climax of an important battle between Helyssa
  loyalists and forces of the Priest Arnak, Prince Kier Ianis
  appears in his homeland amidst a tremendous surge in the
  Essænce. He is wearing the Sea-drake Helm. Under Kier’s
  leadership (and using the powers of the Helm) the armies of
  Yarthraak are driven back or destroyed.
  •—Night skies above Jaiman are illuminated by unprec-
  edented flowstorm activity. The most intense disruptions are
  above the center of the continent. These storms are accom-
  panied by minor but frequent earthquakes.
  •—The main powers of the Sea-drake Helm fail. Kier retreats
  into hiding and initiates a guerilla offensive against reduced
  and disorganized armies of Yaarth.
  Winter —(The Present) The Dragonlord Sulthon Ni’shaang
  takes the initiative against depleted Zor and the Syrkakang,
  and seizes lands to the west and south. Earthquakes accom-
  pany volcanic eruptions in Ja’miil Targ.
  The Jerak Ahrenreth meets to discuss the deeds of Ondoval
  and how to salvage their own plans for domination. They
  remain at odds with the Priests Arnak, the Dragonlords, and
  other shadowy factions.
  
  
  The Grand Campaign
  2•RECENT EVENTS
  3•FUTURE EVENTS
  
  Book One: Gathering Darkness
  
  • PART IV •
  THE GREATER POWERS
  AND THEIR IMPACT UPON THE QUEST
  “As we have seen, the Unlife acts through many minions and hides behind many
  names. In the North and throughout Jaiman it is served by black cults led by priests,
  servants of what there is called the Iron Wind.
  “The Iron Wind is known only as a power—and only through its minions. Among
  these are the Priests Arnak (of High Imla Arna—“The Evil High Priests”), and they are
  the first to enter a given land that is marked for conversion. They wear the garb of the
  culture they infiltrate and spread the power of their master not through violence, but by
  intrigue and knowledge of the superstitions of the people…
  “Few who have seen these priests will speak of them, but what reports there are
  seem to indicate that they may be of Elven character. They are learned in geography,
  language, mathematics, religion and the arts… Some have aspired to become advisors
  of the secular leaders, but the more powerful perhaps remain—like their masters—in
  the shadows.
  “The Priests are of six distinct orders, and carry rings to identify themselves accord-
  ingly. These rings embrace great power, but their force is channeled toward multiplying
  the power of their masters. Each ring is tied to its brethren, and the presence of a bearer
  is known by his comrades such that the pain of one is spread amongst all: Priests Arnak
  are but tentacles of the larger body, the Order.
  “Unlike the subtle Priests Arnak, the Messengers bear only death. These assassins
  understand not such human things as compassion or pain, save only how to use them
  on others. They appear singly, or in groups of no more than six, riding great fell crea-
  tures through the night. They are known to be accompanied by familiars: intelligent
  animals who serve their will.
  The Loremaster Elor Once Dark
  c.  Third Era
  
  
  The Grand Campaign
  This quest brings the PCs in conflict with the major forces of evil in the Shadow
  World: the Unlife, the Dragonlords, and the Demons of the Void. All represent a
  threat to Kulthea, though each has different goals and represents a different kind of
  menace. It is important to understand the motivations and the ultimate powers
  behind the many dark forces whom the characters will encounter.
  Following is a discussion of the influential players who will be important in this
  phase of the Grand Campaign; some will remain factors throughout the quest, but
  their particular influences in this part of the Quest are emphasized here.
  1•THE AGOTHU
  The Agothu are so alien to the Shadow World (and, indeed,
  corporeal life as we know it) that their motivations are incompre-
  hensible. Few even understand the source of the Agothu, much less
  their nature. However, these beings have a link to Kulthea, in the
  form of Schrek, one of the Jerak Ahrenreth. He is the unholy
  offspring of a mating between a Lady of Essænce and Agoth itself. It
  cannot be guessed at how this was accomplished, but the hybrid
  creature was borne and lived in the Void for millennia before
  entering the universe of the Shadow World. Now he holds sway over
  the evil cult of the Secret Circle, and his plans for its future are equally
  opaque. One thing is known bay a few: he seeks a powerful item from
  this universe: a huge yellow gem known as the Eye of Agoth.
  2•THE PRIESTS ARNAK
  At the beginning of this Part is recorded an excerpt from the
  notes of the Loremaster Elor Once Dark; in it he aptly describes the
  Priests and their Messenger-servants. Below is a breakdown of the
  six orders and the specific nature of the Messengers (which varies
  from cult to cult).
  The priests and their minions worship the darkness of the
  Unlife.—its ultimate goal being the complete destruction of civili-
  zation and the onset of the pure totality of nothingness. It is true that
  most of the servants of the Unlife do not fully understand its
  purposes—seeking only ‘order’ in the face of chaos. Those who do
  comprehend the aspirations of this evil force are truly mad.
  Six shadowy figures lead six cults of cruelty… these are the High
  Priests Arnak. Beneath each High Priest lies a structure with two
  branches. One includes the lesser priests, and their secret subcults.
  The other consists entirely of the unsubtle :Messengers, cruel enac-
  tors of the High Priests’ will.
  It should be noted that while the appearance of the Messengers
  (in their cruel spiked accoutrements) cannot be mistaken, the
  Priests are the picture of subtlety. Recruited from Elves (to appear as
  Loremasters) or the target races, they are welcomed into their
  respective cultures so that they may thoroughly subvert their vic-
  tims. It is only after it is too late —as in the case of the Ky’taari—that
  they cast off their illusions and abandon subtlety.
  T H P’ R
  Each of the six High Priests Arnak wears a ring which
  conveys special powers. In addition, each ring may have spe-
  cialized powers; these are detailed in the description of that
  Priest.
  Powers:
  . x PP Enhancer
  . Allows wearer to cast four Netherbolts  feet each day.
  . Allows wearer to read any written text at x normal speed, even
  if he has never seen the script of the language before.
  . Allows the user to speak Dyar, Erlin and Iylar (the three main
  Elven tongues) and Arcane tongues with fluency.
  . Protects wearer as AT  (-).
  . Very Evil: Every time one of the ring’s powers is used (includ-
  ing being put on, since certain powers are automatic), the
  non-evil wearer must make an RR vs th level, using his In
  stat bonus. If he succeeds, no side effects. If he fails, however,
  - points are lost from the wearer’s Essænce Soul, an
  artificial number initially equal to his PP stat. When the PP
  stat reaches Zero, the PC becomes Evil. Because of the nature
  of these High Priest rings, the PC will come into mental
  contact with the Iron Wind (an aspect of the Unlife). He must
  make a RR vs th level using his In stat bonus. If he fails, he
  dies; if he succeeds, he is insane and completely enslaved by
  the Unlife.
  Each ring also has additional powers individually suited to the
  wearer’s focus.
  Note: Complete powers are given for priests the PC might encoun-
  ter in the appropriate sections.
  
  Book One: Gathering Darkness
  
  Symbol: Sea Drake
  Orientation: Coastal/island people
  Current Focus: U-Lyshak (and Ly-Aran)
  T P Y
  At the very tip of a peninsula about  miles west of Cynar on the
  central coast of U-Lyshak stands the tower of Yarthraak. The struc-
  ture rises out of the sea, seemingly extruded or grown out of the
  waters, a glistening, ribbed pillar of dark mother-of-pearl. This is the
  home of the High Priest Yarthraak, who has suffered a recent setback
  in his campaign to bring U-Lyshak under his yoke.
  M  G
  The Messengers of Gorath ride the waters standing atop the
  backs of killer whales, their steeds summoned by a magical whistle.
  When on land they choose a more mundane mount: a grey horse.
  Each wears armor of scales that shimmer like mother-of pearl and a
  helm formed from a deep-sea creature’s shell.
  GAATH
  Gaath has held most of the Mur Fostisyr (“Land of Blue Light”)
  under a reign of terror for over thirty years. Here the schemes of the
  Priests Arnak have truly come to fruition, for even the sturdy peoples
  of this land are falling one by one.
  Symbol: Dragon
  Orientation: Mountain folk
  Current Focus: Mur Fostisyr , Xa-ar, Saralis
  T P G
  In addition to their rings, the Priests Gaath now wear bright red
  cloaks with golden pins made in the image of a coiled dragon. Now
  that the land is subjugated, they walk openly as lieutenants of the
  order, traitors to their own people.
  The High Priest of Gaath normally makes his home in the Aalk
  Gaath, a citadel he shares with the Dragonlord Oran Jatar. However,
  the High Priest has temporarily taken the Ataarn’s Palace in the Mur
  Fostisyr as his seat of power, part of the Iron Wind’s final devastation
  of the Ky’taari as a culture. Soon, the High Priest will move to a tower
  in the Lu’nak, on the border of the Forest of Dír. A lesser priest of
  Gaath will take possession of the Ataarn’s Palace at that time.
  Other priests Gaath are in residence in Saralis and Xa-ar, though
  both of those lands remain depopulated or in a state of barbarism.
  M  S
  The Messengers of Syrkakang wear dark cloaks and armor of
  dragon-hide. They have helms of black steel, and their fists are
  enshrouded in spiked gauntlets of such fine steel that a blow from
  one is like a hammer strike. Their weaponry is varied as suits their
  task.
  DANSART
  This order did its job well in the Second Era, causing the
  destruction of the realm of Zor and laying waste to the land itself. For
  many hundreds of years the order dozed in the hot desert days and
  cool nights. But they have a new challenge: the Emperor of Rhakhaan
  is expanding his realm northward despite conflicts with the Usurper.
  And perhaps more intriguing: strange mutated creatures now ven-
  ture forth from the blasted ruins of Zor.
  Symbol: Desert Dog
  Orientation: Desert areas
  Current Focus: Zor, N. Rhakhaan
  T L P’ R
  Each of the dozens of the Priests Arnak wears a ring which
  conveys special powers of subterfuge, deception and even brute
  force. These rings also allow wearers to identify each other—
  even though they might be of different orders. Though they
  vary slightly from order to order, their nature is generally along
  these lines:
  Powers:
  . x PP Enhancer
  . Allows wearer to cast three firebolts  feet each day.
  . Allows wearer to understand any written text, even if he has
  never seen the script of the language before. (Does not convey
  the ability to speak the language, or understand it in it’s
  spoken form, however.)
  . Allows the User to speak Dyar, Erlin and Iylar (the three main
  Elven tongues) with fluency.
  . Detects Magic.
  . Allows wearer to halve the adverse effects of fire and cold.
  . Protects wearer as AT  (-).
  . Evil: Every time one of the ring’s powers is used (including
  being put on, since certain powers are automatic), the non-
  evil wearer must make an RR vs th level, using his In stat
  bonus. If he succeeds, no side effects. If he fails, however, two
  things happen: a) The High Priest is aware that some stranger
  is using one of his rings. He does not know exactly where, but
  has an idea within  miles. b) - points are lost from the
  wearer’s Essænce Soul, an artificial number initially equal to
  his PP stat. When the PP stat reaches Zero, the PC becomes
  Evil. He does not lose all free will, but any thought or action
  is subject to veto by the GM, who must intercede on behalf of
  the Unlife. The PC should try to play the character appropri-
  ately, as a being who now is indebted to the Unlife for power,
  and wishes to serve this new master.
  LYAK
  Charged with corrupting southeast Jaiman, the Cult of Lyak was
  instrumental in the fall of Urulan and the Cloudlords. Their work
  continues, however.
  Symbol: Hawk
  Orientation: Riverine cultures
  Current Focus: Tanara & Urulan
  T P L
  Priests Lyak are currently installed in all cultures in Tanara: the
  Dúranaki, Myri, Sulini and Y’nar are all coming under the Dark
  influence of the Iron Wind.
  The High Priestess Lyak resides in a tower on the spur of land
  extending east to the north of Tanara. Her predecessor destroyed
  Urulan, and her programs of subversion are slowly rending asunder
  the few cultures left in Tanara.
  M  A-
  The Messengers and their birds (both familiar and mount) reside
  in a great roost in the eaves of the Lyak Tower, ready to serve the
  Priestess at a thought.
  YARTHRAAK
  The order holds sway over southwest Jaiman, a cool temperate
  region inhabited largely by coast-dwelling cultures.
  
  
  The Grand Campaign
  T P D
  Near the foothills of the Grey Mountains on the edge of the Zor
  wastes, great crevasses have opened up in the parched earth. A
  complex of towers is set into the side of an overhanging cliff,
  sheltered against the parched, windswept plains and cruel electrical
  storms. This is the home of the High Priest of Dansart.
  M  U
  Often accompanied by several large hyena-like dogs, the Mes-
  sengers go muffled against the dusty air of the wastes. They have
  cruel clawed gauntlets which allow them to strike with the power of
  a desert lion.
  ATHIMURL
  Complementing the actions of Gaath, priests of the cult of
  Athimurl remain hidden beneath their disguises, ferreting out resis-
  tance to the rule of the Iron Wind.
  Symbol: Snow Lion
  Orientation: Taiga forest peoples
  Current Focus: Mur Fostisyr; Lu’nak and Wuliris.
  T P A
  The Priests Athimurl remain “under cover,” serving the dual
  purpose of routing dissidents in the Mur Fostisyr and laying the
  groundwork for their move eastward. Priests of Athimurl have
  infiltrated Quellbourne , some of Lu’nak, and are beginning to work
  their way into Wuliris.
  Messengers of Kulag
  Masters of snow and ice, the Messengers of Kulag are at home in
  the worst winter storms. They come upon the unwary to carry out
  the cruel directives of the priesthood.
  Each armed with a dreaded baw (similar to a large ice-pick), the
  messengers wear armor of white dragonskin. They have reversible
  white/brown cloaks, boots and gauntlets with retractable claws
  suitable for traction on ice. Messengers of Kulag ride great white
  snow-cats, and their familiar is a snow-white owl.
  THARGONDAAK
  Charged with securing the Melurian city-states, south-central
  Jaiman and the Y’kin tribes, Thargondaak has its hands full. The
  high priest has never been able to infiltrate deeply into the Elven
  Forest, but he has had better success withe constantly warring rulers
  of Meluria. And the Y’kin need little provocation to war on their
  neighbors. The priest’s tower is located on a rocky isle in the bay
  south of Lethys.
  Symbol: Great Horse
  Orientation: Prairie Societies
  Current Focus: S. Rhakhaan/Meluria
  T P T
  Priests have achieved positions of trust at varying levels among
  the Melurian States. Oneof the Prince of Lethys’ inner councillors is
  of Thargondaak, as well as members of key religions. A priest has a
  position of some authority in the Lethys Library.
  GM Note: The Players may encounter this Priest—Thayon
  Rauk—as they research in the Lethys Library.
  M  S
  Like the other Messengers, they ride through the night on
  missions to bring fear to the indigenous peoples. Their familiar is a
  large black bat. Equipped for stealth, the messengers each owns a belt
  of invisibility and a helm of nondetection. Their weapons include a
  gé and a warhammer.
   3•STEEL RAIN
  GM Note: The Steel Rain will have a greater part to play in the
  later sections of the campaign, but the characters may very well
  encounter scouting Morthrog in Jaiman. Note the adventure in
  Urulan which does include some Morthrog. A brief overview of the
  Steel Rain appears here; more will be disclosed later.
  This mysterious group established itself originally in Folenn
  (The Bladelands) far to the East. Recently, however, members of this
  cult discovered an Ash Gate, and passing through it emerged in the
  southernmost area of Emer. There they encountered the K’ta’viir
  woman Jenkyna, and an alliance was formed. They have combined
  efforts and knowledge, and their secret organization is growing. It
  has now gained a foothold in Jaiman. They have a small base in
  eastern Urulan, where metals and other raw materials are mined and
  smelted for transport to their main base in southern Ræl.
  The Steel Rain is an independent force largely ignored so far in
  the larger scheme of Shadow World. Purely secular, the Steel Rain
  relies on an unholy fusion of magic and technology.
  The group is directed by a troika of powerful females:
  Jenkyna: a Lady of Essænce Jenkyna who retains knowledge of the
  old cyber-enhancement methods of that lost race. While an im-
  pressive presence herself, Jenkyna is overshadowed by her constant
  companion: hovering constantly at her side is a a three-foot high
  lozenge-shaped machine of black metal sprouting eight wavering
  tentacles. It is an Omega Drone from the First Era, an intelligent
  robot of incredible technological sophistication and power.
  Ulya Shek: A Dragonlord with considerable resources at her dis-
  posal, Ulya Shek is a woman not to be trifled with. In addition to
  her interests in the Steel Rain, she is mistress of the Watching Sisters
  in the Bladelands, and has an impressive citadel in the far west.
  Despite her fascination with technology, Ulya dislikes Jenkyna’s
  Omega Drone and frequently threatens to morph to Dragon form
  and destroy it. This is unlikely, however (for one thing, she doubts
  that even her powerful dragon-breath can penetrate the machine’s
  energy shields.
  Nemui Enkala: A Loari Elven Alchemist of considerable smithing
  skill is the third (and distinctly lesser) sister of the three. She was
  one of Tethior’s star pupils and an adept Alchemist. She has also
  learned to comprehend (after a fashion) the technology resur-
  rected by Jenkyna, and it is she who actually directs the construc-
  tion of the biomechanical implants of the Iron Warriors.
  IRON WARRIORS
  The servants of the Steel Rain are an army of almost mindless
  automatons.: biomechanical beings created from captured men and
  women who have been fitted with mechanical prosthetics and
  electro-magical brain implants. They can thus be controlled by the
  Steel Rain.
  From the ancient installation under the mountains in the isle
  south of Ræl, the three women have supervised the repair of many
  technological artifacts from the time before the fall.
  Jenkyna is slowly creating a force of biomech warriors. Northern
  Falias is theirs. The mountains of southern Ræl (as well as eastern
  Urulan now), rich in mineral resources, are being honeycombed
  with tunnels.
  The Loremasters are aware of the Steel Rain, but currently
  underestimate the extent of the menace. At first the Iron Warriors
  were thought to be Demons of the Fifth Pale, but it was soon learned
  that these beings were quite different in nature. Technology is alien
  to the Loremasters; they are confounded by the cybernetic, spell-
  resistant minions and remain at a loss over how deal deal with these
  strange beings.
  
  Book One: Gathering Darkness
  
  G   S R
  Jenkyna wishes all Kulthea controlled through implants. Anyone
  captured will be so altered after she has extracted any information
  she needs from them (the minds of Iron Warriors are usually
  irreparably damaged in the cybernization process). Ulya Shek’s
  goals are somewhat different, but she is confident that she can steer
  the actions of the Steel Rain when the time comes. If necessary, she
  will bring to bear her own servants among the Watching Sisters.
  4•JERAK AHRENRETH
  Little need be discussed about the Secret Circle here; the charac-
  ters will not encounter any high-ranking members of this evil order
  until they travel to Emer in the later stages of the quest. In the
  meantime, if the GM is interested in additional background, she
  may consult the Emer book.
  O
  No longer considered a member of the active Circle of Eight,
  Ondoval is nevertheless a very powerful force in the Shadow World.
  He also controls one of the eight citadels (“Secrets”), and wields
  indirect influence over the cabal.
  S
  Schrek is at the center of the Circle’s
  power, and the main thrust of the Grand Campaign is aimed at him.
  He appears to be one of the Lords of Essænce: a handsome man with
  coal-black hair, brown skin and glittering blue eyes, but this is only
  half of his origin and a false shell. He is of the Agoth—the unspeak-
  able creatures of the Outer Void. His mind is so utterly alien that it
  could not even be called evil. His goal seems to be to foment chaos,
  and his tool is the Secret Circle.
  Schrek seeks an item of great power, the Eye of Agoth, to aid him
  in opening a door to the Void.
  T C  S
  This is a cabal of powerful and elusive assassins, supervised by the
  woman Oan Lyak (also known as Lyax Khâng in her role as a member
  of the Jerak Ahrenreth). All are women, and they normally employ
  a black obsidian dagger with a black star sapphire. set into the
  pommel. Part of their mystique comes from their ability to gain
  access to even the highest security locations and to escape again
  without trace. It is feared that the assassins have acquired a set of the
  powerful artifacts known among the learned as Images, creations of
  Tethior the Smith. Images are small, rectangular flat objects (not
  unlike large playing cards but much more resilient) which act as
  some sort of two-way teleportation devices. More about the Images
  and the Cult of Stars will be discussed in later parts of the Campaign.
  O C M
  Seven active members of the Circle are all powerful lords
  and ladies, but they move in shadow and their roles in this
  drama are in the later acts.
  Adher   S C
  Twelve Adherents serve the cult, and it is possible that
  one or more of them will be encountered In particular, they
  might see Vaag t’Kang, Gargarax and Urkanian. Of course,
  they PCs will likely not realize just who they are encounter-
  ing. Vaag t’Kang is specifically mentioned as visiting the
  Priest Arnak of Dansart; he also appears in Eidolon as
  foreshadowing of evils to come. Right now he is in Jaiman to
  observe the operations of the Priests and to make alliances
  if possible.
  5•ANDRAAX
  Andraax wishes to counteract the evil influence of his
  brethren. He is less concerned with other evil groups, ob-
  sessed with allowing the Shadow World to develop on its
  own—for good or ill—as long as it is not controlled by the
  vestiges of the previous rulers of the planet. He still has his
  hands full, however, since Ondoval, the Jerak Ahrenreth as
  a group, and the Steel Rain are all influenced (or controlled
  by) survivors from the K’ta’viir.
  Andraax has also been busy in Folenn, working with the
  Duskwalkers. Only lately has he again turned his eye to the
  West.
  It is important to remember that Andraax is a mentally
  unbalanced individual. While lucid and focused most of the
  time, he has lapses in which he is either unresponsive or
  actually hostile.
  6•THE NAMELESS ONE
  As noted in the Master Atlas (nd Edition, pg. ), a man
  who calls himself only the Nameless One first appeared in
  Zinvar in TA . He has since surfaced in many places,
  prophesying doom.
  The Nameless One’s appearances are becoming more
  Jenkyna of the K’taari
  
  
  The Grand Campaign
  frequent and his doomsayings more ominous: his fame has spread
  from Kaitaine to Sel-kai, and every black-robed stranger is seen as an
  approaching harbinger of disaster: a specter to be feared.
  The GM may wish to have the Nameless One appear, but since
  the group is not spending much time in any metropolitan areas in
  Jaiman, it is unlikely. Rumors of his visits might reach them,
  however.
  GM Note: as noted in the Master Atlas, the Nameless One is in
  fact Tethior the Smith, who was not killed in the Wars of Domin-
  ion as everyone believed. He, like Andraax, is somewhat mentally
  disturbed, however.
  7•THE DRAGONLORDS
  Five beings whose true nature is unknown to all but a few, the
  Dragonlords are as a group little more than a loose association. Each
  is too willful and power-hungry to truly unite with any of the others
  for more than a brief period., although there is clearly an implied
  coalition in that they wear the Five Helms. It is rumored that they
  meet on a regular basis to at least divide up the world in such a way
  that they do not conflict with each other. Detailed descriptions of
  each Dragonlord are provided in the Shadow World Master Atlas
  (nd ed. pp. -).
  Of the Dragonlords, three have a part to play in the Grand
  Campaign. (Sulthon Ni’shaang, while controlling parts of NE Jaiman,
  has only indirect influence, while Drül Churk’s attention is directed
  to the southern lands.) Of the three who are involved, Voriig Kye
  rules Vog Mur off the coast of Emer; and Ulya Shek wields power in
  the Steel Rain; their roles will become clearer in the later stages of the
  Quest. Oran Jatar is a resident of Jaiman and is entangled in the plots
  of the Iron Wind, and so the Unlife itself.
  O J
  The White Dragon has formed an alliance with two of the
  Priesthoods Arnak—that of the Dragon and of the Snow Lion.
  Priests of both orders reside with him in the citadel known as the
  Aalk Gaath in the Mur Fostisyr (in NW Jaiman).
  The history of the White Drake is a long and fascinating tale of
  clever alliances and subtle maneuvering. In many ways, he has
  chosen a path to power completely different than that of his ‘brother’
  Sulthon Ni’shaang.
  Jatar joined skills with the master smith Krelij in the Second Era
  and together they created the five Dragon Helms. Powerful en-
  chanted tools, they allow the wearers to walk as men yet wield their
  awesome powers with almost full potency.
  In recent years, Jatar has lost some of his influence with the
  Priests, and their destruction of the cultures of the Mur Fostisyr has
  been more complete than he would have liked. Unlike the Iron
  Wind, Jatar wishes a slave population to rule, not total annihilation.
  The White Dragon may have found an ally more dangerous than his
  enemies.
  8•THE LOREMASTERS
  This association continues to be the leading force in the battle
  against the minions of the Unlife. In addition to sending out
  hundreds of field operatives to explore the countryside and seek out
  agents of Darkness, the Loremaster Council protects governments
  with ideologies which flow along similar lines as their own. While
  the Loremasters avoid direct control (the spectacular failure of the
  Crowns of Tethior being an example of the flaws in that strategy),
  they continue to counsel monarchs and ruling oligarchies, warning
  against  the temptations of Dark Magic and its terrible price.
  9•THE NAVIGATORS
  The Navigator Alliance is officially neutral in any military or
  political  conflict, but Navigators have been known to act on their
  intution when forces such as the Unlife or a truly evil cult such as
  Arnak are involved. While it is to their advantage to remain neutral,
  they could not continue to operate if the entire world had fallen
  under the yoke of totalitarian forces.
  While it is generally to their advantage to remain their vaunted
  neutrality, the Navigators could not continue to operate if the entire
  world were to fall under the yoke of totalitarian forces. When an
  individual Navigator engages in an activity of questionable objectiv-
  ity, they look the other way (or at worst  punish with a slap on the
  wrist). These activities are rare however,\; do not get the idea that
  Navigators are in the habit of helping anyone in need. Their reputa-
  tion for cold-hearted detachment is well deserved.
  
