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RIOTMINDS chapter 12 the stormlander | 1

RUNES OF MEMORY
FOREWORD

For ages, Germanic and Nordic people believed that runes


had magical powers, that the words bound with runes were
powerful and dangerous. Every rune has its name and a
specific meaning and those who knew how to interpret them
were both feared and respected.
The dwarves in Trudvang know this for a fact, that runes
are powerful and that thuuls can use the runes of power for
both ill and good. Some thuuls have created wondrous sacred
items and miraculous weapons, simply by engraving the
objects with runes of power.
In Runes of Memory, however, a single rune wreaks havoc.
A dark rune engraved upon a black stone. A nightmare
conjured leaves a mighty dwarven hold in ruins.
As a rune conjured the darkness, a rune brings hope and
light. A rune to find the heroes, that can end the maddening
night in Voronoy-Kefas.

Þorsteinn Mar Gunnlaugsson

“Runes shalt thou find, | and fateful signs,


That the king of singers colored,
And the mighty gods have made;
Full strong the signs, | full mighty the signs
That the ruler of gods doth write”'

Hávamál
CREDITS

Concept and Design


Theodore Bergqvist and Magnus Malmberg

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

Art Concept and Direction


Theodore Bergqvist and Alvaro Tapia

Layout and Typesetting


Magnus Malmberg

Cover Art
Alvaro Tapia

Interior Art
Alvaro Tapia, Thomas Wievegg,
Justin Gerard and Paul Bonner

Maps and Rune


Alexander Persson

Additional Kudos
Thanks to all the Kickstarter pledgers and to all ­
the backers who made this project come to life

Our style is to use “they” as a singular gender-neutral pronoun


when possible. This usage continues to gain m ­ ainstream
acceptance, including among major style guides such as The
Associated Press Stylebook and The Chicago Manual of
Style. We believe it is appropriate and practical, not just to
reflect common usage but to accommodate a more inclusive
view of gender identity. The Trudvang Chronicles books also
use “he” or “she” when helpful for added clarity.
Table of Contents

OVERVIEW 7 INTRODUCTION 16 THE UNKNOWN RUNE 19


Running Runes of Memory.................. 7 Hook 1: Becoming caravan guards... 16 Attack!....................................................... 19
On adventure points................................ 8 Hook 2: The Game................................ 16 To Vurdviik.............................................20
Adventure Overview............................... 9 Hook 3: Freed slaves............................. 17 Meeting the Thuul................................23
Eysteroy Island....................................... 12 Arnulf Goldtooth................................... 17 In Raudalog.............................................32
Evran and Illwig.................................... 17 What’s next?...........................................44
Adventure points for Act 1..................45
TO EYSTEROY ISLAND 47 IN VORONOY-KEFAS 71 APPENDICES 92
The Dreams of the Chosen of Téwaz.47 Legend of Voronoy-Kefas.................... 71 Appendix A - Dreams..........................92
In Fengsale..............................................47 Dreaming Voronoy-Kefas.................... 72 Appendix B - Handouts.......................94
Of Wolves and Waves...........................56 Key to Voronoy-Kefas........................... 73 Appendix C - New Monsters..............96
Eysteroy Island.......................................60 Events in Voronoy-Kefas.....................87 Appendix D - NPC stats......................98
To Mt. Crowhome.................................67 Conclusion............................................... 91
Adventure Points for Act II................69
-

When I am dead
Lay me in a mound
Raise a stone for all to see
Runes carved to my memory

(Runes to My Memory, Amon Amarth)

---

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.

Trolldrang Sea Stacks


At the mouth of Trolldrang fjord, huge
basalt sea stacks stand on either side,
over 10 meters high. The northern
stack is white with bird guano and aptly
named "Whiteshirt". The southern stack
is black as night and therefore named
"Nightgown". The reason for this is, that
in Nightgown lives a draugr that feeds
on the seabirds that nest there.
Sailors that come to Eysteroy Island
and land in Eliarn pay their respect to
the sea stacks, as many believe that once
the stacks were mighty tursirs turned to
stone by an ancient vitner weaver.
story is as persistent and common as the Kefas can be found, hidden by dense Every spring the locals visit
legend of the Hunter in Dreams. Rangers growth. There are a few runestones Whiteshirt to fetch eggs from the nests,
and hunters who spend a lightless night scattered near the entrance, which but always leave Nightgown alone. It
on either the slopes or in the woods of the welcome travelers to the Dwarven hold, is not a task for the faint of heart to
mountain say that they have dreamt of in Dwarven, though the runes are faded climb the sea stacks, to reach the nests
being hunted by a yellow-eyed monster. and hard to read. of kittiwakes, fulmars, and puffins,
No one has ever caught a yellow-eyed and many Eysteroyans have fallen to
wolf, but still the story persists. The Isarnwood their deaths. The eggs, however, are
On the northern slopes of Mt. The forest on the foothills and slopes of Mt. considered a delicacy among the people
Crowhome, the entrance to Voronoy- Crowhome is called the Isarnwood. The of the island.

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 UNKNOWN RUNE ✦


It is early spring in Djunghart and Nojd. Though snow still caps
the Trollridge Mountains and the rivers froth and rush forth
colored with snowmelt, the air is getting warmer and the birds are
singing in the trees. The caravans have begun following muddy
trails and new stories are circulating from one village to the next.

