Professional Documents
Culture Documents
RUNES OF MEMORY
FOREWORD
Hávamál
CREDITS
Authors
Þorsteinn Mar Gunnlaugsson
Playtesters
Magni Freyr Guðmundsson, Óskar Freyr Hinriksson,
Jens Ívar Jóhönnuson Albertsson, Alexandra Briem,
Árni Sigurjónsson, Ingibjörg Sædís, Helgi Már
Friðgeirsson, Örvar Jónsson, Björn Stefánsson, Björn
Elíeser Jónsson, Óðinn Örn Sævarsson, Guðjón
Dunbar Þorsteinsson, Birkir Hallbjörnsson.
Additional Help
Luca Cherstich
Editing
John Maron
Cover Art
Alvaro Tapia
Interior Art
Alvaro Tapia, Thomas Wievegg,
Justin Gerard and Paul Bonner
Additional Kudos
Thanks to all the Kickstarter pledgers and to all
the backers who made this project come to life
When I am dead
Lay me in a mound
Raise a stone for all to see
Runes carved to my memory
---
Argothar Téwaz put his tools back in place. His callous fingers ran tenderly across
the anvil, he knew this was the last time he’d ever see it. The Thuul closed his eyes
and thought about all the marvelous suits of armor and weapons he had crafted in
his smithy, deep within Voronoy-Kefas, and sighed. Then he turned to the beautiful
Murgla resting upon the anvil, his masterpiece. The Mitraka-inlaid runes gleamed
in the dying light from the Logi furnace, runes he had crafted and empowered, runes
holding fragments of his own memory.
He closed his eyes and ran his fingers for the final time across the Murgla, feeling the
holy power held within the runes.
As he opened his eyes again, the shadows in the smithy deepened. It was on the move.
The Hunter. And Argothar was the only prey left in Voronoy-Kefas...
Chapter 1
✦ OVERVIEW ✦
A power-hungry thuul brought death and disaster upon his
brothers. In a final desperate act, he tried to ensure that one day
heroes and mighty warriors would come along, that would be
able to rectify his mistakes. That day has come.
Runes of Memory is a stand-alone dreams of the wearer of the Murgla (see hands on the Murgla of Téwaz, they can
adventure that takes the player below) so they better suit the wearer and undertake the quest for Voronoy-Kefas.
characters across the Oster Ocean the story. Also, the story takes the player If the player characters wish to explore
from the Stormlands to Eysteroy characters across the Stormlands and other parts of the Stormlands besides
Island, east of Mittland, in search of a the Oster Ocean to a little-known island, those described here, feel free to let
lost Dwarven stronghold. The module and being familiar with these places will them. Events and encounters can easily
works best with a group of 4-6 players greatly enhance the game. Finally, since be adjusted and replaced, if necessary.
with a decent variety of skills, since it is impossible to play the adventure in Make sure that the players feel that their
the module is designed with characters a single session, using the time between characters are running the show, and not
of virtually all professions in mind, sessions to prepare and adjust the being led by the nose by the narrative.
though playing Dimwalkers that follow storyline to fit the progress of the group After all, this is their story.
the Tenets of Nid might cause problems is highly recommended as well. There are many skill and situation
in the Stormlands. Having at least one Since the scope of the player rolls included in the text. These are
Dwarven player character is highly characters’ travels is huge, there are first and foremost suggestions for dice
recommended. many different non-player characters, rolls, it is up to the Game Master how
It is hard to determine which skills are ranging from thralls to Jarls and Thuuls, to run her games, and the suggested
required in order to survive the entire that the Game Master needs to be skill and situation rolls are no more
module. In fact, the variety of skills is familiar with. The player characters also than that: merely suggestions. Feel free
more important than specific skills or need to travel through many places and to add more or remove them as you see
abilities. All encounters and events can across wilderness to reach Voronoy- fit and suits the playing style of your
be modified to suit either more players or Kefas, the forsaken Dwarven stronghold group. The key here is to make sure that
a more experienced group. on Eysteroy Island. Knowing these non- everyone enjoys the narrative and feels
player characters and being familiar with that their player character’s actions
the many different places greatly helps have an impact.
Running Runes of the players to get the most out of playing It is imperative that the player
Memory Runes of Memory. characters find the Murgla of Téwaz.
The Game Master should read the Though there are many different The Murgla contains the Runes of
module through before running it. Runes events and encounters set up, there’s Memory, and leads the player characters
of Memory is best enjoyed when the no need to play through all of them or to the lost Dwarven kingdom on
Game Master has a good understanding in the same order as they are presented. Eysteroy Island. One of the player
of the narrative and can easily adjust the As long as the player characters get their characters becomes the Chosen of
chapter 1. overview | 7
Téwaz, sharing the memories of the ✦ Any Dwarf wearing the Murgla has However, it is just as important to make
Dwarven Thuul Argothar Téwaz, the +2 Situation Modifier to Charisma sure that the dreams are many layered, and
creator of the Murgla. Though only based Situation Rolls when dealing require deciphering and careful analysis.
one of the player characters becomes with other dwarves. After all, these are dreams, imparted by
the chosen, the other player characters ✦ The Murgla is sacred and someone that has been dead for ages.
are no less important, because only exceptionally well crafted and it has The Rune of Memory has one serious
they can defeat the Hunter in Dreams. PV/BV 20/200. However, against the drawback for the Chosen of Téwaz.
Therefore, it is critical to have at least attacks of the Hunter in Darkness the To that player character, Eyseroy and
one Dwarven player character, one who Murgla is considered to have 30 PV Voronoy-Kefas are places that they feel a
can wear the Murgla of Téwaz and (the BV is unchanged) burning urge to find. Every day moving
become the Chosen of Téwaz. ✦ Heft 2 (MM -1 m, IM -1) away from the island is a hard day, food
Finally, for the Hunter in Dreams tastes like ash, and water doesn’t seem
and the player characters’ nightmares The Murgla contains the Rune of to quench thirst. The quest for the lost
to be most effective in the final act, the Memory, which imparts the memories Dwarven kingdom becomes paramount.
Game Master needs to have every player of Argothar Téwaz as dreams to the In game terms, this means, that the
write down their character’s worst and Chosen of Téwaz. Chosen of Téwaz suffers -2 to all physical
most terrible fear. Erixalar-Thiekle, the The Chosen of Téwaz forms a bond Situation rolls when not actively seeking
demon, will manifest in their dreams with the artifact, making it very hard Voronoy-Kefas.
as their worst fears, and feed on their for the chosen to depart with it. Only Once the Chosen of Téwaz enters the
terror, which it uses to poison their by succeeding on a Situation roll with Dwarven hold, this effect ends, but that
minds. The Game Master needs to be a Situation Value of 3 (Psyche modifiers is when the nightmare begins. Argothar
cunning and devious, making each player apply), can the chosen willingly give Téwaz was overcome by the Hunter in
character’s nightmare horrible and the away or sell the Murgla. Dreams but didn't die from the terrible
fear as palpable as possible. mind plague that the demon inflicted upon
the Dwarves. Therefore, every time they
Dreams of Voronoy-Kefas and face the demon, the Chosen of Téwaz must
The Murgla of Téwaz the Chosen of Téwaz succeed on a Situation roll with a Situation
The Murgla that Thuul Argothar Once the Rune of Memory has been Value of 6 (Psyche modifiers apply), or be
Téwaz crafted during the last days of activated, the spirit of Argothar Téwaz overcome with sheer terror, gnawing guilt,
Voronoy-Kefas is a singular piece of chooses one of the player characters to and terrible visions of Dwarves killing
Dwarven craftsmanship. Each piece share his memories. The Rune’s power each other in the most graphic and terrible
of the armor is delicately crafted, has faded somewhat, and the only way to manner, thus becoming unable to move.
handmade, and displays runes entwined impart the memories is through dreams. The demon’s influence on Téwaz’s mind
with one another, almost like the roots As the chosen falls asleep, the player was great, and that effect extends to the
of an ancient tree. The images on the character receives a dream vision. The Chosen of Téwaz.
armor depict dragons and tursirs Game Master can either create a dream
battling each other, and Dwarven vision, based on the information about
warriors standing vigilant against the Voronoy-Kefas and Argothar Téwaz On adventure points
monsters. It is made of iron and brass presented here, or use the pre-scripted This adventure is divided into three acts.
and inlaid with Mitraka. Though the dreams (see Appendix A). At the end of each act are guidelines for
Murgla is centuries old, it shows no Use the dreams to impart knowledge awarding adventure points. The Game
rust and seems to glow with its own of the ancient Dwarven hold, stronghold Master should not wait till the end of each
power. and plant the seeds of the adventure. It act to award adventure points, but give
Investigating the Murgla reveals is important that the dreams contain out adventure points at the end of each
an ancient and long forgotten rune, enough information to keep the players session (see page 37 in the Gamemaster’s
the Rune of Memory, which Argothar interested, but also make sure that the Guide on Adventure points).
enchanted. He transferred a part of his dreams are cryptic and symbolic enough The narrative in this module assumes
own mind and memories into it. The to spark their curiosity. that the storyline is played straight
Rune was empowered so that it would The dreams and how the Game Master through, without any side treks other than
become active if the right person ever uses them are crucial. This is a narrative those mentioned in the module. If the player
put on the Murgla. tool through which the Game Master characters make any side quests, keep a
The Murgla has the following effects, can provide the players leads and clues, note of their overall adventure points,
once the Rune of Memory becomes foreshadowing the events to come, and and make adjustments if the encounters
active: getting them back on track if the need arises. become either too easy or too hard.
8 | chapter 1. overview
Adventure Overview One of the mines of Vorony-Kefas held was that one of the Thuuls, Argothar
Voronoy-Kefas was a very prosperous a thick vein of Mitraka, one of the most Téwaz, had inadvertently summoned
Dwarven hold for ages, where precious metals in Trudvang. More an intangible demon, that infected the
Borjornika-dwarves of the Téwaz clan than 600 years ago a terrible plague hit minds of the Dwarves with madness.
toiled and worked precious metals in the the hold, one that neither the Thuuls The demon, Erixalar-Thiekle, entered
mines of Mt. Crowhome on Eysteroy nor the healers of the clan could find the Dwarves’ minds through their
Island (east of Sylvan in Mittland). any cure for. What they didn’t know dreams.
chapter 1. overview | 9
When Argothar realized what he that help from an experienced and where they can find Voronoy-Kefas, in
had done, it was too late. The demon wise Thuul is needed, since the Mt. Crowhome on Eysteroy Island.
was too powerful, too hungry, and no unknown rune is ancient and almost
empowered runes could save them. impossible to decipher. Not far away is
Argothar, in desperation, decided to the Dwarven hold of Dustwall, where Act 2
try and add an ancient rune, one that Thuul Rookvi Nerjata lives. Rookvi Once the adventurers have discovered
he had only ever seen on very old and is ancient and distrustful of any non- where to find Voronoy-Kefas, they
moss-covered runestones, a "Rune of Dwarven folk, especially Elves. need to procure passage on a ship.
Memory", to his Murgla. He knew that On the way to Dustwall the Traveling to Fengsale is uneventful,
crafting this rune would claim his life, adventurers need to cross the and they reach the city during the
projecting his memories into a single Wargswoods and the foothills of the Summer Market. In Fengsale, the
rune of power would not only drain him, Trollride Mountains. The player adventurers find a captain, Wilfred
but leave him completely defenseless characters need to find their way to Armstein, willing to take them to
against the demon. Dustwall, and might run into trouble, the island in a few days, giving
When Erixalar-Thiekle had slain all which includes a group of Gray Trolls the adventurers time to stock up
the Dwarves, the demon discovered that who stop them and charge a toll for on rations and needed equipment.
it was bound to the deepest and darkest crossing their land. Though not all However, once the boat is supposed
parts of the Dwarven hold. Years passed that eager for a fight, the Trolls are to sail, the adventurers discover that
and turned into decades and ages. One willing to barter and gamble over the their captain has been captured and
autumn day, a traveling tribe of goblins toll. Once the adventurers have found brought to the Brycker, on account
discovered the entrance to Voronoy- the right track, they continue to the of being a follower of Gave, posing as
Kefas and found the ruined keep full of Dwarven hold and need to convince a Mittlander (both of which is true).
Dwarven skeletons. The goblins tried the Dwarves to let them speak with The player characters need to either
to venture into the keep but didn’t get the Thuul. break the captain free, or persuade the
far before deciding to leave. However, Before Rookvi decides to help the authorities to set Wilfred free.
they brought with them the Murgla adventurers, they must prove their When traveling from Fengsale
of Téwaz, with the empowered Rune worth to him. Once they have done to Eysteroy Island, the adventurers
of Memory. The rune was dormant in that, he tasks them with finding the might catch the attention of seawolves
their hands, since the near-sentient rune runestone in the village of Raudalog, from the Hartpike Isles or find other
waited for a worthy bearer. south of the Wargwoods. Rookvi complications at sea. Cpt. Armstein is
The Murgla changed hands among knows that the runestone holds a eager to try and outrun the seawolves,
the goblins many times, and soon all runic-riddle that he believes could help and the adventurers need to help the
memory among the goblins about them find the ruins of Voronoy-Kefas. captain any way they can, to make sure
Voronoy-Kefas was lost. The keep was All the while, the bearer of the that the seawolves don’t catch them.
forgotten to all, and Erixala-Thiekle Murgla keeps dreaming about the While onboard the ship, the dreams
waited alone in the dark halls deep Dwarven hold, feeling its pull ever take on a darker turn, where the dark
beneath Mt. Crowhome. stronger. Every day that the bearer halls become littered and seem forsaken.
spends not moving closer to or The role of Dwarven runes become
searching for the ruins of Voronoy- more central, especially runes that are
Act 1 Kefas, the bearer feels uncomfortable closely tied to the netherworlds. It
One day, the adventurers are waylaid and ill. becomes more evident that something
by a party of goblins and a Troll. The In Raudalog the adventurers terrible awaits them.