  Book One: Gathering Darkness
  
  
  
  The Grand Campaign
  • Southern Jaiman •
  • Lethys
  • Ormian
  Plasidar
  Sel-kai •
  
  Book One: Gathering Darkness
  
  A hush fell over the smoke-hazed great-room at the Flask and Mug. Bette leaned
  over the polished bar, allowing herself a short rest; her sons and daughters could handle
  the drinks for awhile. At the far end of the room, by the hearth’s roaring fire, the bard
  Randæ was strumming his harp. The singer had a beautiful voice and the ability to
  hold even large halls under his spell for hours. Bette wondered not for the first time why
  such a beautiful, talented Elven bard continued to play in low-class taverns like the
  Flask when he could make several times the silver in the Royal Quarter.
  She noticed her youngest daughter Ilene staring at Randæ with glazed eyes and
  bemused smile. Bette frowned, afraid that the girl had fallen in love with the charming
  bard. Then the proprietress scanned the other faces in the room and noticed something
  for the first time: nearly everyone wore the same entranced look. Bette pressed her full
  lips together as she thought: ‘Sorcery, from my little bard? We’ll have to have a talk
  after this set. Maybe I can convince him to suggest that they buy more ale in addition to
  listening—and to leave my daughter out of his enchantment.’ Then she turned back to
  cleaning ale glasses, taking for granted the fact that Randæ’s spell had not enveloped
  her as well…
  ethys and Haalkitaine are the two largest cities in Jaiman, and while
  both are within the Rhakhanian Empire, they could hardly be more
  different. Where Haalkitaine is dark, brooding and claustrophobic,
  Lethys is bright and energetic. Haalkitaine is often cold and buffeted
  by mountain winds; rain and snow are common. Lethys is sunny and
  her climate is moderated by mild coastal breezes. Haalkitaine is a fortress, her
  granite walls designed to shut out the world. Lethys is a trading center, her gates
  open all day and night.
  Located along the eastern coast of the Nea Bay, Lethys is a sprawling city,
  nominally under the control of Rhakhaan. It is considered the gateway to Emer and
  other points south, and therefore a logical first destination for those seeking adven-
  ture (or maybe just passage south to Kaitaine).
  • PART V •
  LETHYS
  SEA-PORT IN RHAKHAAN
  
  
  The Grand Campaign
   1•THE GATHERING
  Before gathering the players, the GM should have prepared each
  of them with a reason for their character to have arrived in Lethys .
  A quick check of their backgrounds shows that all have a motive to
  be away from their homes; what remains is the explanation of what
  brings them together.
  Beginnings in FRP campaigns are almost always a bit contrived,
  with very different characters somehow coming together to form a
  group bound together by (usually) mysterious forces.
  While ICE does not generally encourage heavy-handed
  Gamemastering (forcing characters into a preset series of events),
  the very nature of a campaign dictates a certain amount of guidance.
  However, it falls upon the GM to provide opportunities rather than
  dictate courses. Below are brief summaries of motivations for the
  characters which would bring them to this port.
  Ajkar Tyrus Faslurin: Ty has no particular goal at the onset of the
  Campaign, though the thought of going to the Library of Nomikos
  will secretly excite him; he will offer to go along as ‘protector.’ Once
  the nature of the quest begins to unfold, his curiosity will be
  piqued. His sense of duty (not to mention the opportunity for
  glory) will carry him from there. He has come to Lethys to see the
  library.
  Ta’a Nœr: Like Ty, Ta’a has no direct link to the campaign purpose.
  She is living in self-imposed exile in Jaiman but has grown bored
  and discontented in Lethys. She will go along for this purpose alone
  (though at first she might ask for compensation a bodyguard; if Ty
  is there he might shame her into going free). She might be encoun-
  tered in the Flask & Mug, having become a regular there. Bette
  could introduce her to the others.
  Terek Al-Arain: He is also an exile, but he seeks to discover the
  nature of the Phoenix Pendant. The search has brought him to
  Rhakhaan, but now hints point towards Nomikos, where archives
  might hold information on such mystical devices. Terek has ex-
  hausted the resources of the Haalkitaine library, and is in the
  Lethys stacks hoping to pick up an additional kernel of informa-
  tion.
  Vania Kirilin: As an agent of Kel, Vania has no set destination. The
  appeal of Nomikos is that such a center of knowledge might also be
  a gathering place of Loremasters exchanging more recent news of
  world events. She could very well be in the library or in the tavern
  gathering information. She has already spent several days in Lethys,
  so will be ready to depart.
  Jymsan Ixata-Centarus: Unlike some of the other members of this
  group, Jymsan is ‘along for the ride’ (at least in the beginning). He
  is not particularly driven by a troubled past or seriously seeking a
  goal. As a result, he will be mildly interested in Nomikos simply
  because its a place he has never been before. He might well have run
  into Ta’a Nœr at the Flask & Mug before
  Nukiti Melenka: Nukiti might not be particularly interested in
  Nomikos until someone tells him that there are always rich re-
  searchers there (it might be wise to neglect to mention to Keety the
  Changramai Warrior guards). He might also gain clues to the
  whereabouts of the Scepter of Khôm. He will be frequenting the
  Flask for a good time and drunk targets.
  Morden Nôk: The information he seeks about his father is not likely
  to be found here, but he might gain insights from unexpected
  sources. (Andraax comes here often, cloaked in a variety of guises.
  Morden will see him as he really appears—a striking man with
  black hair and violet eyes—but it is unlikely that he will realize just
  who he is looking at). In addition, Morden might seek information
  in the Library, though it is relatively inadequate.
  Ræk Torren: In the beginning, Ræk is on a journey of self-discovery
  as much as anything else. He need to come to terms with his inner
  spirit and his true nature.
  Later, as the focus moves to Emer, his importance as a true
  descendant of the Order of the Cloak will come to the fore. Ræk
  could take an important leadership role, standing against the
  Inquisitors, and even re-founding the true order.
  Leena Ærien: Leena seeks her brother Ærik, who was lost while
  journeying around Emer. She will not be eager to spend a great deal
  of time in Jaiman, but the opportunity to go to Nomikos Library
  is too great an opportunity to pass up. Hints of her brother’s fate
  will be revealed in Jaiman. Leena is most likely to be spending time
  in the docks area and the taverns, hoping to hear word of her
  brother.
  Rælen Thirok: He is at first on his way to the Mur Fostisyr to join in
  the rebellion against the Iron Wind, but knows better than to rush
  foolishly into the fray. He wants to gain what insights he can about
  the Iron Wind—any tools which could be used against this dark
  power. He will be in the library to learn background and in the
  taverns to hear the latest developments. He will not get much on
  the Iron Wind, except a scroll on which is recorded the passage that
  appears below, with indications that it is part of a much larger work
  (this is a copy, unsigned).
  From the History Arnak …
  Six Orders like six fingers of the same hand, united yet
  separate, the Arnak take hold on a continent. Their purpose is the
  destruction of civilization, the end of life.
  Of Gaath is known, the Dragon-cult of the Northern Isles. Few
  now stand against the Evil which lurks amidst the frozen peaks.
  Athimurl as well holds sway; the Snow Lion rules the lands of Blue
  Light.
  Of Lyak the Hawk I know little, yet I have heard hints of a dark
  order in the land known as Tanara…
  Dansart is quiet for now. The Desert Wolf rules the windy
  plains of Zor, dead as the taste of dust. In the silence soon will arise
  whispers.
  Words of the Priest of Thargondaak now echo across the rolling
  hills of Taldaar; horsemen hear the call and their reward is
  madness.
  Of Yarthraak I hear whispers most ominous. The Cult of the
  Sea-Drake awakens to a new realm built upon the foundations of
  old, yet forged reborn terror and hate. By a dark victory a Crown
  is the tool of the Unlife.
  Elor Once Dark
  (TEI )
  From this (and hints dropped by library clerks) Rælen may get
  the idea that Elor is a prolific author, whose works might be worth
  additional research.
  GM Note: While this is dated long ago, it still has relevance because
  of the cyclic nature of the forces involved. As is noted in the timeline,
  the Priests are moving again after a period of inactivity. In the Mur
  Fostisyr they are succeeding where they failed two millennia ago.
  Also, The GM may wish to begin droppping hints about Elor now:
  that he is kind of crazy, that he retired from the Loremasters, that
  he is living somewhere in NW Jaiman, that he knows all kinds of
  secrets, etc.
  
  Book One: Gathering Darkness
  
  2•LETHYS OVERVIEW
  A sprawling coastal trade center dominating the Nea Bay, Lethys
  is the largest city in Rhakhaan. Nearly % of the Lethian population
  of about , is Elvish, mostly Erlin. Lethys has the largest harbor
  complex on Jaiman, and not surprisingly is the leading ship-builder.
  Lethys and Haalkitaine are as night and day in both mood and
  design. While Haalkitaine is a brooding citadel honeycombed with
  secret passages and court intrigues, Lethys is a bustling seaport,
  ruled by a flamboyant prince and a council of greedy (if unassum-
  ing) families. The emphasis is commerce, and silver will buy you in
  Lethys what you’d need breeding or blackmail to get in Haalkitaine.
  Lethys is not only a trading center, it is a renaissance city which
  owes much of its wealth to banking and astute business ventures by
  its powerful families (it is a lesser sister to Sel-kai, but nevertheless
  a wealthy city). Many of these groups have ‘offices’ in cities all over
  Jaiman and Emer, lending money to other concerns and even
  governments. As a result they have grown rich on interest and trade.
  Lethys is practically an independent city-state, though no one would
  dare say it aloud in Haalkitaine.
  L
  Prince Westley Calyon is a very popular leader, especially con-
  sidering his bloodlines (he is a distaff heir; worse, his father was an
  Elf); yet there were no other heirs when the last Prince died. (The
  royal line of Lethys is related, yet separate from, the Emperors of
  Rhakhaan. Only the head of Lethys is granted the title of Prince,
  while the other provinces of the Empire are ruled by Dukes, Counts
  or Barons.) Westley’s mother’s sister was married to the former
  Prince, and thus inherited the crown only through marriage. Un-
  thinkable in Haalkitaine, yet hardly more than inconvenient here.
  While technically the final authority in Lethys, the Prince must
  answer to his Council, a body of nine men and women who are the
  heads of the city’s economically powerful merchant families. There
  are also the city guilds to reckon with and these include Shipwrights,
  Metalsmiths, Stonewrights, Clothwrights, Seamerchants,
  Landmerchants, the Allied Cults (all recognized churches), the
  Uscurac Orders (users of Essænce), Scribes, Artisans, and Bankers.
  In addition there are a number of landowners, but while they sit on
  council, they have less authority and restricted voting powers.
  T C L
  The City rests primarily on the north side of the Bernen River in
  the southern inlet of the Nea Bay. It is divided into four uneven
  quarters:
  The Port: Including the warehouses, docks and shipbuilding facili-
  ties, this is the largest district. There are numerous taverns, Inns
  and other ‘service’ establishments catering to every taste and
  budget. The Flask and Mug is here, a few blocks from the commer-
  cial docks.
  The Trade Quarter: Adjacent to the port, it is where the majority of
  major transactions take place. The Grand Marketplace runs several
  blocks and is bustling all day and well into the night.
  The Royal Quarter: Smallest of the four, it includes the Prince’s
  palace complex and the barracks of the militia. The houses of the
  wealthiest families of the city and many temples are situated here.
  The Lethys Library is here.
  The Artisans Quarter: Most of the craftsmen live and work here,
  residing in apartments behind and above their shops. This is where
  many finished goods and services can be had.
  3•THE LETHYS LIBRARY
  While no match for the Library of Nomikos, this archive is still
  one of the finest in Jaiman. Dedicated to the Lady of Orhan, Valris,
  it is staffed entirely by women who follow the academic teachings of
  the Goddess of Knowledge. Many are Astrologers and Scribes. While
  they don’t require library patrons to be followers of Valris, they do
  screen out ‘unsavory’ types.
  Except for an open reference area, the stacks of the library are
  closed; searches are done by the staff upon request. Charges for a
  search run between one and five sp, depending on scope and
  complexity. Books on the requested subject are brought to the
  patron, who may view them in the open area or use a “private”
  cubicle for an additional charge of  sp. (“Private” is in quotes
  because it can be assumed that the patron is being monitored by the
  staff, notoriously protective of their books.) Books may be viewed
  for one day free of additional charge, but may be kept ‘on hold’ for
   bp per additional day, up to a week. This would be for the purpose
  of reading long passages, copying, etc. Copying services are avail-
  able, though pricey.
  Anyone found attempting to steal or deface a book is immedi-
  ately removed from the premises and fined up to  gp. Those who
  cannot pay or attempt truly heinous crimes have been known to
  suffer very unpleasant (and unexplainable) maladies such as recur-
  ring partial blindness, memory lapses, speech or hearing disorders.
  A  L
  Visitors are greeted pleasantly and asked to formulate their
  search request. They are charged and asked to wait or return in a few
  hours. Searches generally take from ½ to  hours.
  I PC Roll: Administration (If no Admin skill, roll at -. If the player
  does a particularly good job personally, add up to ). This is to
  determine how well the character explains her research interest
  without causing offense, raising suspicion, etc. For instance, walking
  in from out of town and asking for all they have on the Dark God
  Scalu in a religious library would not be advisable. If you want to
  know about the Dark God Scalu, you have to work your way down
  there. Use this roll as a guide to how on-target the staff member’s
  search is.
  I GM Roll: A plain open-ended D as a general indicator to see
  what is available on the topic. Add  for the library size; modify if
  the topic is particularly bizarre or arcane—or if very pertinent. Note:
  no matter how good the roll, don’t get carried away and give away
  everything! This roll should also be secret in case a negative result is
  indicated.
  Roll
  Result
  < –
  Incorrect Information. Character gets very con-
  vincing but very wrong data.
  – — +
  Failure. Nothing available.
   — 
  Minimal Success. Basic information; what the PC
  probably already knows.
   — 
  Moderate Success. Some information unknown
  to the Character is uncovered, but nothing earth-
  shattering. The researcher will point out (wist-
  fully) that there are more thorough volumes on
  Nomikos.
  
  Success with a Twist. The researcher finds a rare
  book with very unique information on the sub-
  ject—and unrelated information which is also of
  great value to the character.
   — 
  Success. At least one very informative and unique
  bit of data is revealed.
  — 
  Thorough Success. Two or three new bits of in-
  
  
  The Grand Campaign
  formation are revealed.
  +
  Phenomenal Success. Character learns important
  information, plus related information of great
  import. (e.g., while searching for information
  about the Phoenix Pendant, Terek not only gets
  the basics of it’s powers, but references to ‘Gryphon
  College,’ where information about attunement
  might be found.
  One way that characters might meet is if their searches indicate
  a book or scroll that is already ‘checked out.’ This would lead to
  another PC’s cubicle or table, where a sharing arrangement might be
  worked out—and from there…
  4•AT THE
  ‘FLASK AND MUG’
  A mid-range Tavern, the F&G is convenient to the docks without
  being located too near the rough area known as ‘The Planks.’ The
  Proprietress is an amiable woman named Bette. Her sons and
  daughters work in the inn, as cooks, servers and porters; all share a
  blond handsomeness, impressive stature and easy nature revealing
  their Myr origins.
  ENCOUNTER:
  THE CHARACTERS MEET
  The various characters find themselves—each for his or her own
  reasons—in the great room of the Flask and Mug, each drinking and
  enjoying the evening’s entertainment.. A few of the characters may
  have already met that day, perhaps on the docks looking for a ship
  to Tanara, or at the Lethys Library (see above). It would not be
  uncommon to inquire with a proprietress such as Bette if there are
  other residents of the Inn headed for a given destination. If they
  don’t look shady, she could be helpful.
  Tonight the Greatroom of the Flask is graced by a talented bard.
  Several have good singing voices and might join in with the youthful
  singer seated by the fire. The bard seems to project an air of
  friendship and comeraderie, and the songs he sings are all familiar
  ballads and ditties known across Jaiman, Emer and beyond. His
  name is Randæ, and he is always a big draw at the Flask And Mug.
   As the evening progresses, the group begins to gather, make
  introductions, and lay plans for the trip to Nomikos, on the Isle of
  Ormian
  Anyone investigating possible routes will have been told the
  following: while the coast road through southern Rhakhaan and the
  Melurian States followed by a ferry ride to Ormian seem to be a
  direct path, the way is not safe right now. The Y’kin are moving
  southwest, and there are bandits, and tales of ghosts. Besides, once
  they get to the bay, they would have to travel far around it to get close
  to sea level; most of the northern area is rocky cliffs. It would be
  almost  miles, the last half all rough going.
  The best way to go is by ship around the peninsula. The usual
  voyage time is  days. Merchant vessels leave almost daily on that
  route, usually heading on to Tanara or south to Sel-kai afterwards.
  If the PCs make the wise decision, they will opt for the sea voyage.
  Maybe some have already booked passage (the Seasprite is the
  archetypal ship provided); there will be space still available tomor-
  row; the ship is scheduled to set sail in three days.
  ENCOUNTER:
  THE BLOODY DAGGER
  This settled, the group can settle in to enjoy the music. However,
  The ‘Flask & Mug’
  Kitchen
  Bar
  Alley
  Gold
  Cobbles
  Road
  0
  3
  6‘
  
  Book One: Gathering Darkness
  
  the evening is not to conclude unmarred. There is a handsome
  young man alone at the next table; perhaps one or more of the PCs
  notices him; he looks to be part Elvish. He wears simple but fine
  travelling clothes, sips wine, and wears a blandly pleased expression.
  A tall woman in black attempts to squeeze between the tables and
  bumps the man. He stands, and suddenly there is an altercation
  between the two. One of the PCs (the GM must either set up the
  scene or choose) is bumped so hard he must stand up and suddenly
  the man spins around and falls into the PC’s arms with a short cry
  of surprise and pain. About this time Randæ has noticed the com-
  motion and will stop playing. People are turning.
  The woman glares at the PC and walks purposefully towards the
  back of the bar. Trying to help up the man, the PC feels something
  wet and warm on his hands… it is blood: there is a dagger in the
  man’s chest, and he dies right there. This is what most people see: the
  dead man in the PC’s arms, with the dagger in or near the PC’s hand.
  A few will have noticed the woman and cry out, but it is just about
  too late.
  I Roll: Perception, Very Hard (-). Very observant PCs might
  notice a flickering in the shadows: The woman is Alize of the Cult of
  Stars, and she is using an Image to teleport out of the bar. There is no
  chance of catching her.
  The dagger is of obsidian with a silver edge. The hilt-pommel is
  a black star sapphire. This is the symbol of the Cult of Stars, but of
  course they don’t know that… yet. The victim is in fact a lesser Priest
  Arnak (he has a ring) of the Lyak group. The ring is a signet with a
  flat blue stone carved with the image of a hawk. Both items are very
  evil.
  The City Guard will be summoned, and there will be consider-
  able questioning and confusion, but Randæ will step in if necessary
  to clear the PC (assuming the PC doesn’t do something rash like
  run). He will state that he clearly saw the woman attack, but she
  moved too fast for anyone to have intervened.
  The dagger and the body will be confiscated by the guard. A
  skillful PC might manage to get the ring; if the GM would just as soon
  not have to deal with players having powerful evil items at this point,
  he can have Randæ pocket it, after the PCs have seen it. In any case,
  Randæ will conspiratorially tell the accused character to “Watch his
  step around here” but will not explain.
  After the body is removed, things will settle down a bit, and Bette
  will order a free round just before the curious from neighboring
  taverns begin to pour in.
  5•LETHYS AT NIGHT
  One of the group has a nocturnal encounter late in the misty
  Lethys evening.
  ENCOUNTER:
  A VOICE IN THE SHADOWS
  One of the group (Morden if he is a PC) wakes in the middle of
  the night from a troubling dream he cannot remember. He hears his
  name called, the voice a breathy whisper. It seems to be coming from
  outside…
  I Roll: Morden must make a RR using his Presence bonus vs th
  level. If he fails, he must stealthily leave the inn and go down to the
  street.
  Outside it is cool, and a dense fog has rolled in. He creeps into a
  dark alleyway, where he sees a figure in a hooded black cloak, barely
  visible in the mist. The figure beckons and he must obey. His crystal
  is glowing dimly with a prismatic light, something he has never seen
  it do before.
  When Morden is within six feet, he stops and the summoner
  speaks. His voice is a musical tenor, soft and enthralling:
  “Morden, Warlock heed these words:
  Your journey long, end out of sight
  But be true to yourself and comrades
  and for awhile forestall the night.
  “To the Isle of books, then a sea of sand
  Damp corridors, a city of towers.
  A secret vault, and an exile’s homeland
  The gryphon’s roost has hiding powers.
  “Lakes and rivers, and fell riders stark,
  A desolate land, yet full of fear
  A woman’s thirst, a man once dark
  Beware in the trees, a whisper near.
  “The Dragon holds a treasure dear
  Take what is owned, beware of greed
  The sun will set on Mur Fostisyr
  But hope persists; it will awake at need
  “The Haunted Land holds a harbinger.
  After the spirits learn all you may:
  borne of old evil grows a new danger.
  Take ship by air—to Sel-kai be away.
  “Then rest, and continue another day.”
  The rhyme and meter of this verse is confusing to Morden,
  almost hypnotic nevertheless. The words burn in his memory.
  The figure vanishes into the mist, leaving the youth shivering in
  the alley.
  GM Note: The mysterious visitor is Andraax. He has seen the
  succession of events through his powers. Of course, this does not
  mean that the PCs MUST follow this path; as with all future
  seeings, Andraax can only foretell what is likely to occur based on
  the current situation. Should the characters deviate from this path,
  the GM may wish to have Andraax appear again with warnings or
  predictions which will steer them back on a preferred course.
  Any remaining time for the PCs in Lethys should be mainly
  uneventful, but if the GM wishes to run a minor bar or thieving
  incident, she should do so (there are few city opportunities in this
  first phase of the quest).
  6•ABOARD THE
  ‘SEASPRITE’
  A carrack, lateen and square rigged and about  feet long, the
  Seasprite is a sturdy ship. While she is an older vessel, and some of
  the decoration appears neglected, all the important parts are well
  maintained. With a crew of , the ship can take on up to 
  passengers in four guest cabins. Her captain is a Shay man of middle
  years, Shan Marr, who makes his home in Lethys.
  The trip proceeds uneventfully as the Seasprite heads out of the
  sheltered south inlet of the Nea Bay, then west-northwest towards
  the Forbidden Sea. To the south, she will pass the isle of Aranmor,
  then Plasidar. Most sea-captains stick to the open waters, keeping
  the land barely in sight yet at a respectable distance
  
  
  The Grand Campaign
  n GM Rolls: Roll for weather (Character & Campaign Law pg )
  daily; weather is even more important while sailing. Moderate severe
  effects somewhat while the ship is in the Nea Bay. In storms, some
  rolls for crew competency may be necessary or there is a slight
  chance that the ship might be lost.
  A
  An evil place shunned by travellers, Aranmor is surrounded by
  churning, bubbling seas. The waters around Aranmor are literally
  boiling (volcanic steam vents on the sea floor) and can be seen for
  miles. Crewmembers will be happy to tell horror stories to curious
  passengers. None of these tales are quite as twisted and sinister as the
  bizarre truth, however. There are wild tales of demons and ancient
  curses placed on this volcano-tortured land, yet the stories are
  contradictory and no one has ever returned to tell the truth.
  The Seasprite sails past Aranmor without incident.
  ENCOUNTER: PIRATES!
  Beyond Aranmor, to the west stretches a much larger island,
  which anyone will tell the ignorant character is Plasidar, home of the
  Pirate Elves.
  P
  While the waters around this island are not as strange as the
  boiling seas around Aranmor, they are treacherous. Only the isle’s
  inhabitants are bold enough to approach, as it is surrounded by
  many reefs and jagged, submerged atolls. It is said that they depend
  on enchantments to avoid the dangers which guard the coast.
  Merchants keep to the northern coast as they pass in and out of the
  Nea Bay, hoping to avoid both natural dangers and the threat of
  pirates.
  A B S  S
  If the Seasprite is passing Plasidar just before dawn or in the early
  hours of the morning on a day of reasonable weather, the lookout
  cries “Black Sail off the starboard bow!” The pirates prefer to move
  against ships who have the sun to their back, this way the pirates
  come out of the darkened western horizon and the sun does not
  reflect off their dark sails.
  I GM Roll: A pirate ship is seen to the south; the GM may wish to
  have a series of rolls as Captain Marr attempts to outmaneuver the
  pirate ship. The Seasprite is at an ongoing - to avoid the ’ pirate
  sloop.
  If the ship bearing the characters cannot make a clean getaway,
  the pirates will pull alongside and order the Seasprite to surrender.
  Captain Marr will do so, preferring to hand over the strongbox
  rather than risk the lives of his crew and passengers. The PCs may
  have other ideas.
  T P S D
  Lines are thrown across and the ship are lashed together. The
  The ‘Seasprite’
  0
  6
  12‘
  
  Book One: Gathering Darkness
  
  brigands number twenty, captained by a handsome Dyar Elf who
  leaps upon the deck of the Seasprite and introduces himself as Kelson
  of Talfang. Twelve more men come across, all Dyari Elves, heavily
  armed. The crew is ordered to lay down all weapons; they comply.
  Kelson is charming and polite, making small talk with his men,
  making sure that no one is harmed if they cooperate. Kelson and his
  first mate wield the beautiful Elven swords called sareni (sing. saren),
  which look much like the Terran katana, but strike as enhanced
  falchions. Stats for saren can be found in the Fantasy Weapons Chart
  on page ???.
  I GM Roll: Kelson will insist on seeing all of the passengers, and
  there is a % chance that he will take a fancy to some weapon or
  item of jewelry that one of the PCs is wearing. It would be an obvious
  item; he won’t search anyone. His main goal is the ship’s strongbox
  and a few cargo items it is known to be carrying. These are being
  removed by the pirates while Kelson and four other pirates watch
  crew and passengers. It is up to the PCs whether they are willing to
  fight for their possessions. If not, the pirates leave without harming
  anyone.
  If Kelson is killed, or if things otherwise look very bad for the
  boarding pirates, the remaining crew will cut the lines and flee. The
  Seasprite will resume her course as best she can. The rest of the trip
  should be uneventful until she reaches the mouth of the Ormian
  Bay.
  CREW OF THE SEASPRITE AND PIRATES OF PLASIDAR
  Name
  Lvl
  Hits
  AT(DB)
  Sh
  Gr
  Melee Ob
  Missile Ob
  Mov
  Captain Marr
  6
  95
  8(10)
  N
  N
  85 broadsword
  35 light crossbow
  15
  Shay Rogue, Swim45; Brawl30; Gambl15; Ldrshp40; Nav60; Sail75; Signal25; Trade54; WeathWatch55.
  First Mate
  3
  80
  1(10)
  N
  N
  65 shortsword
  20 short bow
  10
  Shay Fighter. Swim35; Brawl30; Nav50; Sail55; Signal5; Trade30; WeathWatch40.
  Other Sailors (Average)
  2
  25
  1(10)
  N
  N
  40 shortsword
  —
  10
  Shay Fighter
  Kelson of Talfang
  8
  25
  1(10)
  N
  N
  118 saren‡
  80 longbow
  20
  Age: (Looks 25) Eyes: Grey Hair: Black Build: Lean, muscular Height:    Skills: Dyar Rogue. Swim60; Brawl55; Gambl72; Ldrshp85; Nav62;
  Sail70; Seduct78; Signal30; Subdu60; Trade45; WeathWatch61. Magic Items: +10 broadsword, boots of water-running.
  Meleken (First Mate)
  4
  25
  1(10)
  N
  N
  90 saren‡
  70 longbow
  15
  Dyar Rogue Age: (looks 25) Eyes: grey Hair: blond Build: lean Height:     Skills: Swim34; Brawl45; Gambl35; Ldrshp25; Nav48; Sail60;
  Trade35; WeathWatch. Magic Items: +10 dagger
  Other Pirate s (Average)
  2
  65
  1(60)
  N
  N
  50 broadsword
  35 longbow
  15
  Dyar Fighter
  * Indicates a Shield or Greave protection is due to magical garment, shield spells, etc.
  † Indicates special race powers; see Shadow World Inhabitants Guide for details.
  ‡ Elven sword, looks like a katana, strikes as a falchion  +20 vs unarmored foes; +15 vs leather armor
  
  
  The Grand Campaign
  Books, like men their authors, have no more than one way of coming into the
  world, but there are ten thousand to go out of it, and return no more.
  A ( )
   A
  A library of unsurpassed size and scope, Nomikos is arguably the pre-eminent
  academic center of all Kulthea. According to popular belief, it was founded in SE
   by Andraax himself. It was intended as an open center of knowledge apart
  from the Loremaster Archives, which of course are on the hidden isle of Karilôn
  and not accessible to the common man.
  The Nomikos complex is located in the southernmost part of the Jaiman conti-
  nent on the island of Ormian, just east of Meluria. The island is a self-sustaining
  community, including the Scribe hierarchy and supporting society of farmers,
  fishermen and craftsmen. In addition, the wealth of the isle is assured through
  library use fees, making the entire populace quite well-off.
  No other power has ever attempted to annex Ormian or claim sovereignty over
  the island, which may seem strange since it has no army or fleet of any size. How-
  ever, the Scribes are said to have a battery arcane powers at their disposal.
  A high bluff overlooking the Port of Ormian is the site of the Library complex,
  several buildings which cover nearly half a square mile.
  • PART VI •
  NOMIKOS LIBRARY
  
  Book One: Gathering Darkness
  
  1•ARRIVAL AT ORMIAN
  Assuming that the Seasprite survives, she continues on her way
  around the isles, then hugs the Melurian coast until she enters the
  bay which protects the isle of Ormian. The ship passes by a small,
  rocky island on the way, and Captain Marr might mention that this
  is the Watching Isle, an uninhabited rock which is reputed to be
  haunted. Some legends claim that it guards Ormian from looters.
  (Exactly how it does this is unknown.) Soon, however, the Watching
  Isle slips past, and Ormian itself looms ahead. It, like its neighbor,
  juts out of the sea, with rugged coasts. The Library is located on a
  bluff above the Port of Ormian, on an inlet about halfway up the
  length of the island. The ship will pull into a small but busy harbor.
  The town of Ormian is perhaps surprisingly large—about ,—
  but it is a convenient stopping point between Lethys and Sel-kai.
  Also the inhabitants trade in wool and certain finished goods. The
  Seasprite will be leaving with the tide, but the characters need not
  worry about being stranded, there are plenty of passenger-carrying
  ships coming in and out of Ormian every day. They will have no
  trouble finding passage.
  2•THE LIBRARY
  The following excerpt from Kalen’s Travel Journals provides a
  descriptive and personal view of the Nomikos Library:
  “The port town of Ormian was already far below us, and we
  had not yet reached the gate of Nomikos. The day was cloudy
  and not terribly warm, but the humidity was oppressive, and
  there seemed remarkably little wind for a coastal location such
  as this. I was winded and felt a trickle of perspiration run down
  my back, but our Loremaster guide Randæ Terisonen contin-
  ued up the steep road tirelessly. Everyone else in our small party
  was gasping audibly, and even the usually inexhaustible Jad
  seemed to be puffing as we finally arrived at the main entrance.
  A great arch curved at least fifty feet above us in warm brown
  sandstone, the blocks large and set with the skill of an older
  civilization.
  We were granted passage and proceeded along an avenue
  paved in luminous white marble. Tall wrought-iron fences
  Library of
  Nomikos
  
  
  The Grand Campaign
  separated the road from ornate gardens on either side, then we
  passed through an inner portico. At the far end of a carefully
  manicured green courtyard towered the greatest library in the
  known world. The golden dome glowed even under the over-
  cast sky, and hundred-foot tall buttresses of grey stone marched
  all about the perimeter of the monstrous cruciform structure.
  Standing amidst the wide staircase leading to the library’s
  entrance was a mighty statue, carved of lustrous obsidian. It
  depicted a man with long straight hair and wearing a flowing
  robe. Under one arm he carried a book; the other hand was held
  at chest height, with the palm facing outward but close to the
  body. His expression and posture were difficult to decipher,
  though they seemed less than welcoming.
  “Who’s the statue of?” Jad asked idly.
  For a long moment no one answered. Then, as we mounted
  the steps and the statue loomed above us, Randæ muttered, “It’s
  supposed to be of Andraax, who supposedly founded this place
  many thousands of years ago.”
  “You seem a bit skeptical.” I couldn’t help pursuing Randæ’s
  comment. Meanwhile, Jad seemed to involuntarily shrink away
  from the statue as we passed it.
  “I just have trouble believing that this Andraax character
  could possibly have managed as many accomplishments as he
  has been credited with—even if he is immortal.”
  —K A
  RULES OF THE LIBRARY
  GM Note: for those who may not have the Shadow World Master
  Atlas, the rules of Nomikos Library are reprinted below.
  When one enters the complex, one must sign a contract agreeing
  to abide by the rules of the Library. “Signing” Includes writing one’s
  full name and birthplace.
  The Rules are:
  . To pay  gold piece per day in the complex plus surcharges if using
  the special collections.
  . To pay repair fees as set by the Library for unintentional damage
  to books.
  . To pay fines set by the Library if caught attempting to deface,
  disassemble or steal a book.
  . To follow without question instructions from any Library official,
  including Security personnel.
  Although book access varies depending on the collection, no
  book is ever allowed outside of the complex. There are reading and
  copying carrels available for storage of books to those making
  extended visits—sleeping rooms are available for rent, but the rule
  barring removal of books is absolute. Patrons caught trying to
  smuggle books out of the library are severely fined and permanently
  barred from the library. Changramai warriors—fearsome experts at
  unarmed combat—guard the exits to the Library. It is said that they
  can see things invisible and know a liar by his voice. They are not to
  be trifled with.
  T C
  The library is made up of three basic parts: Public Collection,
  Research Collection, and Special Collection.
  Public Collection: The largest of the collections in sheer number of
  volumes, it is designed for public consumption. This contains
  language translations, maps of various areas of the known world
  (GM discretion how much of this is to be revealed), and histories.
  Several copies of each book are available, and books may be ‘checked
  out’ to the reading areas for as long as a month for study and copying.
  None of the works in this collection is an original; time and the
  ravages of a corrosive atmosphere would have long ago rendered
  them to dust. Instead, these manuscripts are constantly being copied
  and recopied so that there are volumes available for use.
  Research Collection: Only scholars with approved research propos-
  als are permitted in the research library (though admittance is not
  difficult, there is a -day waiting period). Many rare and original
  manuscripts are kept within the research complex, and there is a
  copying service available should a researcher need access to passages
  of manuscripts for an extended period of time.
  Special Collection: The most closely guarded collection; only those
  with permission of the Chief Scribe may have access to its books. No
  one but the Scribes are actually allowed into the stacks; researchers
  consult a catalog of books, select what they desire, and scribe-
  assistants gather the materials. All Special Collection books are
  viewed in cubicles, under the close scrutiny of a Scribe.
  GM Note: Additional details of the Library are available in the
  book Jaiman, and while not necessary to doing research, would
  add flavor to the events.
  ENCOUNTER: CHANGRAMAI
  As the group approaches the imposing library walls, Rælen will
  naturally be getting rather tense. Will he be recognized? A disguise
  would be in order if anyone thinks of it.
  Rælen sees a former classmate from the Changramai Monastery.
  I GM Roll: Roll D; if -, a monk that would recognize Rælen
  is on the island while he is there and will see him. Roll D again for
  percentage of the way through the visit that the monk ad Rælen will
  intersect. When this happens, give the monk a Perception Roll at +
  to see and recognize the errant Changramai. (Note that if Rælen is
  disguising himself in some way, the chances of his being recognized
  drop precipitously.) If he sees Rælen, he will immediately summon
  his fellows to capture him, but discreetly, and in a way that does not
  compromise their responsibilities as guardians of Nomikos.
  I PC Roll: Assuming there is a monk here who can identify Rælen,
  at the time of the meeting, give Rælen a Perception Roll with his
  bonus. Give him an additional + if he mentions that he is keeping
  a lookout just preceding the meeting (e.g., as the group enters the
  library that day, he mentions that he is looking for monks he knows).
  If Rælen is spotted, things could get very ugly very fast. While the
  Nomikos Scribes have nothing against Rælen, they will not interfere
  in a private Changramai matter (i.e., they won’t grant any sort of
  immunity).
  DOING RESEARCH
  I PC Roll: All PCs researching must make a research roll for each
  topic they intend to pursue. They may only roll once for each topic.
  Use the chart given under “At the Library” in the Lethys library
  Page ???), but add + to rolls (this is Nomikos after all). Depending
  on how smart the players are, (and how well they make their research
  rolls) information on the following topics might come to light:
  GM Notes: The following are obviously passages, taken either from
  books, or in most cases, scrolls. The GM may wish to describe in
  detail some of these fabulous old items, bound in leather with wood
  or even iron covers, some great books as large as three feet tall with
  ornate hinges and locks. Each parchment page is rendered by hand
  in lovely calligraphic styles in colored and metallic inks.
  