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

act 1. the unknown rune | 19


The Goblins charge the camp, about 40 Goblins there, most of them To Vurdviik
followed by the Forest Troll. They’ve working on deepening the cave. On the way to Vurdviik, the Chosen of
used tall grass, scrubs, and trees as With a successful roll on the Shadow Téwaz experiences the first dream (see
cover, until they are within 8 meters Arts skill (Walking in Shadows appendix A).
of the adventurers’ camp. The Goblin specialty applies) the player characters Vurdviik stands on a cliff overlooking
group is eager to loot the wagons and manage to sneak up close to investigate the Stillwater falls (see Stormlands p. 92
try to get to the wagons as fast as the Goblin camp. Since the Goblins & 95). The people of Vurdviik are not
possible. The attackers fight until either have been raiding caravans there are eager to welcome strangers, but Arnulf
they have defeated the group or half of a few valuables in the cave, mostly has been there a few times before and
the Goblin’s numbers are defeated or merchandise and weapons. knows the local customs. He warns the
fallen. The goal of the Goblins is not If the player characters wish to attack player characters not to do anything
to kill the adventurers, but to loot the the Goblins, they defend their cave stupid, since the Nojdans here are more
caravan and strip it of any valuables. furiously, and fight to the last Goblin feral and barbaric than the people that
If the adventurers use vitner to weave standing. live along the coast.
spells that have obvious visual or audible
effects, the Goblins become startled due The road winds through the dark woods.
to their superstitious fear of magic (see Investigating the Murgla The trees grow tall and straight here,
the Goblin entry in Jorgi’s Bestiary p. If the player characters wish to investigate and their trunks are wide as a tursir.
152-153). the Murgla of Téwaz, they quickly The ground is covered with brown
What makes the attackers discover that the item is exceptional and leaves, moss, and green grass, which
interesting is the fact that they are not of intricate craftsmanship. Obviously, strangely enough smells like old hay.
as ill equipped as one might expect the item is old, and it doesn’t look like Here and there dandelions grow, in the
from Goblins or Forest Trolls. They the Murgles worn by Dwarves from the places where the sun manages to break
hold decent weapons, though some are Trollridge mountains. through the thick canopy. The songs and
rusted, which they have looted from With a successful roll on the calls of blackbirds and thrushes fill the
the dead bodies of their victims. Some Knowledge skill (Religion: Dwarves woods. Arnulf whistles a simple tune
wear fur and leather armor. The Forest specialty applies), the adventurers and tells you that if you keep up the pace
Troll stands out, because it is wearing learn that the runes on the Murgla are you should reach Vurdviik, the village by
the Murgla of Téwaz. The Murgla, sacred, making the armor piece harder Stillwater Falls, by nightfall.
obviously, doesn’t fit and the Troll and more durable. However, there is
has somehow managed to fit his nose one rune that stands out, a rune that About a half days ride from Vurdviik,
through a hole in the nose-guard. is beautifully crafted and inlaid on the rangers from Vurdviik start following the
If the player characters manage to helmet piece. The rune itself almost caravan and investigate it, though from a
defeat the Goblins, they discover the quivers with power. With a successful distance. With a successful Situation roll
Murgla, either the Troll that wore it lost roll on the Knowledge skill (Lore and with a Situation Value of 12 (Perception
it fleeing or the adventurers can remove Legends: Dwarves specialty applies), modifiers apply) the player characters
it from the dead Troll. the characters know that among get the feeling that they are being
If the Goblins manage to defeat the Dwarves the runes play a pivotal part, watched and followed. Subtle hints like
adventurers, the Goblins take as much and often they inscribe powerful runes rustling of leaves, trees moving against
as they can carry from the caravan, on items they craft. the wind, and twigs snapping from both
leaving Arnulf with a great loss. The If there’s a Thuul among the player sides of the road they are following help
Goblin wearing the Murgla at one point characters, the Thuul can try to the player characters to figure this out.
removes it and forgets it when leaving. interpret the rune. With a successful If the player characters point this out
roll on the Faith skill (Thuul Forging to Arnulf Goldtooth, he calms them by
specialty applies), the Thuul knows that saying that these are probably watchmen
Where did the Goblins come the rune has something to do with the from Vurdviik.
from? past. It is an old rune but quite powerful. As the sun is setting, the caravan
With a successful roll on the If the player characters weave vitner breaks free from the woods and enjoys a
Wilderness skill (Tracker specialty to investigate the Murgla, it reveals great view of the Stillwater and Vurdviik.
applies), the player characters can nothing. Neither Power of Vision, The road climbs to the village gates, and
track the trail left by the Goblins. Vitner Craft, nor Vitner of Objects a few armed men await the caravan.
About an hour’s walk from where the tablet can relate any information, other
Goblins ambushed the caravan is the than already learned through skill use The shadows are getting longer as you
Goblin camp, in a deep cave. There are (see above). break free of the woods, at least for the

20 | act 1. the unknown rune


time being. The rose-colored, dying People in Vurdviik lived in her hut ever since. Thrandell is,
light of day dances on the surface of The following are the most important however, afraid that since he has never
Stillwater Lake. Not far from the bank non-player characters in Vurdviik. Feel taken in an apprentice, Vurdviik will be
you can see where a large trout breaks free to add more to the people of Vurdviik left without a Vedun when he passes away.
the surface. The road climbs up a hill as you see fit. Thrandell doesn’t like Ygris, and
to where a walled village stands. Thin believes that she is all too tolerant of
smoke columns rise from somewhere Brynhilda and Domhilda - Human outsiders, especially the merchants that
behind the walls, bringing the smell Dwellers seem to come from all over. He has often
of cooked meat and roasted vegetables. The twin sisters than run the Waterview spoken his mind about this, and thinks
As you start your climb to the village Inn have auburn colored hair and blue eyes, that the people of Vurdviik should be
gates you see that a few figures stand a quick, warming smile and are welcoming respectful of the old ways.
there, bearing shields and spears and to their guests. They are in their late
watching your approach, grimacing. thirties and became widows at an early age, Chieftain Ygris - Human Warrior
when both their husbands died while out Ygris took over as chieftain when her
With a successful roll of the Culture on a hunt, which has made many villagers husband died. They had married when she
Knowledge: Stormlanders skill, the believe that they must be cursed in some was young, and since they had no children,
player characters know that the way. Since their chances of being remarried Ygris took on the responsibilities of a
Nojdans that live inland, are suspicious were slim, they remodeled their house as chieftain, though she keeps a close council
of strangers and outlanders (see an inn, and have ever since made a living of the elders in Vurdviik. She isn’t liked by
Stormlands p. 84). from hosting merchants and travelers. all, and many people in Vurdviik feel that
There are 8 guards at the gate, and Brynhilda is intelligent, and has she is far too keen on welcoming strangers
three more arrive a little later than the a sixth sense of a sort as to whether and outsiders. Her policy is, however, that
caravan, which are the rangers that have people are lying or not. She is calm and for Vurdviik to prosper, the city needs to
been following them. The guards are all soft-spoken, a good listener, and has an have trade with the other cities in Nojd
capable fighters, and if attacked form a inquisitive personality. and the Stormlands.
skjoldborg (see Stormlands p. 139). Domhilda has a silver-tongue, Ygris is in her late forties. Her dark
The leader of the guards, Biorninga, and seems to be able to make men do hair is turning gray, and lines are forming
is a fierce looking woman, she has a whatever she wants. Many of the other around her brown eyes. It is obvious that
deep scar on her cheek, one she got women in Vurdviik don’t like her, and once she was breathtakingly beautiful,
fighting a warg. She shaves her head, call her a witch and a she-devil, since she though her beauty is fading as the role
save for the back of her head, where can get their men to do even the smallest of chieftain wears her down. Ygris is
she wears her dark hair in a braid. thing for her. However, she rarely uses cunning and has a keen mind for political
She wears fur and leather armor, and her ability these days, and is focused on games. She is a good judge of people’s
carries a round shield emblazoned with making sure that their inn prospers. character, and uses that to her advantage.
the head of a roaring bear on a green Gaining audience with Ygris is not easy,
background. She holds a staaf spjot, Vedun Thrandell - Human Vedun but the best chance is when she is collecting
and has a barda axi and a glaaf in a Thrandell is an old man that has served tolls from the merchants in the market.
sheath on her belt. Her blue eyes are Vurdviik as a wise man for years. His hands She is busy with running the city, and not
cold and piercing. are gnarled like naked, old branches, and keen on speaking with caravan guards or
Biorninga questions each member he smells of fish. Many of his teeth have travelers, unless they have important news
of the caravan, asking their names and fallen out and his tanned skin is wrinkled. or urgent information, both of which are
business in Vurdviik. Characters that Thrandell wears a green, tattered cloak determined by her servants.
are from the Stormlands are met with and uses a wooden staff when he walks.
suspicion, but characters not native feel His voice is deep and surprisingly Dragnar Half-foot - Human Bard
unwelcome, especially Elves and Half- powerful. He doesn’t like strangers at all, Dragnar is a singular person in Vurdviik,
Elves. She has her guards investigate the and only speaks to the player characters and perhaps in all the Stormlands, for he
caravan thoroughly, and even go through if they present themselves as respectful of believes that he is the child of a Human
the player characters’ backpacks. Finally, the ways of the Nojdans. mother and a Dwarven father. Granted,
she reminds the members of the caravan Thrandell was left an orphan at a very he is considerably smaller than the rest
that any hostility within the walls of early age, when his parents died in a fire. of the people in Vurdviik, hence the
Vurdviik will be met with full force and The local Vedma, Hranna, took the boy nickname. Dragnar was born in one of
that the villagers do not care for any kind in and taught him everything she knew. the small villages along the Still River,
of sorcery, eyeing especially any Elves or When Hranna passed away Thrandell but the villagers believed him to be cursed
Half-Elves. took over her responsibilities, and has due to his diminutive size, and cast him