Troll carries the Murgla of Téwaz. discover that all is not well, and they As the adventurers are about to
After a brutal fight, the adventurers need to deal with the sálheles that are reach Eysteroy Island, a storm breaks,
find that there’s more to the Murgla, attacking the small village. Children driving the ship up against the dark
and it bears runes that are unfamiliar of the local Jarl stole the sword of cliffs. Waves wash over the deck and,
to even Dwarven characters. Haraldr, and it needs to be returned if the adventurers are unfortunate,
The next night, the bearer of the before Raudalog is safe. the ship smashes up against the cliffs,
Murgla starts experiencing very vivid Whether the characters have solved forcing the adventurers to fight for
dreams, of Dwarven smithies and the issue in Raudalog or not, they find their lives, against wind and waves.
lit-up halls, where Dwarves go about the runic riddle on the stone, one that Once ashore, the adventurers can see
their business. they can bring back to Rookvi to solve lights inland. Trekking towards the
As the adventurers start to if they can’t solve it. The Thuul solves lights, wolves catch their scent and
investigate the Murgla, they discover the riddle and tells the adventurers their howls echo through the night.
10 | chapter 1. overview
Just before reaching Eliarn, a small life. If they spare the were-warg and eldritch horrors and unfathomable evils.
town with a morbid secret, a pack help Veigar overcome the sickness The bearer of the Murgla appears as
of wolves attack them. Beaten and (at least for the time being), he can Argothar Téwaz. As dream-Dwarves,
battered, the adventurers finally reach show them where the old entrance to the adventurers need to figure out how
the town gates. Voronoy-Kefas can be found. to fight off the demon, and where to
However the player characters find While trekking toward the find the five holy lights and light them
the small village on Eysteroy Island, entrance, the bearer of the Murgla in the deepest level, before the demon
in Eliarn they find warm beds and is unable to get any rest from sleep, consumes them all.
hot meals and eager listeners to their as the dreams become more graphic Once they have figured out where the
tales. They also learn the legend of and darker. The bearer of the Murgla lights are, the adventurers need to fight
Voronoy-Kefas, about the tragedy that constantly feels as if something evil is their way through Dwarven skjeletts to
befell the Dwarves that once lived hunting him/her. find them. If they manage to light the
on the island. They can also hear Once the adventurers have found holy lights, the halls become lit, chasing
the tale about the Hunter in Dreams, the entrance, they need to solve a the nightmare away.
that many local rangers say they’ve riddle to open the locked doors. Once the demon has been defeated,
dreamt when trekking and hunting on the Rune of Memory fades away from
the slopes of Mt. Crowhome, though the Murgla of Téwaz, and the bearer of
the rangers don’t seem to have these Act 3 the Murgla remembers only fragments
nightmares if their campfire never Vornoy-Kefas wasn’t as large as the of what has transpired ever since he/
goes out. This is a clue as to how to most prominent Dwarven holds in the she put on the Murgla. The adventurers
defeat the demon, it can’t stand fire Trollridge Mountains or Trillheim, can either explore Voronoy-Kefas
and brightness. but it housed many dwarves toiling on further, or return home. Word quickly
Also, in Eliarn is the Storm- multiple levels in smithies and mines. spreads about their deeds, and soon a
Hansa Skjoldr Karlberg, who has The halls are lined with cobwebs and delegation of Dwarves comes from the
made a terrible discovery, and tells silent as a tomb. The adventurers can Trollridge mountains to reclaim the
the adventurers that there is a were- quickly tell that exploring Voronoy- old kingdom.
warg in Eliarn. In fact, there are Kefas will take some time. The bearer
many were-wargs in the village. If the of the Murgla, however, feels familiar
adventurers decide to investigate, they with the halls, and can find his/her way Thuul Argothar Téwaz
discover that the warg sickness runs around the place with ease. Argothar Téwaz was destined to become
deep in the Ulfvin family in Eliarn, Once inside, all the adventurers start a Thuul from an early age. His link to
who usually keep the disease under having vivid dreams of a yellow-eyed the mountain was strong, and he also
control, by locking themselves up in a monster chasing them down the halls of had an affinity for the sacred runes that
deep cave beneath their house during the Dwarven hold. The nightmares feel Dwarves prize highly. Argothar was
the nights when the moon is full. very real and disturbing, fueled by the an eager learner, and quickly mastered
Unfortunately, recently their oldest adventurers’ own fears, making them every rune that the old Thuuls taught
boy, Veigar, managed to escape, and is more susceptible to the demon’s attacks. him. He was hungry, however, for more
on the loose in the woods among the In the lower levels, the adventurers knowledge, more runes to master, and
foothills of Mt. Crowhome. discover skjeletts (see appendix) and watched the Dimwalkers and Vitner
In Eliarn the bearer of the Murgla need to fight them off, before venturing Weavers among the Humans and the
dreams of where to find the entrance down to the deepest levels where the Elves that visited Voronoy-Kefas in
to Voronoy-Kefas, on the side of Mt. demon resides. The skeletons bear envy. His thirst for power was great,
Crowhome. The entrance is dark and terrible marks, as they seem to have for he wanted to build items and
foreboding. From now on, it becomes been either tortured or killed in some enchant them with powerful runes, for
ever harder to wake up the bearer gruesome manner. his brethren, furthering the glory of
of the Murgla and often during the Fighting the demon is not easy, and Voronoy-Kefas.
night the bearer sits up and speaks the only way to fight it is to force it out One night he dreamt of a strange
only in Dwarven, beckoning the of the dreams. As the adventurers fall sigil, drawn in blood upon an obsidian
adventurers to light the holy lights in under the influence of Erixalar-Thiekle stone, yet the blood seethed with power.
Voronoy-Kefas. and experience the true horror of the When he woke, he could still see the
On the slopes of Mt. Crowhome, the infernal nightmare, every adventurer powerful arcane letter in his mind, and
adventurers need to face down Veigar, sees himself/herself as a member of set himself to recreate it. What he didn’t
the were-warg, and to decide if they the ancient Dwarven elite that once know was that he had been contacted
wish to kill the creature or spare its ruled Voronoy-Kefas, being hunted by by an alien entity, a demon, and was
chapter 1. overview | 11
being goaded to summon it into the Erixalar-Thiekle - The fight the demon on its home ground.
world. Argothar toiled day and night Hunter in Dreams However, since the demon is a creature
for weeks, feeling the sigil burning in of darkness, it fears above all bright
his mind, and tried repeatedly to craft Joy at finally being summoned light. If the player characters manage
it, to harness the power of the forlorn soon turned to murderous ecstasy to light the holy lights, they have a
and dangerous eldritch rune. for Erixalar-Thiekle, the Hunter chance of defeating the demon and
Finally, after weeks of failures, he in Dreams. The demon quickly sending it back to the hells whence it
could feel the rune come alive. It took understood the mistake the Dwarf had came.
form on an obsidian slab, deep in the made, and could sense the hundreds
darkest level of Voronoy-Kefas, and of other sentient beings all around
the blood shone with unholy and it. Instead of slaying the summoner Eysteroy Island
terrible light. Mesmerized, Argothar outright, the demon decided it would Eysteroy Island, which is east of
couldn’t look away, and too late he allow him to live, to enjoy seeing his Sylvan in Mittland, is a temperate
realized what he had done, as he felt the spirit break as the demon killed all his island, dominated by a tall mountain,
presence of the intangible demon he had loved ones. which the locals have named Mt.
unwittingly set loose in Voronoy-Kefas. Erixalar-Thiekle soon found out Crowhome. Dense woods grow on
The darkness took form before him, and that was a mistake, as the demon the steep hills, where silver springs
the demon’s eyes shone with malice. realized that it was bound to the foam and run white from waterfall to
Argothar, on the brink of madness, obsidian slab and unable to move waterfall, before flowing out onto the
managed to scribble a single rune onto about. All it could do was to send its green plains and pastures beneath the
the obsidian, a rune that bound the mind wandering, haunting the dreams foothills of the mountain.
demon to the stone, before falling into of the Dwarves, until no one was left The island is surrounded by high
unconsciousness. alive. cliffs, where seabirds make their home.
In only a matter of days the demon Ages have passed, and Erixalar- There is only one decent landing,
wreaked havoc on Voronoy-Kefas, Thiekle is hungrier now than ever. The where the small village of Eliarn
poisoning the Dwarves’ minds through demon has made feeble attempts to stands. The locals are mostly Humans
their dreams. Argothar tried to banish enter the dreams of those who wander who are distrustful of strangers. There
the demon and send it back, but to no in the hills of Mt. Crowhome, but has isn’t much land for agriculture, but the
avail. In desperation, when all else hitherto been unable to manifest fully locals have found a good way to make
had failed, Argothar decided to craft in those dreams. their living, by hunting the seals and
a Murgla, in which he bound his own The demon appears in Trudvang whales which are in abundance in the
mind and memory, hoping that one day as darkness with yellow shining and waters around the island. They sell
a person powerful enough to fight the malicious eyes. In dreams, the demon meat, oil, blubber, furs, and bones, and
demon would come along. Téwaz never takes on the form of the dreamer’s drive a hard bargain, since they believe
succumbed to the madness invoked by greatest fear. The demon feeds on the that their wares are of great quality,
the demon, but ended his own life by terror it causes in its victims’ minds, something which they take a great
throwing himself into the lava pit deep leaving them on the brink of madness, pride in. The farmers mostly raise oxen
in the heart of Mt. Crowhome. knowing that with a gentle push the and cows.
The spirit of Argothar lived on in the victim will go irrevocably mad and The people of Eysteroy Island are
Rune of Memory, sad and broken, full of spread chaos, death, and mayhem. descendants of both Mittlanders and
sorrow, loss, and regret over what he had The demon is evil through and Stormlanders. There are families
done. The Thuul’s melancholy shines through. It hates above all the Dwarf that follow the Eald Tradition,
through in his memories and is palpable that summoned it and bound it to the and other families that believe in
in the dreams of the Chosen of Téwaz. obsidian stone, deep in the darkest the Stormasirs. But most people in
The Thuul in life was ambitious and levels of Voronoy-Kefas. It hungers Eysteroy are pragmatic and down-to-
intelligent, eager for more knowledge for times as glorious as when it could earth. Superstitions and religion that
and sought forbidden, arcane, and enter the dreams of the inhabitants of get in the way of living in a place like
ancient lore the best he could. He the Dwarven hold, and longs for the Eysteroy Island are quickly dismissed
wanted to become the greatest Thuul day when it can be set free. and disregarded as nonsense.
that ever lived. His spirit, bound in the Defeating the demon is not easy, The only land predators found on
rune, is however focused on only one due to the fact that it is intangible and Eysteroy Island are wolves and foxes.
thing, to rectify the wrongs Argothar can only manifest fully in dreams and This has caused some problems for the
did in life, to unmake the demon and nightmares. The player characters few farmers on the island and, what’s
send it back where it came from. need to enter the dream state and worse, has caused a few of the islanders
12 | chapter 1. overview
to be afflicted with warg sickness (see saw Mt. Crowhome rising above the of years the community in Eliarn had
the "Storm-Hansa in trouble" section waves, and found Eysteroy Island. formed, centered around the Ulfvin
in Act 2). There are, however, many There was a beached whale, and a farmstead.
species of birds on Eysteroy Island, colony of seals near where he landed The Eysteroyans are wary of
and eggs are common food and his ship. The island looked promising, strangers, and prefer to do their
eaten daily. The same goes for dairy so Ulav decided to build his farm there. business with people they know. Since
products, fish, and whale meat. Since This time he decided to be careful and many of the islanders were former
corn and wheat is hard to grow in the built his home so that he could hide slaves, they were not eager to end up
salty soil of the island, ale and beer and lock himself up when he felt the that way again, and for many non-freed
is a commodity that few islanders can moon’s calling. A few months after men and women, it took years to feel
afford. Ulav had built his farm, he found welcome in Eysteroy.
many runestones in the woods on the Since living on Eysteroy Island has
slopes of Mt. Crowhome, but didn’t its difficulties, such as harsh weather,
The Legend of Ulav Ulfvin understand their importance. Many of hard work, and unforgiving nature;
The first Human settler on Eysteroy these stones can now be seen on the most people are pragmatic, and come
Island, a couple of centuries after the Eliarn docks, though the runes are across as almost cold-hearted. Though
tragedy of Voronoy-Kefas, was the faded and covered with barnacles and the islanders are perhaps not high in
outlaw Ulav Ulfvin. Ulav was born seaweed. numbers, they are fiercely loyal to each
and raised in Arje, in Mittland, and As years went by and Leif came of other, and know from experience that
was from an early age hot-headed age, he discovered that merchants from it is better to work together to ensure
and got angry at the slightest insults. both Mittland and the Stormlands the safety of all.
After his father died, he took over the were interested in whale meat, whale The island is governed by a three-
family farmstead, but unbeknownst oil, seal fur, and ropes made from man council, which is voted on yearly
to his family, he had been afflicted seal skin. He started to sell these during a summer festival. The council
with the Warg Sickness. That and his products, and the news of Eysteroy members are responsible for enforcing
problems with his temperament got Island spread. In the decades to come, the law, and act as judges as well.
him into trouble. One winter night, many freed slaves and fortune seekers Though there are no written laws, the
after the people of the neighboring settled on Eysteroy Island, especially islanders have always agreed that the
farms had gathered for a day of games, in the same valley as the Ulfvin family, role of the council is to uphold peace
he murdered one of his neighbors. which in time became the village of and decide on the price each year for
This, naturally, didn’t sit well with the Eliarn. the exported goods. Each council is to
locals, who got Ulav sentenced for the One of the last things Ulav did interpret what constitutes as upholding
murder and forced him and his family before he died was to erect a large the peace. For example, one of the first
off the land that he had inherited from standing stone, upon which the names council’s edicts was that owning slaves
his father. of the families that settled on Eysteroy was a serious disturbance to the peace,
Ulav moved across the Oster Island were carved. In part, this was and therefore, slavery is illegal on
Ocean, and build a new farmstead in to ensure that all the freed men and Eysteroy Island.