  Book One: Gathering Darkness
  
  T P P
  . From a scroll entitled On the Making of the Jaimani Royal
  Artifacts, dated SE , by Fenrik Elvar, Alchemist of Arion:
  …Tethior and Andraax took thought, and together they
  devised the recipes which would bring forth wondrous devices
  of steel and laen and jewels. First came six crowns for the kings
  and queens, enchanted diadems which could take on the
  practical form of an ornate helm of war. Next followed glorious
  blades to be wielded by the Kings’ Champions. Aid for these
  was given by Tethior’s younger brother Krelij—a promising
  swordmaker…
  Finally, with the aid of Andraax’s powerful spells, the most
  subtle items of all were made: the Six pendants to be worn by
  Royal Councillors. Lovely glitter-
  ing orbs, imprisoned in each the
  heraldic beast of the realm…
  It was not surprising that
  the design if not the wondrous
  powers of the Pendants was
  copied by many of the ap-
  prentices at Arion and else-
  where. No doubt there are
  many baubles now made in
  flattery of the Six, but pale and
  dim by comparison…
  . Regarding attunement, a scroll
  gives an account by Ajkara III,
  Empress of Rhakhaan, who vis-
  ited a woman at a place called the
  Gryphon Tower. It was there that she
  learned how to attune the Phoenix Pendant. The
  location of the tower is secret, though the text men-
  tions that it is in western Rhakhaan
  . The scroll by Zener Morndaak, which appears at the beginning of
  Part X, might be revealed.
  . Several other recent manuscripts (and perhaps a Scribe) make
  mention of a scholar on the Crowns (and swords and Pendants):
  the Loremaster Zener Morndaak, who reportedly now resides in
  northwest Tanara.
  T P S
  . A copy of an accounting of the royal artifacts of Rhakhaan
  indicates that the Sword, Pendant and Crown are all placed in
  separate vaults at about  TE. They remain there until Ajkara
  III’s ascension in , when she removes the pendant and wears
  it as a sign of office (along with a small crown she has fashioned for
  herself..) The Crown and Sword remain locked far beneath
  Haalkitaine until , when Alaek has the crown brought out. His
  successors do not wear the crown until , when Queen Italana
  VI dons it. She orders the Sword brought forth as well, but when
  the vault door is unlocked, the sword is gone. There is a gaping hole
  in one wall leading to a rough-dug tunnel. The hole in the wall
  seems to have been dug by some sort of clawed beast.. Soldiers are
  sent down the tunnel, but it leads to an endless warren of passages
  too small to navigate.
  . The scroll by Zener Morndaak, which appears at the beginning of
  Part X, might be revealed.
  . Several other recent manuscripts (and perhaps a Scribe) make
  mention of a scholar on the Crowns (and swords and Pendants):
  the Loremaster Zener Morndaak, who reportedly now resides in
  northwest Tanara.
  T P A
  . A scroll: (The Elor passage, Intro Part IV, page ???).
  . Something about the Iron Wind for Rælen. He discovers this
  account from the Chronicles of Elor, with annotations by the
  historian Salthay Ryne:
  …Astride twin peaks of sheer stone rests the tower of Oran Jatar.
  From this citadel, the White Drake commands his priests Arnak: the
  Order of Gaath. Jatar is master of the creation of artifacts of power
  as well as a lord of mind and arms. Greatest among his items is
  perhaps his helm: fashioned after the form of a dragon’s head, it
  allows him to assume human form
  and yet permits him to employ his
  deadly breath at full potential. Chill
  he is of lungs and mind, and his
  minions know no mercy for those
  who would stand against the
  Dragonlord. I know, for I have
  faced Oran Jatar, and it was one
  of the rare occasions of my life
  during which I knew true fear.
  Jatar is a terror beyond even the
  Ordainers in some ways, for he—
  as one of the Dragonlords—is
  not one of the creations of the
  Unlife, but an independent be-
  ing who serves the Iron Wind
  willingly. Those are the most
  dangerous of its brood, for they are the
  most wily and clever.
  The palace of Oran Jatar also houses the six
  priests of Gaath, their High Priest, and the elite of the
  order of Athimurl.. Though Jatar is not their true master, his voice
  carries weight amongst their ranks as well. In the caves below the
  tower they perform their dark rituals of sacrifice and torture by the
  flickering light of smoky torches.
  More of the Aalk Gaath I will not tell, it is such an unpleasant
  memory. To those foolish and brave enough to seek riches and
  adventure (and indeed is an ample supply of both), I wish good luck,
  and suggest that they set their affairs in order first.
  Comments: It is known now that the centers of Gaath and Athimurl
  are elsewhere, though representatives of those cults might reside in
  the Aalk Gaath. In addition, Jatar probably considered himself an
  ally of the Iron Wind rather than a servant. He essentially seized the
  order of Gaath and has placed it under his control. It is believed
  that the Smith Krelij aided Oran Jatar in the fashioning of the
  Dragon Helms.
  . Elor Himself: he is reputed to be mad, residing somewhere in
  northern Saralis (see Elor, below)
  . For Rælen, he might uncover a reference to the holy sword of his
  people, in an account by the Ky’taari Scholar Rylen Alnesh:
  …Gaath holds the Sword of the Ky’taari, locked behind doors of
  cold iron in a citadel upon foundations of ice. Beware the Unseen
  Guardians.
  
  
  The Grand Campaign
  T Scepter  K
  Keety may wish to research this. He uncovers two things. First,
  an accaount by the Loremaster serving as advisor to the Hutarn at
  the time the Sceptre was stolen, and second, a cryptic verse written
  on a scroll of grey parchment. A few notes by the scribe who copied
  the verse follow it.
  “We had known that the Man with no Name was in the city for
  nearly an hour; it was inevitable he would come to the palace. Never-
  theless, there was a stir at the gates to the throne room. The Hutarn’s
  stocky guards stood ready with their maces, while his advisors and I
  clustered to one side. Sidran rose from the bejewelled Butterfly Throne
  in a rustle of golden silk and nodded to the doorwards.
  The wide doors swung in, and, amidst four impressive Changramai,
  the Nameless One entered the chamber. Against the white and silver of
  his guards, the plain ebony robe of the foreteller of doom seemed almost
  anticlimactic. However, the Nameless One carried himself like a lord,
  and his hood was thrown back to reveal is face—the face of a K’ta’viir.
  Not that his outward appearance meant anything. I cast every spell
  of detection and analysis I dared against this visitor, though I knoew it
  was poor manners.  So was not revealing your name. I was not surprised
  when my probing revealed exactly nothing. He was there in the flesh,
  but beyond that I learned nothing. I could not even be sure whether he
  was Man, Elf, or other.
  It was only as the visitor drew close that I could see the fine work of
  his robe. It was embroidered along the hem and cuffs and collar with
  beautiful silk designs. The tailoring was exquisite.
  All the while Hutarn Sidran waited stoically, his almond eyes
  betraying no emotion.
  The Nameless One stopped a few paces away and bowed low.
  “Thank you for seeing me,  Hutarn.”
  “I would welcome you to the land of the Nuyani, but my words
  would be empty.”
  “I understand. But I do not cause these misfortunes; I am merely a
  harbinger. What you do with my warnings is your responsibility.”
  “Speak then.” Sidran settled into the throne.
  “Your most prized possession other than the lives of your loved
  ones will be taken from you. Then and even worse, even those you
  cherish will be in danger from a killer who comes by night and day,
  a murderer whom locks cannot bar and armies cannot stop. The
  most vigilant guard falls to his invisible daggers.” The Nameless One
  paused and pulled his hood up to cover his face again.
  “That is all?” The Hutarn whispered, a man stricken
  “That is all.” The unwelcome visitor turned and left the hall.
  Reported by Loremaster  Nelden Viirs
  TA 
  Transcribed by
  Looma T’tornian
  Scribe of Nomikos
  TA 
  The Land of the Butterfly shall suffer a winter.
  The passing of the Shadow
  will bring much sorrow.
  But first the Hutarn’s hand will be empty.
  Heed the whispers in the gale.
  Gargarax… Urkanian
  The brief unstructured verse above was copied from what is
  assumed to be the original, delivered to the Hutarn of Nuyan Khôm
  in TA ,  days before the Sceptre was stolen. The original was
  written in blood on a parchment. Under analysis, the blodd was
  found to be Elven, the parchment of human skin.
  The meaning of “Gargarax… Urkanian” remains problematical,
  Xian Hoojta
  Scribe of Nomikos
  TA 
  T J A
  The following are cryptic verses, found on scrolls, whish turn up
  as the result of a search for the Jerak Ahrenreth.
  Servants turn to betray the master
  One land, one rule, eight lords
  The west shall be east.
  Gargarax… Urkanian
  Orders of a lost time
  return again to serve the Secrets
  their blades are sharp
  The Shadow lengthens.
  Gargarax… Urkanian
  E
  . (Summary) The history of Elor is somewhat muddled, though it
  appears that he is far older than even what is indicated by his
  records from the Mur Fostisyr (which would make him at least
  , years old). It is possible that he is a survivor of the Wars of
  Dominion, and might have even fought for the Unlife, then
  reformed after the conflict (thus the moniker “Once Dark”). At
  any rate, Elor had the reputation of being somewhat of a loner and
  rebel, and though his reports were very valuable, his activities
  became increasingly erratic. He apparently retired sometime in the
  mid sixth millennia, though his present location is unknown.
  
  Book One: Gathering Darkness
  
  Law pg. ) daily. Weather is very changeable in these straits. In
  storms, some rolls for crew competency may be necessary or there
  is a chance that the ship might be lost.
  O P
  Among the other passengers are a jewel merchant from Kaitaine
  and his son, two women and a bodyguard from Sel-kai, and a
  nondescript Shay couple.
  ENCOUNTER:
  WALL OF DOOM
  The journey towards Tanara proceeds uneventfully for the first
  few days, but this belies a disaster which comes upon the Fairwind
  in the mid-morning of the fourth day…
  A S A
  South of eastern Meluria, the Fairwind is making good time in
  front of a western wind, and the weather seems fine… until the
  lookout spots darkness on the eastern horizon.
  At first it looks like a severe thunderstorm. The captain is
  concerned but not overly so. He decides to swing north to take
  advantage of the sheltering coastline, but the wind shifts, driving the
  ship southeast. The sea begins to take on a strange luminescence.
  Several things happen almost at once. All Essence-users feel a
  tingling, and the short hairs on their necks stand up. Morden’s
  . The following Scribe report dated  TE:
  While travelling in northern Saralis, I met a man who claimed to be
  Elor Once Dark. He resembled descriptions I had heard, but of course
  any physical description is meaningless when dealing with Elor. This
  man lives in a strange house of eclectic design near the mouth of a river
  in the southern foothills of the Saral March. The house was built upon
  a small island in the middle of the river, reached by nearly a dozen
  strange and unique bridges. When I asked the man about them, he
  laughed and replied that he was indulging a fascination with engineer-
  ing. He possessed a vast library but kept diverting me from serious
  research with bizarre anecdotes, most of which were completely mean-
  ingless. I stayed for several hours while he talked at his ease, but at the
  chime of midnight he leapt from his chair and ordered me to leave. ‘It
  is the Iron Wind!’ he cried, and insisted that I flee the area immediately.
  He could not be dissuaded, and so I left, without ever opening a book.
  I have tried to return on several occasions, but cannot find that strange
  house.
  A S Z
  . (General knowledge). The Order of the Cloak is a group of
  ostensibly religious zealots who travel the countryside converting
  to the religion of Zanar by the sword (or the mace in their case).
  They are known by their crimson cloaks.
  . More might be available in Emer, perhaps in a
  library in Kaitaine, or Sel-kai? However, the prevail-
  ing attitude in Jaiman about Emer is that the only
  remaining ‘civilizations’ are along the coasts; the
  interior has been reduced to barbarism, warring
  city-states, or is depopulated.
  ENCOUNTER: A RE-
  SEARCHER
  This is just a harmless meeting between Morden
  and an Elven Scribe. They pass in the great hall, and the
  Elf looks at him strangely. He say “I’m sorry, and I
  hope you don’t take offense at this, but you have the
  most remarkable eyes. They have a very unique color,
  almost like those of a K’ta’viir. May I ask your ancestry.
  No matter what Morden answers, the Elf will
  clearly be disappointed and murmur “I’m terribly
  sorry, I won’t trouble you further…” and wander
  away.
  WHERE TO GO NOW?
  Information gleaned from Nomikos is likely to
  lead the characters to want to visit the Loremaster
  Zener Morndaak in Tanara. The group should have
  little trouble finding passage on a ship headed East,
  and soon set sail.
  3•ABOARD THE
  ‘FAIRWIND’
  T F
  Captain Virs Tenak and a crew of  man the
  lateen-rigged caravel from Sel-kai. It is  feet long and
  can carry up to  passengers.
  I GM Rolls: Roll for weather (Character & Campaign
  
  
  The Grand Campaign
  The ‘Fairwind’
  0
  6
  12‘
  crystal and Terek’s Phoenix will glimmer with a sullen greenish light.
  Jymsan will feel queasy. Then green, twisting lightning will flash out
  of the eerie grey darkness to the southeast and a moment later the sea
  will become smooth as glass and the sails will go limp as the air
  becomes perfectly still. In that silence, the first mate will cry out
  “Essænce Storm!” Then the shock wave from the lightning hits the
  ship, followed by a huge swell of water which carries the Fairwind
  several hundred feet high, then sickeningly down into a trough. No
  waves break, but the wind resumes from the northwest (actually it
  is being sucked in from the southeast). The sails furl and the ship
  surges forward with a great creaking of timbers. Several ropes may
  break; anyone on deck or in the rigging should roll to not be lost.
  PCs may think of trying to escape by using spells or in a lifeboat.
  The use of any spell at this time is highly inadvisable: add + to all
  spell failure rolls from the moment the storm is detected. Chances of
  escape in the lifeboat are also nil, as it has even less chance of escaping
  the energy of the Essænce Storm.
  I  S
  The captain orders the sails stowed and turns the ship into the
  storm; it’s all that can be done as the green-grey wall of churning
  energy rolls towards the doomed Fairwind.
  Between the initial storm surge and the actual penetration of the
  energy membrane is a period of about an hour. During that time the
  ship moves deeper and deeper into what resembles a standard sea-
  storm, but with no rain. The waters foam and lash the ship, multi-
  colored lighting forks across the sky, and the wind blows in furious
  gusts from all directions. The one constant is a churning darkness
  which grows to seemingly span the horizon as the ship draws nearer.
  There is little left for the characters to do but batten down the
  hatches and get below (they will be ordered to do so by the captain
  anyway).
  I Roll: Con RR - to avoid nausea. Failure by - means at -
  for all actions due to queasiness; failure by - means vomiting
  and at -; failure by + means at -.
  T L
  Things get progressively worse, the ship lurching in impossible
  directions as it nears the membrane. As it enters, there is a sensation
  of falling which lasts several (eternal) seconds. With a shriek of
  tearing metal and splintering wood, the whirling ship comes to a
  sudden halt.
  I Roll: Con RR - to remain conscious. All take - hits and an
  “A” Impact Critical.
  As each player awakens, they realize that the ship is not moving,
  that the cabin is lying on its side, and sunlight is streaming through
  a huge hole. torn in the hull.  They emerge from the wrecked craft to
  discover that they have plowed into soft sand… in the middle of a
  desert.
  
  Book One: Gathering Darkness
  
  • PART VII •
  THE ZORIAN WASTES
  There was a light like a thousand suns rising suddenly, but it was in the north, not
  east over the mountains. I turned away from the brilliance, but a moment later I was
  assaulted by the sound—and a hot wind which nearly knocked me to the ground. I did
  not realize it then, of course, but I had just seen the end of Zor.
  Ilmaris Terisonen
   Second Era
  he kingdom of Zor was the proudest of the six realms granted en-
  chanted crowns, and not coincidentally the first to fall. Her popula-
  tion made up almost entirely of Talath peoples, Zor was a vast land of
  fertile fields and rich mountains. Now it is the most complete waste-
  land on Jaiman. The heart of the realm, once a region of rivers and
  rolling hills, is now a plain of dry and cracked earth. In the very center, where the
  capital city of Verzor once stood, is a huge crater hundreds of feet across, sur-
  rounded by an expanse of black glassy slag extending for miles. No sign of this
  glorious people remains, and no one enters this waste: legends say that those who
  venture too far into the waste return only to grow sick and die of an incurable
  malady.
  
  
  The Grand Campaign
  • Northern Rhakhaan & Zor •
  Z o r
  W a s t e s
  Haalkitaine•
  
  Book One: Gathering Darkness
  
  SURVIVORS OF THE FAIRWIND
  Name
  Lvl
  Hits
  AT(DB)
  Sh
  Gr
  Melee Ob
  Missile Ob
  Mov
  Jak Bralek (Second Officer ) 3
  32
  1(5)
  N
  N
  60 broadsword
  —
  5
  Shay Fighter, Age: 28 Eyes: grey Hair: brown Build: medium Height:     Skills:  Swim35; Brawl20; Ldrshp10; Nav20; Sail45; WeathWatch25.
  Kort Vartase (Crewman)
  2
  27
  1(0)
  N
  N
  55 shortsword
  —
  0
  Shay Rogue. Age: 22 Eyes: blue Hair: light brown Build:  stocky Height:     Skills: Swim10; Brawl10; Nav15; Sail25. BROKEN RIGHT ARM
  Arec Ul’thonn (Crewman)
  2
  25
  1(10)
  N
  N
  40 shortsword
  —
  5
  Shay Fighter Age: 19 Eyes: brown Hair: brown Build: medium Height:  � �  Skills:  Swim20; Sail25. SPRAINED ANKLE
  Puck Sanja (Crewman)
  1
  18
  1(10)
  N
  N
  25 dagger
  —
  10
  Shay Fighter Age: 17 Eyes: grey Hair: blond Build: slender Height:  � �  Skills:  Swim30; Sail25.
  Alia Nanar (Passenger)
  2
  24
  1(0)
  N
  N
  —
  —
  10
  Laan NoProf Age: 27 Eyes: blue Hair: blond Build: slender Height:  � �  Skills:  Ride25; Swim5; Dance25; Music15; Sing10.
  Batshi Nuoren (Passenger)
  2
  21
  1(0)
  N
  N
  5 dagger
  —
  5
  Laan NoProf Age: 24Eyes: hazel Hair: blond Build: slender Height:  �  Skills:  Ride; Act10; Cook20; Dance25; Music5; Seduct10; Sing.
  Iorak Halsinjen (Mrchnt)
  5
  35
  1(0)
  N
  N
  45 dagger
  —
  0
  Laan Fighter (Merchant, RMC II) Age: 45 Eyes: grey Hair: grey Build: medium Height:  � �  Skills:   Ride40; Act30; Admin15; Appr68; Brib30;
  Diplom16; Gambl20; Trade85.
  Daav Halsinjen (Mer. Son)
  1
  18
  1(10)
  N
  N
  15 dagger
  —
  15
  Laan Fighter Age: 14 Eyes: grey Hair: blond Build: slender Height:  � �  Skills:  Climb15; Ride15; S&H20; Swim5; Acrob5; AthlG15; Sing20.
  KEY: See page ???
  1•TREK THROUGH
  THE WASTES
  The temperature is ° F, though it seems warmer under the
  bright midday sun as the characters assess their situation. The ship
  is completely destroyed. Captain Tenak is dead along with his first
  mate. and all but three of the crew. The two women passengers are
  alive, but their bodyguard is dead, the jewel merchant and his son are
  alright, but the Shay couple are dead.
  The dead must be buried and then what can be salvaged taken
  from the ship (hopefully some food and water). Then someone must
  take charge of the group. Jak (the second mate) will do so unless he
  gets a serious challenge.
  GM Note: Remember that the PCs have no way of knowing where
  they are! They could be in the East for all they know. By
  midafternoon, one of the crewmen will be able to tell that they
  appear to be in a latitude somewhat north of where they were, but
  he’s not sure.
  I PC Roll:  Very Hard (-) to determine approximate location. Use
  Navigation skill; otherwise -. Modified + means that location
  established in north-central Jaiman. If no one figures it out, some-
  one may try again at night using Stargazing.
  Assuming that they figure out where they are, it would seem
  logical to head south towards Rhakhaan. They do so, walking for the
  rest of the day without seeing any sign of habitation or other life
  except for an occasional high-flying bird and some dry scrub. As
  night begins to fall the land will become more like dry, cracked earth
  than desert sand, and the plantlife somewhat more common. A few
  twisted, dried out skeletons of stunted trees even begin to appear.
  Then someone will hear a howling in the distance, like that of a
  hound or wolf.
  ENCOUNTER:
  RURAL ZORIANS
  The group is nearing exhaustion as night falls. The temperature
  swiftly begins to drop towards freezing, and a biting wind picks up,
  so Jak suggests they stop soon.
  I PC Roll: Everyone make an Extremely Hard (-) Perception, the
  Elves adding + because of their night vision. The first to make their
  roll  sees what appears to be a small ruin to the west.
  Jak proposes they head toward the ruin, hoping it will offer
  shelter. It is farther than it seems, however, and fifteen minutes later,
  they have not reached it. The howl of dogs is heard again, this time
  closer, and from the north. Eventually, however, a low wall of
  tumbled rocks begins to rise out of the earth nearby. The group
  follows it, and comes to what appears to have once been a cluster of
  farm buildings.
  I PC Roll: Everyone make a Perception roll again, Very Hard (-),
  the Elves adding + because of their night vision. Everyone who
  succeeds: at various times as they approach the ruin, they think they
  see movement out of the corner of their eye. Those who rolled over
   also have a feeling of being watched.
  If the group is carrying torches or other lights, they enter the
  most enclosed structure (looks like a stable; the house is nothing but
  a pile of rubble) and find it empty. If they carry no lights, the Elves
  will see a huddle of creatures in a corner. Upon closer observation,
  they appear to be humanoid creatures like gnomes (they are mutants
  of Dansart). There are four of the creatures, who will snarl and reach
  for their clubs. If anyone lights a fire or casts a light, the poor
  creatures will immediately flee. If not, they will fight until they
  realize that they are outgunned, then flee. The characters can then
  settle-in as best they can. A fire is highly recommended, for warmth
  as well as to keep away the mutants. There is wood to be found in the
  ruins (mostly pieces of the house). There is virtually nothing to be
  found for food.
  The howl of dogs is heard again, from the north and then
  answered closer from the west.
  ENCOUNTER:
  THE HOUNDS OF DANSART
  Hounds of Dansart close in on the group. The hounds are
  hungry, but fear fire. Meanwhile, the temperature drops to well
  below freezing. As the night passes, the howling can be heard
  periodically, soon all around the ruins. Then it will stop abruptly.
  