act 1. the unknown rune | 21


and his mother out. His mother wandered On either side of the hall are benches where she obviously becomes uninterested. If
from village to village, until she settled in the adventurers can stay, eat, and sleep. The the player characters mention that they
Vurdviik with Dragnar. wooden poles of the longhouse are simple were attacked by Goblins not far from
Dragnar is a bard. After being called but sturdy. The walls are decorated with the village, she hears them out. Once the
imp, half-human, and being ridiculed for tapestries that the sisters made themselves, player characters have told her their story,
years, he decided to turn the game on depicting two Nojdan warriors fighting she tells them that she will investigate it as
whomever was calling him names. So, he wolves and wargs. If asked, the sisters soon as she has talked with the merchants.
learned to sing, to recite old poems, and explain that these were their husbands, that She thanks them for this information, and
became a jester. He traveled to Fengsale, died fighting wargs in the Wargwoods. hands each of them 3 copper coins. Later
where he performed. He returned to Near the entrance is a wooden water basin, she tells the guards to seek out the Goblin
Vurdviik, only to find out that his mother carved in the likeness of a bear holding camp and destroy it.
had died from fever, leaving him alone. a large bowl. In the cellar are the sister’s
Dragnar has a knack of over-hearing living quarters and the kitchen. The Bear Totem
people talk, and therefore knows something Arnulf tells the player characters that Near the center of the village is a large bear
about most people in Vurdviik. The people he will be stopping in Vurdviik for half totem, carved from a single tree trunk. The
in the city often come to Dragnar to hear a moon (two weeks), selling his wares bear stands over 3 meters tall, and shows
gossip, which he enjoys, especially since he at the market. He doesn’t need any help both fangs and claws. Three dead wolves
loves to manipulate things and turn people from the player characters, so they are are carved at the feet of the totem.
against one another. free to do as they like until he calls on The villagers do not venerate the
Dragnar is a somewhat sad person. them again. He pays for their stay at the Stormasirs as the Stormlanders do,
He blames the people in Vurdviik for his Waterview Inn, though they are to pay but the worship the spirit of the Bear,
mother’s death, though they had nothing for their own food and drink. believing that the bears that live around
to do with that. He isn’t very likable, but the village help protect it from the
since he tends to keep his ear low to the Vurdviik Market wolves and wargs of the Wargwoods.
ground, most have come to rely on him The market square is not large, housed in With a successful roll on the Knowledge
in order to know the talk of the town. an open space between three longhouses skill (Religion: Stormlandes specialty
near the city gates. Merchants often fight applies), the player characters can
for space there during the busiest seasons, determine through speaking with locals
Places in Vurdviik some merchants then must make do with that the Bear holds many of the same
Vurdviik is the fourth largest city in Nojd selling their wares outside the gate. ideals and characteristics as Stormi does.
(see Stormlands Sourcebook p. 95) and In the morning, the market is busy, Investigating the totem, the player
stands on a cliff, which offers an incredible as the people of the city come to see the characters quickly see that it has been
view over Stillwater Lake. The people of wares of the merchants before heading smeared with blood time and time again.
Vurdviik have only recently opened to out to the fields, their crafts, or hunting in Even the ground around it has taken on
the world around them and to many they the woods. The market is characterized by a darker hue due to the many sacrifices
seem barbaric and feral. They are tribal a myriad of smells and aromas, merchants that have been made through the years
and have a Chieftain instead of a Jarl, as calling and shouting in front of colorful at this place.
typical of Nojdans tents, and people pushing and trying to Dragnar Half-foot is usually somewhere
There are a few noteworthy places in get to see the best wares. near the bear totem, playing his lute and
the city, which are detailed below. Feel free In the springtime, there aren’t as many telling rude jokes to anyone willing to
to add more places to Vurdviik if needed. merchants, and it is easy for Arnulf to find listen, even better if someone passes him a
a good spot to sell his wares. The other copper coin. He is eager to hear what the
Waterview Inn merchants are locals, selling woodcraft, adventurers have been up to, and if they
Once through the gate, Arnulf Goldtooth furs, pelts, and dried fish. Weapons and have any interesting stories to tell. If the
leads the caravan to the Waterview Inn, armor are not sold at the market, and the player characters decide to speak to him, he
which is where he usually stays while in locals are not eager to sell strangers and is overly friendly and asks many questions
Vurdviik. The Waterview Inn is situated at newcomers such items. about them. He proposes that they all sit
the cliffside, which offers a great view of Chieftain Ygris can be found in the down in the Waterview Inn and share some
the Stillwater Lake and the Stillwater Falls. market early each day, where she walks ale. With a successful Situation roll with a
The inn is run by Brynhilda and Domhilda. among the stalls and barters with the latest Situation Value of 8 (Perception modifiers
The Waterview Inn is a two-story merchants. Ygris is not eager to speak apply) the adventurers get the feeling that
wooden building, that stands precariously to newcomers if they are not merchants. Dragnar’s motives might run deeper than
close to the cliff ’s edge. On the first floor is If the player characters approach her, just hearing their stories.
a hall, where a longfire burns all day long. she asks if they are merchants. If not, If the player characters decide to invite

22 | act 1. the unknown rune


Dragnar to a drink, he is eager to share RUMORS AT VURDVIIK MARKET
what he knows about the locals and what Roll 1d10 Rumor
rumors abound in the city. Use the rumor 1 The Waterview twins are in fact witches, that can bewitch men and make them
table here on the right, making a note of do things. As the story goes, they had their husbands killed, so they could be
which rumors are true and which not. together. (false)
With a successful Situation roll with a 2 Vedun Thrandell is in league with the Dwarves of Dustwall. He has been seen
Situation Value of 8 (Perception modifiers dealing with them. (true)
apply) the player characters know when
3 Hel Sisters met in the forest near Vurdviik recently, presumably because one of
Dragnar is not being truthful. Dragnar them lives in Vurdviik, though no one knows who it is. (true)
shares one rumor per mug of ale that the
4 Chieftain Ygris is eager to find herself a new husband, so she can have children
player characters buy him.
and an heir apparent. (false)
The Vedun’s Hut 5 There are many people in Vurdviik that hate strangers and newcomers. Mostly
because they are afflicted with warg sickness, and wouldn’t like anyone finding
If the player characters ask for a
out. (false)
Stormkelt, a vitner weaver, or a learned
person in order to learn more about the 6 The wargs of Wargwood have been more aggressive of late, and the rangers
report that even a single warg will attack a group of men on sight, apparently
Murgla while in Vurdviik, the locals,
driven mad by something. (true)
if they are even willing to speak to the
adventurers, point to a small hut, not far 7 The Spring Market at Ruggi Stones was postponed this year because the snow
hasn’t melted yet, and the trail to Ruggi Stones is closed. (true)
from the village, where Vedun Thrandell
lives (information about Vedun/ 8 Trolls from the Trollridge Mountains have been bothering travelers that wish
to cross the mountains. Many travelers claim that the Trolls exact exorbitant
Vedma can be found in the Stormlands
toll from anyone passing through the area. (true)
Sourcebook, p. 31 and 125).
Thrandell is not happy with being 9 Among the Dwarves of Dustwall are Thuuls that build powerful magical items,
engraved with runes and glyphs. (true)
disturbed, especially if the group contains
any non-Stormlanders. With a successful 10 Roll twice
Situation roll of Situation Value 10
(Charisma modifiers apply) the player foothills of the Trollridge Mountains is WEATHER AND WIND
characters manage to win him over. unreliable and can slow the adventurers 1d20 Weather
If the adventurers show him the down, not to mention the hazards of
1-6 Sunshine
murgla, he recognizes the value of the nature. If the player characters have not
item and appreciates the craftsmanship. brought rations along, they will need 7-12 Cloudy (roll 1d6):
He doesn’t know the rune, but he knows to hunt or forage for food (see Game 1-3: Clear visibility
that the Thuul Rookvi Nerjata, in the Master’s Guide p. 30-32). 4-5: Fog
Dwarven hold Dustwall, is an expert on Roll on the following table for the 6: Thick fog
runes, and Thrandell recommends that weather every day, after the first. With
13-16 Drizzle
the adventurers speak to him. a successful roll on the Wilderness skill
(Weatherman specialty applies), the player 17-20 Downpour
characters predict the weather for the next 1d20 Wind
Meeting the T huul couple of days, roll twice on the table. 1-6 No wind
If the player characters decide to go and 7-10 Light breeze
speak to the Thuul Rookvi Nerjata in
Dustwall, Arnulf is willing to lend them his Traveling through the 11-14 Wind (thick fog becomes fog)