Djunghart. He refused to swear fealty women that came to Eysteroy Island
to a local Drott, and was disliked by were recognized as an integral part of Religion
most of his neighbors. In Djunghart the community. But for the most part, Even though the islanders come
his wife, Arnhilda, gave birth to his it was to remind the settlers that his from different religious backgrounds,
son, Leif. After Leif ’s birth, Ulav found family was there first. religion has never been an issue on
it more difficult to resist the call of Eysteroy Island. For the most part,
the moon, which got him into trouble this is because religion has nothing
again. The Eysteroyans to do with the survival of the people
After the Drott’s hirdman had The people of Eysteroy Island are of on the island, and for most islanders,
accused Ulav of stealing sheep, Ulav mixed heritage. Many of the islanders religion comes second. There is a
lost control of his temper and brutally were originally freed or escaped slaves Stormbarling in Eliarn, and those who
murdered the hirdman. The news of the from the Stormlands, who came to follow the Eald tradition can do so, in
murder spread quickly in Djunghart, Eysteroy in hope of improving their any manner they like.
and Ulav once again left his farmstead own lives. As the news about the However, there’s one thing that
with his family, to seek a new home. bountiful island spread, the number the islanders all agree on. They
This time Ulav decided to sail south. of fortune seekers from Mittland and do not welcome missionaries from
After spending two weeks at sea, he the Stormlands grew, and in a matter Westmark. Anyone preaching or
chapter 1. overview | 13
trying to convince people to join the
One Faith are quickly told to leave the
island. Those few that have failed to
understand that and comply with the
islanders’ requests have found that
the wolves of Isarnwood are more
than eager to have a guest or two for
dinner.
Eliarn
Eliarn stands in a small valley on the
eastern shores of Eysteroy Island, by
Trolldrang fjord. About 600 islanders
live in the village or neighboring
farms. The valley is the most fertile
piece of land on the island, and hence
the islanders have cultivated it and
most farms have at least a few cows
and oxen.
The village is centered around the
Stone of Settlement, which was erected
not far from the Ulfvin family estate.
Every summer, traveling merchants
set up their tents in the village square
and sell their goods. Many of these
merchants have been as far south as Soj,
and every other year or so merchants
from Westmark find their way to the
Eysteroy Island market.
Most houses are made of stone,
turf, and wood from the Isarnwood.
The wood of the "Ironclaw", a local
tree, is not well suited for houses,
but the islanders make do with what
they have. The houses are low, and
the walls made of rocks and turf.
The roofs are also made from turf,
but doors and doorposts are made of
the ironclaw wood, a grey, thin, and
hard wood. These are often delicately
carved, much in the same way as
Stormlanders do.
Not far from the village gates is a
small and meager stave church, with a
single Stormbarling. The church was In summer, finding equipment and Mt. Crowhome
built by settlers from the Stormlands guides in Eliarn isn’t hard. The market A single, cone-shaped mountain
who used the wood from their ships in the village center is open most days dominates Eysteroy Island. Mt.
to make the Stave Church. Therefore, and guides are easy to find, either in Crowhome is a dormant volcano, topped
the church is unorthodox and not all Waldorf ’s Wooly Walrus or at The by a glacier, and is visible for miles on a
Stormkelts would approve of it. The Hound. In winter, most of the guides clear day. The slopes are steep, and the
roof is turfed, and the rings of the are busy in their homes or farmsteads, foothills are covered with dense woods,
church are not of iron but wood, and and not eager to leave Eliarn for Mt. mostly ironclaws and firs.
by the looks of it, the church has never Crowhome, due to both wolves and The guides of Eysteroy Island know
seen any glory days. the chance of bad weather. many stories about the mountain, but no
14 | chapter 1. overview
woods mostly consist of ironclaws and firs.
Ironclaws have a gray bark and do not grow
to more than 2-3 meters high. The branches
are thin, but the wood is immensely strong
and good for carving. However, it is hard to
shape the wood, and therefore, it isn’t well
suited for building boats or houses, though
the Eysteroyans have used it for their
houses. Firs grow higher on the slopes of
the mountain, making them harder to reach
and less desirable.
The woods are home to a few packs
of wolves, which are the only land
predators on the island save for foxes.
The Isarnwood is also home to many
different mammals and birds, like deer
and squirrels. Legend has it that Trolls
live on the western side of the island,
where they dwell in deep caves. However,
the islanders have yet to encounter one.
Goblins used to live in the forests, but
left Eysteroy Island before the Ulfvin
family settled there. The rangers in
Eliarn have found a few remains of goblin
settlements, most of which are overgrown
with moss and weeds. Unbeknownst to
the islanders, the goblins fled the island
due to the Hunter in Dreams.
chapter 1. overview | 15
Chapter 2
✦ INTRODUCTION ✦
The player characters find themselves in Redborg, a bustling
merchant city rising high on the cliff known as Sunklipp,
overlooking the Oster Ocean. As the spring is here, the markets,
both in the city and in the many twisting caverns below it, are
bustling with life…
Whether the player characters know This has been a long and cold winter, one to barter with them, before signing them
each other or not, is up to you. It is that has emptied your purses, as it is costly up as guards for his caravan, which is
however not necessary and could even to spend the winter in Redborg. But now leaving the next day. He promises them
make a more interesting story to have is the time to earn some coins. You know, each a gold coin when they reach Fengsale,
the players join in on the events played from speaking to the people you shared the and if they make a good profit on the way,
out in Runes of Memory, if each player winter with, that for people like you there they will receive another gold coin.
character has its own introduction. are a few ways to make money; becoming
Following are three examples of a city guard, an apprentice, or signing up
introductions. Feel free to use them as as a caravan guard. Hook 2: The Game
you see fit or come up with your own. The Broken Wheel inn and tavern is
The main goal is to get the player Allow the player characters to explore not the best inn in Redborg, but it is
characters to join Arnulf Goldtooth and each option, but make sure that they frequented by many caravan guards and
his sons’ caravan, so that they might learn that the fastest way to earn coins caravan masters, especially those who
travel north from Djunghart and find is to become a caravan guard. The city like to gamble. The common room isn’t
the Murgla of Téwaz. guard, which is run by the great Hird at large but there are a couple of booths
Redborg, is not well paid, and working where gamblers play dice and games,
as a guard at a gate is mostly something some of which have quite high stakes.
Hook 1: Becoming those who no longer accept the dangers The hird and the city guard has often
caravan guards of the open roads and are not a part of been needed to settle disputes, and many
While in Redborg, the player characters any hird do. Becoming an apprentice is Stormlanders have lost all their money
are low on coins after spending the winter also long and tedious, and though many on a single roll of the dice.
in the city, and need to find a way to make craftsmen and merchants make a good
money. Asking around, they quickly living, it takes time to get there. The common room of the Broken Wheel
discover that they can choose between If the player characters decide to seek inn is packed. The air is filled with
becoming city guards, which pays 3 copper out a caravan master, they, after asking shouts, laughter, songs, and the smell
coins a day, becoming apprentices for around, find out that Arnulf Goldtooth of sweat and smoke. You push your way
artisans, merchants, and craftsmen, which is seeking guards. Arnulf has his caravan through the crowd, to find a skinny
does not yield much profit the first year, near the Broken Wheel Inn, and can be barmaid, her dark hair drenched with
or join a caravan as caravan guards, which found there. sweat, and her long face sodden and
often pays well but can be life-threatening Once the player characters have walked tired. She eyes you wearily and asks if
due to Troll raids and goblin attacks. across Redborg and found Arnulf, he tries you would like to buy some ale.
16 | chapter 2. introduction
If the player characters are the gods of the Stormlanders sacrifice made a set of golden teeth. In recent
gambling types, they can find both dice slaves to appease them. But alas, the trip years, however, he has lost most of the
and card games. Either type they choose, across the sea was uneventful, and now golden teeth so now only one remains.
they join a game where Arnulf Goldtooth you stand on a stage, to be auctioned like Arnulf is friendly and likeable. He is
is playing. With a successful roll on the cattle. The market square is packed with curious about the player characters, and
Entertainment skill (both the Great people, and the slave merchant calls out spends most nights on the road asking
Gambler and Cheater specialties apply, and shouts at people passing by to get them about their homelands and their
whichever the player characters choose) their attention. history.
the player characters win a game or two. Arnulf was born in a small village
If the roll is failed the player characters The player characters are securely in Ejdland, the third son of a successful
lose their bet. tied up, though a dexterous person Storm-Hansa. His father never cared
After a while the other gamblers lose could make her escape. With a successful much for his children, save for the eldest
interest or have lost all their money, and Situation Roll on Situation Value 6 son, who inherited his father’s business
only Arnulf and the player characters (Dexterity modifiers apply) the player and fortune. Arnulf has, since he was
are left. Arnulf goes all in. If the player characters manage to wriggle free, and sixteen, needed to take care of himself,
characters succeed on the roll, they have can make their escape into the crowds, and is self-reliant above all else. Arnulf is
won everything that Arnulf has, if they who cheer, laugh, and shout. not the best merchant and doesn’t have a
fail the roll, he takes it all. If the player characters are still tied up, good eye for quality, not to mention that
If Arnulf loses the game, he begs the the slave merchant is approached by Arnulf he isn’t that good of a salesperson. He is
player characters to allow him to pay Goldtooth, who buys the slaves. Once a competent swordsman, and knows a
them back another time. He explains the player characters have been brought thing or two about fighting.
that he has a caravan that is leaving for to him, his sons take them to where the
Fengsale tomorrow, and once he gets caravan is positioned. Once there Arnulf
back, he can pay them back with interest. addresses them and says, that he doesn’t Evran and I llwig
However, if they like that better, they like slavery and is willing to let the player Arnulf ’s two sons, Evran and Illwig,
can join him on the caravan and get paid characters become freed men. However, are still young and learning to become
once they get to Fengsale. since he is lacking caravan guards, he is merchants. Evran, 12 years old, is the
If Arnulf wins the game, he approaches willing to let them earn their freedom by older one and smart. He has a gift of
the player characters after the game and guarding the caravan. He supplies modest reading people and seems to be able to
thanks them for a good game. He asks weapons and armor, and he only ask the handle himself quite well as a merchant.
if they are interested in earning the player characters to fulfill their duty. Illwig is 10 years old and large, he is
money back, and invites them to join his If the player characters agree, he about the same size as his brother. Illwig
caravan as guards, as he is headed the asks them to sign the deal with a blood is hot-headed and eager to prove himself
next morning towards Fengsale and is gifting. If the player characters refuse, he in combat. Arnulf has taken his sons
expecting to make a good profit. brings them along as slaves and makes along ever since their mother, Valgerd,
them responsible for cooking and similar left them, fed up with Arnulf ’s gambling.
chores, hoping that they will agree later The boys show much interest in the
Hook 3: Freed slaves on his terms. player characters, for different reasons of
The player characters were captured and course. Illwig is all over the warrior types,
are to be sold as slaves in the Redborg eager to learn how to use any weapon he
underground market. This dismal and Arnulf Goldtooth spots. Evran however is more interested
terrible fate is something no one wishes Arnulf is a merchant who is down on his in the learned player characters, the
for, since slaves in Stormland may expect luck, mostly due to his own addiction to Vitner Weavers, Dimwalkers, and Bards.
at any time to be sacrificed as a gift to the gambling. He is a large set man, with a They are easy to like and friendly like
Stormasirs. heavy dark mustache and a shaved head. their father, but for anyone spending
He has a large tattoo with a tribal design time with them it is obvious that Evran
Ever since you were captured and on his head. He usually wears a leather is best suited to take care of the business-
brought onboard the Stormlander shirt and a bear fur cape, which has seen part of the caravan, so Arnulf would
Knarr, you’ve hoped, wished, and prayed better days. Some might even say that it make a profit.
for a quick death. Drowning in the probably served as a rug before Arnulf Evran is blond and blue-eyed like his
Oster Ocean would be a better fate than fashioned it into a cape. mother, slim and dextrous. Illwig is the
ending up as a slave in the Stormlands. Arnulf was once called "Goldteeth", spitting image of his father, strong and
You’ve heard stories, you know how the due to the fact he had his front teeth dark haired, though he still hasn’t had
so-called priests of the blood-thirsty knocked out in a battle and had himself his skulljood (neither of the boys have).
chapter 2. introduction| 17
Act 1
The player characters are a part of one caravan moved closer to the woods. The woods, crawl closer and decide to attack
such caravan, moving goods for Arnulf sun has been high in the clear sky all them, in the hope of finding treasure
Goldtooth from Redborg to Fengsale, day long, but as dusk is falling, dark and other valuables among them.