  
  The Grand Campaign
  I PC Roll: Anyone who ventures outside of the distracting glare of
  the fire to take a look around can make an Extremely Hard (-)
  Perception roll (Elves at +); success means they see a large, wolf-
  like dog either circling the area about  feet away, or just sitting out
  in the dark, watching them.
  I GM Roll: Roll D; if over , the hounds will wait until they
  think the time is ripe, then six of them will attack. Four others wait
  in the shadows. Roll morale rolls during the fight. At any time after
  about midnight, if someone ventures out of the circle of light offered
  by the fire, there is a % chance they will be attacked. If the leader
  and or any three dogs are killed, they will flee.
  Morning dawns clear, and far to the southwest everyone can see
  the gleam of something to the southwest. It looks like a city. Far to
  the west can be glimpsed the Grey Mountains. There is no sign of
  other dogs.
  2•THE RUINED CITY
  It is thirty miles to the city, so even moving at a good pace the
  group will not make it before nightfall. As they approach in the dying
  light, however, it becomes clear that what was once a good-sized
  walled city is now in ruins. A dry riverbed meanders from west to east
  . As the players may be debating whether its safer to enter this strange
  place or to remain out on the plain with no shelter, they hear wolves
  howling again.
  ENCOUNTER:
  CITY DWELLERS
  Assuming the group decides to enter the city, they have an
  experience similar to what happened at the farm ruin: a sense of
  being watched. If they remain in the wilderness outside, they will
  probably be attacked by the wolves again.
  I PC Roll: Everyone make a Perception roll again, Medium (±), the
  Elves adding + because of their night vision. Everyone who
  succeeds: at various times as they approach the ruin, they think they
  see movement out of the corner of their eye. Those who rolled over
   also have a feeling of being watched. This feeling increases as they
  get deeper into the city, until it is overwhelming.
  T C D
  These are descendants of the original Zorians, but virtually all of
  them have suffered radiation poisoning and random mutations.
  (The PCs will not be in central Zor long enough for it to affect them.)
  As a result, they are often hideously deformed creatures with mini-
  mal intelligence (but all possess a certain animal cunning). They
  have fallen to this barbaric state, sometimes reduced to cannibalism
  to survive. They are jealous of ‘normal’ humanoids. Almost all are
  blinded by even dim light, so they hide underground during the day.
  Some of the least severely damaged have been recruited by the
  Dragonlord Sulthon Ni’shaang for his army, but they do not make
  a very effective organized force. They roam Zor in packs, each with
  a ruthless leader. They fear the dogs—and the Messengers of Ulkaya.
  I PC Roll: During each watch, a PC making a successful Medium
  (±) Perception roll will sense a growing ring of city dwellers lurking
  just beyond the firelight. Beyond the walls of the city, dogs are
  circling, and every so often an encounter between dog and ‘human’
  can be heard: a snarling and wailing, normally ending in a choked
  humanoid cry.
  As with the wolves, the city dwellers might grow impatient for a
  meal. As the night wanes, they may grow bold.
  A ruined Farmhouse
  
  Book One: Gathering Darkness
  
  I GM Roll: A successful Extremely Hard (-) morale roll means the
  city dwellers decide to attack. Three will charge forward with buckets
  of dirt and try to put the fire out. It is unlikely that they will be
  completely successful, but they might put a dent in it. They are at
  between - and - for activity depending on how bright the light
  is.
  ENCOUNTER:
  THE MESSENGERS OF ULKAYA
  There seem to be endless numbers of the creatures, and even as
  the PCs dispatch them, more arrive. It looks hopeless. Then, there is
  a loud, piercing whistle from outside of the city, and the mutants
  hesitate. Then can be heard the sound of hooves, accompanied by
  the howling bark of several dogs. Six riders appear astride huge
  warhorses. They are holding aloft torches in hands which look like
  claws, and their helms are made to look like the heads of snarling
  dogs. They are the Messengers of Ulkaya.
  The city dwellers flee, and some of the riders pursue them,
  hacking the mutants down as they run. The dogs with the Messen-
  gers are much larger and healthier looking than the wild beasts of the
  plains. They are also well trained, circling the group and watching
  them closely.
  After the city dwellers are driven off, three of the Messengers
  dismount. One—clearly the leader—says “You are prisoners of the
  Lord of Dansart; throw down your weapons. Do not resist, and you
  will not be harmed.”
  GM Note: These riders are truly fearsome. There is little question
  that they could easily best the PCs, even without the help of their
  dogs. At no time does anyone see the face of any of the Messengers.
  If there is any question of compliance, perhaps one of the NPCs
  (one of the crewmen) attempts to fight back; he is killed in cold
  blood, probably a dagger in the chest. This should squelch any ideas
  about resistance.
  Assuming the characters comply, one of the other Messengers
  pulls out a pouch of herbs and ministers to any characters who are
  seriously wounded and who cannot be helped immediately by the
  other PCs. A third Messenger gathers up everyone’s weapons and
  any other items which look threatening. The Phoenix pendant is
  taken, but the Messenger knows better than to touch Morden’s
  Focus Crystal. Instead it is placed in a small pouch (lined with a mesh
  of Kregora) while still around his neck. When everyone is able to
  walk, they produce manacles and ropes, and the prisoners are bound
  in a line. As the sun rises, the march west to Dansart begins. All spell
  users except the Healer find that their Power Points are drained (the
  manacles are laced with Kregora).
  3•DANSART
  For three days the characters are kept to a gruelling pace, given
  short rests and iron rations if their own food gives out. The women
  passengers might falter at some point; either they are mercilessly
  dragged along, or completely bound and thrown over a horse’s back.
  At night, the dogs protect the camp perimeter, and the Messen-
  gers seem to take turns on ‘watch’ while others lie immobile for -
  hours. The Messengers are inhumanly efficient; they do not joke or
  laugh or carry on any unnecessary conversation; it is as if they are not
  really human (they are, but are under powerful enchantments).
  Each has a pet owl, tan or white, which rides on his shoulder or flies
  as scout. Any two or three owls are gone for hours or even days at a
  time.
  The ground begins to rise in a broken shelfland, the plateaus
  separated by dry riverbeds. There is little or no vegetation, and the
  group is not harassed by dogs or mutants again.
  The Citadel of Dansart Exterior
  
  
  The Grand Campaign
  Dansart Lower Halls
  
  Book One: Gathering Darkness
  
  T C  D
  Late afternoon of the third day, the group is proceeding along a
  riverbed, the cliffs rising in hundreds of feet of sheer rock on either
  side, when the the procession stops. The leader pulls out a small horn
  and blows an eerie note like the one heard before, but this one rises
  and falls in some sort of signal. A moment later he is answered from
  above; it echoes across the cleft as the march resumes, and then as
  they come around a gentle curve, the group sees their destination.
  Carved into the side of the cliff face is a cut-out, and into this
  sheltered niche is a cluster of structures. Red lights gleam in several
  windows. At the base of the cliff is a stairway, also carved out of the
  rock, which switches back and forth, up a dizzying height of over two
  hundred feet to the citadel above.
  4•THE DUNGEONS
  The group (PCs and NPCs) is led up and into the complex—
  which appears to be deserted— and back down stairs and into what
  appears to be a dungeon (see layout). Their shackles are removed
  and they are placed in a cell. Their items are laid out in a cell across
  the hall. Across the hall a young man is chained to the wall in his cell.
  His chains are long enough for him to eat, but just barely.
  They remain in the cell for a day or so, tended by regular-looking
  (though uncommunicative) guards.
  GM Note: There are no opportunities to escape during this period.
  Food is passed into the cells through slots; the locks are all Extremely
  Hard (-) even with tools to pick, and there are always at least two
  guards in sight. When the doors are opened, the four big guards are
  there. The leader of these guards carries the keys.
  The PCs have a chance to talk to the young man chained to
  the wall across the aisle if they wish. (This would be a good idea,
  since he turns out to be their escape route). He will be willing
  to tell them that he is a Loremaster, and that he might be able
  to help them escape once they are out of their cells, and maybe
  that they would be rewarded for helping a Loremaster out in
  a pinch. It’s up to the PCs whether they believe him.
   THE LOREMASTER
  APPRENTICE
  The man across the hall is Sæn Alyster, a Loremaster
  Apprentice (apprentices are normally sent on low-risk, te-
  dious errands like research, messenger duty, etc). However,
  Sæn was returning from a visit to Zener Morndaak in Tanara,
  having delivered a message from his teacher Vurkanan Tyes,
  when he noticed some very unusual activity about a tumble of
  ancient ruins. His curiosity was his downfall, for the ruin was
  an ancient place of darkness, and through it he was trapped by
  the Messengers Ulkaya.
  He was brought here and questioned, but revealed nothing
  of importance. The High Priest has been thinking on the most
  interesting torture methods, on the assumption that he will
  learn nothing and so planning for maximum entertainment
  value.
  S A
  Age:  (Appears ≈) Eyes: Hazel. Hair: Black with a few grey.
  Build: Slender. Height: ’". Race/Sex: Iylar(Loar)-Laan/M.
  Skin: Fair. Demeanor: Friendly, though somewhat narcissistic
  and moody. Dress: Brightly striped tunics, brown leather coat
  and pants. True Nature: Well-intentioned. Home: Eastern
  Falls region of Rhakhaan/Karilôn.
  Sæn is a very intelligent young Loremaster, but unfortu-
  nately his ambitious nature got him into some trouble. In his
  eagerness to discover more about the Priests Arnak, he fell into a trap
  set by Osaran.
  Hits: . Melee: bs. Missile: lb.
  AT(DB): (). Sh: (Y*). Gr: N.
  MovM: +. PP:  (x )=.
  Lvl: . Profession: Essænce Bard. Stats: St-; Qu-; Em-;
  In-; Pr-; Ag-; Co-; Me-; Re-; SD-. AP: .
  Skill Bonuses: Amb±; Climb; Perc PickLock; Ride;
  Rune; S&H; Swim; Track.
  Act; Brawl; Brib; Cook; Dance; DetTrap;
  Diplom; DragLr; DrugTol; stAid; Forage; Seduct;
  SenseRealWp; Subdu.
  Languages (S/W): Dyar(/); Erlin(/); Iylar(/); Rhaya(/
  ); Shay(/); Kugor (/)
  Spells: Base Spell OB: .  Loremaster Base Lists Lost Lore, Word
  Lore, Lore Mastery, Living Lore to th, Transport to th; Bardic
  Base Controlling Song, Sound Control, Sound Projection to th,
  Open Essence Unbarring Ways and Closed Invisible Ways to th.
  Sword: a Saren: katana-like sword made and used by the Loari
  Elves. See the Fantasy Weapons Chart
  Ring: x PP enhancer for Bards, also adds + to DB
  Kynac: One of the Dúranaki throwing weapons, given to him by
  T’kaal Arain as a gift two years ago. He knows how to use it.
  Pouch of Herbs:  derric,  somiren, others as GM desires
  (within reason)
  
  
  The Grand Campaign
  P T
  After about a day of imprisonment, four new guards enter the
  dungeon: these are huge Laan warriors, with golden molded breast-
  plates and greaves, red kilts and gold swords.  They take one of the
  ship’s crewmen and one of the two women passengers. A day later,
  the guards return and take the other woman and the son of the
  merchant, refusing to speak or answer any questions. Then, just an
  hour after the woman and boy are removed, the guards return.
  5•THE HIGH PRIEST
  The lead guard informs the group that they are to have an
  audience with the Lord of Dansart. Two of the group are asked to
  represent them. The characters have one minute to decide, after
  which either they must present their representatives or two are
  randomly chosen and seized from the cell.
  The two are chained at the wrists and led down a different
  corridor, past several rooms (see layout) and to the Audience Hall of
  the High Priest.
   ENCOUNTER:
  THE HIGH PRIEST
  The audience hall is a rectangular chamber with a double
  row of columns running the length
  of the room. Golden screens
  and statues are scattered
  about the chamber. At the
  far end of the room, sun-
  light filters in through two
  high translucent windows.
  Lamps of crystal provide
  additional light. The col-
  umns are of gold, and even
  the barrel-vaulted ceiling
  appears to be leafed in pure
  gold. Water in a U-shaped
  pool is constantly moving,
  supplied by a hidden
  spring. Reflections from
  this pool cast flickering
  lights across the ceiling.
  There are three sets of
  doors, set in the west, north
  and south. walls. On the
  east side, on a four-step
  dais, is the throne of the
  Priest. This huge chair ap-
  pears to also be fashioned
  of 
  flat, 
  overlapping
  rectangualr gold plates,
  and covered with rows of
  rivets. The arms are shaped
  to resemble large, vicious-
  looking dogs. Two huge
  real dogs lie at the foot of
  the dais.
  In the throne sits
  Osaran, resplendent in a
  shimmering tunic and
  beautiful gold jewelry. He
  looks like a young virile
  god, and that is his inten-
  tion.
  ..O
  Age:  (Appears ≈) Eyes: Hazel (sometimes amber). Hair:
  Blond. Build: Muscular. Height: �. Race/Sex: Iylar/male. Skin:
  Fair. Demeanor: Charming Dress: Golden yellow tunic (sometimes
  with breeches), glittering gold jewelry. True Nature: Cruel. Home:
  Tower of Dansart, Eastern Zor.
  Osaran is handsome, brilliant, and unspeakably evil. His soul
  belongs to the Iron Wind (and so the Unlife), and his cruelty knows
  no bounds. He administers physical and emotional pain for no
  reason, kills merely to kill, and destroys things because they exist. He
  is charming and seductive, however, and that is what makes him
  truly terrifying.
  Hits: . Melee: bs. Missile:  Netherbolt. (’ or using
  the sword at ’)
  AT(DB): (; - deflect/bladeturn). Sh: (Y*). Gr: N/A.
  MovM: +.
  Lvl: . Profession: Sorcerer. Stats: St-; Qu-; Em-; In-
  ; Pr-; Ag-; Co-; Me-; Re-; SD-. AP: .
  Skill Bonuses: Amb ±; Chan; Climb Perc; Ride;
  Rune; S&H; S&W.
  Act; Admin; Animal; Chem; DemnLr;
  Diplom; Disguis;  Ldrshp; PwrPercep;
  PubSp; RMas;
  Seduct;
  SenseRealWp;
  SpellM; Stra&Tac.;
  WeathWatch.
  Languages (S/W): (All)
  Spells: Base Spell OB: .
  Directed Spell OB: 
  (Netherbolt; 
  Desert
  Curse). All Base Sorcerer
  to th. Evil CLeric Dark
  Channels and Curses. All
  Magician Open and
  Closed. 
  PP: 
  x
  (x)=
  Blade of Shadows: A
  Sorcerer’s blade, it is
  +, of clear laen with
  hilts and guard of gold
  and silver alloy. When it
  is drawn by Osaran, the
  blade and clear pommel
  gem turn black. Some
  powers noted below
  with an asterisk (*) in-
  dicate what the wielder
  must do should he fail
  his RR vs being domi-
  nated by the sword.
  Osaran is in complete
  control of the weapon
  and need not worry.
  Note powers listed be-
  low which are not in the
  Atlas Addendum as well.
  (For more on weapon
  domination, see Emer
  Atlas Addendum, p .)
  
  Book One: Gathering Darkness
  
  . + sword (can be used either one-or two-handed without the
  usual bastard sword penalties).
  . The sword is Of Slaying all foes.
  . Wielder cannot be stunned while using the sword.
  . Wielder may “Call the Dark Essænce.” By uttering these
  words, he channels raw Essænce through the sword (and
  drains  Temp Con points until he rests; he requires  hour
  of rest/sleep to regain each Con point). The effect is a Nether
  Bolt, ' range, x hits. He may acquire skill with this attack.
  . All non-evil spells cast on the holder while the sword is drawn
  must make a RR (at caster’s level) vs th level. If they fail by
  more than , the caster must make a spell failure roll (other-
  wise, the spell simply fizzles, absorbed by the blade).
  . The blade makes an eerie metallic humming sound near
  priests of Orhan or other powerful ‘good’ beings such as
  Loremasters.
  . In a melee, wielder must use full OB.*
  . In a melee, wielder must fight until all foes are dead (incapaci-
  tated).*
  Dagger of Elfslaying: +, if the attacker gains a critical, he rolls
  an additional Slaying critical, adding + for every crit level
  above an “A.”
  Desert Robes: Wearer is immune to natural hot and cold, casts
  invisibility x per day, adds + to hiding at all times, will
  automatically Deflect and Bladeturn up to  missile and melee
  attacks a day.
  High Priest Ring:
  . x PP Enhancer
  . Allows wearer to cast four Netherbolts  feet each day.
  . Allows wearer to read any written text at x normal speed, even
  if he has never seen the script of the language before.
  . Allows the user to speak Dyar, Erlin and Iylar (the three main
  Elven tongues) and Arcane tongues with fluency.
  . Protects wearer as AT  (-).
  . Summon and control all dogs within  miles.
  . Opens all doors in Tower of Dansart.
  . Controls Weather within  miles.
  GM Note: This ring is Very Evil; see page ??? for rules on using evil
  items
  As the prisoners enter the room, there is a willowy half-elf
  standing nearby; he is wearing full-length robes of deep red trimmed
  with black, and a round metal brooch with a glittering sliver of
  crystal set in it.
  Also present is the son of the jewel merchant and the younger of
  the women. Both are clothed only in rags, bound by heavy chains to
  great rings set into the sides of  the throne so they they are forced to
  kneel right next to the Priest.
  Flanked by guards, the two PCs are brought before the High
  Priest. He smiles warmly and says “Who do we have here?”
  The lead guard says, “Representatives, as you requested, Your
  Eminence.”
  For about fifteen minutes, the High Priest will make small talk
  with the two PCs, asking them how the weather was in Nomikos, did
  they like dogs, if the food ws acceptable. He will ignore or seem to
  misinterpret sarcastic or hostile responses, instead going off on a
  monologue about desert sunsets.
  During the interview, the Osaran takes the woman’s manacled
  hand nearest him and seems to gently rub and caress her fingers
  between his hands, then, as he questions them, he begins to break her
  fingers, joint by joint. He does this idly, almost as if someone would
  toy with a bauble. (GM: this should be a particularly disturbing
  sight: a handsome, innocent-looking Elf is sadistically torturing a
  helpless woman and his face betrays only a certain serenity…) The
  woman shrieks and cries out the first time; by the third she is reduced
  to sobbing. He ignores her. The boy looks on in horror. If the PCs ask
  him to stop or even comment on his cruelty, he calmly tells them that
  it is of no concern of theirs. Eventually, the woman passes out from
  the pain and he flings her ruined hand aside. A moment later he
  places his hand on the boy’s head and begins to very gently stroke
  and fondle his hair and neck. The boy trembles visibly but makes no
  sound.
  If the PCs ask any questions, they are ignored. If they become
  physically resistant or abusive, one of the guards cuffs the offender
  with a gauntleted hand, delivering - hits and facial cuts.
  After finishing a particularly long ramble about dog training,
  Osaran will lean forward just a bit and ask “I don’t suppose either of
  you heard anything about a place called the Gryphon College while
  you were at Nomikos, did you?”
  )o matter what either PC says (including nothing), he will lean
  back and sigh, saying “Iwas afraid of that.”
  The Priest Dansart does not speak for several more minutes, but
  continues to idly stroke the boy’s hair. The boy is silently whimper-
  ing and tears stream down his cheeks. Then the High Priest turns to
  the half-elf still in the shadows and asks, “Well, what should I do with
  them, Vaag t’Kang?”
  T’Kang shrugs. “I would slay them now, Esteemed One. They
  trouble me. I would also dispose of that Loremaster.”
  “But they could prove entertaining… even useful.” Osaran
  ponders for a moment more then stands up, gesturing casually to a
  guard. “Return them to their cell. I will decide what to do with them
  tomorrow.”
  As the pair are led away, they hear Osaran say to his guards:
  “Dispose of that woman, but bathe the boy and bring him to my
  chambers.” Then: “T’Kang, I’ll see you at dinner this evening.”
  6•ESCAPE FROM DANSART
  It is clear that the group needs to escape from Dansart that night,
  or they will most likely die.  However, opportunities fail to present
  themselves. Late in the evening, there is a sound of dogs howling
  somewhere in the complex, then it fades. A few moments later, Vaag
  t’Kang comes down the steps to the cells. With the wave of his hand,
  the two guards in sight fall asleep. He plucks the keys from a pocket
  and goes directly to the cell holding the PCs. He approaches the bars
  and whispers: “Osaran has gone out on a hunt; you must try to
  escape now!”
  If asked why he is helping the PCs, he will answer. “I have my
  reasons. Waste no more time!” Then he will slink away, vanishing
  into the shadows.
  GM Note: Vaag t’Kang is not letting the PCs go because he is a nice
  guy. He is an Adherent of the Jerak Ahrenreth and though he was
  in Dansart seeking an alliance of sorts, he also has a separate
  agenda. This is an unusual group with unusual items (though even
  he does not guess the nature of the Phoenix). He has used his crystal
  brooch to cast a Mind Typing on Terek and Morden so that they
  can be traced later. He is letting them go so that they might lead him
  to secret places.
  There is no way to undo a Mind Type except by destroying the being
  or item which did it, or somehow erasing the memory. The other
  defense is to use blocking spells or items.
  The guards keys open the cell holding the items, and Sæn’s cell
  also, if they decide to bring him along. The cell holding the items has
  
  
  The Grand Campaign
  some additional valuables the PCs might want to take along if they
  have time: sacks containing , in gold, a wood box holding five
  pouches, holding a total of , in gems. There are no magical items
  or other equipment.
  Barely do the characters get out of the cell block, however, when
  the merchant insists on looking for his son. Before anyone can stop
  the merchant, he bolts down another hall. He is seen almost imme-
  diately and the alarm is raised.
  They flee down corridors and fight the rather impressive guards.
  But if Sæn is with them, he will have told them about the Portal.
  Hopefully they can make their way to that, because there is no other
  way they can get out of the tower and escape into the desert.
  T P
  Sæn can Sense Reality Warp, and when he was brought in he
  detected a latent portal. Once he is free again and can scout around,
  he will be able to track it down.
  Sæn will take an herb from his pouch (Somiren), allowing him
  to instantly regain his PPs for the day. He must hold in reserve 
  points to overcast Open Portal, though he does not know where any
  other portal is (except shielded Loremaster Portals on Karilôn), so
  things will be rather random. He will take the extra rounds if at all
  possible to improve his chances.
  They arrive at the doors, and someone must pick the lock;
  meanwhile and anyone with Sense Reality Warp can see an odd
  wavering about the doors. They open onto a circular doorway—
  sealed over by stone. But no one should be disappointed; the portal
  is there if Sæn can open it.
  As the guards close in, one or more crewmen might want to do
  something rashly brave. Then (hopefully) Sæn opens the portal and
  they tumble through.
  There is some vertigo, a sense of falling, then splash! They tumble
  into a foul-smelling pool, seemingly underground…
  7•INTO THE UNKNOWN
  The group is standing (or sitting) in about two feet of cold, foul-
  smelling water, in a T-intersection of ' diameter tubular corridors
  (everyone has to stoop). It is almost completely dark, the only light
  provided by some eerie green luminous lichens growing on the top
  of the tubes. Rats can be seen (and heard) scuttling about the tubes,
  disturbed by the sudden new arrivals.
  What would be the fourth corridor is the Portal—which Sæn will
  promptly close as soon as everyone is through. He will say that he
  thinks that they can’t be followed, but they should get moving
  anyway. Of course, they have absolutely no idea where they are.
  (They are in fact in an ancient sewer. Sæn suspects this is the case,
  and may or may not share this suspicion.)
  I PC Roll: Terek should make a Medium (±) Perception to notice
  that his Phoenix Pendant is glowing dimly. It will glow slightly
  brighter as they continue.
  If no one immediately tries to take charge, Sæn will start march-
  ing down the left corridor. He will mention that there seems to be a
  breeze blowing in that direction, though the water is flowing the
  opposite way. They slosh along for nearly an hour, then come to a
  juncture of four of the corridors, the one to the left sloping up and
  dry, while the one sto the right and flow into the one through which
  they came. Most importantly, the juncture seems to have no ceiling;
  and the air is going up! A moment of looking around will reveal an
  iron ladder extending out of the wall. An escape!
  THE WAY EAST
  Just as the group begins to climb, the Phoenix Pendant bursts
  into bright light and actually pulls on its chain—towards the dry
  corridor. The group is tired, without Power Points, possibly has
  wounded members,  and has found what may be an escape to
  civilization. Then suddenly this guy’s pendant starts pulling on him.
  What to do? If they go up the corridor a bit, they come to an iron gate
  blocking off the tunnel. It is locked rather securely.
  GM Note: Should the group start sounding like they might actually
  want to venture up the corridor, try to discourage them, using Sæn
  and the other NPCs: “Let’s at least climb up the shaft and look there
  first!” If that doesn’t work, try suggesting a vague sense of lurking
  evil down the corridor. The point is, they’re not ready for this quite
  yet, and it’s not going anywhere anyway.
  At last, hopefully, the  group makes the climb up a thirty-foot
  shaft. As they approach, the lead climber can see stars peeking
  through a grate. At the top is a heavy grille, but anyone with a St of
  + can thrust it aside.  They emerge up through a grate in the center
  of the Avenue of Kings in Haalkitaine. It is the middle of the night,
  and for once it isn’t raining.
  
  Book One: Gathering Darkness
  
  • PART VIII •
  HAALKITAINE
  Of course, it was raining.
  Above Haalkitaine City the sky was flat and grey, a dirty ceiling dripping sooty
  water onto a filthy city. At the center of this sprawling mass of black stone towered
  the Rhakhaanian Imperial Palace compound; Ren caught glimpses of its towers as
  he wound his way up along narrow streets towards the enclosure. The palace was
  like a mirage, though: the distance deceptively great though it seemed to loom over
  every intersection. The mist only added to the insubstantial appearance of the
  structure.
  It began to rain harder. Ren pulled his hood over his head, scowling uncon-
  sciously at the weather.
   They say it always rains in Haalkitaine…
  A beggar—a short old man wrapped in burlap and wearing no shoes—stag-
  gered out of an alley and held out a deformed hand. “Got a copper for a poor old
  man?” He asked in broken Shay, exposing a few rotten teeth.  He reeked of urine.
  Ren handed him a silver piece, a coin worth a hundred coppers. “Oh, thank you
  sir!” The man trembled with amazement. “If there’s anything I can do for you—”
  “Yes: tell me the shortest route to the Palace.”
   The man’s eyes went wide and his mouth formed an unvoiced gasp. “I thought
  you looked like royalty, sir!” Then he seemed to notice Ren’s upswept, slightly
  pointed ears for the first time. “An Elven Lord you must be! I beg your pardon!
  Turn left there by the vegetable cart, then the second right, then right again. You’ll
  be on the Sunset Avenue, straight to the Western Gate.”
  “Thank you.” Ren turned to go as the man grovelled.
  Yet Ren Thraysk was in no hurry to get to the Palace. There (no doubt) waited
  
  
  The Grand Campaign
  fawning aristocrats, haughty bureaucrats and surly, dull-witted, inbred royalty.
  Most either mistrusted people like Ren or feared them, or simply tried to dismiss
  them as irrelevant—most of the time. When there was the rare problem that no
  king could dispose of with an execution order or a well-equipped army, then pride
  was reluctantly swallowed and one of Ren’s kind was called-upon.
  One of his kind… there were days when he hated being a Loremaster; those
  days seemed to become more frequent with the passing years. A pity Loremasters
  weren’t often accorded the same respect as the Navigators, a guild who had honed
  their arrogance into a fine, razor-sharp tool. Ironic, since the Navigators were a
  godless little coven who worshipped only the almighty coin, while the Loremasters
  toiled for endless centuries to sustain the few pockets of civilization existing on this
  tortured world.
  Ren wondered if Tar-esiir would be there. Actually, he’s not as bad as as some
  other Navigators I’ve met.
  At least the beggar’s directions were correct, for Ren turned the last corner and
  found himself on a wide avenue sloping gently up and eastward to the granite walls
  of the Palace. Trudging up the rain-slimed cobbles, he cursed Randae Terisonen
  not for the first time. I never did get a satisfactory answer why I had to suddenly step
  into this mess at Haalkitaine. What is Randae up to that’s so much more urgent? Or
  maybe he was censured for breaking the Code again. Ren smiled ruefully. He had
  been called in more than once for bending the meaning of the Loremaster Code
  himself, and did not envy Randae having to face the Council.
  A looming presence of darker grey… the outer portal grew more imposing as it
  solidified through the mist. The flanking towers must have been fifty feet tall.
  Certainly a suitable entrance to the palace of the greatest empire on all of Jaiman.
  Ren Thraysk was not impressed.
  aalkitaine has stood for over ten thousand years, an ancient city by
  any definition. Over the centuries, it has grown to represent the
  essence of stability and reason in a continent frequently sundered by
  war and fragmented by anarchy. But now even Haalkitaine is
  troubled. Rumors of new wars, a rebellious usurper to the north,
  discontent in the provinces, and tales of the return of old evils have the city in
  turmoil. The veneer of culture and sophistication remains, but underneath churn
  deep-seated fears.
  The group crawls out into the street, possibly given a disparaging
  glance or two by the few passers-by at this hour. They might even run
  into a constable, who will want to know just what they are doing in
  the sewers of Haalkitaine in the middle of the night. A small bribe
  should take care of him
  Sæn announces his intention to go to the nearest inn he can
  afford, have a bath and an ale, and go to bed. Then he’ll have an
  appointment at court. He does remind the PCs that he owes them
  something and asks that (should he not see them before then) to ask
  for him at the palace at the stroke of the third Quintar the next day.
  GM Note: Of course, if Tyrus Faslurin is with the group, he could
  just stay at the Palace, and if he makes enough of a stink, could get
  rooms for everyone else. However, he might be inclined to be
  discreet, as that sort of behavior is frowned on.
  At this point the group will probably break up; the NPCs
  (whomever is left—perhaps a couple of crewmen) will try to put
  their lives back together. The PCs might want to clean up and get
  some rest and healing before their meeting the next afternoon. And
  hopefully Terek will want to head back into the sewer after a few days
  off in the capital of Rhakhaan.
  1•THE HAALKITAINE
  COURT
  Chances are, aside from a possible quick visit to a healer or
  herbalist, the group won’t have much free time before their visit with
  Sæn. It is hoped that they will be punctual.
  Haalkitaine Palace is a cheerless, imposing structure on the
  