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).

act 1. the unknown rune | 23


Complications in the Wild wilderness skills or magic. The pack thinking and good roleplaying.
If the player characters fail their consists of 6 hungry wolves, and the Dealing with the Trolls slows down
Geography roll, they run into trouble. wolves follow the group and attack as the player characters and they lose half
Roll on the Complications in the Wild soon as the group stops. a day.
table to see what happens. For every 5 If the adventurers decide to use skills
points they fail their roll by, add +1 to and disciplines to outrun the wolves, Lost!
the results of the d10 roll. they lose a whole day of traveling time. The player characters lose the trail and
become lost. With three consecutive
COMPLICATIONS IN THE WILD Landslide/Tree Fall successful rolls on the Hunting
Roll d10 Complications Suddenly a landslide/tree falls on the Experience discipline (Tracker specialty
1-3 Ravine
player characters. With a successful applies), the adventurers manage find
Situation roll with a Situation Value of their way back to the trail, losing only
4-6 Pack of Wolves
8 (Dexterity modifiers apply) the player one day. The foothills are dangerous
7-8 Landslide / Tree fall characters manage to save themselves and perilous place to become lost. With
9-10 Troll toll collectors from harm. A failed roll means that the a successful roll on the Wilderness skill
11-14 Lost! characters take 1d10 (OR 10) damage (Orienteering and Cartography specialty
from rocks or branches hitting them. applies), the player characters have +2 to
Ravine The trail is blocked by the landslide/ the Hunting Experience discipline roll.
The player characters need to cross tree fall and the characters need to go Every failed roll on the Hunting
a deep ravine. A single rope bridge around and find the trail again. Leaving Experience discipline roll adds half a day
crosses the chasm, making it hard to the trail makes it impossible to ride, to their trek to Dustwall.
get any riding animals across. If the which slows down the characters. Add
player characters wish to find another half a day to their travel time. Leaving Vurdviik
way across the ravine, they lose a day.
With a successful roll on the Wilderness Troll Toll Collectors The sun is high and flies buzz around
skill (Tracker specialty applies), the Three Gray Trolls waylay the characters your head, as you leave Vurdviik for
player characters know another place to and jump forth, to stop the group in order Dustwall, the Dwarven settlement where
get across the ravine, though it would to collect a toll from the adventurers. you can find Thuul Rookvi Nerjata.
lengthen their trek considerably. The Trolls have been harassing travelers The guards eye you warily as you head
If the player characters are riding in these parts for months, and many have down the trail towards the dark woods
horses, they need to get the horses found themselves emptying their purses by Stillwater lake. In the distance you
across. With a successful roll on the before these grim-looking Trolls. Each can see the high, snow-capped peaks of
Agility skill (Riding specialty applies), Troll is armed with a large studded club, the Trollridge mountains, where you’ll
the player characters manage to cross and they ask for every silver coin the find the Dwarven hold. All you need
the bridge with their horses. Crossing player characters have. to do now is to find your way across
the swinging bridge is nauseating and With a successful Situation roll with the woodlands and into the foothills,
difficult. The horses are stressful and a Situation Value of 12 (Perception only a few days ride, before you reach
tense after crossing the bridge. A failed modifiers apply) the player characters Dustwall, where you can learn more
roll means that a horse refuses to cross notice that the Trolls have a number of about the Murgla.
the bridge. dice in a bag, hanging from their belts.
This complication costs 1 extra day These Trolls love to gamble. If the A trail leads east towards the
in the wild due to the stressful situation. player characters suggest that they play Trollridge mountains from the base of
With a successful roll on the Wilderness the Trolls for the toll. The game is easy, the cliff where Vurdviik stands. With a
skill (Animal Friend specialty applies), roll 2d10, the highest roll wins. With successful roll on the Wilderness skill
the player characters manage to calm the a successful roll on the Entertainment (Tracker specialty applies), the player
horses quickly and only lose half a day. skill (Cheater specialty applies), the characters easily follow that trail deep
characters can fudge a single die (either into the woods.
Pack of Wolves one of theirs or one of the Trolls), by With a successful roll on the
The player characters suddenly find turning it to the next adjacent number. Wilderness skill (Land Knowledge
themselves in deep trouble. A pack of If the player characters decide to (Stormlands) specialty applies), the player
wolves has picked up their scent and attack, the Trolls will defend themselves characters know that the Wargwoods are
is following them. They need to figure and fight furiously. If the player home to many wolves and wargs. With
out if they wish to fight off the wolves characters wish to solve this through a successful roll on the Knowledge skill
or try and lose them, using either their diplomacy, they can. Reward clever (Lore and Legends (Stormlands) specialty