stopping in Vurdviik and Vaneheim. clouds gather on the horizon. The There are 8 Goblins and 1 Forest
The caravan consists of two wagons, Wargwoods loom to the east, dark and Troll watching from their hiding
six draft horses, Arnulf and his two foreboding, causing you to recall stories spots, who wait until the group by the
sons (Evran and Illwig), and the player about the large and dangerous wolves fire goes to sleep. With a successful roll
characters. The cargo is mostly spice that supposedly inhabit this area to your of Shadow Arts (Finding and Spotting
from Mittland, whale oil, and assorted mind. Arnulf Goldtooth, the merchant specialty applies), the player character
furs. who hired you for this job, is getting on watch (if there’s one) spots the
The trek has been uneventful, and uneasy in his seat, and you know that in Goblins sneaking closer, trying to
easy money for the player characters. a few moments he will order one of you catch the adventurers by surprise (see
When the caravan is about two days ride to find a good place to camp. Surprise Attack, Game Masters Guide
from Vurdviik Goblins led by a Forest p. 49). If the adventurers found a good
Troll attack. What makes this attack Along the road are many campsites. camping spot (see above) they receive
more interesting is the gear that the troll With a successful roll on the a +2 to the Shadow Arts roll to spot
is wearing. Wilderness skill (Camper specialty the Goblins.
does not apply, since this is a temporary If the player characters are caught
camp) the adventurers find a spot that by surprise, read or paraphrase the
Attack! is as good as any. If the roll is passed following:
by 5 or more, the adventurers find a
The day has worn on with flies buzzing good camping spot which gives them A shrill shriek pierces the night. The
around your head and sweat running a better view of the surrounding area, moon is high in the starlit sky and a
down your back as the caravan crawls which can be helpful when the Goblins few moonbeams pierce the dense canopy
north along Eben’s Trail, the paved attack. of the forest, the smell of the dying fire
coastal road from Djunghart to Nojd. As the dusk turns to night, the surrounds you as you try to understand
As you turned east, leaving the road to Wargwoods come alive with the sound what has disturbed your rest. Then as a
follow the banks of the Stillwater River, of howling wolves, unsettling to even small stone whistles past your head, you
crossing the border to Nojd, the tall trees the most hardened adventurer. A band finally grab hold of the situation. You
of the Wargwoods, which at first loomed of Goblins led by a Forest Troll, seeing are under attack!
on the horizon, grew ever larger as the the player characters’ fire from the
horses on the condition that they are back in Wargwoods and the foothills 15-18 Gale (thick fog and fog become
clear visibility)
10 days. From Vurdviik to Dustwall is about of the Trollridge Mountains
100 kilometers, and traveling by horse 19-20 Storm wind (thick fog and fog
become clear visibility)
takes a little more than two days. However, Every 6 hours of travel the characters
the path is not easy, and the adventurers need to make a successful Geography roll
could encounter wolves, wargs, or Trolls. (Orienteering and Cartography specialty need to make a successful Survival check
If the adventurers are not well versed in applies). A failed roll means that the (Terrain Experience: Forest specialty
wilderness lore and survival, perhaps they player characters run into a complication applies). A character that has the Pathwalker
should consider hiring a guide. (see below). specialty can increase the distance covered
Even though the spring is well under When finding suitable places for resting each day by making a successful roll (see
way, the weather conditions in the and camping for the night, the characters Player’s handbook p. 74).
1. 7. 1. 7.
Þar komk hvar fiska, Vopnum góðum bjóst, I came upon “He grabbed his weapons,
er renn flóði í, vörn á herðar lagði, a noble man donned his armor
hvar víga-askr vatn tróð. vígamóðr réðst til varna. stood knee deep in water. the warrior attacked.
“Hvat erinda rekið’ér Vargar úr launi “What are you doing The wolves from cover
ok eigið að vinna, létu ísarn rigna, and what is your plan, let arrows fly.
hetja, í fljóti og forsi hvítum?” flóu sverð ok draup úr svinna. hero, in this white river?” It was a hard battle.
2. 8. 2. 8.
“Förungr heiti ek, Er systir mána “Forungr is my name, “As the moon’s sister
Veröldr var faðir minn, að mararskör hneig Veroldr was my father, fell into the sea
margan hefk fors of farit; lágu vargar margir vali í. I have traveled many rivers. many Trolls had been slain.
aumlig norn Skók Viðrr eld benja, A wicked norn The warrior shook his sword,
skóp oss í árdaga víg helgaði Storma. foretold when I was young, praised and thanked Stormi.
at ek skyldi í vatni vaða.” Veðr að slotum viðris komið. that I would wade many waters." The battle had ended.
3. 9. 3. 9.
“Segðu þat, Förungr, Um marga vetr “Tell me, Forungr, “Many winters
hví þú fors veður, vann svinni heima, why are you in this river, the warrior spent at home,
hvers þú leitar lænu í. sumr í stafni knörru stóð. what are you searching for? sailed south in summer.
Hafið’ér blika týnt Rauðalög að góðu Have you lost your Raudalog knew good harvests
handa eða vápna, naut af sínum regin. ring or your weapons, while he was chieftain.
eða skjöldu und vatn skotið?” Mildir vetrar ok grímur or did the river claim your Mild winters and soft nights.
mjúkar. shield?”
4. 10.
“Himna gulli munu 10. 4. “When the sun
hygg ek mik ráða, Er röðull stóð “I am the one was at equinox
svá lengi sem ek lifi; í eykðar-stað, that rules the sun the chieftain rode out to the
Hetjur ok kappa, reið landreki til viðar. for as long as I live. forest.
sem Haraldr í Rauðalögum, Tröll eggjar hersi, I seek heroes A Troll waylaid him
finn ek snjallar fáar en leita. þat er Hvassi nefnist, as Haraldr of Raudalog. one named Hvassi.
Brá svinni sverði ok skaut upp I never find his likes these days. The warrior drew his sword
5. merki. and shield.
Í hilmis ranni alinn 5.
ok í eldi hertur, 11. “Raised in a king’s hall, 11.
í víkingu margra manns bani. Lagatýr að velli, forged in fire, “The chieftain fell
Frægð of mikla gat gunnlogi brann heitt, as seawolf, a slayer of men. the battle was bitter.
sér til handa ok fræ lagður bitrum hjörvi Hvassa. Earned the respect Hvassi’s sword was sharp.
Fýrisvalla lýstu leið hans alla. Engr var fremri, of many men and kings No better warrior’s blood
sá er fold ryði, gold lit his every path. has colored the earth,
6. hilmis arfi ok huginn gladdi. noble hero and a friend to all.
Er gumi til ranna 6.
knörr-hlynr ríkstr 12. “When the man came here, 12.
hingað óxinn í heiða sali; Haug í lagðr austan the warrior was rich, “Laid in a barrow
Rauðalög und oki vang fyrr Rauðalögum the warrior had grown. east of Raudalog,
Urðar-freka hrærðust. Haraldr vargsbani ok hersir. Raudalog was set upon, Haraldr Wolveslayer and
Var þar vesöld ok myrkr djúpt. Háði ungr við varga the people feared wolves. chieftain.
Frægð ok sóma varði. It was a hard time. Young he fought seawolves,
Hetju nefna höldar guma.” mindful of his honor.
Player characters: AP
Discovered the location of Voronoy-Kefas +50
Passed the tests of Rookvi +30
Returned the sword to the Barrow Wight +30
Managed to get to Dustwall without any complication +25
Managed to solve the mystery in Raudalog without using violence +25
Treated the Dwarves of Dustwall with respect +15
Treated the villagers in Raudalög with respect +15
Convinced the children to return the sword without threatening them +10
Discovered Ari’s fearlessness +5
Learned the poem about Haraldr +5
Discovered the curse on Haraldr’s barrow door +5
Caused a death among the villagers in Raudalog -50
Failed the tests of Rookvi -30
Were only out for themselves -25
Were rude to Rookvi -15
Were rude to Jarl Geirhard -15
Were rude to Bardur -10
Were rude to Hagerdur -10
Were rude to Isdor -5
Were rude to Stormgrim -5
✦ TO EYSTEROY ISLAND ✦
Mt. Crowhome is far away, on Eysteroy island, east of Sylvan in
Mittland. Getting there is not easy. Luckily the player characters are
in Fengsale, where they might get the help of a captain that knows the
Oster Ocean and the dangers it holds.
If the player characters decide to honor If the player characters decided to go are interconnected with bridges, in the
their agreement with Arnulf Goldtooth to another place to find a ship that could Farengsfjord where the Vitterstream
and his sons, they should reach Fengsale get them to Eysteroy Island, it is easy for reaches the sea. People of Fengsale also
by midsummer, just in time for the the Game Master to adjust the storyline use small boats and rafts to get from one
Summer Market. The trek has been and replace Fengsale with another city. end of the city to the other.
uneventful, but the merchant father and The bridges are built with wood, and
sons have made good profits and are in many are heavily carved and decorated.
high spirits when they reach Fengsale. The Dreams of the During summer, many colored flags
They pay the player characters what they Chosen of Téwaz portraying both the dark circle of the
had agreed on, and add 10 silver coins as The Chosen of Téwaz continues to see Gerbanis faith and the many emblems of
a bonus for their luck on the road. the memories of Argothar Téwaz, via the ruling merchant families fly over the
The city is bustling with life. the Rune of Memory. However, once the bridges.
Merchants from all over the Stormlands player characters arrive in Fengsale the The northern side of the city is
and Mittland are in the city, and many dreams start to take a darker turn, and bustling with trade, and merchants
ships are anchored in the harbor. become more sinister. The presence of the fighting for the attention of the people
Fengsale is a lively place at this time Hunter in Dreams in Argothar’s memory of the city. Just outside the harbor lie
of year, where people of many different is getting stronger, and it is important to many Mittlander merchant vessels and
cultures come together to trade. convey the feeling of impending doom Stormlander knarrs, hundreds of small
The streets and bridges are full of through the dreams. The Chosen should boats ferry products and merchants
people, the noise is deafening, and all be constantly reminded via the dreams ashore, eager to earn some silver coins.
sorts of smells, aromas, and stenches that whatever lies ahead for the player On the western side of the largest
assault the senses as the player characters characters, it is dangerous and perilous. island, where it rises steeply, are the
enter the city. The sun shines, making houses of the wealthiest families, the
the heat in the city almost unbearable, Brycker, the Stormkelts, and most
and exaggerating the stench of more In Fengsale important people of Fengsale. These
than a thousand people trying to get Fengsale is the largest city in Nojd (see houses are large and old, many of them
by on the small islands where the city Stormlands Sourcebook p. 86) and a have intricate Stormihalls, where towers
stands. Fengsale is a melting pot of many bustling port, where merchants from soar to the sky and fully display the
different political and cultural factions, all over the Stormlands and Mittland wealth and status of those that live there.
where religion plays a huge role, and it’s trade and engage in commerce. The The hirdsmen of Fengsale patrol the
about to boil over! city is built on many small islands that streets and watch over the gate to the
Player characters: AP
Enter Voronoy-Kefas +100
Saving Captain Wilfred Armstein +30
Crossing the Oster Ocean without incident +20
Helping Skjoldr Karlberg leave Eliarn +20
Saving Veigar Ulfvin +30
Finding the runic poem on Stone of Settlement +15
Treating Nasthal Windspeaker with respect +5
Uncovering Bryn Darkwing as the molester +10
Treating Ragnhild and Ynja with respect +5
Treating the crew of Waverunner with respect +5
Treating Gunnbjorn Ulfvin with respect +5
Agreeing to help Izudin Brokenshield +10
Not being able to save Captain Armstein -15
Having an incident while crossing Oster Ocean -10
Killing Veigar Ulfvin -25
Killing Ynja -15
Were rude to Blot Lord Njorvi -5
Were rude to Nasthal -5
Were rude to the crew of the Waverunner -10
Were rude to Skjoldr -5
Were rude to Gunnbjorn -5
Were rude to Izudin -5
Ignored or disregarded Veigar -10
✦ IN VORONOY-KEFAS ✦
The darkness in the abanoned dwarven complex is
tangible and reeks of death and decay. Something
terrible happened here. Something more
terrifying and sinister than anything the player
characters have ever faced before… .
Voronoy-Kefas is a massive complex, and place full of sorrow, where something thirty years after the Dwarves had crafted
was a large Borjornikka kingdom, now horrible happened. But even more the birthplace (see Muspelheim p.8), the
fallen into ruin. Before Argothar Téwaz important is to emphasize the dreams first Dwarf born in Voronoy-Kefas came
summoned the demon, the kingdom and nightmares, while the demon is still from the depths, celebrated and claimed
prospered, and the many smiths and there. The demon is not bound by reality, by the Copperbeard. Brunthor ruled as
craftsmen were renowned among and can alter their dreams as it wishes. a king during the first decades, and the
Dwarfkin. The loss of Voronoy-Kefas is kingdom lived in solitude and peace.
considered among the Dwarves as one The Dwarves of Voronoy-Kefas had
of their greatest tragedies, since many Legend of Voronoy- ample time to master their crafts. They
incredible artifacts were among the Kefas mined iron and copper, and their mines
treasures lost when the kingdom in Mt. More than a thousand years ago, a were rich with these metals. After two
Crowhome fell. group of Borjornika Dwarves, from centuries, the Thuuls discovered a
When the player characters enter the four different Glorkas (Copperbeards, mitraka vein deep in one of the mines, a
subterranean complex, it has been mostly Téwaz, Ironhearts, and Dhaman), from vein that would come to determine the
abandoned for centuries. Only a handful Tvologoya ventured from their homeland kingdom’s prosperity for years to come.