  Book One: Gathering Darkness
  
  • Haalkitaine •
  
  
  The Grand Campaign
  • Central Rhakhaan •
  Haalkitaine•
  Tanara
  Rhakhaan
  
  Book One: Gathering Darkness
  
  outside (and much the same on the inside). Built of huge granite
  blocks, it is a mazelike jumble of towers, parapets, echoing halls,
  drafty chambers and twisting stairways. It stands against the steep
  flanks of the Grey Mountains, with the city sprawling out in the
  other three directions. The main gate is  feet high, and features a
  drawbridge over a deep moat, huge doors " thick, two portculli (to
  enclose a ‘death cage’), and an inner door. Normally, though, all of
  the doors are open and four guards in the Phoenix livery are the only
  defense.
  They are greeted cooly at the gate, but their name is on the roster
  and a page is assigned to lead them to Sæn’s chambers (it would seem
  that the Loremaster Apprentice has friends in high places).
  GM Note: again, If Tyrus is there, he will be recognized, and in this
  case, very likely just ask where Sæn is staying (The Cypress room,
  Ralgan’s Tower). He is quite capable of leading them there,
  SÆN SAYS GOODBYE
  The route takes the characters through the palace, and they pass
  dozens of servants, bureaucrats (all of whom will sneer at the
  roughly-clad strangers until they see Tyrus, when they will suddenly
  start fawning), and nobility, who will greet Tyrus cooly, and ignore
  the rest.
  Sæn is lounging in his suite, apparently writing a letter. He offers
  them drinks, then thanks them again for helping him escape. He says
  that his master has given him something he wants to offer to them
  as a token of his appreciation. He produces a silvery coin, with
  arcane symbols on one side, and a Gryphon on the other. He
  explains that is actually a one-use portable Navigator obelisk. You
  hold it in your hand, summon a Navigator, and he will transport the
  group to a safe place free of charge.
  GM Note: The players must be discouraged from using this item—
  unless absolutely necessary—until the appropriate time (when
  they are trapped in the ice cave in Tanara). If something goes
  terribly wrong before then (like the Doombringer is about to slay
  everyone), obviously it would be better for the PCs to escape with
  some story disruption than to have the entire campaign collapse. If
  the coin is used prematurely, (see page ??? for the appearance of the
  Navigator, etc.) then the GM will have to make contingency plans.
  He won’t be able to answer most questions the PCs ask, either
  because he isn’t permitted to tell, or just doesn’t know. He seems a
  bit torn, though, if the characters start asking him difficult ques-
  tions, and might provide a few kernals of useful data. He will tell
  them where the Loremaster Zener Morndaak lives, even drawing a
  simple map of Tanara
  With that he says farewell, as he has to pack up soon.
  2•TIME IN THE CITY
  After leaving the Palace, the group might want to take a few days
  to rest up, buy and sell,  etc. Haalkitaine, while not quite as cosmo-
  politan as Lethys, does have a lot to offer. Soon, however, the group
  will again want to resume their journey to Tanara. But first, a short
  side-trip back into the Sewer.
  GM Note: be sure to keep up with the future events timeline (see
  page ???) while the PCs are here.
  Tyrus might visit his family, and his father urges him to leave
  soon. There is only gossip and trouble here and he would be safer on
  the road for a few months.
  3•RETURN TO THE
  UNDEREARTH
  Re-entering the sewers is easy (though they may get a few strange
  looks from passers-by), and the gate appears unchanged since they
  first found it.
  Labyrinth Map--GMs you are on your own
  I PC Roll: An examination under better light—and a successful
  Hard (-) Perception—reveals that the workmanship  of this
  tunnel is slightly different from the others, and there is no evidence
  that it was ever a sewer drain, though it was built to look like one. In
  addition, a successful Medium (±) Stone Lore, Stone Evaluation,
  Engineering or Architecture roll will reveal that this tunnel is even
  older than the sewers, by several thousand years (the sewer is about
   years old). The workmanship is excellent, the stones fitted
  without mortar.
  I PC Roll: The lock on the gate is Extremely Hard (-) to pick,
  though oiling it and cleaning it first will reduce it to -. It does not
  appear to have been operated in many years, and though the metal
  of the gate appears to be some sort of non-corroding alloy, it has
  gathered dirt. Upon close inspection, the gate is a beautiful con-
  struction, the metal wrought with care.
  Through the door, the passage enlarges to about twenty feet high
  and  wide, with a barrel-vaulted roof. It begins to descend again,
  and from what they can tell, the group is heading due east, and
  continue to do so for about fifteen miles. They must be under the
  very heart of the mountains. The air is not stale, and in fact there is
  a light, cool breeze from the west.
  The further east they go, the brighter Terek’s pendant glows. All
  the while the temperature remains the same (the typical under-
  ground ≈°F) and the corridor continues basically level. Then they
  arrive at what appear to be a set of stone doors closing off the end of
  the corridor. They swing outward, but are held shut by a rather
  elaborate lock which sends iron bars sliding in and out of sockets in
  the floor and ceiling; the bares are spring-loaded. The doors can be
  easily opened from this side. These doors are also very old.
  I PC Roll: This set of doors will swing shut a minute or so after they
  are opened, and the bars will lock. It is a Light (+) maneuver for
  anyone who examines the door closely to notice this; Very Hard (-
  ) for anyone who just passes through. The doors can be propped
  open. The doors have a lock on the other side, but it would be Sheer
  Folly (-) to pick.
  Beyond the temperature is noticeably warmer. And the PCs may
  notice a slight sulfur smell. The corridor continues for about 
  feet, then ends in an octagonal room about  feet across. Directly
  ahead is another set of stone doors, the Sheer Folly lock facing the
  PCs this time. To the right is another corridor, but the ceiling has
  collapsed about twenty feet down the passage, sealing it off. and a
  tunnel of a very different nature takes over. Another passage goes to
  the left but stops about fifty feet down in a dead end. However, in the
  wall ahead and to the right (between the locked doors and the
  collapsed passage) a new tunnel seems to have been ‘dug.’ It is more
  like a rough-hewn tube, with a flattened floor of dirt. This rough-cut
  tunnel appears to have been made in the last few hundred years.
  Soon after it leaves the octagonal chamber, it curves so that it is
  headed due east (parallel to the corridor with the doors, presum-
  ably).
  
  
  The Grand Campaign
  ENCOUNTER:
  CREATURES OF THE DEPTHS
  The labyrinthine sewers and tunnels under Haalkitaine contain
  more than the usual retinue of rats and other vermin. They connect
  to a maze of passages much older—and more dangerous.
  I Roll: Anyone with Detect Ambush should try to do so at -, and
  a Mentalist with Detect Presence who is alert will detect dozens of
  unusual presences seemingly in the walls themselves.
  At this point, two things happen simultaneously:
  . Terek’s glowing pendant bursts into bright light and jerks towards
  the left dead-end, and—
  . Dozens of bizarre creatures seem to leap out of the very walls,
  attacking the players with glistening teeth and claws.
  U
  These small creatures—between  and ½ feet tall, are incredibly
  vicious, aggressive beasts resembling tiny humanoids. They have the
  ability to merge with stone and so lie in ambush. They have large eyes
  which glow a sullen red, huge mouths filled with pointed teeth, and
  clawlike hands. They are only semi-intelligent and will fight until all
  are dead.
  GM Note: the chart lists  Uthgool; use more or less as you see fit
  so that the beasts will prove a challenge for the group without
  overwhelming them.
  After the Uthgool have been dispatched, the Phoenix Pendant
  still glows, and will almost pull Terek towards the dead-end corri-
  dor. Careful inspection will reveal that this tunnel section is f
  I PC Roll: A Hard (-) Perception reveals a seam running vertically
  across the set-stone hall, about ten feet from the end. The corridor
  does not dead-end at all; in fact the last ten feet are a sliding passage
  which shifts laterally twenty feet, revealing a new corridor. A suc-
  cessful Medium (±) Locate Secret Opening will reveal a movable
  stone which triggers the sliding action (those without the Locate
  Secret Opening skill must roll at - or use Perception at -; this
  should be a general rule if using RMC II skills; even if not, Perception
  rolls for secret openings should be at - from the difficulty noted
  here for LSO skill).
  ENCOUNTER:
  THE VAULT OF THE SWORD
  The sliding corridor grinds to a halt, revealing a passage beyond.
  There are side passages to the left and right, and the corridor
  continues on for a short way before ending in what appear to be
  frosted glass panels. From the right corridor a red-gold glow can be
  seen. When the group reaches the juncture, they see that the glow is
  filtering through a set of frosted glass panels, etched with a huge,
  intricate symbol of the Rhakhaan Phoenix. The glass panels would
  appear to work like sliding doors, as they are set in a track and split
  down the middle to slide into wall pockets. A check at the opposite
  side corridor reveals an identical set of doors, but it is dark inside. At
  the end of the hall is the same situation: glass doors, dark inside.
  I PC Roll: These doors are not glass, but læn, a glassine substance
  which is virtually indestructible. It will not break, melt or crack.
  These doors are magically locked, requiring either a successful
  Opening spell at - or an Insane (-) Lock Pick. Much simpler
  would be to simply touch the doors with the Phoenix Pendant (GMs,
  try not to give any hints!). When the doors are touched, a glow
  spreads from the Pendant orb to the seam between the panels. Then
  they part smoothly with a breath of air.
  T V L
  A short stairway descends into the room. On the two side walls
  are large Phoenix images which look like stained glass, illuminated
  from behind. On a platform at the end of the room, surrounded by
  four columns of white marble-like material (actually white eog) is a
  small black stone pedestal. Inserted point-down into the pedestal
  about halfway up the blade is a beautiful sword, glowing brightly.
  One assumes that Tyrus will take the sword. It slides smoothly
  out of its receptacle (it would do that for anyone), and the blade edge
  and pommel stone glow with a bright, coruscating light for a
  moment after he draws it (it does that only for an heir to Rhakhaan).
  It communicates its powers to Ty empathically, also transmitting a
  feeling of satisfaction at being held by a true heir—a feeling which
  would be enhanced by attunement.
  T P S
  It is a two-handed sword of gold, with an edge of clear,
  amber laen. In the pommel is a yellow topaz orb—receptacle of
  the sword-soul.
  POWERS:
  . + to hit, x concussion damage.
  . Flames on command, enabling the sword to deliver a Heat
  critical (of same intensity) in addition to any other.
  . Unleash the Absence of Cold (as Fire Bolt ', x damage,
  Heat Critical, x per day). It is a stream of intense heat, like a
  flamethrower—rather different than the beamlike pendant
  power. Can be devastating to physical objects as well.*
  . Of Slaying creatures of Cold (Ice Elementals, Cold Drakes, Ice
  Trolls, etc. This includes Oran Jatar, though remember that
  he is a Large Creature while in human form and Super-Large
  when a dragon; still a tough customer).
  . Of Changing: will become a dagger, broadsword or two-
  handed sword at will.
  . Will come via safe Teleport from up to  miles away.*
  * Available to the attuned owner  only.
  GM Note: This sword is obviously quite powerful. It is suggested
  that even Tyrus can only access rudimentary powers (size changem
  OB) until it is attuned. The GM may wish to further restrict its
  powers at this time by having it cursed. Perhaps it is locked in
  broadsword shape,  and cannot unleash the Absence of Cold until
  the curse is lifted.
  The other doors will open for the pendant also, revealing cham-
  bers almost identical to the sword vault. When the rooms are
  entered, the glass Phoenix panels on the walls glow dimly to illumi-
  nate the rooms. In place of the sword pedestal in these are similar
  platforms, but on top of one is a sculpture resembling a neck and
  shoulders (perhaps to hold a pendant) and at the end is a very
  abstract-looking bust, on which might sit a crown.
  The more thoughtful player-characters might begin to wonder
  about the nature of these strange chambers. Stone Lore, etc. will
  reveal that it is several thousand years old, and might in fact date to
  the time when the artifacts were made. The workmanship is superb,
  and of course the use of such materials as læn and eog indicate a
  smithing skill lost to all but a very few. These vaults are miles back
  under the Grey Mountains; they are clearly not the ‘vaults’ under
  Haalkitaine Palace where the artifacts are normally kept. How did
  the Phoenix sword get here? It was last officially seen in TE ,
  placed in the palace vault, but when it was fetched in , it was
  gone, supposedly pilfered by subterranean creatures.
  
  Book One: Gathering Darkness
  
  GM Note: This is in fact the original holding vault of the artifacts,
  constructed under Tethior’s direction. There are five others, all
  deep beneath the original capitals.  All of these vaults survive, even
  the one under Verzor, and some hold artifacts thought to be missing
  or destroyed Tethior (who now appears as The Nameless One)
  actually has been retrieving them and returning them to their
  original resting places. The Sword had been stolen by creatures of
  the Underearth, but he recovered it. Andraax also knows the sword
  is here, and will be aware that it has been removed. Even Andraax
  is not certain that the Nameless One is Tethior, but he is fairly sure.
  In that, he is ahead of just about everyone else. At some point he
  may move to stop Tethior’s panic-causing predictions, but not yet.
  There is nothing else to be gained here, so the PCs must return
  to the main corridor. They may go back the way they came, but if
  they start back down the corridor to Haalkitaine, they will feel a chill
  wind in their faces. Torches (and even the light of the Phoenix Sword
  if it is aflame) grow dim and flicker.
  I PC Roll: Everyone roll D; all getting a number beneath their
  Temp Empathy get a feeling of dread, and begin to shudder with
  strange chills.
  If the PCs insist on going this way, they will meet the Doombringer
  with possibly catastrophic results. If they flee onwards through the
  tunnels, they might forestall an encounter until they are near the
  exit. The Phoenix Pendant will glow more brightly if Terek holds it
  towards the east.
  ENCOUNTER:
  TERROR IN THE DARK
  If the group heads back west through the tunnels, they will run
  into the Doombringer about  miles from the sewers. If they head
  east, it will catch up with them less than a mile from the eastern door.
  In this way, they could conceivably flee and get outside.
  The group enters the rough tunnel, which winds vaguely east-
  ward for about a mile before opening into a cavern. Several tunnels
  open off of this one, but it is fairly clear that a large tube in the
  opposite side of the cave is the correct one (the Phoenix will point the
  way if there is any doubt). The PCs hear eerie sounds during this
  journey, but encounter no one. Constantly they feel the dreaded
  presence, seemingly coming closer and closer…
  GM Note: The GM may wish to have additional encounters with
  underearth beings and creatures. We leave this up to you.
  T D
  See page  in the Master Atlas (nd Edition) for a detailed
  description of a Doombringer. It is essentially a spectral demon
  cloaked in lightning and shadow; its main weapon is terror. This
  Demon is similar to the one in the Atlas, except instead of the Open
  Mentalist and Essence lists, it has two Evil Mentalist Base Lists: Mind
  Death and Mind Disease. It is also only th level. As noted in the
  Atlas, all who see it must make an RR vs th level or flee in terror;
  however, anyone who fails by more than  merely loses conscious-
  ness.
  Vault of the Sword
  
  
  The Grand Campaign
  If the holder of the Navigator coin tries to use it to escape, the
  Doombringer casts Mind Blank (or even better) Forget on her. The
  Doombringer will also cast a spell every round possible while trying
  to bring the PCs within  feet so its lightning attacks can be brought
  to bear.
   Those who fail their RR flee in panic, meaning they run until
  they collapse; they cannot think rationally.
  I PC Roll: Each PC must roll a RR vs th level; use SD bonus.
  Failure means panicked flight. Failure by more than  means
  unconsciousness. Note that normally a panicked PC would not be
  able to stop and help a companion, but the GM may allow an
  additional roll with Em bonus to overcome their terror and drag an
  unconscious friend out. Ræk gains an additional + to this because
  of his naturally Empathic nature as a Healer.
  4•FLIGHT INTO DAY
  The tunnel ends, opening into a set-stone passage again. This
  passage continues east for  feet, ending in what appears to be a
  foyer fifty feet on a side. In the east wall is a thirty-foot tall door,
  beside it a lever. Even a panicked PC can pull the lever, which
  activates a counterbalance. The door, a monstrous stone slab, grinds
  slowly upward. A cool breeze blows in, and as the Doombringer
  approaches, they burst out into the open. A PC can pull the lever the
  other way and have time to get out, as the door takes four seconds to
  open or close. They emerge onto the Tanaran countryside. The
  Doombringer, its powers greatly restricted out of the tunnels, will
  not follow them outside.
  If they wasted no time and stopped for no longer than an hour
  or so inside the tunnel, their underground journey took about 
  hours.
  
  Book One: Gathering Darkness
  
  • PART IX •
  TANARA
  The sun had barely disappeared behind the Grey Mountains when Terek Al-
  Arain was out of the caves, flying across the hills astride his palomino. His Myri
  guards Kel and Renar were hard pressed to keep up, but the Dúranak slowed once
  he reached the Calgen river. Together this trio formed a Thavan, an elite fighting
  unit of the Dúranaki. While they were young (all merely eighteen), they were
  deadly accurate with the throwing kynac, and trained to kill in defense of their land.
  Kel and Renar, both strapping blond youths half a foot taller than Terek, were
  completely loyal servants to their Dúranak master, though to call them slaves was to
  oversimplify the relationship.
  Over the centuries the Myri and Dúranaki evolved a race/caste system in which
  the smaller Dúranaki were the intellectuals, the artisans (and the masters), while the
  Myri did the manual labor. This has helped the Dúranaki to create a society of
  leisure and comfort, but the Myri have not shared in the full benefits of this ar-
  rangement. At one time, the Myri were actually ‘programmed’ into subservience
  through magic, but the Dúranaki learned that a Myr’s loyalty could be earned
  through kind treatment. Inequality continued however, and the Myri came to
  assume that this was their place in the world as intellectual inferiors to the cave-
  dwellers. In fact, however, they are just as bright as the Dúranaki, a fact that Terek
  Al-Arain has proved by teaching Kel and Renar to read. What Terek has done is
  forbidden, however, and soon the secret will be out, with serious repercussions for
  all three. But for now, something else was distracting the young Dúranak…
  “What’s the matter, Terek? Kel reined in next to his master, who was still astride
  his horse. The beast stood patiently in a few inches of water at the river’s edge.
  Terek did not answer. He was staring down into the crystal clear water as it
  splashed over stones smoothed by eons of wear. Renar stopped his mount a few
  paces back, glanced at Kel, then began scanning the horizon. “Terek?” Kel asked
  again, tentatively this time.
  
  
  The Grand Campaign
  “Don’t you see it? Terek glanced up at his friend, then quickly looked back
  down to the water.
  Kel’s brow furrowed, and he peered into the shallows. “See what?” he asked
  finally.
  “That glow!” The Dúranak slipped off his horse and landed in the icy water
  with a splash, seeming not to care that it would soak into his boots. He reached into
  the flow and pulled up a bauble on a chain. It glistened in the dying light, and for a
  moment Kel thought he saw a red sparkle… but he was amazed that Terek could
  have seen it even with his night vision.
  The Dúranak was holding it close to his face for a closer look. “There’s some-
  thing imbedded inside this little crystal globe… it’s really beautiful workmanship…
  I believe that it’s a Pheonix!” He smiled and hung it around his neck. “My lucky
  Talisman!”
  Kel shook his head. “I don’t know, Terek. The Pheonix is not supposed to bring
  good luck.”
  Kel was to be proven right.
  land of narrow valleys, rushing streams, and convoluted coastline,
  Tanara embraces several cultures of unique character, segregated
  remnants of an extinct kingdom. The folding hills covered with
  heather and whispering evergreens shelter fertile lowlands. Among
  the inhabitants are the pale, nocturnal Dúranaki, the blond, athletic
  Myri, and the half-elven Sulini. To the south, a cruel society of red-skinned Y’kin
  are kept at bay by rough terrain and vigilant Myri.
  The characters emerge from the underground passage at the west
  end of a steep valley. The serene valley is covered with about a foot
  of snow, untouched until the PCs blunder out onto it. There is a
  winding path leading down from this gateway, visible because of a
  row of stone posts along it (typical of Myri road markers, placed so
  the roads can be seen under snow).
  GM Note: they are about thirty miles north of the Vale of Merisia.
  If you have the color map from Cloudlords of Tanara, see the ruin
  symbol; on the B&W key it is keyed #, near the Vault of the
  Firesword.
  Coincidentally, they are very near the house of Zener Morndaak
  (assuming they can get their bearings). If they miss the house, they
  will run into a Myri village called Talisen, and the friendly residents
  will send them back up the hill to the lakeside cottage. There is no Inn
  at Talisen, but the characters are told they are welcome to stay at any
  warm stable.
  1•THE LOREMASTER’S
  HOUSE
  Morndaak’s house is a low, rustic structure, with overhanging
  roofs and a large stone chimney. It sits near a lake about five miles
  wide,—still frozen over—and there are many tall pines about the
  house. But as the group approaches, there is a sense that  there is
  something not quite right.
  I PC Roll: At about ’ away down the road, roll a  Hard (-)
  Perception roll. Those successful get the feeling that something is
  wrong. No smoke comes from the chimney, and there are no lights
  within (even if it is day, the sky is probably overcast, and in any case
  some lights would be visible as they draw near). Caution would be
  advisable.
  Fears are realized as the PCs reach the structure: the door stands
  ajar, and it is cold and dark within. Papers are strewn everywhere.
  Two Myri servants, a middle aged man and woman, are in the
  kitchen, their throats cut.
  I PC Roll:  Those with any medical knowledge  (Ræk or anyone with
  First Aid, etc.) may make a roll using appropriate skills to try to
  determine time of death. They have been dead less than a day; 
  hours in fact.
  In the Library, Zener is found tied to a chair with leather thongs.
  He has no jewelry, weapons or other items on his person, and it looks
  like he was tortured to death. The room is in a shambles: books and
  papers everywhere.
  They have only a few minutes to search the room, and in fact they
  find nothing of interest, until a voice from outside calls in Rhaya (the
  common tongue of Jaiman) “You are surrounded! Come out of the
  house with empty hands raised!”  The tenor voice repeats the call in
  Erlin. Terek will know the accent to be Dúranak, and warn that the
  people outside are probably several Thavan, elite fighting groups not
  to be trifled with. He also knows in his heart that he is in deep trouble,
  but there is no escape from the Thavan.
  
  Book One: Gathering Darkness
  
  • Tanara •
  Tanara
  
  
  The Grand Campaign
  2• “IT MUST BE A MISUN-
  DERSTANDING…”
  Should the PCs try to check out the situation, they can look out
  the windows and pretty easily see at least  or  figures around the
  house, some are Myri, the others Dúranaki.
  One assumes the group files out peacefully. The lead Dúranak
  and speaker, Ranzi, looks surprised at the makeup of this party,
  especially Terek, but says nothing.
  Their weapons are confiscated (no other items are, however),
  and two of the three Thavan stand guard while Ranzi and his guards
  go into the house. One of the other Dúranaki—L’tanak—was an
  acquaintance of  Terek, and speaks to him in the Dúranak tongue.
  He is not hostile, but not very friendly, either. Other than this
  conversation, the Thavan will not speak to the PCs. “Brother-exile,
  you should not have come back.” If pressed about why they are here,
  L’tanak will say “The Loremaster sent a mind-call for help to T’kaal
  a day ago; we came as soon as we could. I hope for your sake you had
  nothing to do with harming him.” One assumes that Terek makes a
  vehement denial.
  A moment later, Ranzi emerges, a grave look on his face. He
  addresses Terek. “Your name and family, and what do you
  know of the Loremaster’s death?”
  Before Terek can answer, L’tanak tells Ranzi that
  he is Terek Al’Arain, the one exiled for teaching the
  Myri to read (exile doesn’t happen often). Ranzi’s
  Myr guards glance at each other, but the other
  Myri show no reaction (the younger Myri don’t
  speak Ranaka, the Dúranaki tongue). Ranzi says,
  “Doubly bad for you, Terek Al’Arain.” Then he
  turns to the rest of the group and asks everyone’s
  name and their reason to be in Tanara. One as-
  sumes they tell essentially the truth: to see Zener
  Morndaak. He seems unimpressed by everyone,
  but inspects all of the PCs’ weapons. He answers no
  questions (Dúranaki are famous for their rudeness,
  their air of superiority, and their tendency to just
  ignore people when they choose), but when he has
  finished, addresses them: “For now I must take you all
  into custody to be questioned in this matter. I have seen
  all I need to within. Let us go.” The PCs are tied up. Ranzi
  says to Terek: “I would bind you only with an oath, but
  since you have broken an oath to your people not once
  but twice I find that I cannot trust you.”
  3•OUT OF THE
  FRYING PAN…
  The group begins a long hike to the Dúranak cave
  city of Jaarn. It is  miles, a trip which will take 
  days through the snow. (Ranzi and his men reside at
  a border keep about  miles east of the Loremaster’s
  house. T’kaal Arain, being a Mentalist of some
  powers, can communicate telepathically with at-
  tuned men on the perimeter. Thus Ranzi and his
  Thavani made it to the house in a day.)
  The journey proceeds uneventfully for the first
  four days, the group making good time despite the
  snow (which will probably be added to some-
  what). The prisoners are treated civilly but not
  with any courtesy. Ranzi shows no curiosity about
  the other members of the group, and if Ty men-
  tions that he is the son of the Emperor, might be moved to a derisive
  comment. Rhakhaan is not revered in Tanara. One of the younger
  Myri—named Zak—is charged with caring for the prisoners. He is
  naturally friendly, seems bright but undereducated, and plainly
  holds all Dúranaki (even Terek) in reverence. He will be discouraged
  from talking too much with the PCs, though.
  GM Note: Through this period, there should be little chance for
  escape. The Thavani in general are efficient, and Ranzi in particu-
  lar is no slouch. And if they do escape, they can be easily tracked
  through the snow; the only possibility would be flee and summon
  the Navigator right off (Navigators frown on transporting tied-up
  people with their guards standing right there; at the very least the
  prisoners need to get a stone’s throw from their keepers). However,
  the GM may wish to allow an escape and Jump rather than the
  more gruesome spectacle to follow.
  The party is on the edge of a pine forest, marching north-
  northeast on the fifth night (Dúranaki travel at night and sleep by
  day) when Ranzi first detects that they might be followed. He directs
  
  Book One: Gathering Darkness
  
  Jerel to continue to lead and vanishes (literally). Ranzi does not
  reappear until they have settled for the day in a small cave. At the
  mouth of the cave he has a whispered conversation with Jerel, Beren,
  and the other two Dúranaki, which Terek gets bits of:
  Ranzi: “…Messengers, two squads, perhaps three…”
  Other Dúranak: “Burdened by the Prisoners, we could not elude
  them.”
  Ranzi: “…slain if we free them now…”
  Beren: “Could we ask for aid?”
  Ranzi: “No time… …attack us at dusk.”
  A few moments later a course of action seems to have been
  decided on. Ranzi comes forward and addresses them. “We are
  being pursued by minions of the Iron Wind; perhaps you have heard
  of them: Messengers of Al-Athuul. I believe they had something to
  do with the death of the Loremaster. They may be seeking you,
  though for what reason I cannot imagine. At any rate, I suspect they
  will attack us tonight, and rather than face them unprepared on the
  road, we will make a stand here. You will remain in the cave; I will
  free you when the Messengers have been dispatched.”
  The rest of the day passes uneventfully, but in late afternoon,
  there is a sense of tension as everyone packs up. While the group is
  untied to eat, Zak has a pleading discussion with Ranzi, who seems
  to relent after some arguing. He speaks to the prisoners again: “Zak
  has convinced me to leave you untied while you are held in the cave.
  Your weapons will also be left with you, so that you may defend
  yourselves with honor in the unlikely event that we fail to defeat
  these vermin.” If the PCS volunteer to help fight the Messengers,
  Ranzi will barely conceal a look of surprise, then derision. “The
  Messengers would cut you to ribbons, and besides I cannot be
  certain of your loyalties.”
  The others file out of the cave, and Zak says goodbye, leaving the
  weapons in a sack just inside the entrance. Ranzi stands outside and
  warns: “Try no tricks when I release you; I will detect any subterfuge
  in your minds.”  He steps back, and makes a small gesture with his
  right hand as his fingers glimmer with a blue-violet light. With a rush
  and roar, the cave entrance is sealed by a churning wall of water. A
  moment later, the water itself glimmers violet and, accompanied by
  a dry crackling sound, the water freezes solid. The characters are
  trapped inside. (They will not suffocate; there appears to be a small
  fissure towards the back of this ’ diameter chamber, allowing
  some fresh air in.)
  ENCOUNTER:
  MESSENGERS OF AL-ATHUUL
  The ice is virtually opaque and soundproof, so the characters are
  forced to sit in the cold and darkness (a fire would consume too
  much oxygen, but magical light might do) awaiting their fate, unless
  they decide to summon the Navigator and flee then and there. If not,
  they wait about three hours before they hear an unnerving cry which
  penetrates even the ice wall.
  I PC Roll: Anyone who can Detect Presences (Morden for instance)
  could follow the battle to some extent within his range. A Successful
  spell roll means that he can track the Tanarans already there, and
  distinguish them from newcomers. The description following as-
  sumes such ability.
  Two of the Thavani die within seconds (they are hit by poisoned
  darts), then the earth is rocked by an explosion. A moment later
  twelve presences (assumed to be Messengers) close around the
  surviving seven Tanarans. A thirteenth presence seems to lurk on the
  perimeter of range. Over the next minute, three more Thavani die,
  as do five Messengers; two other Messengers stop moving. Then
  every PC hears a mental voice—it is Ranzi’s Mind Speech: “They
  have a Priest Lyak with them! Since you have no escape, do the
  honorable and merciful thing and take your own lives before they reach
  you. We will buy you a few seconds more—” the voice is cut off.
  THE NAVIGATOR
  The situation here is plainly desperate; the players had better use
  their coin to summon the Navigator. All that is required is that the
  coin be held and the holder say: “I require a Navigator!”
  Almost instantaneously, Sulfean Kuldir materializes with a pris-
  matic flash. The Navigator glows with a golden aura, clearly visible
  especially in the darkened cave.
  S K
  This youthful Navigator is a member of the Guides of Vurn-kye.
  He is a cool operator who will not be flustered no matter what is
  happening around him. As he well knows, he will not be touched by
  anyone. Even the Messengers of Al-athuul will not attack him.
  )ote: A summary of Sulfean’s appearance and demeanor appears
  below; since this should be a routine Jump, it is unlikely that his full
  system data is needed. However, if more on Sulfean is  required, his
  stats appear in the Master Atlas ( ) pg .
  Age:  (Appears ≈). Eyes: Deep Blue. Hair: Pale Blond (shoulder
  length). Build: Slender but Muscular. Height: ’". Race/Sex: Iylar-
  Laan/M. Skin: Fair. Demeanor: Coldly Aloof. Dress: Black uniform
  with gold trim. True Attitude: Controlled, determined to behave
  professionally. Home: Nexus.
  A beautiful youth, Sulfean is nevertheless a master of the remote
  demeanor required of the Guides of Vurn-Kye. His black tunic,
  breeches and boots are skillfully tailored to his athletic frame,
  shoulders crowned by the usual gilded epaulettes and braid, etc. Not
  once (in front of a client) have his perfect lips curved into a smile.
  T J
  Sulfean will glance at the ice wall (which will begin to crack under
  repeated heavy blows  seconds after Ranzi’s call), turn  to the coin
  holder and  ask “Your fellow travellers?” The holder need only think
  of whom he whishes to bring (hopefully the entire PC group; a
  generous and quick-witted holder might also ask for any surviving
  Myri and Dúranaki to be included), and Sulfean will whisk all away
  without delay.
  GM Note: you must decide about any survivors among the Thavani
  if the coin holder asks them to brought. They would be cared for at
  Gryphon, but the PCs would be given asylum—i.e., the Thavani
  cannot continue to hold them prsoner. They are outnumbered by
  the Gryphon guards and not stupid. Perhaps the NPCs would still
  be too injured to put up a fight before the PCs leave. In any case, this
  good deed would serve them later in Tanara.
  If there appear to be a few seconds of spare time, Sulfean will ask
  for the coin, examine it, cock an eyebrow and ask: “This is passage
  to Gryphon College; are you invited guests?” When the answer is no,
  he will say “I will have to deposit you outside of the gates, then.”
  )ote that Sulfean will defend himself, but will not protect the
  PCs no matter what. If the holder of the coin is incapacitated, he will
  ask someone else for a decision. If that is not practical, he will just
  take everyone who appears to be in the ‘group’ (this is an unusual
  display of initiative from him). Also note that Sulfean will be aware
  of the presence of an evil priest just outside the door and will have
  taken steps to protect himself. The GM may wish to have the Priest
  Lyak—who will be about th level—cast a few spells from the Evil
  Channeling or Sorcery lists (Cracks Call or Corridor come immedi-
  ately to mind…) on the ice wall. Should that happen, Sulfean will
  Jump  everyone in the cave immediately—even as splinters of ice
  explode into the cave.
  