24 | act 1. the unknown rune


applies), the adventurers have heard him the Murgla. This will cause some Rookvi is intelligent and wise, even
stories and myths about the Hel Sisters uproar among the guards, who do not beyond his considerable age. He takes
that supposedly meet in the woods (see seem all too convinced that the player time to ponder each word, and speaks
Stormlands sourcebook p. 93). characters got their hands on the Murgla slowly. The old Dwarf is highly respected
by chance. and liked among the Dwarves of the
Approaching Dustwall If the adventurers present the murgla Trollridge Mountains. He is patient, and
before the guards find it, they become often reminds those around him that it
You can see the surface entrance to astonished and call out for Bardur takes more than one blow with an axe to
Dustwall, a shear wall of black granite Ironhammer. He asks the characters fell a tree.
over 100 meters high, from a distance. about where they got their hands on it, The old Dwarf is a phenomenal
The peak disappears in clouds, towering and inspects the artifact thoroughly. He craftsman and a master rune smith. He
over the steep vale where the trail winds watches the characters with suspicion, has near perfected his art after spending
up towards the wall. As you draw closer obviously in deep thought. almost a century by the anvils and
you can see that the wall has been carved If the player characters request furnaces. Rookvi has a keen interest in
to resemble two massive watchtowers, meeting a Thuul, the guards fetch runes and has a large collection of old
with a gate between them. The towers are Bardur, if he isn’t already present. He and sacred items, which he is quite proud
black and blend seamlessly into the cliff, interrogates the player characters to get of, many of which carry many different
making it seem from afar that the cliff is an insight into why he should disturb runes.
natural. Every step you take brings you a Thuul for travelers. If the player If the player characters confide in
closer and gives you a clearer view of the characters have either presented the Rookvi and show him the Murgla, he
towers. The stonemasonry is marvelous Murgla or the guards have found it, is eager to help them. He knows the
and truly a sight to behold. When you are Bardur is more inclined to allow them story of Voronoy-Kefas, though where
finally within 10 meters of the cliff, you entrance. With a successful Situation to find the old kingdom is unknown to
can see that the face of the cliff is rune- roll on a Situation Value 8 (Charisma him, and he hopes that if the adventurers
encrusted, each rune blends perfectly and modifiers apply) the player characters can find it, that the mines there could be
naturally into the cliff. The longer you manage to convince Bardur (see The reopened, especially the mine with the
stare, the harder it is to get a grip on the Murgla of Téwaz). Mitraka vein, though he doesn’t speak of
immensity of this work, which is truly a Finally, when the leader of the guards this with the player characters.
singular piece of art. has had all his questions answered and is
satisfied with the answers that the player Bardur Ironhammer, Dwarf Warrior
With a successful roll on the characters give him, Bardur will ask the Bardur is tall for a Dwarf and has a
Knowledge skill (Lore and Legends: player characters to follow him to the massive physique. His arms are thick
Stormlanders or Dwarves specialty Hall of Guests. and hard as a rock. He usually wears
applies), the player characters know that a traditional Full Bogemurgla, and is
the gates are older than any recorded Persons in Dustwall armed with a Hakk and a Split Axi.
human history in the Stormlands. The following are the most important Uncharacteristically for a Borjornikka
The trail leads to The Great Gates (see non-player characters in Dustwall. Feel Dwarf, his beard is cropped short, and so
below), which are guarded by 9 Dwarven free to add more Dwarves in Dustwall as is his hair. He wears heavy boots, capped
warriors and Bardur Ironhammer (see you see fit. with iron, that make a loud clunking
below). Anyone approaching the gates is sound when he walks. His face is almost
stopped by the Dwarves for questioning. Rookvi Nerjata, Dwarf Thuul always set in a frown, as if he expects the
The guards are not in a hurry, and take Rookvi is one of the oldest Dwarves in worst from every person he meets.
their time inspecting any equipment that Dustwall, over 120 years old. He has Bardur has served as a leader of the
the player characters have. been a Thuul for over 60 years, and guards at the Granite Gate for almost
If the player characters have taken knows the settlement and the mines like a decade. Before that, he was one of the
precautions to hide the Murgla, the the back of his hand. Which is fortunate, guards. He is a competent fighter, and
guards do not see it, if the player since he is blind. His once blue eyes are seems to be almost immune to fear. He is
characters make a successful roll on now milky white. His head is bald, but he respected by the other guards, who have
Shadow Arts skill (Camouflage and has a great and thick white beard, which come to trust his judgement.
Hiding specialty applies). If the player he braids and decorates with a thick iron Bardur comes across as a gruff and
characters did not take precautions to ring, inlaid with silver and gold. His impatient Dwarf, that has no tolerance
hide the Murgla, the guards find it and fingers are thick but gnarled, with thick for jokes or any foolishness. His thick,
ask a series of questions, fetching their calluses on each of the fingers from years deep voice often echoes from the cliffs,
leader, Bardur Ironhammer and showing of toiling in his shop. as he calls out for order or for travellers

act 1. the unknown rune | 25


to stop wasting his time. The warrior is Places in Dustwall the Thuuls of Dustwall. The weapons
never eager to draw his weapons, but if Dustwall, which is called "Ivonda" by the are stored in the guards’ room, and
he does, he will follow through with all Dwarves, is a small Dwarven settlement, the player characters receive their
his considerable might. not as prosperous as it once was. There weapons when they leave, polished and
once were many mine tunnels in Dustwall sharpened.
Isdor Wurmsong, Dwarf Bard where the Dwarves mined for iron, but
Isdor was for many years the court skald today the Dwarven settlement mostly Shieldmeet
of Thorgagin Dragonslayer, but when consists of Borjornikka Dwarves who are The Dwarves of Dustwall commemorate
he was offered the chance to become led by Thorgagin Dragonslayer, a famous their fallen warriors, Thuuls, and Heroes
the guardian of Shieldmeet, he couldn’t hero from Trillheim (see the books by hanging their shields in a long hall,
refuse. He was flattered, and takes this Stormlands p. 99 or Muspelheim p.92). just inside the gates. The hall is 10
responsibility very seriously. He has There are a few noteworthy places in meters wide and 50 meters long, with 8
diligently studied the shields and the the settlement, which are detailed below. meters from floor to ceiling. The walls
stories of those who carried them. Feel free to add more places to Dustwall are lined with thousands of shields, each
Isdor is heavy set and stocky, even for a if needed. with its own emblem, and many are
Dwarf. He has a round belly and a warm engraved with runes. There are eight-
smile, a red tinge to his nose, and playful The Granite Gates sided columns spaced evenly along the
blue eyes. He wears a green robe, which The gates to Dustwall are carved from hall, each decorated with shields. There
is embroidered with small many-colored a single and solid block of granite, more are over 4000 shields in the Shieldmeet.
shields. Around his waist, he wears a than two meters thick and 3 meters high. As the player characters enter the
golden belt, a gift from Thorgagin for a Opening and closing them requires the Shieldmeet, they are greeted by Isdor
poem, one written in courtly metre and use of pulleys, heavy ropes, chains, and Wurmsong, who is the guardian of
which had over 60 stanzas. counterweights, which are operated the shields. Isdor follows the player
Isdor loves to display his extensive by the guards. Since the community in characters and Bardur to the Hall of
knowledge of the Shieldmeet, since he is Dustwall has a peaceful relationship Guests, pointing out individual shields
proud of being trusted with it. He is quick with their neighbors in Vurdviik and and reciting their legends.
with a smile and has a hearty laugh. Isdor other Nojdans, the gates are opened
is neither a good craftsman nor a warrior, every morning when snow doesn’t block Isdor Dragonsong, the guardian of the
and he does not have a good sense for the roads and trails in the Trollridge shields, stops by the first column and
runes, something that has always bothered mountains. points at a round green shield high on
him. But poetry and remembering stories There are always 10 guards on duty the column. “This shield was carried by
come naturally to him. at the gate, with one of the guards being Brokur Darkhammer. You might have
an old veteran. A large horn is close heard of him, yes? He fought the Goblin
In Dustwall to the guard house, which the guards king of the Darkwood and crushed its
If the player characters manage to gain sound in case of danger. The horn is head in a single blow.” As you move
entrance to Dustwall, any non-Dwarf inlaid with bronze, runes are engraved deeper into the hall, Isdor stops once
quickly feels the weight of the mountain into it, and it is obviously ancient. With again and points to a shield emblazoned
pressing down on them. The air is thick a successful roll on the Knowledge skill with a burning anvil on a red field.
and warm, the strange taste of soot is (Monster lore specialty applies), the “Ah, now this is a beauty. Of course,
ubiquitous, and the constant echo of player characters can tell that the horn you know the story about the siege of
hammers and craftsmen at work makes was probably taken from a hrimtursir or Olgisljev? No? Well, Kirkian Stoneaxe
the experience of being underground a Sylvanian hrimtroll. and his younger brother, Kiarkur, were
unpleasant at best. All Situation Rolls Inside the gates, the guards politely sent with a retinue of Dustwall’s finest
are made at -2 disadvantage. ask the player characters to leave any warriors to help our kin and held their
Any Dwarven player character feels weapons at the gates. As they hand over furnace room against the attackers
well and happy. The thought of having their weapons, the guards and Bardur for three days, before reinforcements
thousands of tons of rock over their look with disapproval on any human arrived. Kirkian was felled in the
head is comforting and it feels like home, made weapon, shaking their heads and ensuing battle, but Kiarkur lived and
different from having the Ginnungagap discuss among themselves about the took part in slaying the hrimturs
over one’s head all day long. low quality of the craftsmanship of the Olagklidda. His shield is the blue one
If the player characters spend a night weapons. Bardur and the guards are over there,” Isdor says and points to the
in Dustwall, the Chosen of Téwaz has resolute and firm in this, every player other wall. The old Dwarf takes a few
a vivid dream of the Logi furnaces in character must leave their weapons steps towards the shield but stops at the
Voronoy-Kefas (see Appendix A). behind before being allowed to meet closest column. “Now, this is a treasure.