of people have found and braved the on a quest, seeking a new mountain. For more than five centuries, the
maze-like dungeon, all save for a group The expedition was led by Brunthor Copperbeards ruled Voronoy-Kefas. The
of Goblins have perished in Voronoy- Copperbeard, a great ironsmith and a Téwaz Bloodline also had a huge say
Kefas, become lost, or fallen prey to the cunning warrior. For many years the in the ruling of the kingdom, since the
Hunter in Darkness. Dwarves traveled with Ginnungagap clan had the most gifted Thuuls. The
The moment the player characters above them, and found their way across Ironhearts and Dhaman clans finally lost
enter Voronoy-Kefas, the demon becomes the Oster Ocean, until they reached patience, and rebelled against the ruling
aware of them. Erixalar-Thiekle can sense Mt. Crowhome. The expedition’s king, Brathgor Copperbeard, who was
the presence of the Chosen of Téwaz, and oldest Thuul, Glothar Téwaz, listened disliked by many, especially members
is eager to enact its revenge for being to the rocks of the mountain, and after of these two Bloodlines, since the king
imprisoned for hundreds of years. The only consulting with the other Thuuls, told favored his own clan in every decision
way to defeat the demon is by entering the Copperbeard that Mt. Crowhome was to he made. The kingdom was split in two,
dreamstate of Voronoy-Kefas, lighting the be their new home. as war raged for decades, both sides
holy braziers, and fighting the demon. In a matter of a few decades the four firmly entrenched in their own part of
It is important to portray Voronoy- Glorkas had crafted themselves a great Mt. Crowhome, neither side willing to
Kefas as a desolate and dismal place, a mountain home, a true kingdom. Only surrender. King Brathgor was furious and
act 3. in voronoy-kefas | 71
solemnly vowed to eliminate both enemy from seeing the true form of the demon, In their dreams, the player characters
Glorkas, and banished every Ironheart fled from it. see Voronoy-Kefas, full of Dwarves, but
and Dhaman, effectively making The demon, Erixalar-Thiekle, or the a very dark and horrible version of it.
them outcasts. However, and perhaps Hunter in Dreams, started haunting Their own fears also manifest in the
fortunately, king Brathgor Copperbeard the dreams of the Dwarves of Voronoy- nightmares, making each nightmare
died before he could break through the Kefas. The Dwarves slowly went personal and terrible. In this state they
defense of his adversaries and throw the mad, slaughtering each other, killed have no control over the dream and
rebellious clans out of his kingdom. themselves, or died from sheer terror and are completely under the sway of the
As soon as king Brathgor had been madness from the nightmares inflicted by demon.
laid to rest, Thuul Virgathar Téwaz the demon, who taunted and tormented However, to fight the demon, the
approached the leaders of the Ironhearts Thuul Téwaz, but never pushing the old player characters must find a way to
and the Dhamans. The three of them Dwarf too far. take control of themselves during
agreed to a peace treaty and, along with Seeing what disaster his hunger for the nightmares. In many places in
Baylinn, brother of Brathgor, decided power had brought upon his brothers, Voronoy-Kefas grows a strange
that the kingdom of Voronoy-Kefas Téwaz set to work. He secretly crafted fungus called "Sleepwalker". With a
should henceforth be ruled by a council many stones and inscribed them with successful roll on the Wilderness skill
of elders, one from each Glorka, and the mighty Runes of Binding unknown to (Botany specialty applies), the player
oldest Thuul. This five-man council, Dwarves today, ensnaring the demon in characters recognize the fungus. It has
which was aptly called the "Murder", the lowest reaches of the complex and special properties when boiled down
and each member had the honorary making sure that it would never escape into an extract. With a successful roll
title "Crow" (or "Krau" in Futhark), Voronoy-Kefas. As he set the final stone on the Care skill (Extracts and Potions
voted Rubert Dhaman as the King of in place, the demon realized what Téwaz specialty applies), the player characters
Voronoy-Kefas. had done, and its own folly for not killing manage to create an extract from the
Decades passed, and Voronoy-Kefas the Thuul. Sleepwalker fungus. Only by ingesting
prospered once more. The Dwarves Téwaz, who was among the very few the extract can the player characters
of Mt. Crowhome crafted many great Dwarves left alive or sane in Voronoy- take control of their dreamselves, and
artifacts, and their skills were celebrated Kefas, decided to create a Murgla in enter Dreaming Voronoy-Kefas.
among the Dwarfkin. Voronoy-Kefas had which he would store his own memories, If the PCs fails Botany rolls, they
a standing relationship with Tvologoya, in the hope that one day a hero would may get hints about this potion and the
and the old kingdom had an acting come along who could defeat the demon. brazers (see below) by speaking with
emissary in Voronoy-Kefas when the The Hunter in Dreams saw this and ghosts in Level 2 (Hall of the Ancients
disaster struck. understood that this could be the only and Hall of the Helms), in the "Dead
Argothar Téwaz was an ambitious chance for it to escape. It decided to plant but Dreaming" and "Nameless Dead"
Dwarf. He was destined to become a a single flaw in the Murgla, which makes events, or, as a last chance (if the GM
Thuul from an early age, and traveled the wearer susceptible to the demon’s prefers so), by visions revealed to the
to Tvologoya. He also traveled among terror (see Introduction). Chosen of Téwaz.
Humans, and witnessed the power The night following the completion
that many Vitner Weavers wielded. of the Murgla of Téwaz, the demon SLEEPWALKER FUNGUS
He hungered for such power, and unleashed his full fury on the remaining - DREAMPOTION
after witnessing the incredible feats Dwarves in Voronoy-Kefas, killing them
many Dimwalkers performed, he was all, but Téwaz threw himself into lava ✦ Type: Altering
determined to learn and master every deep in the heart of the mountain. The ✦ Strength: 4
rune existing in Trudvang next day, when the sun’s first rays hit the ✦ Appearance: Sleepwalker fungus
One night, Argothar dreamt a snowclad summit of Mt. Crowhome, the is gray, dry, and dusty. Crushing it
strange sigil drawn in blood upon an kingdom of Voronoy-Kefas was as silent creates an ash-like dust which smells
obsidian slab. Convinced that this was as a tomb. like spoiled fruit.
a rune of incredible importance, he set ✦ Preparation: The fungus must be
his mind to mastering it. After toiling pulverized and boiled in water. The
ceaselessly for weeks, he finally managed Dreaming Voronoy-Kefas liquid must be drunk while still hot.
to scribe it perfectly, but only then did Once the player characters enter Voronoy- ✦ Application: Drink.
he understand his folly. As the demon Kefas they all start to have vivid dreams ✦ Effect: Sleepwalker allows a sleeper to
emerged and manifested in the deepest and nightmares, as the demon senses their participate in her own dream.
reaches of Voronoy-Kefas, though only presence and attacks their minds (see the ✦ Value: 30 sc
insubstantial, the old Thuul, near mad "Dead but Dreaming" event).
72 | act 3. in voronoy-kefas
EFFECTS OF SLEEPWALKER The origins of the braziers are Key to V oronoy -K efas
FUNGUS unknown, but they held significant Voronoy-Kefas is a large, many tiered
importance to the Dwarves of Voronoy- complex, that was for almost a millennia
✦ Mild effect: The sleeper takes control Kefas, and were lit on all ceremonial constantly being added to. The Dwarves
of her dreamself for 15 minutes. occasions. were master masons and builders,
✦ Moderate effect: The sleeper takes The Thuuls of Voronoy-Kefas had and the grandeur of Voronoy-Kefas is
control of her dreamself for 30 discovered, too late, that by using the rivalled only by the richest and largest
minutes. light of the holy braziers they could Dwarven kingdoms of Trudvang.
✦ Substantial effect: The sleeper force the demon out of the nightmare. After being abandoned for many
takes control of her dreamself for 45 Madness had already taken its toll on years, the kingdom has fallen into ruins.
minutes. the Dwarves, and they were unable to It is unearthly silent, and the faded glory
✦ Complete effect: The sleeper takes put their plan into motion. What they is but a reminiscence of what once was.
control of her dreamself for 60 didn’t know was that only by lighting the Dust and cobwebs cover everything, and
minutes. braziers in the dream, could the demon even the faintest sounds echo, lonely, in
be forced out. empty halls and hallways.
The holy braziers need to be found in As the player characters go ever
Defeating the Hunter in dream and placed within the Demon’s deeper into the kingdom, they start to
Dreams Prison. Once lit there, the Hunter in discover terrible scenes, where someone
Dreams is forced to take physical form, has committed a multiple fratricide, a
When the player characters have and the player characters can defeat it. Dwarf has gruesomely taken his own
discovered how to take control of their The holy braziers can be found in life, or where the madness has turned
dreamselves, they are ready to take on the dreaming versions of the following beautiful artworks into horrible things.
the demon. However, to battle the demon locations: The scenery itself literally screams out
in Dream Voronoy-Kefas is very hard, the insanity that gripped the Dwarves
nigh impossible, since the dreamstate is ✦ Hall of Crows in this place. The deeper the player
governed and ruled by the demon. ✦ Craftsman shops in Level 2 characters go, the more horrible the
Still, there’s hope. Erixalar-Thiekle ✦ Treasury (two pieces) place becomes.
can be harmed by holy light, and by ✦ Mines. in Level 3 Every room and hallway are bathed
lighting the five holy braziers around in pitch-black darkness. A single torch
the obsidian pedestal in the summoning has about a 10-meter radius, everything
chamber, the demon is forced to leave The Chosen of Téwaz in the beyond that is covered in darkness. All
the dream and enter the real world, as Dream of Voronoy-Kefas doors are unlocked, and made of oak,
a physical demon, though in a weakened While in Dream-version of Voronoy- bound with iron, unless otherwise noted.
state. Kefas, the Chosen of Téwaz appears as All hallways are 2.5 meters high, and
Argothar Téwaz, a gray-haired Dwarf there are sconces on the walls, where
The Holy Braziers with a thick beard worn in two braids, torches can be mounted.
The five holy braziers are ancient dressed in a leather apron over a chain The rooms and halls described here are
braziers brought to Voronoy-Kefas by shirt, with a heavy tool belt and in iron- not a complete description of Voronoy-
the Thuuls of the four Bloodlines. Each toed boots. His voice is hoarse and deep, Kefas. Feel free to add more rooms and
brazier is about 30 cm high, made of every time he speaks, his lips and words halls to the complex as you see fit.
blackened wrought iron and inlaid with don’t seem to be in sync, the words sound For each location there is also a
copper and silver. The braziers have as if they are an echo of themselves. short description of how the same place
been engraved with sacred runes, that This only affects the appearance of appears in the dream, and what entities
empower the light of the braziers so that the Chosen of Téwaz, not the skills are present and visible only for those
it creates no shadow, and illuminates or abilities of the player character in who are in a dream status.
everything in a 10-meter radius with question. However, the player character
a warm yellow light. The light doesn’t has in the dreamstate full access to
harm the living, but undead and demons Argothar’s memories, and knows the
fear it and shy away from it. Only with Dwarven complex inside out. The player
a successful Situation Roll on Situation characters also know all the ancient
Value 4 (Psyche modifiers apply), can the runes and many secrets of the Thuuls.
undead and demons stay within the holy Feel free to use this to help the player
light. A failed roll means that the undead characters along as you see fit.
or demon must flee.
act 3. in voronoy-kefas | 73
1
2
to level 2
3
7 4
9
8
6
5
Leven 1
Level 1 immobile Stonefylgis, in the likeness differently). To die in the Dream world
The first level in Voronoy-Kefas is the of Dwarven warriors, or large rune- here, means to wake up.
oldest part of the complex, and the encrusted columns, strategically
largest one. The Dwarves decorated and placed to support the roof and keep the 1. First Defense
redecorated the hallways and the many Ginnungagap away. Door frames are
halls, making this part of the kingdom the carved to resemble mythical creatures. The dark hall is almost 100 meters long,
most glorious one. This is also where the The Dwarves of Voronoy-Kefas spared and slopes gently downwards. Every
Murder held their councils, and where the no expense, and built the first level now and then, narrow openings appear
kings of Voronoy-Kefas held their court. to impress and invoke pride among on either wall, obviously used as slits for
The glory of the kingdom is themselves and awe among guests. crossbowmen. Your footsteps echo lonely
omnipresent and evident almost down the darkened hallway. The air is
everywhere. The walls in the In Dream stale and foul.
hallways are carved and decorated Body Points losses and Fear Points got
with bas-reliefs, inlaid with silver, in the Dream are usually ignored in the The First Defense is a long corridor,
copper, and iron. Many halls have waking world (Levels 2 and 3 will work where the Dwarves of Voronoy-Kefas
74 | act 3. in voronoy-kefas
planned to meet any intruders in full force. 2. Guests’ Square and Brunthor’s the bridge, they find it guarded by two
There are pathways along the hallway, Dwarven Nezhit’yu (see Appendix C).
Bridge
where crossbowmen were positioned in These Nezhit’yu were initially a part of
full cover. The hallway is three meters The Guests’ Square is situated in a large the same group as Izudin’s older brother,
wide, but in the middle, it is narrower, natural cavern, one that was once covered killed by the Hunter in Darkness, and
forcing the player characters to walk in a with stalagmites and stalactites, some of the evil aura of the demon turned the
single file. This was a strategic defensive which were interconnected and formed corpses into Nezhit’yu. The Nezhit’yu
point, since the Dwarven warriors could massive columns. An underground river fight until they have been destroyed.
force intruders to fight at a disadvantage. passes through the cave, splitting it in
Beyond the narrow opening is a half. The Dwarves of Voronoy-Kefas An arching stone bridge, about 10 meters
single Dwarven skeleton lying on formed and reformed the stalagmites long, crosses the underground white-
the floor, still wearing iron tipped and stalactites, creating great statues of water river, with no rail on either side,
boots and an iron helmet which is in Dwarven warriors holding the ceiling. although the bridge looks sturdy enough
remarkably good condition. With a With a successful roll on the Knowledge to hold a fully loaded wagon. High
successful Situational Roll on Situation skill (Lore and Legends: Dwarves above the bridge hangs, on a massive
Value 8 (Intelligence modifiers apply), specialty applies), the player characters chain, an iron chandelier, which seems
the player characters realize that any know that these Dwarves are a part of to have been made by welding at least
skeleton from the time of Voronoy-Kefas the Stonefylgis of the complex, holding two dozen axes and swords. The air
should be in worse condition, and more the cave ceiling fast and keeping the here smells of rotting meat and decay.
decayed. This is the skeleton of a Dwarf Ginnungagap safely away. A stone bridge In the dim light of your torches, you spot
that was a part of the group that Izudin spans the river, built by Dwarven masons, movement on the other bank.