  
  The Grand Campaign
  Where are the Fabled artifacts of the Six Realms of Jaiman? Indeed, the tales
  swirling about the Crowns, the Pendants and the Swords are many and contradic-
  tory. Recent events have forced discussion of these items and their locations into
  the limelight, and as a result, I have been asked to prepare a preliminary report on
  my findings. Herewith are the results of my search to date.
  T G: Both the crown and pendant were taken south by the Loremaster
  Temeris just days before the orb of the Lords of Essænce was brought to Verzor. I
  believe that they are held in an enclave somewhere in eastern Jaiman. While one
  might draw the obvious conclusion that these items are in the monastic com-
  pound known as Gryphon College, I have been to this location and find no
  evidence of items of power. Instead, it is a rustic enclosure devoted to the study of
  medicinal herbs and other flora. I saw no evidence of animate gryphons, guardian
  creatures rumored by locals. As for the Gryphon Sword, tales that it was de-
  stroyed with Verzor appear also to be erroneous. The last known bearer of the
  blade was Fen Uthgal, who happened to be on a diplomatic mission to Tanara
  when disaster struck. Without a home realm (and possibly mentally damaged by
  the death of his liege), he wandered the countryside for years. Local legend among
  the Myri tells of his decision to ask the King of Tanara to take his life and entomb
  the sword in the Catacombs of Ûr.
  T P: The Crown—according to the Dúranak Araini of Tanara, heirs to
  the ancient kings—is in the Catacombs of Ûr, protected by many unsleeping
  guards. The pendant is worn by the First Speaker of the Jyaad, T’kaal Arain. Of
  the Sword, no one will speak, and I have found no trace of it since the fall. The
  Cloudlords may have knowledge it, however.
  • PART X •
  THE GRYPHON
  
  Book One: Gathering Darkness
  
  T U: I have spent some time in Urulan seeking knowledge of the arti-
  facts, to no avail. While the widely rumored sense of a hostile ‘presence’ was
  definitely in evidence, I was unable to verify any link to the Crown. Likewise the
  Sword and Pendant. I have not returned to Urulan since the apparent breaking of
  the Crown-spell to verify whether the ‘presence’ remains, but intend to do so.
  T P: As we all know, The Phoenix Crown has been held in a vault under
  Haalkitaine for many years, gathering dust. That is, until the ascension of Jerrin
  Arej Malvion Faslurin III in . He refused the Crown as did his predecessors,
  but his cousin Frelik managed to take the crown and flee north to plot a revolt.
  To my knowledge he has not donned the crown. The pendant was taken by the
  Empress Ajkara III in  when she escaped a revolt of the nobles. It was subse-
  quently lost. The sword was believed to be held in a vault beneath Haalkitaine,
  but when it was to be brought forth in , the chamber was empty, the sword
  apparently stolen by subterranean creatures. The fact of the missing Sword is not
  common knowledge. I should note here that the chambers beneath Haalkitaine
  Palace are quite labyrinthine in nature, and I suspect they might connect to much
  older passages. I recommend further exploration.
  T W: The Crown of Saralis, along with the Pendant and Sword, vanished
  when that land was sundered late in the Second Era. There are scrolls which tell
  that, after the plague of SE , survivors in the royal family fled to an isolated
  isle in Karísh Lake, but I have found no official record of a royal retreat there. We
  must assume that the items were destroyed when the palace was razed during the
  Wars of Dominion.
  T S D: Perhaps most interesting is the current location of the Sea Drake
  Crown. We are well aware of the turmoil in U-Lyshaak: the mysterious death of
  Prince Halek (of Helyssa, a province of old U-Lyshaak) in , and the disap-
  pearance of his son Kier. Then, only days ago, Kier appeared in U-Lyshaak wear-
  ing the crown and employing powers of mythical scope. Entire armies ran in
  panic, according to eyewitnesses of our own order. The following night the skies
  of Jaiman were lit by coruscating displays of raw Essænce, and the next day, Kier’s
  power seemed to have failed. Fortunately, even the short time at full power seems
  to have been enough to turn the tide in U-Lyshaak. The Sword is now held by a
  young champion of Kier’s, and is being used to effect against the forces of the
  Priest Arnak. As for the Pendant, I fear that it is currently held by the Priest
  Yarthraak in his tower on the U-Lyshak coast.
  While it is apparent that the Great Crowns have lost some powers, this event
  somehow linked to the Essænce display of ••, Kier Ianis seems to continue to
  wield considerable magical power. I would venture to suggest that the Essænce
  display was a byproduct of the destruction of the legendary Forge of Arion, a
  central controlling-point for the Crowns. However, the Artifacts of Tethior and
  Andraax retain some of their powers. Whether these are purely residual and will fail
  with time, or if they are inherent characteristics which will endure, only time will
  tell.
  Zener Morndaak
  A report to the Loremaster Council
  TE ••
  (A copy of this report was acquired by Nomikos Scribes less than a month ago)
  
  
  The Grand Campaign
  1•THE GRYPHON GATE
  With a flash and whirl of color, the chaos of Tanara is gone,
  replaced by a quiet grassy hill. A tree-shaded cobblestone road leads
  up to an iron gate guarding a walled enclosure. Sulfean is bathed in
  a glimmering aura, his boyish face still impassive. If he has not
  already collected the coin he does. Then he says, without a hint of
  sarcasm, “I leave you now. Peace. If you ever have need of swift,
  reliable transportation again, remember the Navigators.” He is filled
  with a golden light, and gone.
  Whatever time of day or night it was in Tanara, it is only slightly
  earlier here (half an hour or so, by the sun). The group will only be
  here for a minute or so before the gate is thrown open and eight men
  and women in green and brown livery hurry towards them from
  within the enclosure. There will be some questioning, but if the
  group explains that they got their transport coin from a Loremaster,
  there will be guarded relief and the group will be tended to and
  brought up to the house. They will even be allowed to keep their
  weapons.
  2•A GUARDED WELCOME
  The characters are brought into the foyer under heavy guard.
  Zaris will enter within moments—at which time the Phoenix Pen-
  dant will burst into a very bright glow which cannot be hidden. Zaris
  will notice this and say to Terek: “Young man, you and I must have
  a private talk.”
  If anyone’s wounds are very serious, she will see to them herself,
  otherwise she will have a few questions before they are admitted past
  the foyer.
  Zaris will query the group closely about their recent activities,
  and when the name Sæn Alyster is mentioned, she will frown and
  shake her head. She orders the group to be quartered in guest rooms
  (Rooms  and  if using Jaiman). NPC Thavani will be housed
  elsewhere. Their injuries are to be tended, their clothes cleaned and
  mended, and they are to be fed in their rooms, under guard until
  further notice.
  KALEN & JAD
  After the characters have recovered, they are invited to dinner in
  the great hall, and are introduced to a pair of young men, one dark
  and clearly of Laan descent., and the other fair, with an Elvish
  character. They are presented as Lord Kalen Avanir, and Squire Jad
  Hurok. Ty might have actually met Kalen and Jad before in
  Haalkitaine, and while he and Jad might hit it off, it is unlikely that
  Tyrus and Kalen would have much to say to each other. Kalen is
  known in Royal circles as a sulking intellectual, with a condescend-
  ing attitude uncalled-for from a nobleman of an outlying duchy.
  Kalen and Jad are currently staying in room  (usually profes-
  sors’ quarters but currently vacant).
  I PC Roll: Each player who got a good look at the priest Arnak
  Osaran may make a Very Hard (-) Perception roll. Success means
  that they see a resemblance between the priest and Jad Hurok. Jad
  could almost be his son…but it’s probably a coincidence.
  GM Note: Jad is Osaran’s son, but does not know who his real
  father is. The GM should be circumspect in releasing this informa-
  tion, and avoid arousing enough suspicion such that the PCs begin
  to talk amongst themselves.
  3•ATTUNEMENTS
  After dinner, Terek and Tyrus will be summoned to Zaris’ office
  (#), where she will, without delay, ask to see the Phoenix Pendant.
  Terek might be taken aback, but once he produces it, she will reveal
  to both youths that she wears the Gryphon Pendant.
  Zaris will want to know all about Terek and Tyrus’ motives, and
  those of the rest of the group before she even brings up attunement.
  Then she will send Terek into an anteroom and asks Tyrus if he
  wishes to allow the Dúranak to have full use of the pendant. If Tyrus
  asks her advice, she will be loathe to give it, but if Terek seems to have
  been behaving himself, she will advise to go ahead. She does not at
  any time suggest that they march home to Haalkitaine and turn both
  artifacts over to Ty’s father. If Tyrus suggests it (to his credit) she will
  raise an eyebrow and say, “That is well-intentioned, young man, but
  your father has enough to worry about right now. The sword is in
  your hands.”
  If all goes well, Zaris will agree to perform the procedures: “If
  only to keep the thing quiet!” She tells him that an unattuned but
  worn pendant tends to constantly broadcast its presence, while the
  attuned wearer can command it to shield itself. The sword is not as
  bad, but Tyrus should attune it to get better use of its powers.
   GM Note: The GM may want to include the possibility that use of
  the item still causes a disturbance in the Essænce that can be
  detected by enemies. This could help to restrain overzealous play-
  ers.
  ryphon College is a monastic center in northwestern Rhakhaan.
  Located on the steep rocky northwest bank of the Ryanna River, it is a
  forbidding granite edifice protected by guardians seen and unseen.
  
  Book One: Gathering Darkness
  
  Zaris calls Terek back in, and while Tyrus watches, she
  performs the Attunement. She gives Terek a leaf which he is
  to chew, explaining that it is an herb to induce a trancelike
  state. She holds the Phoenix by the chain in front of Terek’s
  eyes and commands him to look within the crystal, and the
  tiny image of the fiery bird within. Flames from the nearby
  hearth seem to licker through the crystal, until they appear to
  be inside it… As Terek concentrates, he feels drawn inside,
  the bird growing larger and larger, until he finds himself
  hovering high above the ground, facing a huge, majestic
  bird, its spread wings aflame yet not consumed. It sweeps
  towards him and the flames are all around, but he isn’t
  burned. Together he and the bird fly over the land, seeing
  Haalkitaine at the heart of a great realm. Then he feels
  himself floating down to earth again, drifting in a red-gold
  cloud. He is sitting before Zaris, the pendant glimmering
  dimly.
  GM Note: you may wish to give Terek additional visions
  while under the influence of this herb. It is a powerful
  hallucinogen known to provide insights into people and
  places which affect the user (it is also highly addictive, so
  any additional use is discouraged).
  An exhausted Terek is sent back to his room, the after-
  image of the Phoenix still burning in his mind. He now has
  full access to all Phoenix powers.
  The procedure is basically the same for the sword.
  4•SHADOWS OF THE
  PAST
  The characters are welcome to use the Gryphon College
  facilities while they are staying there, including the library
  and maps. Here they might run into Kalen and Jad, who
  seem intent on travel plans of their own (which they are not
  interested in sharing, incidentally). The group would be well
  advised to chart out their next course of action. As noted
  earlier in Nomikos, Elor Once Dark is believed to live in the
  northwest, and would be a treasure trove of information.
  And of course Rælen is itching to go to the Mur Fostisyr to help fight
  against the Iron Wind. Hopefully his friends will go along to help.
  O S
  There is little definitive literature available about Saralis after the
  fall of the realm around  Second Era. In fact, it would appear
  that the government never recovered from a plague which killed
  over half the population around —including the entire royal
  family except one daughter, still a child. The land remained in
  fragmented city-states until the Wars of Dominion, which spelled
  the end of what little organization was left.
  Through the Third Era, Saralis could not even manage the fitful
  attempts at cohesion which marked the histories of U’Lyshak and
  Tanara. Instead, the cold, desolate landscape has remained practi-
  cally uninhabited. It is dominated by rolling hills and fog-shrouded
  moors. A rather depressing place.
  O L’…  D
  On the journey to the Mur Fostisyr, the group will have to pass
  through Lu’nak and the vast forest of Dír.
  A passage about the Forest of Dír is discovered, quoted at the
  beginning of Part ???, pg ??? devoted to Lu’nak. The entire passage
  appears in the Master Atlas (nd ed pg ); the GM may wish to give
  the entire passage to the players, as it refers to two other groups of
  shards (Viour and Thanor) in Emer who might be encountered
  later.
  Obviously this is a warning. How much information about
  Shards the GM wishes to give to the players is up to her, but they
  should remain quite mysterious and frightful. Almost no one has
  lived who has actually seen a Shard.
  The characters might also find this short verse-fragment:
  Beware of wooden pedestals,
  thrones hewn of ancient woods unbright
  (five lines missing)
  And if there should be a stone,
  run and seek safety in open light
  for with a glow and a mist of rouge
  there will be no right.
  First Six, then One, then all will war,
  the land torn by blight.
  —Journals of Ugus Fost
  Last lord of the Blue Forest
  (final entry)
  
  
  The Grand Campaign
  5•THE RIVER HIGHWAY
  After everyone is healed and feeling up to it, the group is offered
  a small boat (no crew) to continue their journey; Zaris suggests this
  as a safer route than across Saralis. Gryphon College also supplies
  them with warm over garments for the trip north.
  Even going by the lake route, however, they may have to put
  ashore even before they reach the northern shores of Karísh (the
  middle lake) because of ice which lingers into summer.
  And so, the group will bid farewell to Gryphon College. If they
  leave in the early morning or evening, the river will be cloaked in
  mist which also clings to the College buildings. Just before they
  depart, Zaris will appear with a pouch of herbs (GM’s discretion, but
  don’t be too generous; she will include four doses of a Circulatory poison
  antidote).
  The river current gently takes the Maid of the Mist, and less than
  a mile from the College the mists will clear somewhat.
  
  Book One: Gathering Darkness
  
  • PART XI •
  THE SARALIS FRONTIER
  We have a saying in Helyssa when someone tries convince one of us of some-
  thing that is patently untrue: “If you believe that, I have some farmland in Saralis
  you might be interested in.”
  K I
  P  H
  P K  U-L
  Ice a prosperous kingdom, Saralis has fallen like many of its brethren
  into a state of almost total desolation. There are isolated farms and
  villages, inhabited by backward, superstitious people who look upon
  strangers warily—if not with open hostility. The landscape is dotted
  with ancient crumbling ruins, including cities, villages, farms, and
  sometime rows of outposts and signal towers. These tumbled stones
  are all that remains of a proud kingdom.
  
  
  The Grand Campaign
  • Northwest Jaiman •
  
  Book One: Gathering Darkness
  
  1•NORTHWARD
  GM Note: as the PCs travel northward, they will notice that the
  days are growing shorter and the sun is lower and lower in the sky
  at zenith. By the time they reach the latitude of the Mur Fostisyr,
  (assuming it is still late winter or spring) the sun will barely clear
  the horizon. In the deep winter it does not rise at all for several
  weeks.
  The gentle river current should carry the Maid of the Mist gently
  along at a steady pace, arriving at the shores of Lakyran in about
  three days. Zaris also strongly urged the PCs not to stop to camp, but
  to continue without putting ashore.
  I PC Rolls: Minimal boating skill—a Routine (+) roll every five
  hours—is required during this part of the journey. But once the lake
  is entered, someone with a little sailing skill will have to take over. A
  Light (+) roll is required every two hours. Catastrophe is unlikely,
  as the lake is relatively calm, but in order to make decent time, some
  knowledge of tacking will be needed.
  Aside from weather problems, and spotting a few unusual birds
  high in the dry, clear skies, the PCs proceed to the straits dividing
  Lakyran and Karísh without incident.
  ENCOUNTER:
  THE LAKYRAN-KARÍSH STRAITS
  Water flows south through these straits, so the PCs will find a
  fairly strong current going against them. It will require some sailing
  and boating skill to navigate this region successfully.
  I PC Roll: Two people on sails and one at the rudder. Use the
  Maneuver/Movement table on page  of Arms Law & Claw Law, the
  Hard column. Getting through the straits will require a total of 
  ‘group’ rolls. Each person rolls individually, and the result is in-
  dexed. The total must be  or over, or a supplemental roll by any
  who rolled under is needed. If any of the three rolls over , their
  extra points may be added to the others to bring the total over .
  If anyone fails to act or falls, the roll must be made again; if a fall is
  rolled, there is a % chance he fell into the freezing water and a
  rescue will have to be made. If, on any roll, the cumulative total is
  more than - the ship has hit a rock and sustained damage. It
  should be able to take - such impacts before taking on water…
  ENCOUNTER:
  ATTACK FROM BELOW
  As soon as they enter Karish, the group feels a different ‘character’
  about this lake, almost as if it does not welcome intruders. Huge chunks
  of ice can be seen drifting through it, and far to the north, a great
  expanse of white might be glimpsed: the Ice Sheet Zaris warned of.
  I PC Roll: The feeling of hostility continues as the group sails north,
  until, completely without warning (unless the GM wishes to allow a
  split second of Morden sensing a great presence rush up from below)
  the Maid of the Mist.
  T K
  A large squid with a deadly beak, this lake denizen is very
  hungry and determined. It is not large enough to capsize the
  Maid, but if lucky it could yank a tasty morsel or two off the
  boat. It has ten tentacles, four of which can attack at a time—
  the body is hidden under the boat. When a tentacle reaches max
  hits it vanishes under the water to be replaced by another (if a
  critical hasn’t severed it). If a PC is grappled and stunned, it will
  begin to drag her over the side, and the body will appear next
  to the boat, beak snapping. It takes  rounds to get a stunned
  body to the mouth for a Beak attack. If the victim becomes
  unstunned and struggles, it will make another grapple with that
  tentacle at +, and gains a crush critical on top of any grapple.
  If the body of the kraken goes over max, it slithers away. If
  five or more tentacles are over max or severed, it also leaves.
  Shaken, cold and probably soaked, the PCs will probably have
  had enough of this lake and soon set ashore. In any case, the
  treacherous ice sheet will loom even closer, a warning that the lake
  will soon become impassable.
  2•LANDING
  According to the maps at Gryphon College, there is a pass
  through the Dragonsfang mountains along the northern border of
  Saralis. If the group could cut through this pass they would come
  down just above the port of Kelfour’s landing, and from there take
  ship to the Mur Fostisyr. To that end they would strike northwest
  across Saralis.
  The land here is mostly rolling plains of short, springy grass
  interspersed with a rare isolated farm or small forest. It is usually
  windy and cold. It rains often, and snow is also very possible. Some
  regions are actually moor: fairly solid, yet poorly drained flat land.
  The moors can be dangerous for the unwary, for they are dotted with
  treacherous swampy areas almost like quicksand.
  ENCOUNTER:
  FOLENN REFUGEES
  A few days of hiking through this dismal, if unthreatening
  landscape may allow the group to settle into a routine. Things are
  disrupted, however, by the unexpected appearance of a group from
  the other side of the world.
  It should be a rainy night or day (it rains or snows almost
  constantly this time of year in Saralis), the sky heavy with clouds, the
  group soaked by the damp chill that seeps to the skin no matter how
  many layers of clothing you wear. They are trudging along a muddy
  track which may once have been a road, when a sudden tingling
  comes over everyone.
  I PC Roll: Medium Perception (±); successful rollers recognize this
  sensation as similar to the feeling before they entered the Flow-
  storm, but not as intense..
  Then the sky strobes blue-white all around and a wind comes out
  of nowhere. There is a final lash of light, and a crack like lightning,
  and not a hundred feet away, in the center of a blackened circle of
  turf, stand five figures. Four appear to be humanoid, while the other
  is nearly eight feet tall, and possesses hideous clawlike appendages.
  They are a Soulslayer of Murlis and four Vancu, its humanoid
  servants. The Soulslayer is a Thematic Demon; those versed in
  demonlore will recognize it and be aware of its terrifying powers.
  S  M
  Assuming hideous, vaguely humanoid forms, the Soulslayers
  have a thick pinkish hide with visible veins and a wet, oily
  appearance. Long sinuous arms mounted on disturbingly placed
  shoulders end in trinary pincer-like claws than can rotate freely
  to either slash in an even row or grasp with frightful power.
  Sinewy bowed legs end in large, three-toed feet built for run-
  ning.
  The Soulslayers frequent the Bladelands of Folenn. Their
  loyal servants are the humanoid Vancu. Their rivals are the
  Watching Sisters of the Steel Rain, an elusive cult following the
  Dragon Ulya Shek.
  Soulslayers can fire three Nether Bolts per day, each at x
  hits. They need one round of inactivity to prepare each bolt
  
  
  The Grand Campaign
  In melee Soulslayers strike with their claws, slashing or
  pinching, able to make one attack with each per round. Their
  surprising reach gives them a + first-strike advantage in
  melee to all but wielders of pole arms. Should a victim be
  stunned, they can close and grapple, reducing their DB by 
  but enabling them to use their cruel soul-draining power.
  Soulslayers of Murlis consume the very souls of their vic-
  tims, drawing on the life-force for energy. This has the effect of
  a Dark Absolution, with the bonus of touching (the Soulslayer
  must be in physical contact with the victim). They can perform
  this operation an unlimited number of times, and in fact can
  heal up to the number of the victim’s hit point total and/or any
  one critical inflicted on it per soul. The victim’s soul can often
  be seem as a faint bluish aura being drawn out of it and into the
  Soulslayer’s sucking maw.
  T V
  An evil race of men, the Vancu are servants of the Soulslayers
  residing in Folenn. The captains of their armies wear Dragonskin
  Armor and carry a three-headed mace they call a war claw. A
  large enchanted gem is set into the head of this weapon, said to
  take the soul of each target it kills.
  Vancu cut the tongues out of their victims and tie them to
  their belts.
  The Soulslayer will immediately turn towards the PCs, and its
  Vancu will begin to spread out. A repulsive hissing, slathering sound
  will emanate from the Soulslayer, and the group will hear it speak
  “Where are the Watching Sisters!? Are you their servants?” Not
  waiting for a reply, its minions will rush the group. It may wait a
  round and fire a Netherbolt.
  GM Note: These evil servants of the Unlife were unwittingly
  transported here from Folenn, blasted through an Essænce Portal
  just before a Bladestorm struck. They are enemies of the Steel Rain.
  While they have no idea what happened to them, they do not know
  fear, and will simply attack whatever is nearby. In addition to
  being cruel and evil, the Soulslayer hungers for victims…
  This should prove an excellent test for the PCs, especially Tyrus and
  Terek with their new weapons. They might get to use their magical
  fires twice before their monstrous foes can close. They will need
  these powers to defeat these foes.
  When killed, the body of the Soulslayer will vanish. The disgust-
  ing, stinking corpses of the Vancu will not. Assuming the characters
  survive this challenge, they will meet something which will be quite
  unimpressed by their fiery weapons.
  3•AN ANCIENT TRAP
  Continuing across this bleak landscape, the PCs will inevitably
  run into a trap of very unusual—and unexplainable purpose. Who
  built these stones and why? Did humans worship the creature
  within? Was some sort of unholy pact made between them? Even
  Loremasters do not know.
  ENCOUNTER:
  THE SPIRAL OF DEATH
  How this structure is encountered depends on whether the
  group is travelling during the day or night. If they are sleeping during
  daylight, they will come upon the Spiral; if they are sleeping at night,
  they will unwittingly set up camp within a couple of miles of the
  Spiral.
  If the group is camping, the man on watch is attacked first,
  followed by anyone else who is awake, then the sleepers. Should the
  first attack fail, the Spiral continues until that target is subdued. The
  Mind Enslaved will them begin a trek across the
  N’ G (S  D)
  Situated in a shallow, flat depression on a rolling plain in
  Saralis, the N’gurath Gar is a place of absolute evil. When, why
  and who built this coiling march of stones is a mystery which
  may never be solved. At the heart of the Spiral is a malevolent
  entity which feeds on the spirit and has powerful mental
  abilities to draw prey inside its lethal snare. Around it stand a
  series of red-grey stones, each ten feet tall and tapered towards
  the top.  All are carved with ancient, indecipherable runes and
  symbols. Set vertically, they march in a curling row which
  slowly turns in upon itself until it reaches the center of the
  depression: a shadowy hole eight feet across and fifty deep.  This
  pit is lined with writhing roots which draw the prey inside for
  a final embrace. This is not actually a pit, but a hideous sort of
  mouth, the sides lined with a mucous membrane (very slip-
  pery) and the tentacles like many prehensile tongues.
  The spiral is about  feet across at its widest point ('
  radius), but the power extends more than five miles from the
  center.
  Powers:
  At five miles it can detect presences and cast one th level
  Mind Slave (Evil Mentalist Base Mind Domination) per round.
  If the target fails, he must slowly walk towards the Spiral.  The
  Spiral can control up to  targets simultaneously. Each target
  gets an RR every six rounds after failing the initial RR, though
  subsequent tries are at -.  Once within the actual spiral, no
  more RRs. When a target gets within ' of the pit, the strong
  roots snake out.  The target suffers - + Large Grapple
  Attacks. Each root is AT (-) and takes  hits. The creature
  takes half damage from all spell attacks and is th level vs
  mental attacks. It is virtually impossible to kill with regular
  attacks.
  After these first tentacle strikes (whether or not it succeeds
  in grappling), the Mind Slave spell is cancelled (a slim chance
  to escape—though the Spiral will try to enslave the target again,
  at ±).  If successful in their grapple, the roots will pull the
  screaming and fighting target into the hole, where it feeds.
  Tentacles wrap around the head and the victim suffers an effect
  similar to Mind Erosion I (Evil Mentalist Mind Erosion) on
  every mental stat simultaneously until the first reaches zero
  (the victim dies). This affects Temporary stats, lowering all at
  the rate of one point per round. (Should the PC be rescued
  before any reach zero, they can fully recover at the usual
  Temporary Stat increase method.) This process is excruciat-
  ingly painful, yet causes no actual physical damage. The Spiral
  can hold several victims in it’s ‘maw’ simultaneously.
  When the victim is dead, the body is lowered into the
  bottom of the ‘mouth’ where a pool of digestive juices goes to
  work. The victim is consumed in a few hours.
  )ote:  there is quite a treasure trove of items at the bottom of this
  mouth: gold and jewels cannot be digested, and so remain un-
  touched. However, Elor will have no interest in such things. In fact,
  he might seem reluctant to destroy the Spiral.
  Things might appear hopeless for the stalwart adventurers, but
  of all unlikely sources, aid may come walking over the hill.
  