26 | act 1. the unknown rune


Surely you younglings have heard the notice that Gaukur’s shield holds the Hall of Guests
legend of Gaukur Spearwielder?”, he same rune as the Murgla of Téwaz does. The Hall is a circular room with two
says and places his hand on a simple Before the player characters can ask wooden benches on either side of a
iron-wrought shield. “Who slew Drakia, about this, Bardur ushers them along to large table in the middle of the room.
the huvfurwurm of Hillinge Woods? meet with the Thuul. Otherwise, the room is empty.
Gaukur was a mighty Borjornikka, a
true testament to Borjorn’s superior Bardur clears his throat and motions The Hall of Guests is nothing if not
craftsmanship, and went alone against you to follow him. As you leave the spartan. The circular room has a
the drake. The battle was long and hard, Shieldmeet, Isdor still stands by the vaulted ceiling and a large table. Two
but Gaukur prevailed, wounded as he column, with his hand on the shield, wooden benches are on either side of
was. He returned to Dustwall laden muttering something to himself. the table, all of which are designed for
with treasures taken from the wurm’s Dwarves.
lair.” Isdor seem lost in his thoughts, Bardur takes the player characters
staring at the shield. down a long hall, which takes a couple The Dwarves of Dustwall use
of right turns and seems to spiral this room to bargain and barter with
With a successful Situation Roll downwards. Finally, he opens a simple merchants and travelers. The benches
on a Situation Value of 8 (Perception door, and asks the player characters to are spartan and uncomfortable. The
modifiers apply) the player characters wait there. table is the perfect height for dwarves.

act 1. the unknown rune | 27


There is food on the table, and silver- up a meeting with Rookvi. The player “I am afraid we can’t let this treasure
inlaid glass bottle of water, along with characters are shown to the Hall of out of Dustwall. This Murgla is a relic
a ceramic bottle of mead. The food Guests. and it belongs with us. I thank you for
consists of Jukkla Fungus and the meat bringing it here, I truly do, and I am
of Tunnelhogs. The door open, to reveal an old Dwarf sorry about this,” the old Dwarf says
holding an oaken staff. His thick white and takes the Murgla into his hands.
The Thuul’s Anvil Room beard is braided and worn in a large iron
Rookvi’s anvil room is not large. It has ring, decorated with silver and gold runes. If the player characters decide to
an old workbench, where there are many He taps the staff lightly on the floor as he argue and protest, Rookvi hears them
different blacksmithing tools, and a rune enters the room. Behind him you see Bardur out. With a successful Situation Roll
engraved anvil. On one end there’s a enter the room. on a Situation Value 16 (Charisma
furnace, where embers glow. “Dear guests,” Bardur says ceremoniously, modifiers apply) the player characters
The Thuul is usually working on a “this is the venerable Thuul Rookvi manage to make him reconsider his
couple of items and blazing them with Nerjata.” Rookvi stops by the table, runs decision. With a successful roll on the
holy runes. a hand over his bald head and sighs. As he Knowledge skill (Customs and Law
turns his head to you, you notice that his (Dwarves) specialty applies), the player
The Thuul’s workshop is neat and eyes are milky white. characters remember precedence in
organized. On one end is a kiln. Even as “Bardur mentioned that you have Dwarven laws, which allow them to
you enter the room you can feel the heat something to show me,” Rookvi says, his prove their worth before the murgla
radiating from it. In the middle of the voice raspy and deep. He places his gnarled is taken from them, which gives the
room is an ancient iron anvil, a large hands on the table. player characters +2 to the Situation
copper rune is inlaid on it, and for some Roll.
reason, your eyes are instantly drawn to If the player characters show him If the player characters get the Thuul
it. The Thuul’s workbench holds dozens the Murgla of Téwaz, Rookvi runs his to reconsider he ponders on this for a
upon dozens of blacksmith’s tools, all fingers across it, piece by piece. It is moment.
organized and neatly stacked. obvious that he is a master craftsman and
learns just as much about the Murgla by Rookvi seems to consider your words.
If the player characters enter the touching it as if he had been able to see it. Then he turns to Bardur and says: “Let
room without Rookvi and touch any of them choose their path.” Bardur’s eyes
his tools, he discovers it. He is fond of his “This is truly a magnificent Murgla, widen, and he seems at first at a loss for
tools and is not at all willing to let anyone truly an artifact,” Rookvi says after words. “But, Thuul,” he stammers, “they
touch them without his permission. inspecting the Murgla for a while. He are outsiders.” Rookvi furrows his brow.
turns to Bardur and nods his head to “Let them choose their path, Bardur son of
him. “This is a sacred and ancient piece Kainn. That is my decree.” Bardur´s face
Encounters in Dustwall of armor, one that has been lost for a flushes but he nods his head, before turning
The following are encounters that takes very long time, and I find it interesting to you. “Follow me, if you please.”
place in chronological order in Dustwall. that you have found it. Please, tell me “Now, each of you must choose your
Feel free to add more encounters and how you came across this treasure.” own path,” he explains and points at the
events. Rookvi places a hand on the Murgla. doors. “The Path of the Axe,” he adds and
indicates the door to the left, “the Path of
Meeting Rookvi If the players tell him truthfully Anvil,” he points at the door in the middle,
If the player characters have either about where they found the Murgla “and finally, the Path of Silver,” Bardur
presented the Murgla of Téwaz or of Téwaz, he simply nods his head motions towards the door on the right.
the guards have found it, gaining an thoughtfully. If the players decide to lie “Each path tests you. Those who fail the
audience with Rookvi Nerjata, the to the old Dwarf, with a successful roll test must leave Dustwall and never return.
Thuul of Dustwall, is easy. If the on the Knowledge skill (Silvertongue If you pass, the Thuul will decide your fate.
player characters have kept the Murgla specialty applies), they manage to That is his decree.”
hidden and not mentioned it, Bardur deceive the Thuul, for the time being. If If the players fail to convince the
and the guards of Dustwall are not he discovers that the player characters Thuul, he asks Bardur to show them out.
easily persuaded to disturb the old have lied to him, he is furious. He proposes to Bardur that, as payment,
Thuul. With a successful Situation Once the player characters have told the player characters get good Dwarven
Roll of Situation Value 6 (Charisma him their story, he is silent for a while. made weapons, which are of excellent
modifiers apply) the player characters Then he puts both his hands on the quality. The player characters need to
manage to convince the Dwarves to set Murgla of Téwaz and says: find a way to get the Murgla back.