Brokenshield’s older brother was in, and is a true testament to their superior
who went searching for Vorony-Kefas. craftsmanship. With a successful roll on The Nezhit’yu stumble across the
Investigating the skeleton reveals, with the Care skill (Hard Materials specialty bridge. Their goal is to throw the player
a successful roll on the Care Skill (First applies), the player characters can tell characters off the bridge and keep them
Aid and Nursing specialty applies), that that the bridge was built to be safe for from entering the keep proper. If the
this Dwarf was killed by a heavy blow anyone crossing the river, but it can be player characters fall off the bridge,
on the back of the neck. easily brought down from the other side. with a successful roll on the Agility skill
At the other end of the hallway is a (Jumping, Swimming and Balancing
stone statue, depicting a regal Dwarf You find your way into a large specialty applies), the player characters
holding a snake in his left hand and a cavern. At first it seems natural, with manage to swim to shore. See the rules
hammer in his right. With a successful stalactites hanging from the ceiling and on drowning (Game Masters Guide
roll on the Knowledge skill (Lore and stalagmites rise from the floor, almost p.57-58; Player's Handbook p.47-48).
Legends:Dwarves specialty applies), the like the teeth of some long-gone predator.
player characters recognize this statue The air is moist, and somewhere in the In Dream
as a part of the old Dwarven faith, the darkness you can hear the soft echo of In dream, all the Stonefylgis have
snake stands for the evil god Yukk, and water rushing. As you walk further, you dreadful visages, evil grins, and long
the hammer is the symbol of Borjorn, the see where mighty stalactites reach from teeth. Their eyes seem to follow the
creator god of the Dwarves. ceiling to floor, forming large columns. player characters wherever they go. The
Investigating the columns, you see that river is slower, and has a red hue to it,
In Dream they are carved to resemble Zvorda and there are many Dwarven corpses
Dwarves in plate armor, holding the hanging from the bridge.
The hallway is covered with red lichen, ceiling aloft. A little further on is a
and the rotten stench is overwhelming. large tilestone laid square, where four 3. Second Defense - Promenade
The narrow openings are like eyes, massive stone Zvorda’s stand guard, of Iron
staring at you from the depths of the each facing the First Defense. A short hallway, 10 meters long, extends
abyss. from the Guest’s Square to the heart of
The square was once where merchants Voronoy-Kefas and the main complex.
If the player characters enter the and craftsmen of Voronoy-Kefas met The walls and doors are clad with
First Defense while in dream, they find with non-Dwarven emissaries and blackened iron, making the hallway look
it crawling with 10 Dwarven Skjelletts, buyers. Most never got past the Guest’s dark and forbidding. There are eight
armed with crossbows and clad in Square, and slept in tents and makeshift holes in the ceiling, four on each side,
ancient armor. The undead attack huts while negotiating with the Dwarves. that the Dwarves used to pour burning
anyone trying to leave Voronoy-Kefas. When the player characters reach hot oil on any intruders. Both doors
act 3. in voronoy-kefas | 75
are open and unlocked. The holes are 4. Hall of Memory - Library of Finding this clue helps the player
not easy to spot, with a successful roll characters realize how they can defeat
the Sage
on the Shadow Arts skill (Finding and the Hunter in Darkness, by finding and
Spotting specialty applies), the player The Hall of Memory was an immense lighting the five holy braziers.
characters see the holes. hall dedicated to scribes and librarians,
Just beyond the second set of doors where Human books and Dwarven stone In Dream
are the skeletal remains of three tablets were both created and kept. In The library is dead silent, but there
Dwarven craftsmen. The remains all the middle of this large circular room are tablet-inscribers sitting by each
show evidence of violent death. With a stood twelve desks, where inscribers desk, their visages grim and hollow. If
successful roll on the Care skill (First recorded histories, legends, and sagas. the player characters make any sound
Aid and Nursing specialty applies), Surrounding the desks were twelve while in the library, the inscribers (use
the player characters can see that the long hallways, with massive bookcases Dwarven Skjeletts, see Appendix C)
Dwarves were all murdered, all the that stand three meters tall, lined with attack, using their scalpels (use Seax
skulls are crushed on the back of the manuscripts and books, bound in leather, stats) as a one-handed heavy weapon.
head. gold, silver, and even some in mittraka.
The Promenade of Iron is a long Each line of bookshelves is divided into 5. Darklake and the Bridges of
hallway connecting the many halls and twelve segments, and has six shelves. the Glorkavolds
rooms on the first floor. The Promenade Not far from the Guests’ Square is
was once decorated with large This darkened hall is filled with Darklake, a large subterranean lake,
tapestries and statues, and lined with silence, that has never been disturbed. the waters of which are dark for
benches, where Dwarves went about Bookcases, filled with books, scrolls, reasons unknown. The lake is dotted
their business. Now, it is no more than tomes, libres, and manuscripts stand in with a few islands, the largest one was
the ghost of its former self, desolate and complete order, forming over 30 meters called "Laupr" (which means "Crow’s
barren. long hallways that lead to the center of Nest" in Futhark), and holds a large
this massive hall. The air is dusty and domed building, which is the Hall of
You enter a wide hallway, which is smells of decay and sorrow. Crows (see below).
littered with broken statues, ruined Four massive stone bridges, each
tapestries, and the skeletal remains At the dead center of the hall is a different than the other, connect Laupr to
of Dwarves. Still, there’s an uneasy podium where a large tome rests, bound the shore. The bridges, which are called
feeling that comes with walking along in wurmscales and gold. The skeleton of a Bridges of the Bloodlines, were each
the desolate hallway, as if something out Dwarf stands by the tome, one bony finger made by one of the founding Bloodlines
there, in the dark corners, is watching resting on the name of Argothar Téwaz. after the founding of the Murder.
you, something hungry, something evil. Investigating the tome reveals that by The lake itself is shallow, at its deepest
the name of the Thuul are three numbers, point it is merely 5 meters deep, and
No matter how hard the player IX-VI-IV. This refers to the ninth hallway, devoid of any life. Wading through the
characters search, they do not find sixth bookcase, and fourth shelf. lake however reveals many Dwarven
anyone watching them. The presence of There are a few books and tomes skeletons, since many Dwarves threw
the Hunter in Dreams is omnipresent, there, most of them are stories of notable themselves off the bridges once the
and a constant reminder of the evil that Human Vitner Weavers and their madness of the Hunter in Darkness took
lies within Voronoy-Kefas. craft. However, the player characters them.
can find one interesting small book,
In Dream bound in black leather with pages made In Dream
If the player characters approach the of calfskin, the book that intrigued If the player characters visit the
Second Defense, they find it teming with Argothar centuries ago. This is the story Darklake in dream, they find the lake
armor clad Dwarven Skjeletts, though of the Darkhwitalja Vitner Weaver Julkia infinitely deep and dark as a blackhole.
none of the undead seem to pay them Thrallia, who was obsessed with the The air is constantly filled with the
any mind. All carry large clay urns, glyphs and sigils of Bloodheim. echoes of something falling into the
filled with burning oil. Each skeleton Since the book is ancient, the text is not lake, though the player characters
finds its way to the stations above the easy to read, and is mostly ruined. With never actually see anyone there. If
Promenade of Iron and pours the oil a successful Situation Roll on Situation the player characters investigate the
down, without any regard to whom is Value 8 (Intelligence modifiers apply), bridges, they get the sudden urge to
below. Each undead Dwarf has 14 CP and 10 hours spent reading the book, the throw themselves off and into the lake.
for the attack. The oil does 1d10 (OR player characters manage to decipher the Only with a successful Situation Roll
8-10) damage. few good pages (see Handout 1). on Situation Value 6 (Psyche modifiers
76 | act 3. in voronoy-kefas
apply), do they manage to suppress someone other than the Chosen of shield is inscribed with the same stanza
the urge. If a player character fails Téwaz answers, all the Dwarves as Izudin recited in Eliarn. Lukaz’s
the roll, they throw themselves off rise and point at the speaker, before poem died with him in Vorony-Kefas.
the bridge and die in dream, only to repeating their questions again. If the
wake up screaming, and are unable to Chosen of Téwaz answers, the council The doors to this smithy have been
go to sleep again for 12 hours, feeling is willing to share their knowledge. smashed down by a considerable force.
exhausted all day (-2 SV to every roll). The council members were among Inside, everything is in ruins. Broken
the last to succumb to the madness tools lie scattered about the floor, and
6. Hall of Crows - Council Chambers of the Hunter in Dreams. They the massive anvil has been toppled
The circular domed stone building is discovered that the kingdom had been over. Beyond it, you see three broken
simple, yet elegant. It is made of white invaded by a demon and that Téwaz skeletons, and beneath them you glimpse
marble, with grey and black veins. was responsible. They also found out a decomposing hand clutching an ivory
Inside there’s but one hall, with five that to fight the demon, it needed flute.
spartan stone seats, each marked with to be cast out of the darkness of the
a separate single rune. The floor holds dreamworld and into the brilliant None of Lukaz’s things are of value
an engraved map of Eysteroy Island light of the real world. to anyone other than Izudin. Bringing
and Mt. Crowhome. The domed ceiling If the player characters investigate these items back to the Dwarf Bard
is painted black, and held aloft by eight the silver brazier, they see that it is makes him feel forever indebted to the
columns, shaped like hammers. masterfully crafted and holds ancient player characters, and if they manage
If the player characters investigate the runes. With a successful roll on the to defeat the Hunter in Dreams and
engraved map, with a successful roll on Faith skill (Thuul Forging specialty restore Voronoy-Kefas to its former
the Knowledge skill (Lore and Legends: applies), the player characters glory, he immortalizes them by writing
Dwarves specialty applies), they might recognize the runes as holy runes of an epic poem about their bravery and
discover that Voronoy-Kefas had three power, that enable the brazier to give heroic deeds.
different entrances, which all lead to the off a holy light.
Guests’ Square. Two of the entrances 8. Royal Hall
caved in shortly after the madness took 7. Craftsmen’s Shops
hold of the population of the kingdom. There are many hallways lined with This long hall was once the epitome
different kinds of craftsmen’s shops. of grandeur in Voronoy-Kefas, as the
In Dream The craftsmen of Voronoy-Kefas king received his visitors here. The hall
If the player characters make it across were of all sorts, candlemakers, is over 100 meters long, lined with
Darklake to Laupr Island, they find each toymakers, blacksmiths, tanners, massive columns shaped in the likeness
seat in the Hall of Crows occupied by and so on. Investigating these, the of Dwarven warriors, and the walls
regal and noble Dwarves. These Dwarves player characters discover that none were decorated with colorful tapestries,
are stoic and thoughtful. Hanging above of the shops were abandoned, and all which are now crumbling and decayed.
the hall is a small silver brazier, adorned the artisans’ tools are still there. In On the other end, a simple throne, made
with golden runes. This is one of the five many shops the player characters can of pure silver, stands on a dais.
holy braziers. find the decomposing bodies of the
Dwarves, skeletons and skulls that all Once the Murder had been formed,
As you enter the hall you see five noble visibly suffered terribly before dying. the Royal Hall was mostly used as
Dwarves, each dressed in ceremonial In one smithy, the player characters a ceremonial chamber, where the
armor and carrying a master-crafted discover three skeletons that have Dwarves received dignitaries or other
weapon, seated in the stone seats. Each fallen over the body of a Dwarf. The important guests. The tapestries are
of the Dwarves watch you enter the hall, doors have obviously been broken mostly in ruins and worthless.
a cold blue fire burning in their eyes. in. The dead Dwarf is Izudin’s elder The walk across the hall toward
“Why have you come here, Téwaz?” the brother, Lukaz Brokenshield. The the throne is strange, and the player
Dwarves ask in unison, their voices cold skeletons attacked the bard, who characters have the feeling that they
and lifeless, echoing off the stone walls. couldn’t fight them off. If the player are being watched. With a successful
“What have you done? Are you here to characters investigate the body, they, Situation Roll on Situation Value
wake us up from this nightmare?” with a successful roll on the Care 10 (Perception modifiers apply),
skill (First Aid and Nursing specialty the player characters notice that no
If the player characters do not applies), notice that it has multiple matter where they stand in the hall,
answer the Dwarves repeat their stab wounds. Lukaz’s broken shield the eyes of the Dwarven warriors in
questions over and over again. If and hammer are lying on the floor, the the columns seem to follow them. This
act 3. in voronoy-kefas | 77
is due to the incredible craftsmanship marks into their skin, and many roaring heat from the Logi Furnaces.
of the columns, and was meant to have gouged their eyes out. With a Also, here the influence of the demon is
impress guests and visitors, as well as successful Situation Roll on Situation even more tangible and evident. Many
to remind them that the Dwarves of Value 6 (Psyche modifiers apply), the walls are covered with red lichen,
Voronoy-Kefas were no fools, eager to player characters overcome the fear which, if cut, bleeds red, foul, stinking
trust anyone. induced by entering the hall. A failed fluids. The same might be said about
The throne, The Silver Chair of roll means that the player characters the dreamside of the lower levels, they
Voronoy-Kefas, is stunning, and made received 1d10 (OR 8-10) Fear Points. are nightmarish and full of malice,
from pure silver. The throne has a The Dwarves do not show much making it hard for even the bravest
high back, and is inlaid with runes and interest in the player characters. warriors to linger long.