  Book One: Gathering Darkness
  
  
  
  The Grand Campaign
  5•ELOR
  In the unlikely event that the PCs manage to escape the Spiral on
  their own, they will come upon the House of Elor before they
  encounter him. On the other hand, they will probably need Elor’s
  help, and he will appear in the nick of time to rescue them.
  ENCOUNTER:
  ELOR ONCE DARK
  Elor arrives probably just as the first PC in the pit is starting to
  lose stat points. Not being one for subtlety at this point, Elor draws
  his sword and strikes it against the ground. From the end a crack
  begins to open in the earth, widening as it reaches the spiral until it
  hits the central shaft. With a terrible piercing cry the beast is split in
  two and the entire shaft opens to it’s fifty foot depth. Everyone on the
  surface is thrown to the ground and the spell is broken. All the
  tentacles fall limp, but still holding the PCs. The acid in the Maw
  drains away. Elor calls out to them “Get your friends out of there and
  join me as quickly as possible; I won’t hold this open forever!”
  I Roll: adjudicate the rescue of the PCs from in the maw as you see
  fit. The treasure will be lying in the bottom, glistening in the
  lingering acid. Anyone who tries to grab anything will earn Elor’s
  irritation, and probably a bad acid burn.
  After everyone is free, Elor will raise the sword and the crack will
  close. If asked whether the creature is
  dead he will say “Oh, now; out of
  commission for a year or so, but not dead.”
  He then invites them to his house about fifteen miles away for a
  rest and “coffee.”
  GM Note: At some point along the way, Terek and Tyrus may
  notice that the Phoenix Pendant and Sword are glimmering with
  a pale light while near Elor. If they ask him, he will explain that they
  are probably reacting to his own sword, which was made by
  Tethior’s brother Krelij (Elor might very well go off on a long-
  winded history of the smiths, including one or two useful bits of
  information).
  T I  H  E
  The house of Elor rests on an island about a mile long and half
  a mile wide, situated in the center of a river in the foothills of the Saral
  March (known in Quellbourne to the north as the Dragonsfang
  mountains).
  Elor’s home can be reached by any one of over a dozen strange
  bridges spanning the waterway on either side. Also scattered around
  the island are dozens of wells of various design. All appear to be dry.
  The dwelling has had many additions of conflicting architectural
  styles and rests on a small island in the middle of a river. The house
  is unique inside as well, filled with strange contraptions and artifacts,
  and shelves upon shelves of books.
  E  D
  Age: ?? (Appears ≈) Eyes: Green Hair: Dark Brown Build: Average
  Height:  . Race/Sex: Erlin-Shay/M. Skin: Pale Demeanor: Er-
  ratic; evasive, sometimes childishly teasing. Dress: Simple garments
  in earth tones. True Attitude: Withdrawn, Intermittently
  Mad. Home: Foothills of the Saral March in Saralis.
  Elor Once Dark is a Loremaster of prodigious accom-
  plishments both as a fighter against the Unlife and as a
  chronicler of events and persons. The strain has taken its
  toll on him, however, and he now lives in a state of semi-
  retirement in a small villa in NW Jaiman.
  In appearance Elor bears the look of a true half-elf: the
  slightly pointed ears, the fine features and slender build.
  Hits: . Melee:  bs. Missile:  lcb.
  AT(DB):  (). Sh: (Y*). Gr: (Y).
  MovM: +. PP:  (x )= .
  Lvl: . Profession: Mystic. Stats: St-; Qu-; Em-;
  In-; Pr-; Ag-; Co-; Me-; Re-; SD-. AP: .
  Skill Bonuses: Amb±; Climb; DisTrap; DirSp
  (Firebolt); Perc; PickLock; Ride; Rune; S&H;
  S&W; Swim; Track.
  Act; Anthp; Appr; Brawl; Brib; Cav;
  DemnLr; DetTrap; Diplom; Disguis; DragLr;
  DrugTol; Falsif; Forage; PwrPercep; Surveil;
  Trade; WeathWatch.
  Languages (S/W): Many
  Spells: Base Spell OB: . Directed Spell OB:  (Firebolt).
  All Base Mystic to th, Mentalism and Essence Open
  and Closed to th.
  Wyvern Sword:
  . + to hit, x concussion damage..
  . Unleashes the Earth’s Rage: Wielder strikes the ground
  and delivers his choice of Tremors, a Great Crack or
  Quakes (Sorcerer Solid Destruction List). Usable x per
   days.
  . Will turn Target to stone if sword delivers a critical, and
  target fails vs a th lvl Channeling. Usable x per day.
  
  Book One: Gathering Darkness
  
  . Of Slaying Undead.
  . Of Changing: will become a dagger, broadsword or two-
  handed sword at will.
  Tunic: Protects as AT  with a + to DB.
  Ring: x PP enhancer for Mystics only.
  Elor will put up the guests in various bizarre rooms in his home
  for a couple of days, no more. If asked about the pass through the
  mountains, he will laugh and say, “Well, you can forget that idea
  unless you want to wait till autumn. You’ll have to go around
  through Lu’nak, though that will be rather dangerous as well.”
  Beyond that advice, he will offer little of any immediate use,
  though the GM may wish to add a few additional hints. He will
  demur about the Mur Fostisyr, saying “Oh, I haven’t been there in
  centuries; it’s completely different now, I’m sure.”
  Elor will send them on their way with dry clothes and provi-
  sions, and one final warning. As the group departs, Elor will say…
  “Well, watch out for those Shards! They’re not too good at hitting
  you if you’re invisible!” Without explanation, he’ll turn and shut his
  door.
  
  
  The Grand Campaign
  • Southern Jaiman •
  
  Book One: Gathering Darkness
  
  • PART XII •
  A CHILL WIND IN LU’NAK
  There is a great forest in northwest Jaiman, and it is called Dír. Of all the non-
  desolate northern realms, it is the closest to the pole, and thus laid open to the Umli.
  Yet, Kadæna was of mind and allowed only a few—survivors of the war on the forest
  men. Four hundred came, forever to reside down under the wicked cloak of six and
  sixty shards. And then there was Shar-Ti.
  Excerpt from
  Of the Six I-Lats:
  A Treatise on the Constructs
  Andraax
  The Blue Forest is one of the most majestic (and eerie) places in all of the
  Shadow World. Made up primarily of huge blue spruces, it is like a vast cathedral
  stretching across much of northern L’unak. As one heads west towards the coast,
  the forest thins out to rolling hills. It is only as one gets to within thirty or so miles
  from the water that the Forest of Dír is seen, like a black shadow on the land. It
  covers the land north of the Colewater river, extending nearly to the edge of the
  plateau—stopping only at the ruined wall of the city of Quellburn. A sheer cliff falls
  approximately two hundred feet to the sea below. The few who travel through this
  land cling to the Dragonsfang Mountains along the south and avoid the eaves of the
  Black Wood of Dír.
  
  
  The Grand Campaign
  1•THROUGH THE
  BLUE FOREST
  Days of uneventful travel along the feet of the Dragonsfang
  Mountains follow, until the snow-covered peaks give way to lower
  hills that could be scaled. Over these the characters go, and down
  into the Blue Forest. Form above it is indeed an undulating roof of
  soft blue-green, a seemingly endless wood.  Underneath, it is an
  eerily quiet twilight world ruled by giant evergreens.
  Despite a constant feeling of being watched, there are no en-
  counters in the Blue Forest. few birds and small mammals seem to
  make their home here, but they are very shy and do not come near
  the travellers.
  GM Note: Even though there are no encounters, use this passage to
  build tension. Every little breeze through the whispering pine
  branches, every crunch of needles… Try to turn the characters (and
  players) into nervous wrecks.
  T O H
  After journeying at least fifty miles through almost unbroken
  forest, the group emerges onto the Lu’nak highlands. They are still
  fifty miles or so from the coast, and on a clear day they could already
  see the dark form ahead which is the Forest of Dír. Only by turning
  somewhat south again will they avoid the wood. Assuming the
  group does so (they have heard so many bad things about the Forest
  of Dír), they will soon meet a tangible threat.
  I Roll: Medium (±) Perception: Characters notice a black eagle
  flying high overhead. There will be repeated sightings over the next
  several hours, until they are due south of the Forest of Dír.
  Just as the group comes over arise in an area where the terrain is
  particularly rocky to the south, forcing the group to less than a mile
  from the eaves of the Black Wood of Dír, someone will see a rider
  ahead of them, poised on his black steed. The black bird they have
  been spotting circles down and lands on the rider’s arm. Then five
  more riders come up over the horizon, blocking their passage ahead.
  As the group looks behind them they will see six more riders have
  ridden up from the east. They are trapped. Then one who appears to
  be the leader from the west group rises up in his saddle and lets out
  an eerie, unsettling cry And the riders begin to close.
  ENCOUNTER:
  MESSENGERS OF SYRKAKANG
  The only hope to avoid the riders is to flee north into the Forest
  of Dír. If they do not, they face almost certain death at the hands of
  the Messengers of Syrkakang. While the forest is terrifying, it is
  better than certain death… isn’t it?
  Should the characters decide to fight, stats for the
  messengers are found in the back of the book.
  2•THE FOREST OF
  DÍR
  As soon as the characters enter the forest, there is
  a sense of entering a very old, very evil place. The trees
  are all very tall (though nothing to compare to the
  Blue Forest), with smooth black trunks, and branches
  that seem to grow out almost horizontally for several
  feet before turning upwards. The leaves are very dark
  green and shiny, almost oily-looking. There are no leaves
  on the ground, which is covered by a springy dark moss. No
  birds sing, nor is there any sign of any animal life. The
  Messengers do not enter the forest, but seem to spread out
  along the perimeter. It is hard to see anything outside the
  wood once you are more than a few feet inside it.
  ENCOUNTER:
  A WHISPER IN THE TREES
  There are Shards in the forest, and all the Dír trees are
  under their ‘Will.’ The trees sense intruders (invisible or
  not) and will inform their demonic masters. Shards are
  nocturnal and normally sleep during the day. However,
  they will be roused by intruders. A lat of six shards will
  run to the scene.
  I GM Roll: Every hour after the PCs enter the forest,
  roll D. If it is night add . If the result is above ,
  shards have been awakened (it takes some time for a
  message to reach them).  minus the modified roll
  is the number of minutes before the Shards appear.
  They will not attack immediately, preferring to ob-
  serve the intruders first by making high-speed passes
  through the upper branches.
  I PC Rolls: The GM should have every PC make percep-
  tion rolls every few minutes, telling them each time that
  the forest is completely silent. Mentalists attempting to
  
  Book One: Gathering Darkness
  
  detect presences will get nothing specific, but a disquieting sensation
  of a decentralized presence (the semi-aware forest itself). Then,
  when the shards make their first pass, everyone making a successful
  Easy (+) Perception will hear a rustling across the treetops. It is
  very quick and localized, like a small whirlwind will sometimes
  move from tree to tree in the quiet before a thunderstorm.  Then it
  will happen again. About now, anyone with Detect Ambush should
  roll. The Shards will attack any second. If the group is invisible, they
  will delay their attack up to another hour, to analyze the situation
  further.
  I PC Roll: Everyone gets a Medium (±) Perception to see what
  appears to be a clearing and a dim bluish light about  yards away.
  There is virtually nothing to do to defend oneself against a Shard
  in an open space like the forest. The best chance of the PCs is to run
  and live long enough to get to the temple of Jaysek. The shards will
  drop out of the trees and run in front of the group in pairs, stop, and
  fire their disks. They must stand immobile for the entire round (they
  throw in missile phase), but plan their stop so the PC cannot reach
  them before they run away again. In this fashion they may attack on
  alternate rounds. Shards are intellligent but not terribly clever; over
  all they are cruel. They want the brains of the characters (which they
  consider a delicacy), but believe the group has no chance of escape
  so will ‘toy’ with them first.
  All the shards’ disks are coated with a Con-based Circulatory
  poison (See Master Atlas nd Ed p -). If a critical result is
  achieved, the target must make a RR.
  )ote: If the PCs are invisible, the attack OB is reduced to /
  normal (they attack using smell). Targets remain invisible unless
  they attack. Shards will ‘spray the area’ with disks.
  GM Note: Depending on whether the group can all be made
  invisible, the Shrine might have to be rather close before the Shards
  attack (those Shards are deadly, but not very bright). A group of
  this level might  not be able to survive more than one round of
  attacks by these beasts.  Shard disks are usually poisoned,  but the
  GM may wish to reduce or eliminate the ffect depending on how
  strong the group is. Remember,  the shards will want to take their
  prey and eat their brains. Sadly, should the entire group fall here,
  they will meet with a rather permanent demise.
  But don’t worry, they’ll meet Shards again later… in Emer.
  Hopefully the PCs make it into the ring of trees, beyond which
  the Shards will not follow.
  THE SHRINE OF JAYSEK
  In a clearing surrounded by a double ring of blue firs even taller
  than the Dír-trees of the surrounding forest, there stands a circular
  temple. During the day, the small building appears to be constructed
  of a lovely (but unremarkable) white marble. At night, however, the
  dome and columns of the structure glimmer with a pale blue gleam.
  They are fashioned of Orhan Marble, an enchanted material which—
  in sufficient quantities—can deter evil souls from passing.
  The Shards will not enter the clearing, but they will throw discs
  inside if they think they can get a target. Once the group is within the
  actual temple, any attacks  are at - because of the columns. A
  couple of rounds of this and the Shards will leave, frustrated. But
  they will watch. If the characters waste too much time, Shar-Ti will
  appear, and he can enter the ring of trees (though even he cannot
  come within the temple).
  T S
  The structure is rather simple, and in the center stands a statue
  of Jaysek (his name is carved in the base). He appears to be looking
  down, perhaps at where a supplicant might stand.
  Layout, temple above-ground / page
  At first it would appear that the PCs have only gained a brief
  reprieve from the Shards, but this temple is more than it seems.
  I PC Roll: A succesful Hard (-) search for secret panel on the floor
  reveals that one of the ’ x ’ square tiles is set differently than the
  others. However, it cannot be simply pried up. This is an unusual
  mental door, which can only be opened by praying to Jaysek. One
  does not have to be a follower; simply not evil and wishing to escape.
  If one does this whil sanding on the tile, it lowers smoothly nto the
  floor, going down about fifty feet before coming to a halt in a niche
  set into a circular chamber. Once the rider steps off, the tile returns
  to the top and another may follow. At the other end of the room a
  corridor stretches off to the west. It would appear to be an escape
  route.
  T C  E J
  About  feet down the corridor on the right is a side passage
  about twenty feet long. The door and passage beyond are of different
  construction, much more recent —perhaps - years old,
  whereas the rest of the temple is very old, perhaps from the Second
  Era. There is an unusual hexagon-shaped door of stone at the end of
  the passage is locked and Very Hard (-) to open but untrapped.
  There is a rune carved into the door which the PCs cannot read, and
  above it a tree emblem. When unlocked, it slides up into the ceiling
  via a counterbalance. beyond lies the Crypt. As soon as the door
  opens, the Phoenix Pendant and Sword begin to glimmer (they are
  awakened by the Windblade in the sarcophagus).
  The room is hexagonal, and bare except for an elongated hexago-
  nal stone box on a pedestal in the center, and a pedestal standing
  before the sarcophagus. It is fairly obvious that the box is a sarcopha-
  gus, even before anyone notices the inscription on the top of the
  pedestal:
  HERE LIES ENRIS JOOR
   —  THIRD ERA OF IRE
  THE HEIR TO THE LANDS OF THE BLUE FOREST
  FOUGHT VALIANTLY IN THE VALE ABOVE
  AND DEFEATED THE SORCERER OF AR-SYMANG.
  As the characters approach, they realize that the lid of the
  sarcophagus is made out of glass or some other ransparent material,
  Shards
  Base
  Max Pace/
  Speed
  Size/
  AT
  #
  Outlook
  Type
  LVL
  Rate
  MM Bonus
  MS/AQ
  Crit
  Hits
  (DB)
  Attacks
  Enc.
  (IQ)
  Lesser
  15H
  1000‡
  Dash/50
  BF‡/BF‡
  M/II
  175G
  12(50)‡
  120lcb(2x)(Slash)/poison§
  1-5
  Cruel(AV)
  Greater
  25H
  1000‡
  Dash/50
  BF‡/BF‡
  M/LA
  225H
  12(50)‡
  150lcb(2x)(Slash)/poisn§/100Bolt‡
  1
  Cruel(VH)
  Shar-Ti
  45
  1000†
  Dash/50
  BF†/BF†
  M/II
  300
  12 (90)*
  230lcb(2x)(slash)/Poison3 /Bolt 160†
  1
  Cruel (HI)
  ‡ Special
  
  
  The Grand Campaign
  and lying in a specially formed niche in the lid is a very unusual-
  looking sword (see the description below). Inside can be seen the
  body.
  Enris Joor is wearing a suit of silver armor, and surrounded by
  glittering black slivers, like shards of obsidian. The sword could be
  removed without opening the lid, of course. However, if anyone
  does open the lid, the body will turn to dust.
  Anyone touching one of the black shards with bare hands must
  make a Ag RR vs th level or take - hits (a cut from the broken
  laen of the Implementor; these shards are also intensely evil). There
  is nothing of value in the box.
  T W
  The Windblade is one of the three Narsælkin, enchanted
  blades made by the Swordmaker Krelij. They were intended to
  act as focus points in the fight against the Unlife which culmi-
  nated in the Wars of Dominion. Specifically, they were to stand
  against the evil swords known as Implementors. All three
  Narsælkin vanished after the Wars along with their wielders.
  Tales of the Narsælkin reappearing persisted through the Third
  Era, and one or two instances have been verified. The Windblade
  had not been seen for several hundred years, however, and was
  rumored to have been lost in Tanara with the fall of the
  Cloudlords.
  Perhaps most strange of the three Narsælkin in its powers,
  the Windblade is also considered by scholars to be the most
  powerful.  With an edge of the shiny black material known as
  Keron and a core of what would appear to be polished purple
  marble with white stria-
  tions, the sword is also a
  very beautiful item.  Its hilts
  are wound with silver and
  gold wire, and the ornate
  wrist guard is also of keron
  with gold inlay.  None of the
  powers of this sword can be
  used (save #) by anyone
  except a non-evil user of
  Channeling.
  Powers:
  .  + enchanted broad-
  sword.  When swung, all
  within ' feel a cool
  breeze.
  . Summons a thunder-
  storm (“I call thunder!”)
  of severity to be deter-
  mined by the wielder, up
  to what is within reason
  for the climate; generally
  as high as gale-force (
  mph) winds and a steady
  downpour, all in up to a
   mile radius.  Once
  summoned, the storm
  will form in about one
  minute and run its natu-
  ral course.  This power
  can be called upon but
  once per ten days; it will
  only work outdoors, of
  course.
  . Of Slaying Undead.
  . When laid across a bleeding wound (up to  hits/rnd), it will
  close and completely heal the wound in  round.
  . Creates a ' radius Protections True. (+ to all RRs of friends
  of the wielder within the radius).  This power is continuous
  and automatic while the sword is drawn and in the presence
  of an Implementor.
  . If there are clouds in the sky (and if not, the wielder can call
  a storm) the sword may cast a Lightning Call, in which a very
  powerful lightning bolt arcs down from the sky and is chan-
  neled through the sword towards the designated target.  Roll
  on the Lightning Bolt table (+, x hits, ' range).  Note that
  this is natural, not enchanted lightning.  The power may be
  used only x per round and only in the presence of an
  Implementor.  The wielder of the sword takes - hits every
  time he uses this power, due to electrical backlash. Wielder
  may acquire Directed Spell skill with this attack.
  GM Note: The sword could be used by either Ræk or Vania. The
  Windblade was cursed by a Priest Arnak. All powers but # are
  inoperative and it cannot speak except to say “I am the Windblade.”
  It will require a successful casting of a Remove Curse type spell vs
  th level to remove it.
  The passage continues, a cool, slightly salty breeze blowing int
  the PCs’ faces. This tunnel does not waver from a due western course
  for ten miles. Then (if it is day) a light can be seen at the end.
  Shrine of Jaysek
  
  Book One: Gathering Darkness
  
  4•THE COAST
  The tunnel opens onto a shelf of rock facing northwest. The PCs
  are about halfway down a sheer cliff rising ’ above the Colewater
  River passing to the north of them. On the far (northern) bank of the
  river, sprawled across a lower plateau about ’ high, are the ruins
  of the city of Quellburn. A narrow ledge leads down to the southwest,
  and appears to lead to the coast. According to maps in Gryphon
  College, the town of Kelfour’s Landing lies about  miles further
  east along the coast. The actual distance is more like  miles
  because of the convoluted shore of the Claedesbrim Bay.
  GM Note: If you have a copy of Quellbourne, Land of the Silver
  Mist, you may wish to allow the characters to visit the haunted ruins
  of Quellburn or other interesting sites in this region. The book also
  includes a map of Kelfour’s Landing.
  Otherwise, it is a relatively straightforward trip, although the
  group might very well encounter wolves, bears, or even two or three
  Messengers of Syrkakang.
  5•KELFOUR’S LANDING
  This is a small coastal town situated on one of the few flat areas
  of the rocky slopes that descend from the Kaldsfang Mountains to
  the bay. The population varies from three to five hundred, but
  seasonal influxes of traders and trappers bring the total to over .
  The buildings of  Kelfour’s Landing are all constructed of wood, as
  is the palisade running the perimeter of the town. This barrier to to
  fend off occasional raids by the semi-human sea-krals; all others are
  welcome if they pay their  copper piece entrance fee.
  The town crossroads for many people on all sorts of business.
  The group might encounter Ky’taari, Syrkakar, Fustir,and other
  Jaimani peoples, as well as traders from as far south as Kaitaine.
  GM Note: this is an excellent place for the PCs to have some side
  adventures if the GM feels that her players need more experience.
  What the group needs is a boat that can navigate the treacherous,
  icy waters between the bay and the Land of Blue Light. Naturally,
  Terek will want to seek out a Ky’taari. They are in luck (after a
  fashion), for they find one, drunk on cheap Fustir beer, in an inn
  called The Raging Threk.
  The owner is indeed named Threk, and the characters would be
  well-advised to not incite his anger, for he looks like he could break
  any one of them—even Tyrus—in half over his knee. But he seems
  to be in a good humor today, and even feeling sympathetic towards
  poor Luklyn.
  The man in question is a Ky’taari craftsman who fled the Land of
  Blue light a few weeks ago. He and his sister were the only survivors
  of a raid on their village by Syrkakang troops. He was left for dead
  and his sister was taken. He heard them say they were returning to
  the Aalk Gaath: Citadel of the Dragon. He has since recoverd from
  his wounds and learned where this feared citadel is located. he has an
  ice sloop that can carry up to ten peope, and makes this simple offer:
  “I will take you wherever you want to go in the islands, but you
  must help me to rescue my sister Tirilin from the Aalk Gaath.”
  Shrine of Jaysek: Underground
  
  
  The Grand Campaign
  L
  Age:  (Appears ≈) Eyes: Blue Hair: Blond Build: Slender Height:
   . Race/Sex: Ky’taari/M. Skin: Tanned Demeanor:  Serious
  Dress: Layers of wool, cotton and fur-lined garments; white over-
  robe. True Attitude: Serious Home: Mur Fostisyr.
  Hits: .
  Melee:  bswrd. Missile:  dagger.
  AT(DB): ().
  Sh: N.
  Gr: N.
  MovM: +.
  Lvl: . Profession: Rogue. Stats: St-; Qu-; Em-; In-; Pr-
  ; Ag-; Co-; Me-; Re-; SD-. AP: .
  Skill Bonuses: Climb; Perc; PickLock; S&H; Swim.
  AthlG; Brawl; Dance; stAid; Nav; Sail; Skat;
  Skii; StarG; WeathWatch.
  Languages (S/W): Rhaya, Ky’taari, Erlin
  The PCs can put Luklyn to bed at the inn and let him sleep it off.
  If anyone decides to look elsewhere for a ride to the Mur Fostisyr,
  they will be out of luck: no one is going there now, with talk of sea-
  krals, the oppression of the Tenth Syrkakang, and even sightings of
  the White Dragon.
  6•ABOARD AN ICE SLOOP
  The Ky’taari ice sloops are unique vessels, equally at home in the
  water or skimming across the frozen ice sheet which creep down
  from the poles every year. The ship is even able to switch from one
  to the other with relative ease, the foreblade cleaving a wedge which
  allows the boat to glide up and onto the ice floe. There is a small cabin
  in the Kyashaan (K. “Iceblade”) which sleeps up to four in cramped
  quarters, but it is warm. Provisions will have to be purchased. Luklyn
  strongly urges that everyone buy climbing gear.
  Illo, Iron Wind pg 
  I PC/GM Roll: While Luklyn is a skilled sailor, a capable assistant
  would make things easier. It is  miles through treacherous waters
  to the Land of Blue Light. There should be a Medium (±) Sailing roll
  by each crewman twice a day.
  If the weather is favorable and there are no mishaps, the group
  should make it to the southern tip of the Mur Fostisyr (where the
  Aalk Gaath is located) in  days.
  
  Book One: Gathering Darkness
  
  
  
  The Grand Campaign
  • The Mur Fostisyr •
  
  Book One: Gathering Darkness
  
  • PART XIII •
  THE MUR FOSTISYR
  Long and treacherous was my way to Dawnwater’s Edge. It is well hidden in a
  misty vale, and nearly escaped even my powers of detection. Picking my way carefully
  along a steep slope above a lake which resembled very much the last several lakes and
  fjords I had explored, I was about to give up on this one as well: nothing in sight but a
  few small herds of Torkaani cavorting over the grassy hills. The sky in the east was
  growing lighter by the moment; night (my favored time to travel) was nearly over, for it
  was spring and the sun rose and set with regularity. Abruptly the grey vale turned to
  gold as the sun ignited the fog and damp grass. Far out on the water the mists shredded
  in the morning breeze, revealing for an instant a tiny isle, and perched upon it a
  strange manor.
  I spread my arms, and in a moment that body which was Elor was gone, and only
  an arctic tern stood at the edge of the water where I had been. Though this transforma-
  tion consumed much of my power I dared not use a lesser trick to reach the Kaldaraak-
  Vaar unnoticed. With a rush of white feathers I was airborne and sweeping low over
  the calm waters, my sharp avian eyes picking out every detail of the landscape. In just a
  few minutes I arrived at the dense mist, and a moment later burst through it to a clear
  area. There stood Dawnwater’s Edge. I perched upon the peaked roof of the house to
  assess the situation.
  This is the most holy place of the Ky’taari, as it was the home of Ariaana when she
  came to live within the realm of the Ice People. Its incredible age is betrayed in part by
  the method of construction: the strange, interlocking stone of the Syrkakar masons. The
  blocks themselves are roughly hewn, yet fitted together with the utmost skill by the first
  Ky’taari, who learned their abilities from the Syrkakar before that race degenerated
  into its current state. It is a monastery of the utmost security and power, invincible to
  
  
  The Grand Campaign
  all but the most fierce attack. On the first day of spring of each year the A-Ryaan
  travels here, and Ariaana returns for a day to give her blessings and advise the Priestess.
  Year round, thirty-three monks are in residence: the elite of the monasteries of the
  nation, guarding this most sacred of places and creating great works of text and gold.
  Here also is kept the master orb of the seeing stones of the Ryaani, able to view any site
  within the realm at the command of the A-Ryaan, or the Lord Monk, who rules here in
  her stead.
  Monks indeed there were: several in the sheltered courtyard, and I could sense
  others patrolling within the roofed parapets. At first I searched in vain for an open
  window, and despaired of an easy entrance. At last, however, a monk threw open the
  wide sashes along the eastern face. Alighting on a sill, I peered within, and the moment
  he left the room I glided inside and to a shadowy corner. I stood, Elor again, and with a
  shrug of my cloak I vanished from sight. Within the actual fortress the residents would
  not be as wary, and (hopefully) none would be casting spells which allow them to detect
  those unseen. Silent and invisible as a wraith, I investigated the hallowed chambers of
  this most holy of places. Undetected, I left as I had come, with no trace behind to betray
  my intrusion.
  Elor Once Dark
  c.  Third Era
  An Island cluster lying to the north and
  west of the continent of Jaiman, the Mur
  Fostisyr (Um. “Land of the Blue Light”) is a
  surious area borm of volcanic eruptions,
  where nights last for months and the peoples
  fight an ongoing battle to survive against the
  elements and the forces of the Unlife: the
  Iron Wind.
  OPTIONAL ENCOUNTERS
  Should the GM have a copy of Iron Wind at his
  disposal, there is the potential for several encounters
  with the savage Syrkakar or other denizens of this harsh
  land.
  1•ADEA HU: “PILLARS
  OF BLACK ICE”
  A sheltered inlet lies to the north of the citadel, and
  Luklyn steers there.
  I PC Roll: A successful Hard (-) roll by Luklyn and
  first mate will guide the boat safely to the rocky shore. as
  they approach, the strange tower of the Aalk Gaath can
  be glimpsed between two white spurs of ice and rock,
  over ’ above the churning waters.
  There appears to be a village to the west; Luklyn
  grounds the Kyashaan along the north-facing shore.
  Above the narrow rocky beach, the coast climbs steeply:
  it is nearly a  ° ascent to the tower.
  The Aalk Gaath
  
  Book One: Gathering Darkness
  
  I PC Rolls: The entire climb will require  Light and  Hard
  climbing rolls by each character (more if they fail to make “%” on
  any given one). If a “fall” result is indicated, the PC may make a D
  recovery roll using Quickness stat as a bonus. A roll under 
  indicates that the character has really fallen, -% of the way down
  the slope. For each ’ fallen, make a roll on the Fall Crush table. It
  is recommended that the PCs tie themselves together into ’s so that
  if anyone falls, they will be caught and a messy death avoided. As
  implied by the rolls, the final ’ is more difficult.
  When they scramble to the top, the group finds itself on a small
  plateau. In the center is a frozen lake, and rising out of the lake if the
  Citadel of the Dragon.
  T A G P
  GM Note: those whohave the Iron Wind book will find that the
  Aalk Gaath has changed somewhat. In the several centuries since
  Elor’s visit, a few things have indeed changed.
  Entry Level
  . Ceremonial Entrance.
  . Staging Area.
  . Secret Door, down to Oran Jatar’s Forges
  . Secret Stairway. Very Hard (-) to detect, each of these is
  intended for guard access and goes all the way up to Level Four
  (about ’).
  . Living Quarters, Messengers of Athumurl. Three squads of six
  Messengers are quartered here. One, two, or even all three squads
  may be out on patrol.
  . Lairs: Eighteen pens hold eighteen huge white cats. Their saddles
  and gear are stored in niches carved in the walls.
  . Sally Port. An inner portcullis is operated by a winch in a niche (a)
  and the steel outer door is raised and lowered on its track by the same
  method.
  . Living Quarters, Messengers of Syrkakang. Three squads of six
  Messengers are quartered here. One, two, or even all three squads
  may be out on patrol.
  . Stables. The eighteen steeds (black war horses) of these Messen-
  gers are kept here.
  Mezzanine (Two)
  . Stairway down to Entrance Level.
  . Balcony. Overlooking the Staging Area.
  . Mechanical Lift. Leading up to the Throne Room Level
  . Cells. All are empty except…
  a. Luklyn’s sister Tirilin
  b
  . Guard Quarters. Basic accomodations for  Syrkakar warriors.
  . Kitchen/Dining Area.
  Throne Room Level (Three)
  . Stairs.
  . Guardroom.
  . Waiting Area.
  . Throne Room.
  . Dais. Throne, two sculptures
  . Quarters. For six priests of Athimurl. It is likely that only one or
  two of the priests will be in at the time.
  . Kitchens.
  . Dining Hall.
  . Quarters. For six priests of Gaath. It is likely that only one or two
  of the priests will be in at the time.
  Level Four
  . Access Corridor. This links the two wings on this level
  . Seeing Chamber. Oran Jataer has acquired one of the Lesser
  Ilarsíri of Tethior and keeps it in this room. The doors are steel,
  locked and Very Hard (-) to open.
  . Hall of Arms and Treasures. Here is kept the sword Ashaanaar,
  like a trophy in a glass case. It is not even locked.
  .
  