28 | act 1. the unknown rune


Choosing a Path Perception, and Constitution. With a one. It is dark grey and has green and red
Bardur leads the player characters down successful Situation Roll on a Situation veins in it. With a successful Situation
many flights of steps and stops in a large Value 12 (Intelligence modifiers apply) Roll of Situation Value 6 (Strength
room, where there are three doors. Each the player characters know that the modifiers apply) the player characters
door leads down a hallway, where the sulphuric smell is because of geothermal manage to lift the stone.
player characters need to pass a series of gases, which can be dangerous. If a The next stone is a bit larger than
tests. These tests are used by the Dwarves player character succeeds on the roll, the the smallest one. The rock is yellow
in Dustwall to judge the character of player character knows that breathing and orange in color, and is coarse to the
young Dwarves. The tests were designed as little of the gases as possible is touch. With a Situation Roll of Situation
many years ago, when Dustwall was still important. With a successful Situation Value 8 (Strength modifiers apply) the
a prosperous mining community. Roll of Situation Value 14 (Constitution player characters manage to lift the rock.
modifiers apply) the player characters The third stone is similar in size as
After climbing down numbers of stairs manage to get through the gas-filled the second one but is red in color with
and steps and past many workshops hallway without harm. small grey dots. With a successful roll
where wide-eyed Dwarves stared at If the player character doesn’t succeed on the Care skill (Hard material specialty
you, Bardur finally opens a simple door on the first roll, after a few steps the applies), the player characters recognize
and leads you into a square room. At the smell grows stronger and the player this rock as Iron ore. With a successful
other end there are three wooden doors. character feels lightheaded. With a Situation Roll of Situation Value 10
Above the doorframe of each door is a successful Situation Roll of Situation (Strength modifiers apply) the player
single rune. Value 12 (Perception modifiers apply) character manages to lift the stone. The
the player character notices this change correct key is beneath this stone.
The player characters must face the of smell. With a successful Situation The final stone is black and glassy,
paths in pairs. The paths test different Roll of Situation Value 12 (Constitution coarse to the touch and has a faint
abilities and skills. Choosing the right modifier apply) the player characters sulphuric smell. This is by far the largest
path is therefore important, if the player managed to make it to the end of the stone, but it is surprisingly light. With
characters wish to pass the test. Bardur hall, though a bit dizzy. If a player a successful Situation Roll of Situation
tells the player characters that they must character fails, the player character falls Value 14 (Strength modifiers apply)
team up to face the challenges, and each unconscious and fails the test. the player characters manage to lift the
duo must choose a path. If the player stone.
characters are an odd number, one of At the end of the hallway you find a If a player character fails to find the
them must face the challenges alone. circular room. In the middle of the room right key, and is unable to pry the broken
Bardur kindly asks the player are four stones, of different sizes and key from the lock, the player character
characters to leave all their equipment types. On the other side of the stones are has failed the test.
behind, since it won’t be needed during sturdy doors. On the other side of the door is a
the tests. If asked, he tells the player hallway that leads into a room, where
characters that the tests were initially The doors are locked and can only Thuul Rookvi waits.
designed to determine which career path be opened with the key that is hidden
young Dwarves should pursue. Later beneath one of the stones. There are Path of the Anvil
these tests became a test of manhood for however keys beneath each of the stones,
the Dwarves of Dustwall. in small holes in the floor, but only the The door closes behind you. A short
If the players read Futhark, they know right one opens the door. The other hallway leads to a square room. In the
that the runes above the doors stand for keys are made of brittle iron and break middle of the room is an old fireplace,
axe, anvil and silver. in the keyhole if the player character is with burnt wood and ashes. A single
not careful. With a successful roll on torch lights up the otherwise empty
Path of the Axe the Shadow Arts skill (Locks and Traps room.
specialty applies), the player characters
As the door closes behind you, you find manage to pry the broken key from This room holds a secret door, but
yourself alone in a long dark hallway, the keyhole. With a successful roll on finding it is not easy. With a successful
only lit by a single torch. A strong the Care skill (Hard material specialty Situation Roll of Situation Value 4
sulphuric odor fills the air. Everything applies), the player characters identify (Perception modifiers apply) the player
is silent. the keys made of brittle iron. characters find the secret door on the
The four stones are all similar in shape, opposite wall from the entrance.
The test of the Axe has started. oval and smooth. The one to the far right There are two items here that the
The first part of it tests Intelligence, is the smallest one, but also the heaviest player characters can use to find the