sigils. The runes still hold considerable The Silver Chair is blackened and All the undead on this level are under
power. Any non-Dwarf taking a seat bloody, a perverse resemblance of the influence of the demon, and it uses
on the throne is overcome with horror. itself. If the player characters decide every tactic possible to draw strength
With a successful Situation Roll on to have a seat in it, they see visions and spirit from the player characters. It
Situation Value 4 (Psyche modifiers of gore and mayhem, their worst is fully aware of the player characters,
apply), the player character manages nightmares taking place before their and once they enter the lower levels, it
to overcome the horror. A failed roll very eyes, followed by a vision of understands that these people might
means 1d10 (OR 6-10) Fear Points. darkness filled with pure malice and be dangerous, but also figures that it
A Dwarf taking a seat on the throne hatred, where the last thing the player could use any of them to break Téwaz’s
can see in his mind’s eye a single event characters see are yellow, wicked eyes. curse and set it loose in the outside
in the history of Voronoy-Kefas, but Only with a successful Situation Roll world.
only once per day. With a successful on Situation Value 6 (Psyche modifiers
Situation Roll on Situation Value 10 apply) they manage to overcome the In Dream
(Intelligence modifiers apply), the sheer volume of horror. A failure As the player characters delve deeper into
player character can focus his mind means 2d10 (OR 7-10) Fear Points Voronoy-Kefas the grip of the Hunter in
and call forth the images of a single and they are cast out of the dream. Dreams becomes stronger. Every Fear
event in the history of Voronoy-Kefas. If the player characters withstand Point received in dream carries over into
The Silver Chair is not a sentient the horror of the nightmarish vision, the waking world.
being, but a holy item. It is important to they discover that the Dwarves
make sure that the players understand of the hall have all turned toward 1. Mines
that this is not a tool to enter the them, pointing their fingers (or what The mines of Voronoy-Kefas were
minds of long-gone inhabitants of is left of them) at them in silence. rich with minerals, and contained
Voronoy-Kefas, but the players can Once the player characters act, the some of the greatest veins of Mitraka
get fleeting, chaotic images of events horde attacks, the Dwarves throw in the whole of Trudvang. Therefore,
that occurred within the walls of themselves mindlessly at the player the Dwarves of Voronoy-Kefas, took
Vorony-Kefas. If the player characters characters and start eating them, great pride in making the most of the
wish to see when the Murgla of Téwaz which forces the player characters out mines, and worked hard to further
was created they see Thuul Argothar of the dream. them as much as possible. The mines
Téwaz at work, as if in a fast forward are complex, and it is not easy to
slide show. If the player characters 9. Living Quarters find your way around them. With a
wish to see any event that relates to The living quarters of the dwarves are successful Situation Roll on Situation
the time after the Hunter in Dreams complex and difficult to navigate. The Value 8 (Intelligence modifiers
had been set loose in Voronoy-Kefas, narrow hallways are dark, and many are apply), the player characters manage
all the fleeting images end in horrible littered with skeletons, broken weapons, to memorize all the twists and turns
and violent scenes. Feel free to make and shields. Many doors have been to find their way back. A failure
these as vivid and terrible as suited to broken through, and obvious signs of means that the player characters get
your group. violence are everywhere. lost.
78 | act 3. in voronoy-kefas
to level 1
to level 3 3 6
4
2
5
1
Level 2
lie three bird cages, all broken and If the player characters wish to enter As the player characters are
bent. A barrel, full of decomposing the mines, they find, not far from the main investigating the cart, a Zvorda Skjelett
wooden sticks, presumably old torches, entrance, an overturned cart in which (see appendix) attacks. It comes running
stands by the entrance. In the entrance there are three Dwarven skeletons. If the down a mine shaft, eager for the kill.
hall are four forges, their roaring fire player characters decide to investigate,
long gone cold, and the ore lies in and they quickly notice that all the skulls are A rustle of bones catches your attention.
around overturned carts. missing. As you look up you see where an iron-
act 3. in voronoy-kefas | 79
clad monstrosity charges down one 2. Craftsmen’s Shops
mine shafts at you. From beneath a The craftsmen’s shops on the lower levels
large Murgla, you can see two ember are not as tidy or fancy as on the upper
eyes, fixed on you, the hunger for blood level. These shops are more practical,
burning in them. and are connected to the mines. This is
where spades, hammers, picks, and axes
The undead attacks any Vitner Weaver were made, tools for mining, and carts
first, before responding to the attacks of assembled. The shops contain little to
any warriors. nothing of value save for tools.
In many of these shops the player
In Dream characters see the skeletal remains of the
If the player characters visit the mines in Dwarves that worked there. The horror
dream, they find them guarded by three of the madness that plagued the Dwarves
mad Dwarves, all capable warriors. Each of Voronoy-Kefas is overwhelming, and
of the Dwarves have red lichen on their everywhere the player characters look,
skin, and attack the player characters on scenes of violence, torture, and murder
sight. should meet them.
As you reach the mine’s main entrance, The craftsmen’s shops were simple and
you see three Dwarves turn their heads spartan. Anvils, tools, and workbenches
to you. Their eyes are bloodshot, and provide evidence of the work the
their skin is covered with sores and red Dwarves once did here, supplying tools
lichen. Each of them holds a cudgel. and equipment for the miners. What
They shout a battle cry that echoes in the catches your attention, however, is not
mines, which seem to answer their call. the tools, furnaces, or the work that was
done here, but the mangled and broken
One of the Dwarves is wearing a golden skeletons you find. By one anvil is a
medallion with a yellow gemstone. This broken skull, with a hammer lodged in
medallion is very expensive, and could its face. One craftsman was chained to a
easily be sold for more than 100 gold workbench, with a spiked chain. In one
coins. However, this medallion is not corner you can see a skull fastened to a
what it seems, for if any player character wall with two picks in its eye sockets,
puts this medallion on in dream, he or she the remains of the skeleton lie beneath
wakes up wearing the medallion, feeling the skull.
a strong impulse to leave Voronoy-Kefas,
with the medallion. Only with a daily If the player characters investigate
successful Situation Roll on Situation the shops, with a successful roll on the
Value 12 (Psyche modifiers apply), can Shadow Arts skill (Finding and Spotting
the player character resist this impulse. specialty applies), the player characters
Even if the player character removes the find a hidden compartment in one of
medallion, it always hangs around his or the workbenches, which contains a
her neck when they wake up, which in rune stick (see Handout 2). The rune
turn forces the player character to make stick was hastily made by Yonthor
the Situation Roll. Copperbeard, and he intended to have
The medallion is in fact a part of the it sent to Tvologya, so that the old
demon’s will, and an attempt to escape kingdom would know what madness
Voronoy-Kefas. Since it can’t leave the befell Voronoy-Kefas, but Yonthor never
Dwarven kingdom, it forced a part of got the opportunity to complete the rune
itself into the medallion, and hopes that stick and send it.
the player characters will fall for this
and leave Voronoy-Kefas, carrying the In Dream
demon into freedom. Only by destroying In dream the craftsmen’s shops are a place
the demon can the player characters free of pure nightmare. The Dwarves there
themselves of the medallion and its curse. are working on tools and equipment, but
act 3. in voronoy-kefas | 81
these are made from the remains of other before entering the Hall of Helms, since Investigating the hall, the player
dead Dwarves. Leather aprons are made of they believed it would bring bad luck to characters discover that it is more than
Dwarf skin, tools are made of bones, and enter the Hall wearing a helm. a hundred meters across and holds
trinkets are made from Dwarven teeth. more than a thousand helmets, each
The Dwarves here toil under the harsh The long, winding, dark hallway ends different from the other. None of the
rulership of Kirral Téwaz, a truly sadistic in a small antechamber, where you can helmets bear any insignia or give away
Dwarven Barrow Wight (see Jorgi’s see an opening right across the chamber. who once wore them. The stalactite is
Bestiary p. 36). Kirral does everything in Beside the opening is a stand that holds a Stonefylgis, with a successful roll on
its power to trap and capture the player three rusted iron helmets. The air is the Knowledge skill (Lore and Legends:
characters, so that the undead can perform moist and smells of geothermal activity. Dwarves specialty applies), the player
whatever monstrosity imaginable upon characters recognize it. A Dwarven
their dream-bodies. The helmets are ruined and not useable. player character instantly knows what
If attacked, Kirral uses every method With a successful roll on the Wilderness this is, no roll needed.
available to him to cause the player skill (Terrain experience (Mountains or There are a few helmets that are
characters as much pain as possible, e.g. Muspelheim) specialty applies), the player grander than others, and if the player
cutting their eyes out, pouring hot oil on characters know that the smell of sulphur characters take time to investigate the
them, etc. Every attack made by Kirral and the moist air indicates that there’s whole hall, they find the helmet of
may cause the player characters to wake geothermal heat nearby. Brunthor Copperbreard, which is made
up. With a successful Situation Roll on of copper, inlaid with rubies and golden
Situation Value 12 (Psyche modifiers As you investigate the opening, you see runes. The helmet is still usable, and if
apply), the player characters manage to a narrow bridge ascending into white brought back to Tvologya, it could be
stay within the dream. mist. The smell of sulphur is alarming sold for as much as 250 gold coins.
Hidden in the craftsmen’s shops is and pungent.
one of the holy braziers. It is buried deep In Dream
under layers of Dwarf skin. If the player The Bridge of the Dead is not easy If the player characters visit the
characters manage to deal with Kirral to navigate, since the mist blocks all Hall of Helms in dream, they find
and defeat the sadistic Barrow Wight, sight and the pungent stench from the the antechamber guarded by three
they can find the brazier, if they have geothermal vents deep in the chasm make Dwarven Skjeletts, who attack them on
the stomach to go searching through the it hard to breathe. With a successful roll sight. Crossing the Bridge of the Dead
piles of gore and skin. on the Agility skill (Jumping, Climbing is harder in dream, since the chasm is
and Balancing specialty applies), the ferociously guarded by shadow bats (use
3. Hall of Helms and Bridge of player characters cross the bridge without the stats for Falcons, see Game Master’s
the Dead a problem. Reward clever thinking. Guide p. 99) posted there by the Hunter
The Hall of Helms was used as a place Failure means that a player character in Dreams.
to commemorate the fallen brothers of loses his or her footing and starts to If the player characters make it across,
Voronoy-Kefas. As soon as a Dwarf emerged fall. With a successful Situation Roll on they find the Hall of Helms surprisingly
from the deep and had been given name and Situation Value 14 (Dexterity modifiers calm and peaceful. The Hall is sacred,
accepted into one of the Glorkas, a helmet apply), the player character manages to and the spirits there have not allowed the
was created for him. Many of these helmets grab hold on the ledge. Without help, it demon to taint it with its presence.
were never used, but saved for the day when can be hard to get back up on the bridge,
the Dwarf passed away and hung up in the and only with a successful Situation As you reach the Hall of Helms you find
Hall of Helms. Each helmet is unique, be it Roll on Situation Value 10 (Strength or it serene and peaceful. The malignant
in design, usage of runes, or the combination Dexterity modifiers apply, whichever are presence you constantly feel while
of hard materials. The helms are hung from higher), the player character manages to investigating Voronoy-Kefas is gone, for
the low ceiling, approximately at the same get back up. If a player character fails the the moment.
height as the owner of the helm was in life. roll, they fall to their death.
To reach the Hall of Helms, the player If the player characters investigate
characters must cross the Bridge of As you manage to get across the chasm, the hall, they find that beneath many of
the Dead, which spans a dark chasm of you find a strange silent hall. It has a low, the helms are ghostly figures, solemn
unknown depth. The bridge is natural, natural ceiling free of stalactites. All sorts Dwarves staring into nothingness, who
though the floor has been leveled. Beside of Dwarven helmets hang from the ceiling do not pay any attention to the player
the entrance to the bridge is a stand, from thin chains as far as you can see. In the characters. If the player characters
where the living Dwarves left their middle of the hall is a large stalactite, that have not removed the helm of Brunthor
helmets, if they were wearing them, has been engraved with hundreds of runes. Copperbeard, they find him standing
82 | act 3. in voronoy-kefas
holding his axe and shield. He, however, 5. Hall of the Ancients to “return him to the mountain”, for
does acknowledge their presence, and The Dwarves of Voronoy-Kefas were he wishes to have a proper Dwarven
tells them to state their business. fanatical in their pursuit of the perfect burial.