  
  The Grand Campaign
  .
  .
  .
  Level Five
  Level Six. Observatory of Oran Jatar.  The roof of this onion-dome
  shaped chamber is actually in six layered sections, (rather like just
  the skins of six orange sections) which can pivot along a track at the
  base and a hub at the pinnacle. This allows /th of the roof to open
  to the sky. This is handy not only for stargazing, but as a launching
  point for Oran Jatar as a winged White Drake..
  A careful reconnoiter will reveal that in addition to the  ceremo-
  nial entrance in the front, there are two sally ports on the back sides.
  They would appear to lead in to stables. If they pick the Athimurl
  entry, the cats will pick up their secent and grow restless; the horses
  on the Gaath side, however, they might get by unnoticed. If the
  group is very lucky, all of the Messengers are out on patrol, in which
  case the sally ports are only guarded by one gateman at each.
  As noted above, only a few priests will be in residence, the others
  afield on errands. Oran Jatar himself will either be in his laboratory
  or in the Seeing room, and it is unlikely he will encounter the PCs in
  the tower (fortunately for them).
  T S A
  The sword will sense that one it’s own is nearby and it will call to
  Rælen. It is cursed and locked into the form of a dagger, but still
  magical. It is intelligent and can convey basic thoughts.
  A review of the plans will show that Luklyn’s sister Tirilin  is in
  ???a, and the sword of the Ky’taari is in ???. It may be just too much
  to try to get the sword this time. The characters might come back for
  it later in the quest when they are more powerful.
  Assuming the characters make their escape from the tower
  proper, they must get back down the mountain (repelling down the
  first ’ might be a good idea) and get away in their boat. If they
  attracted no attention and sounded no alarms, they will get away
  without being harassed. If, however, anyone raised the alarm, they
  will be pursued to the edge of the cliff but no further. They PCs may
  wonder what the Citadel of the Dragon is up to, until they hear an
  unarthly cry from above. The White Dragon is hunting them.
  ENCOUNTER:
  THE WHITE DRAGON
  The dragon will strafe them, delivering a Cold Ball attack (only
  x hits because of the situation). he will get one or two of these off,
  and things will look very bad for the group, when the cavalry arrives:
  a squadron of six Thyfuriak. (Udahir riders of giant birds) will arrive
  and distract the Dragon long enough for the group to slip away. A
  couple of these brave warriors are killed in the effort, but they lure
  the Dragon to the other side of the peninsula.
  2•YALF HURM: “LAND OF
  GLASS SPIRES”
  Rælen has a general idea of where he needs to go; he feels
  ‘summoned’ by Ariaana. They sail west northwest to the great isle of
  glass spires. Once they set ashore they have another climb up a
  snowfield to the vale of the temple.
  The GM may wish to have the group encounter snow wolves or
  other natural denizens as they travel  miles inland and ,’ up
  to the hidden vale.
  ENCOUNTER:
  HERALD OF NIGHT
  At some point, perhaps during a quiet night after a heavy snow,
  the group will have a sinister visitor.
  I PC Roll: Medium (±) Perception: it seems that this black rider
  almost wants to be seen. Far out across a snowfield they stand as if
  they have been waiting. See Master Atlas (nd ed pg ) for a
  complete description of the Herald. Everyone who sees the Herald
  
  Book One: Gathering Darkness
  
  is momentarily overcome by a feeling of utter despair, even though
  they may not have ever heard the term “Herald of Darkness.”
  He sits astride his horse, rider and mount both glittering and
  immobile as if they were carved from obsidian. His head swivels to
  face the group, and all get the very uncomfortable feeling that he sees
  them. He remains immobile for several seconds, then reins his horse
  around towards Dawnwater’s Edge and unceremoniously vanishes.
  3•KALDARAAK-VAAR:
  “DAWNWATER’S EDGE”
  The group now begins its ascent to the holiest of Ky’taari refuges,
  the hidden temple of Dawnwater’s Edge. Rælen has an unnerving
  sense of where it is now, drawn there by a summons. At the edge of
  the lake, a barge manned by four monks in white awaits the group.
  They say nothing, but gesture for them to get aboard. They are
  conveyed across the still lake.
  When they arrive at the temple, they are greeted by the A-Ryaan
  (K. (“High Priestess”) who welcomes them, and orders that the
  group be given rooms and fed. They shall gather in the Sanctuary just
  before dawn the following day. (Luklyn and Tirilin will not be
  included in this audience).
  Dawnwater’s Edge illo
  The group is provided with spartan but clean quarters (Rooms
  # for those with the Iron Wind book) and fed simple but satisfying
  meals until the time arrives. They are asked to stay in their quarters
  until summoned.
  While all around this vale seems serene, there is a sense of tension
  and expectancy, though whether good or bad it is difficult to say.
  Rælen is practically delirious.  They are awakened an hour before
  dawn and told to dress and pack, and be prepared to depart imme-
  diately. The A-Ryaan leads them into the Holy Throne Room (#).
  A dim grey light filters in through the east-facing windows. They
  wait facing the far end of the room where an empty throne sits before
  a huge golden disk representing the sun, ten feet in diameter and set
  on the back wall.
  ARIAANA, LADY OF THE SUN
  Just as the first ray of sunlight enters the room, the golden sun
  glows blindingly bright, and from out of the light steps a tall,
  beautiful woman clad in gold and white (see the description of
  Oriana in the Master Atlas, pp -). She smiles and seems to speak
  telepathically to the A-Ryaan, then turns to the group. To each she
  will mind-speak, and perhaps offer some small bit of information or
  advice. Then she says to them all:  “A time of crisis has come not only
  for the Ky’taari but all of the world they call Kulthea. All peoples
  must work together to combat the Unlife, for it will grow darker
  before the dawn…” Even as she speaks, a cloud seems to pass before
  the sun, and her image flickers. The gold sun behind her dims and
  the room grows eerily dark.
  As Ariaana shimmers and fades, there is a cry that the Holiest of
  temples is under attack. Bells ring out across courtyard.
  The ground trembles from a terrible blast, and through the slit
  windows the group can see a huge fiery form cloaked in darkness: an
  Ordainer. The A-Ryaan rushes to the door.
  Where Ariaana stood, the throne has vanished and the golden
  sun begins to glow, then in place of the sun a swirling light dilates to
  form a Portal. Arianna’s voice whispers: “Go, my children; there is
  nothing you can do here!” And to Rælen alone she speaks: “Return
  when the great task has been completed, child of the Sun. Only then
  can you help the Ky’taari people.”
  The PCs leap through the enchanted portalway.
  
  
  The Grand Campaign
  • Urulan •
  
  Book One: Gathering Darkness
  
  • PART XIV •
  URULAN
  Echoes of whispers in
  hallowed halls of stone
  escorts to the unwary
  Now the spirits walk alone.
  Six hearts turned black
  by ugly words
  the land is broken
  by foolish lords.
  Thoughts unspoken
  a mild deception
  so it began:
  the way of good intention.
  A
  D U,
  P L S E
  Except for a few small Elven villages along the western coast, this large island is
  nearly deserted.
  Those who ventured into the vast eastern lands reported a sense of unease; a
  feeling that the land itself did not welcome them. This led some Loremasters to
  hypothesize that the Unicorn Crown still existed and is being worn in a secret
  enclave by an heir of the King. When the powers of the known Crowns failed on the
  rd of Fall in , this should have also dispersed the menacing power of the land.
  However, if anything the sense of forboding has increased. Those gifted with the
  
  
  The Grand Campaign
  Essænce have said that it ebbs and swells, and seems
  stronger in some areas than others, there it is obvious
  now that the feeling of being observed by a malevolent
  presence remains.
  1•THE RUINS OF
  AR-TALISEN
  The group steps through the portal in a sunlit room to a shadowy
  chamber in a land clothed in mist. This room appears to have been
  a temple of some sort, but two of the walls have collapsed, along with
  most of the stone roof. There is no sign of the portal, and it is
  suddenly, ominously quiet. They emerge from this room to find that
  it is set on a low hill in what appears to be the center of a vast ruined
  city.
  Tumbled remains of beautiful Elven villas and palaces. Many
  structures include glimmering Orhan Marble. The might serve as
  sanctuary against some evils, but with walls tumbled, archways
  broken and columns fallen, there is little structure to hold back an
  attack.
  I PC Roll: A successful Hard (-) Architecture roll will
  identify this as a city in Urulan.
  There are no other immediate clues as to the
  whereabouts of the group: the sun is hidden behind
  thick clouds and mists, and the temperature is an
  indeterminate cold. However, as the group picks through
  the rubble, they will find engraved plaques and proken
  pediments with Iylar runes etched on them. Eventually,
  they will realize where they are. Towards noon, the sun
  will burn partway through the mists, revealing the central
  mountain range running north-south through the center
  of the land.
  The logical thing to do would be to head south; that
  is where the remaining settlements are said to be, or at
  least they could hook west towards Tanara.
  ENCOUNTER:
  NIGHT HOUNDS
  Packs of these eerie creatures maraud through the
  wilds of Urulan at night. See Master Atlas pg  for details.
  They are ravenously hungry and will attack even well-
  armed parties. They dislike fire, but can overcome their
  fear.
  ENCOUNTER:
  AN ALTHOI
  One of the Agothu, the demons from the Outer Void
  (see Master Atlas pg ) has noted the appearance of the
  characters through a magical portal and will apear to
  observe them for a while.
  I PC Roll: A Successful Extremely Hard (-) Perception
  or Light (+) Sense Reality Warp means that a character
  will see the hideous creature floating just at the edge of
  vision ( feet away or so) in the mists. It will retreat when
  seen. The Althoi will visit two or three times a day for a
  couple of days, then lose interest. It will not attack. If
  attacked, it will probably just leave.
  2•THE STEEL RAIN
  MINES
  The group has been journeying south, knowing that eventually
  the mountains will be climbable or they will come far enough so that
  they will find civilized community. But before that happens, they are
  to encounter an installation of the Steel Rain. (See Part ???).
  The intention of this encounter is not for the players to confront
  the Steel Rain in force, but to have a minor brush with them. The
  biomechanical Iron Warriors are controlled by a telepathic com-
  puter brain, under the direction of the three Priestesses of the Steel
  Rain. As a result, they do not respond as individuals, and lack the
  ability to react to unexpected input. When the group first encoun-
  ters any Iron Warriors, they might just be ignored, Only when they
  begin to interfere with operations will they get into trouble.
  T M
  I PC Roll: .
  The works of the Steel Rain might first be heard, as the machines
  engaged in strip-mining are extremely loud. They also are belching
  noxious smoke which could be seen for miles, though on most days
  these fumes mingle with the ever-present mists.
  The outer mines are huge craters, roughly circular, where ma-
  chines spiral down into the earth,
  
  Book One: Gathering Darkness
  
  gashing at the rock and tearing up the desired ores.
  The inner mines are no less extensive, but lie underground. The
  entrance is a bunker-like structure on a nearby hillside
  3•FRIEND OR FOE?
  ENCOUNTER:
  AN EPSILON DRONE
  I PC Roll: .
  ENCOUNTER:
  IRON WARRIORS
  I PC Roll: .
  K E
  Age:  (Appears ≈) Eyes: Blue/metallic green. Hair: Blond. Build:
  Muscular. Height: ’". Race/Sex: Iylar(Linær). Skin: Very Pale.
  Demeanor: Emotionless Dress: black synthetic coverall. True Atti-
  tude: Slave to the Silver Claw. Home: Lys.
  Kesien’s stats and abilities have been artificially altered by the
  cybernetic implants and prostheses. One eye is artificial, as is one
  arm. He was in the the early stages of transformation, however, so
  the changes will not be obvious until the group gets close. He will not
  fight them, and will flee if they try to detain him.
  GM Note: Leena’s brother Ærik and his friends were captured by
  agents of the Silver Claw. Orrel Ermenel has died, Kesien escaped
  but is paranoid and insane, living in the Urulan wilderness. He will
  be encountered late in this phase of the campaign. Most unfortu-
  nate, however: Ærik has been turned into an Iron Warrior. Parts
  of his body have been ‘enhanced’ with magical/mechanical addi-
  tions, and a combination of spells and technology have rendered
  him a shadow of his former self. Any memories of his family are
  deeply buried. Leena will not learn this yet: she will be forced to
  confront her brother in the later phases of the campaign in Emer.
  4•THE SOUTHERN COAST
  I PC Roll: .
  While observing the Pirate Base, they hear a commotion behind
  them. They catch a haggard-looking young woman: she is the first
  mate of the Cloudminder, a skyship captured by the Pirates.
  The Cloudminder was caught in a storm and had damage to some
  of her sails, so set down nearby for repairs. The pirates captured the
  crew before they knew what was happening. The Captain was killed,
  but several crew members are imprisoned—needed to train the
  pirates to man the Cloudminder.
  If the PCs help her to free the crew and recapture the ship (now
  repaired) they will get a hefty reward from the ships owners (the
  ENCOUNTER:
  PIRATES OF THE WHITE SWAN
  Docks and camp / page
  I PC Roll: .
  J,  “W S”
  Age: ? (Appears ≈) Eyes: Green. Hair: Black. Build: Slender.
  Height: ’". Race/Sex: Dyar. Skin: Fair. Demeanor: Charming
  Dress: Black leather armor, black silk clothes with a white swan
  emblem. True Attitude: Pragmatic. Home: Southern Urulan.
  A.
  Hits: .
  Melee: .
  Missile: .
  AT(DB): ().
  Sh: ().
  Gr: .
  MovM: +.
  PP: (x ).
  Lvl: . Profession: . Stats: St-; Qu-; Em-; In-; Pr-; Ag-; Co-; Me-
  ; Re-; SD-. AP: .
  Skill Bonuses: Amb; Chan; Climb; DisTrap; DirSp;
  ManeuvArmor; M/A St; M/A SwT; Perc; PickLock; Ride; Rune;
  S&H; S&W; Swim; Track
  Acrob; Act; Admin; AdrMv; AdMath; Alch; Animal; Anthp;
  Appr; Arch; Astro; AthlG; Attn; BscMath; Begg; BtPlt; Brawl;
  Brib; Camo; Cav; Chann; CirclLr; Chem; Contort; Cook; Craft;
  Dance; DemnLr; DetTrap; Diplom; DisrmFoe; Disguis; Diving;
  DragLr; DrugTol; Engrng; Falsif; stAid; Fletch; Flying; Forage;
  Frenz; Gambl; HerbLr; herd; Juggl; Ldrshp; LocScrt; LockLr;
  Math; Medit; Music; Nav; PlayInstr; PoisonLr; PwrPercep;
  PubSp; RMas; Sail; Seduct; SenseRealWp; Signal; Sing; Skat;
  Skii; Smith; SpellM; StarG; Stra&Tac.; StunMan; Subdu; Sur-
  veil; Trade; TrapBuild; Tumbl; WeathWatch.
  Languages (S/W):
  Spells: Base Spell OB: . Directed Spell OB: (Sunfires True). All ???
  Open and Closed
  Item:
  Item: .
  Item: .
  O
  5•FLIGHT FROM URULAN
  The PCs escape aboard a captured skyship
  ENCOUNTER:
  AN AIRBARGE
  U
  Once a beautiful Elven empire, Urulan is now a wilderness.
  Encounters with:
  
  
  The Grand Campaign
  • PART XV •
  SEL-KAI
  1•ARRIVAL
  ENCOUNTER:
  THE
  Vaag t’Kang) amulet worn by a shadowy Elf (He will appear later
  as an important Diplomat in Sel-kai).
  (suggest going to Eidolon for some side-adventures and the
  interlude)
  2•INTERLUDE
  Eidolon is pretty… expaensive. Characters can take a ferry down
  to Sel-kai City where they can find comfortable lodgings at a
  reasonable price. If they ask just about anyone, they’ll hear that The
  Cold Barley Soup Kitchen is a tavern where they can get good food
  and good gossip. The city offers many diversions, and the characters
  could use a rest. But it will not be long before the spectre of their
  destiny rises again to demand their attention…
  To be continued in
  P T: T F  N
  And concluded in
  P T: T H  D
  Denizens of Urulan
  Base
  Max Pace/
  Speed
  Size/
  #
  Outlook
  Type
  Lvl
  Rate
  MM Bonus
  MS/AQ
  Crit
  Hits
  AT(DB)
  Attacks (Prim/Sec/Tert)
  Enc
  (IQ)
  Night Hnd
  5
  140
  Dash/20
  VF/FA
  M/—
  80G
  4(30)
  60MBi/GBreath
  2-10
  Bellig.(NO)
  Epsilon D (20)
  30
  FSpt/120
  F/VF
  M/I
  120
  20(80)
  None
  1
  Inquis. (HI)
  Althoi
  30
  60
  20
  MD/FA
  L/LA
  200
  11 (40)
  +60 MGrapple/+40 SStinger/Spells
  1
  Aloof (VH)
  Mind-eatrs 5
  80
  60
  FA/VF
  S/—
  70
  3(30)
  50SCl/Special
  2-20
  Hostile (LI)
  Name
  Lvl
  Hits
  AT(DB)
  Sh
  Gr
  Melee Ob
  Missile Ob
  Mov
  Cassia Tendes
  6
  85
  1(15)
  N
  N
  99 broadsword
  35 dagger
  15
  Laan Fighter, Swim40; Brawl20; Gambl15; Ldrshp40; Nav60; Sail75; Signal25; Trade54; WeathWatch55.
  Jerel (The White Swan)
  15
  115
  11(55)
  Y
  (Y)
  135 broadsword
  85 dagger
  20
  Dyar Rogue. Swim45; Brawl60; Gambl65; Ldrshp80; Nav80; Sail75; Signal45; Trade70; WeathWatch80. +25 sword, enchantied tunic
  Other Pirates (Average)
  3
  35
  1(10)
  Y
  N
  55 shortsword
  —
  15
  Dyar or Shay Fighter.
  *Note: DB’s are applicable vs elemental spells as well because of deflector shields.
  
  Book One: Gathering Darkness
  
  • PART XVI •
  CHARTS
  FANTASY WEAPONS CHART
  RANGE MOD (in feet)
  ARMOR MODIFICATIONS
  Weapon
  Type
  Wt.
  Len.
  F
  10
  25
  50
  100
  150
  Tbl Used
  20-17 16-13
  12-9
  8-5
  4-1
  Special
  Baw
  1HS
  4-5
  2-3
  5
  —
  —
  —
  —
  —
  Handaxe
  +15
  +15
  +10
  +10
  +10
  Can be used as an ice axe.
  Chegain
  TH
  1.5
  2
  4
  0
  0
  0
  -5
  -10
  Scimitar
  -10
  0
  0
  0
  +5
  Returns to trained user (need glove)
  Cabis
  1HS
  2-3
  1.5-2.5
  4
  0
  0
  –10
  –25
  —
  Handaxe
  –10
  –10
  –10
  –10
  –10
  Basically a throwing weapon.
  Dag
  1HS
  5-6
  3-4
  6
  —
  —
  —
  —
  —
  Falchion
  +10
  +10
  +10
  +10
  +10
  A very large bladed weapon.
  Gé
  TH
  4-6
  4-5
  8
  as Bola
  Bola (2x Dam)
  +10
  +10
  +10
  +10
  +10
  Treat any criticals as both K and G.
  (a super bola)
  If fumbled, roll a “DG” on thrower.
  Irgaak
  2H
  5-6
  5-6
  3
  —
  —
  —
  —
  —
  2-H Sword
  +15
  +15
  +15
  +15
  +15
  Roll criticals twice applg all results.
  Kalta
  1H
  1.5
  .5
  4
  —
  —
  -15
  -40
  -80
  Light Crossbow
  -20
  -15
  -10
  0
  +5
  Loari Dart Pistol. Fire 2x/rnd (missile &
  melee). Can be poisoned. 10 dart clip.
  Kynac
  1HS
  1-2
  1-2
  2
  0
  0
  0
  –25
  –40
  Rapier
  –5
  –5
  0
  0
  0
  A great throwing dagger.
  Long Kynac
  1HS
  2-3
  2-3
  3
  –20
  –20
  –20
  –50
  —
  Rapier
  +15
  +15
  +15
  +15
  +15
  A great long dagger.
  Saren
  1/2HS
  Falchion
  +5
  +5
  +15
  +15
  +20
  Loari sword; resembles Terran katana
  Shangkana
  1HC
  2-3
  2.5-3
  7
  —
  —
  —
  —
  —
  Morning Star
  –5
  –5
  –5
  –5
  –5
  Okinawan cereal beater.
  2H
  2-3
  2.5-3
  7
  —
  —
  —
  —
  —
  Flail
  –5
  –5
  –5
  –5
  –5
  Typh
  1HC
  4-5
  3-4
  6
  0
  0
  –10
  —
  —
  Flail
  –10
  –10
  –10
  –10
  –10
  If fumbled, roll a “DK” on thrower.
  Yarkbalka
  1HS
  4-5
  3-4
  6
  —
  —
  —
  —
  —
  2-H Sword
  –10
  –10
  –10
  –10
  –10
  I fumbled, roll a “CS” on thrower.
  Type:  2H = Two-Handed Weapon; 1HS = One-Handed Slashing Weapon; 1HC = One-Handed concussion Weapon:; MIS = Missile Weapon (not
  usable in melee); PA = Pole Arm; TH = Thrown Weapon (not usable in melee).
  Wt:  Weight of weapon in pounds.
  Len.: Length of weapon in feet.
  F:  Fumble Range (a fumble occurs if unmodified attack roll is less than or equal ro this number).
  RANGE MOD:  Modifications apply to use as missile  at ranges less than  or equal to the given distance (only one modifier applies). (— means not
  allowed.)
  Table Used:  The AL&CL attack table used to resolve  attack.
  ARMOR MOD:  Modifications to the attack roll based upon the armor of the defender.
  Special:  Varies for each weapon.
  
  
  The Grand Campaign
  TRILOGY PLOTLINE
  Well, boys and girls, here is my plot outline for the second and third books. Sorry about things petering out
  at the end of book one, but It was hard to get inspired considering the unpleasant events surrounding publica-
  tion of the story. For that and books 2 and 3, you are on your own. You can also refer to my web page where I
  am running a campaign and will be uploading random goodies.
  Few but the most knowledgeable Loremasters know of the
  existence of the Jerak Ahrenreth, a deep secret lurking behind veil
  after veil of serving cults and false façades.
  There are essentially three major forces of evil and destruction:
  The Jerak Ahrenreth: A cult which serves its own ends, desiring
  to wield power and subvert the peoples of the world.  Once, under
  the direction of Ondoval, served the Unlife, but the powerful per-
  sonalities and diverting words of Schrek have altered the course.
  Ondoval: A servant of the Unlife, he wishes to destroy the Eyes
  of Utha and bring about the utter annihilation of the world.  He is
  the former head of the Ahrenreth, but struck out on his own to find
  the Shadowstone, an artifact last worn by Kadæna.
  Schrek: Son of Agoth, Schrek desires to unite the Shadow World
  with the Void, a joining which would open Portals and unleash
  demons of every Pale and Beyond.  While not as cataclysmic as
  Ondoval’s desires, it would mean destruction of most civilizations.
  He is a member of the Jerak Ahrenreth, and uses them to further his
  own goals.
  Schrek is in fact a more terrifying entity than even his cronies
  know, for he is a half-son of Agoth, high lord of the Demons of the
  Void.  While he wears a fair guise, he is actually a monstrous
  creature.  He does not seek to dominate the peoples of the world, but
  instead destroy them utterly, for he seeks the insanity of the Void.  He
  controls a network of cults across Emer, and his influence within the
  Circle is formidable.  He plans to use an upcoming ritual (designed
  to further ‘grow’ the powerful crystal) to open a gate to the Void and
  allow his brethren to enter.
  THE GOAL OF
  THE PLAYERS
  Note: this goal is not immediately apparent; the players must
  discover it as part of their travels.
  To defeat or set back the Jerak Ahrenreth (Secret Circle); more
  specifically, they must thwart the plans of Schrek. To do this they will
  require the Eye of Agoth (which will allow them entry into the
  Ahrenthrok) and is the only item which could send Schrek back into
  the Void.
  If the PCs play their cards right, the ritual will be disrupted and
  cause the Crystal — a very powerful focus of the Circle — to shatter,
  plunging the Ahrenthrôk into darkness.
  Note: Ondoval is another threat who is theoretically being dealt
  with along another plotline (which was originally planned as a novel
  trilogy).
  BOOK TWO
  Some of the characters have achieved individual goals, while
  others have less tangible ones.
  Rælen may have enough money to pay off his employers? A visit
  to the Monastery might be in order then.
  EIDOLON
  From this trading and transportation hub the characters could
  go almost anywhere. However,
  Mention the Bishop of Sel-kai (of the Church of Zanar)
  NÁMAR-TOL
  M
  HÆSTRA: VAMPIRE  WOMAN
  A seemingly harmless rest stop turns deadly.
  THE WHITE WOOD
  A trip through the Pales (the Black Road).
  Perhaps flee into the wood to get away from Heralds of Dark-
  ness?
  CITY OF THE DEAD
  (Pillars of Fire)
  Wierd treasures, Undead, Ash Lairs, strange things in the depths
  of the earth. They travel underground into the Spine of Emer.
  Krylites and Goblins.
  � �  
  The group acquires a very powerful and dangerous magical
  tome. With it in their hands, the GM will have to be very careful.
  AHN SYE ZANAR
  Encounters with the Order of the Cloak as the PCs travel through
  SW Khuum-kaan. They encounter the Bishop of Ardania, who
  recognizes ??? for what he is: a true heir to the Order of the Cloak. The
  Order will be pursuing him now.
  ZÆN
  Emerging from the Spine, they are in southern Khum Kaan.
  They are drawn to the lost City of Zæn.
  Maybe a rescue by Kuluku, or just use the book to get  out.
  LIBRARY  OF ARULIS
  The storehouse of knowledge of the Ahn Sye Woloka (“Order of
  the Eye”), this secret library has considerable information of value.
  Unfortunately, it is staffed by evil members of the Order of the
  Eye, Mentalists or Seers or Mystics or Astrologers.
  
  Book One: Gathering Darkness
  
  They are probably going to have to teleport out of this bind.
  ENTRANCE TO THE
  AHRENTHROK
  They are not ready, but now they know the way in.
  RETURN TO EIDOLON
  Rest and recover
  BOOK THREE
  Leave Sel-kai by land this time, head south through Silaar
  THANOR
  Visit the Stone Circle (E p 32), the T’loc-loc, and enter the
  Vœrken Mire (what — or who — is inside?)
  ASH FOREST
  The dead place with the wrecked starship. Cryogenic tubes (most
  destroyed)
  LANKAN EMPIRE
  Slaves, etc. They are at war with the Elves of Námar-Tol.
  AHRENRAAX
  Volcanic island fortress run by Morloch (Ordainer) and the
  Adherent Vomuk. Vaag t’Kang and Shar-Bu will be visiting!
  THE ISLE OF JADE
  Then return to the mainland only to encounter...
  STEEL RAIN
  Confrontation with the Iron Warriors. In this, Leena will know
  the fate of her brother. They cannot hope to defeat the Iron War-
  riors; instead they must flee .
  AHRENTÔRG
  Finally, at the Ahrentôrg, the group must strike the disguised
  Schrek, forcing him to his real form.  This will cause complete
  confusion, in which the PCs can hopefully escape after destroying
  the crystal.
  
SOURCE: textdata/thevault/Rolemaster/Shadow World/RM2 The Grand Campaign.pdf