If the player characters speak to craftsmanship. The Hall of the Ancients
Brunthor and treat him with respect, he was dedicated to the many master In Dream
gladly tells them about the exodus from craftsmen that lived and worked in If visited in dream, the Custodian of
Tvologoya, the discovery of Voronoy- Voronoy-Kefas. This grand hall holds the Ancients greets them solemnly, but
Kefas, and the early history of the Dwarven not only many inscribed tablets on how silently, in his ceremonial robes. If the
kingdom. He knows that a demon has to work metal, leather, and other hard player characters touch or take any of the
invaded the complex, and that it has materials, but also hundreds of rare and items, he instantly attacks (use the stats
brought doom to Voronoy-Kefas. Brunthor unique items on display, ranging from for a Dwarven Skjelett).
also knows that the demon fears the holy weapons and armor to toys and tools.
light, and can tell the player characters that 6. Treasury
the Glorkavolds brought five holy braziers You enter a wondrous hall. The walls The Treasury of Voronoy-Kefas was not
from Tvologya when they migrated to are lined with all sorts of weapons, as large as one might think. The Dwarves
Eysteroy Island. Brunthor does not know shields, armor, helmets, tools, toy,s and did, as many Dwarves do, horde gold and
where the braziers are hidden. other equipment. Beneath each item is a other precious metals and gemstones, but
simple plaque, displaying a single name. instead of letting the metals store up in the
4. Promenade of Copper In the center of the hall stand eight treasury, they used it to create new items.
As the Promenade of Iron, the bookcases, holding all sorts of manuals However, the treasury still holds a fortune,
Promenade of Copper interlinked the and documents. The air is stale and dry, and many great and valuable items.
many halls and rooms of the second level. the stench of rot and decay is pungent Getting into the Treasury is not
The Promenade was just as marvelous and overwhelming. easy. The doors are locked with three
as the Promenade of Iron, though not as different locks, each of them complex
long. There are, however, six Dwarven If the player characters investigate the and difficult to pick open. Each lock can
Skjeletts (see Appendix C) and a Zvorda items, they find that the metal parts are be opened with a successful roll on the
Skjelett (see Appendix C) guarding the in good order, though swords and axes Shadow Arts skill (Locks and Traps
Promenade of Copper. need sharpening, but wood and leather is specialty applies). The first lock has a
ruined and non-salvageable. difficulty level -3, the second lock -6,
As you enter the wide hallway, you notice In the center of the hall lie the remains and the third lock -10. Only by opening
that is must’ve been just as grand as the of the Custodian of the Ancients. The all the locks can the heavy double
long hallway on the higher level. There skeleton sits by a large round table, a doors be opened. The doors can’t be
are broken statues, ruined tapestries, master crafted Glaaf has been thrust kicked in.
and skeletal remains of Dwarves through its head, fastening it to the table.
everywhere. You get the strange The Glaaf is still in good order, and is of As you finally manage to open the door,
sensation that someone is watching masterful quality (see the Game Master’s you see a room filled with chests, barrels,
you, something hungry, something evil. Guide p. g64 and 69). In its hands is a bags, and other containers. The walls
As you turn around, you see where six single sheet of calfskin, holding the are lined with shelves, each holding
Dwarven Skjeletts grab their weapons recipe for the Dreampotion, that uses the great treasures. The containers hold
and raise them. Behind them, a hulking Sleepwalker fungus. coins of all sorts, gold, silver, copper,
figure looms, wearing a dark murgla, The Custodian, if disturbed, wakes and even valuable gemstones.
malignant eyes staring at you. up and addresses the player characters,
asking them for their business. He The room holds 800 gold coins, 2,300
The undead always attack the nearest was one of the few Dwarves who did silver coins, 6,700 copper coins and 670
player character. If the player characters not succumb to the madness induced gold coins worth in precious stones.
defeat the Skjeletts, they discover that by the demon, but was killed by his There are master-crafted weapons and
the equipment carried by the Skjeletts is apprentice. The Custodian, who was armors, all perfectly sized for Dwarves.
useless, even the Murgla is broken. given the name Mordur of Dhaman The treasure also holds artifacts and art
in his youth, was a respected and wise pieces worth 1,200 gold coins. However,
In Dream Dwarf, older than most in Voronoy- carrying all this is nigh impossible,
The Promenade of Copper is dark and Kefas, and knew the stronghold and its due to the immense weight of all the
almost endless in dream. The statues history well. If the player characters items, coins, and gemstones. Feel free to
loom over the hallway, creating an show him proper respect, he answers award the player characters weapons of
environment of oppression and despair. their questions, but kindly asks them masterful quality of their own choosing.
act 3. in voronoy-kefas | 83
In Dream If the player characters investigate their eye sockets, and once they notice
If the Treasury is visited in dream, the the mines, they find the tunnels narrow you, they grab their picks, hammers and
locks are just as hard to pick, but the and hard to navigate. Many of the axes.
player characters also must deal with the tunnels are blocked up by the skeletal The miners attack the player
Treasurer (see Appendix C). If the player remains of the miners. If the player characters and try to pull them toward
characters defeat the Treasurer, they can characters remove the skeletons from the forge. If the Skjeletts manage to grab
investigate the Treasury, but find the the mines and investigate them closely, a player character (with a successful
items there nowhere near as good as in they find many of the bones have been roll on Wrestling), they try to drag the
the waking world. However, there are chewed on. With a successful Situation character toward the forge, spending all
two holy braziers stored in the Treasury. Roll on Situation Value 10 (Intelligence their combat points. For every CP spent,
modifiers apply), the player characters the player character is dragged half the
suspect that the teeth marks were maximum movement of the Skjelett (to
Level 3 not left by rodent teeth, but Dwarven break free of the grapple, see the Game
The deepest part of Voronoy-Kefas teeth. The fact is that one of the miners Master’s Guide p. 44).
is the darkest one. This is where the hid away in the mines and attacked If the player characters manage to
Thuuls worked, and the oldest Dwarves anyone coming close to him. The only defeat the miners and search the entrance
felt comfortable. This is also where the nourishment he had access to were the hall, they find one of the holy braziers
darkest deeds were done, where the carcasses and bodies of those he slew, so near one of the mine entrances.
Hunter in Dreams was summoned by he took to cannibalism as his mind sank
Argothar Téwaz. This is where the deeper and deeper into madness. 2. Promenade of Runes
nightmare takes full control, and reality If the player characters investigate The Promenade of Runes is a simple
becomes blurred. Feel free to make this the forge, they find it full of burnt hallway that connects the halls and rooms
as horrifying as you possibly can for your bones. Many miners were thrown into of the third level. It served a specific
players, and let them feel the true power the forge, as some of the miners, in purpose. Since the deeper levels were
that the demon holds in Voronoy-Kefas. their madness, believed that the forge mostly used by the oldest Dwarves in
The Chosen of Téwaz starts every day was a godlike beast that needed flesh Voronoy-Kefas and the Thuuls, the walls
here with 1d10 (OR 8-10) fear points. to be appeased. There are many small have been decorated with runes and murals
offerings, e.g. silver coins, finger bones, showing prominent Dwarves and leaders
In Dream trinkets, and precious gems, around from the history of Voronoy-Kefas, and
The border between reality and nightmare the forge. Seeing these offerings, with statues of the gods of the Dwarves. The
is thin here. Every point of damage a successful roll on the Faith skill, the holy runes and the many murals made
suffered and every Fear Point received player characters realize that the forge the Promenade of Runes almost sacred
while in the lowest level of Voronoy-Kefas must have been worshipped like a god to many Dwarves in the kingdom, who
carries over into the waking world. at some time. often came here to contemplate or get
advice from the Thuuls. With a successful
1. Mines In Dream roll on the Faith skill (Thuul Forging
The deep mines are dark and narrow, so If the player characters visit the mines specialty applies), the player characters
narrow and small that the miners often had in dream, they find it buzzing with life. recognize statues showing Borjorn and
to crawl, following veins of mitraka. The The forge is roaring, like a large, ever- other legendary beings, hailing from the
entrance hall is nowhere as large as the hungry beast, and eight miners (use Dwarven faith.
one on the second level, but the deep mines Dwarven Skjelett stats, see Appendix
were richer in mitraka and gold. There is C) shuffle about, eager to appease their In Dream
only one forge here, large and dark. god. Once the player characters enter The Promenade of Runes has been
the mine entrance hall, the miners turn desecrated. The statue showing Borjorn
The mine entrance hall is small but their attention to the player characters, has been ruined, and shows a perverse
efficient. There are more than a dozen attacking and trying to drag them to version of the creator god of the Dwarves.
small mine entrances, which stare the forge, to be thrown into the fire. The malignant presence is very strong
silently at you, dark eyes on the grey The entrance hall is lit, and you see here. When entering the Promenade, with
stone wall. A large forge stands near many miners at work. The large forge a successful Situation Roll on Situation
the door to the hall, its maw open, ready towers over them, opening its fiery maw Value 8 (Psyche modifiers apply), the
to devour anything that approaches. every now and then, spewing soot and player characters can push through the
Everything is silent. Even the echoes of embers into the hall. As soon as you evil aura of the place. A failed roll means
your footsteps seem muffled and distant. enter the hall, you see that these miners that the player characters receive 1d10
The air smells of soot and rot. are not alive. There’s an eerie glow in (OR 8-10) Fear points.
84 | act 3. in voronoy-kefas
to level 2
4 2
Level 3
3
act 3. in voronoy-kefas | 85
3. The Demon’s Prison - The Dark stolen, and it was believed lost, hence the their own nightmare, fueled by their own
The Hunter in Darkness was summoned the Dark had stood empty for years. greatest fears. Feel free to make their
by Argothar Téwaz in one of the When Argothar realized what he had nightmare as horrible, maddening, and
darkest corners of Voronoy-Kefas, a done, he managed to bind the physical violent as possible. With a successful
natural obsidian cave, that the Dwarves part of the demon to this hall. The Hunter Situation Roll on Situation Value 6
formed into a simple but elegant hall. in Darkness has been able to enter the (Psyche modifiers apply), the player
The Dwarves used to call this hall dreams of anyone within a 5 kilometers characters manage to pull themselves free
the "Dark", due to the obsidian. The radius of Mt. Crowhome, but the Dark from the nightmare and wake up outside
Thuuls of Voronoy-Kefas stored one has been its prison for centuries, and it the hall, shaken and terrified. A failed roll
of the kingdom’s greatest treasures desperately wants to break free. means that the player characters receive
here, a large uncut ruby, which they The hall is 20 meters across and has 1d10 (OR 6-10) Fear points, and wake up
named the "Heart of the Raven". The a domed ceiling. There’s a heavy and at a location of your own choosing.
ruby once stood on a small dais, and for oppressing aura of evil here, which douses If the player characters have lit the
some unknown reason, it gave off a dim all normal flames and light. This is where holy braziers in dream, and placed them
red light, illuminating the Dark with the demon’s influence is the greatest, within The Dark, they find the place lit,
a strange, eerie glow. A few decades and if the player characters enter this and the demon furious within it, eager to
before Téwaz summoned the Hunter in hall without having lit the holy braziers escape and devour whoever cast it out of
Darkness, the Heart of the Raven was in dream version of the hall, they enter the dream.
86 | act 3. in voronoy-kefas
The hall is incredibly beautiful and If the player characters have managed “Harken, Thuul, and hear the Requiem of the
made entirely out of an immense block to force the Hunter in Darkness to take Raven, night has fallen on the Kingdom, and
of obsidian. The shining black walls physical form inside the demon’s Prison, we long for the dawn,” a voice says. The lips
are polished and smooth. A small empty they have a chance to defeat it. of the ghostly figure move out of sync with the
pedestal stands in the middle of the words that echo through the walls.
room. Despite its beauty, the hall seems 4. Thuuls’ Complex As you come closer to the skeletal body,
perverted and desecrated by the presence The Thuuls of Voronoy-Kefas had their you see that the finger bones shudder. Then
of the terrible being standing at the own rooms and halls within the kingdom, the skull shakes and floats up, blue light
far end of the hall. It has black skin where they could undertake their own flickering in its eyes. The ghostly outline of
with a purple sheen to it, and bat-like studies. Finding Argothar’s room isn’t a regal Dwarf Bard appears, that stares at
wings that seem to ooze with shadows. hard, the Chosen seems to know where something beyond you. A cold voice echoes
It has four eyes, two of which are large it is. The room itself is small and simple, from somewhere deep within the complex.
and insect-like, while the smaller ones containing a workbench, a small forge,
are yellow and burn with hatred. The and a desk. The desk has Argothar’s “In the cold embrace
creature has four arms that end in long notebook, a leather-bound manual where of winter’s night
claws, and a gaping maw, dripping with the old Thuul noted his thoughts (as per Borjorn’s children
green saliva. This must be a demon from a Human custom that the Thuul learned toiled in light
Bloodheim, the demon that Argothar from Vitner Weavers. The pages are of forges and lamps.
Téwaz summoned centuries ago and made of calfskin, and though most of
which laid waste to Voronoy-Kefas. them are rotten and ruined, the last two A brother of stone,
pages are still intact (see Handout 3). the binder of runes,
The demon attacks the player The Thuul’s rooms do not contain walks in darkness
character, bent on destroying them much of interest to others than Thuuls. paths unhewn,
and devouring their bodies. Erixalar The tools that can be found there are in search of lost wisdom.
is intelligent, and attacks the Vitner masterfully crafted and still useable.
Weavers and Dimwalkers first, since he The dark came, it came
fears their magic. If the Chosen of Téwaz In Dream darker than a raven’s eye
is wearing the Murgla, the demon goes If the player characters enter the Thuul’s It maddened, it saddened,
mad with rage and focus all its attacks on complex in dream, they find it a maze of one by one the crafters die.
the Chosen. twisting turns and narrow spaces. There
are 12 Dwarven Skjeletts in it, that sense Terror on dark wings
In Dream the presence of the player characters spread through the halls.
The Demon’s Prison appears to be a black and attack. Finding Argothar’s room Shadows flew, shadows slew,
hole, a place where no light escapes. If the in dream is impossible, since no matter heeding the madness’ calls.
player characters enter the hall without what turn they take, it always seems to
the holy braziers, they are covered in be the wrong one. In dark was born
darkness and feel the full effect of the In dark recites
nightmare induced by the demon. If the In dark, it broods
player characters have the holy braziers Events in Voronoy- fearing holy lights,
and place them within the Demon’s Kefas bound by sacred words.
Prison, they find that the light creates no The following are key events that take
shadows, illuminating the whole hall, and place in Voronoy-Kefas. Feel free to add In halls we wait
forcing the demon into physical form. more to create an atmosphere of horror In halls we lie
and suspense. Where and when these dead but dreaming
As you enter the dark hall carrying the events take place is up to you. Choose
holy braziers, you see that the walls, those that fit your group the most. In mines we wait
floors, and domed ceiling are black In mines we lie
as night. An inhuman roar fills your dead but dreaming
ears, and before you can react, you Dead but Dreaming
feel yourself cast out of the dream and This event needs the player characters The dawn is coming.
abruptly awake in front of the entrance to have stumbled upon the remains of a Find the holy light
to the hall. former inhabitant of Voronoy-Kefas. Face the mare of night.
Free the Kingdom of the Raven.
Thuul, this is your calling.”
act 3. in voronoy-kefas | 87