act 1. the unknown rune | 29


secret door. By removing the torch in a block of ice. Though not dangerous, Beyond the door is a hallway that
from the sconce on the wall, the player it takes time to break it free from the spirals upwards, until it reaches a room
character can use the flame as a guide, ice. Using fire and heat from the furnace with three doors. Each of the doors in
since the flame flickers because of the speeds up the process. locked.
draft coming from the secret door. With The ring in the furnace is made of
a successful Situation Roll of Situation mitraka and is the correct key. Grabbing You finally reach a simple square room.
Value 8 (Perception modifiers apply) the the ring is dangerous, since there are In the middle of the room is a circular
player characters spot where the secret no pliers nor protecting gloves. With table, holding a single glass key. There
door is. Using ashes from the fireplace a successful Situation Roll of Situation are three doors, the one to the right has
is also helpful. By gathering some ashes Value 12 (Psyche modifiers apply) the a golden doorknob, the one in the middle
and seeing where the draft disturbs the player characters steel their nerves and has a bronze doorknob and the one to the
ashes, the player characters can spot the grab the burning hot ring. The ring left a silvered doorknob.
secret door. With a successful Situation causes 1d5 damage.
Roll of Situation Value 12 (Perception If the player characters fail to open the With a successful Situation Roll on
modifiers apply) the player characters door, the player character has failed the Situation Value 10 (Intelligence modifiers
find the secret door. test. apply) the player characters can tell
Opening the secret door requires The door reveals a short hallway, that the golden doorknob is made from
the player characters to find the right leading to the room where Thuul Rookvi fool’s gold, that the bronze doorknob
pressure stone. With a successful awaits. is made from a very poor alloy, and that
Situation Roll of Situation Value 14 the silvered one is in fact mitraka. With
(Intelligence modifiers apply) the player Path of the Silver a successful Situation Roll on Situation
characters discover which stones are the Value 12 (Intelligence modifiers apply)
most likely to hide a pressure point and Beyond the door is a long hallway, lit by the player characters can see that the
manage to open the door. a single torch. At the end of the hall is glass key is brittle and probably breaks
If the player characters fail to find or a large circular room. In the middle of once used. The player characters need to
open the secret door, they have failed the the room is an iron-bound oaken box. A decide which door the key should be used
test. door is beyond the box. to open. Behind the doors with the golden
and bronze doorknobs are no hallways, if
After following another hallway, you The doors are locked, and can only the player characters choose to open these
find yourself in a large rectangular be opened with the key that lies at the doors, the player characters have failed
room. On the other side is an iron- bottom of the box, which holds three the test. If the player characters use the
bound wooden door. In the middle of snakes. With a successful roll on the key to open the door with the mitraka
the room is a shallow stone fountain. Wilderness skill (Zoology specialty doorknob, the hallway beyond leads to the
To your right is a burning furnace, applies), the player characters know that room where Thuul Rookvi awaits.
and directly across the room is a frost- these are poisonous snakes called "Cave
encrusted closet. Snakes". Though small, their poison CAVE SNAKE POISON
can put a man to sleep in a matter of a
The door is locked, and can only be few moments. However, they are not ✦ Type: Poisonous
opened with the right key, hidden in the fierce and are mostly docile, though ✦ Strength: 4
furnace. However, there are also keys, but curious. Once the box opens, the snakes ✦ Appearance: Cave Snake Poison can
of brittle iron. With a successful roll on the raise their heads and stare at the player be extracted from Cave Snakes and
Care skill (Hard material specialty applies), character. With a successful Situation appears to be a clear liquid.
the player characters identify that the Roll on Situation Value 10 (Charisma ✦ Preparation: The snake must be alive
wrong keys are made of brittle iron. modifiers apply) the player characters when the poison is extracted. To
The water in the fountain is in fact manage to keep the snakes’ attention extract the poison the snakes’ fangs
acid. But a key is clearly visible at the and keep them calm while getting the are fastened in thin sheet of bark while
bottom. With a successful Situation key. If the player characters fail to calm the poison drips into a jar.
Roll of Situation Value 12 (Intelligence the snakes, they become agitated. With ✦ Ingestion: Smear it on a blade or
modifiers apply) the player characters a successful Situation Roll on Situation arrow
recognize the acid. If the acid touches Value 12 (Charisma modifiers apply) the ✦ Effect: Cave Snake Poison is a
a player character’s skin, it causes Id5 player characters manage to calm the powerful sleeping drug.
damage. snakes again. If the player characters fail ✦ Value: 50 sc
The frost-encrusted closet is freezing to do so, one of the snakes lashes out and
cold. Inside is an iron ring, frozen solid bites the player characters.

30 | act 1. the unknown rune


EFFECTS OF CAVE SNAKE POISON Rookvi finds a stool and sits down old that even we, the Thuuls, can’t interpret
✦ Mild effect: The victim falls asleep near the player characters. He closes his them.“This rune is a sacred rune, bound
for 15 minutes. eyes for a moment, seemingly in deep with great skill by a master Thuul into the
✦ Moderate effect: The victim falls thought, and his lips move, as he recites Murgla. This is a Rune of Memory.”
asleep for 30 minutes. some ancient Dwarven words to himself.
✦ Substantial effect: The victim falls Rookvi stops talking for a moment.
asleep for 45 minutes. After a short while the old Dwarven Thuul If the player characters wish to ask
✦ Complete effect: The victim falls opens his white eyes, and beneath his thick questions, Rookvi tries to answer them
asleep for 60 minutes. beard you can see a faint smile. Still, there’s the best he can.
a hint of sorrow in his face. What does a Rune of Memory do?
The Rune of Memory and the “Many generations ago, when
Legend of the Voronoy-Kefas, the Ivonda was rich and the Stormlands A Thuul who knew the Rune of Memory
Lost Kingdom were wild, there was a great kingdom could impart his memories into a Rune
of Dwarves called "Voronoy-Kefas". of Memory and share his memories with
If any of the player characters passes the This kingdom prospered, merchants whoever was given the item on which
test and find Rookvi at the end of the from all over Trudvang came to their the Rune of Memory was engraved.
path each of them chose, he kindly asks mountain halls and saw the incredible
them to follow him to his anvil room. craftsmen at work. All were eager to How do you know that the mitraka in
While traversing the long, dark halls of buy weapons, armor, and tools made by the Murgla was from Voronoy-Kefas?
Dustwall he asks the player characters if the craftsmen of Voronoy-Kefas. Rich
they would mind if he investigated the were their mines, so rich that even the The metal has a distinctive taste. Iron
Murgla. kings of Grunkovorda and Tvologoya mined here in Ivonda tastes different
If the player characters allow Rookvi envied the kingdom of Voronoy-Kefas. than iron mined in Olgisiljev. The
to inspect the Murgla of Téwaz in his They had mines with gold, other mines mitraka from Voronoy-Kefas has a
anvil room, he investigates it carefully, with silver, but richest of them all were rather peculiar and strong taste.
with an air of obvious admiration. their mines of mitraka.“One winter
however something happened. No Can we activate the Rune?
The old Thuul runs his old callous one knows what or why, but the great
fingers over the Murgla, repeatedly, gates of Voronoy-Kefas closed to never No, the rune seems to share the memories
muttering words in the thick tongue of be opened again. As the years went by, of the Thuul who created it only with a
Futhark, the Dwarven language. He the merchants no longer sought out single person. We have no control over
furrows his brow in deep concentration items from Voronoy-Kefas and now, we who that person is, or how the memories
and seems to be lost in his own thoughts. Dwarves, no longer know where this are shared.
After a while, he places the Murgla great kingdom once was.
on his anvil, and rummages through “This,” Rookvi says and points to the Do you know who created the Murgla?
his tools. Finally, he pulls forth large Murgla, “great artifact is astonishing. It
tongs. He grabs the Murgla and holds is not only of the finest craftsmanship but No, I don’t know.
it over the fire in the furnace for a few is also made of mitraka – mitraka from
moments. Then he places the Murgla, Voronoy-Kefas. I find this very interesting.” Do you know where we could find
red hot on the anvil. He bends over it Rookvi pauses for a moment and seems more information about Voronoy-Kefas?
and takes a deep breath. to ponder his next words.
“What is more interesting is this,” Many years ago, when I was traveling
With a successful roll on the Care he finally adds, and stands up. He walks under Ginnungagap not far from here, I
skill (Hard Material specialty applies), over to the workbench where the Murgla came upon a small village, "Raudalog"
the player characters know that if the lies. He runs his callous fingers over the is its name, if memory serves me. There
Murgla had been left too long in the different pieces of the Murgla. “Ah, here it I found a runestone where the name of
fire, it would have ruined it. is,” he whispers, and his fingers stop by a that ancient kingdom can be found. It
single rune. It is a strange glyph and seems is the only runestone where I have ever
“Ah, of course,” says the old Thuul and to draw your attention once Rookvi has found any mention of Voronoy-Kefas.
clicks his tongue, seemingly tasting the pointed it out to you. “This is a rune I’ve
air around the Murgla. “Of course, not seen before. I’ve only heard tales and If the player characters have other
it all makes sense now.” He turns to legends about it. You see, the Thuuls of old questions, Rookvi tries to answer them as
you and shuffles over to where you are knew more of the runes than we do today. It well as he can, but his knowledge about
standing. saddens me to admit, but there are runes so Voronoy-Kefas is limited. He however tells

act 1. the unknown rune | 31


the player characters, if they do not ask, Legend Haraldr organized the defenses with the
about the runestone in Raudalog and that Centuries ago, Raudalog was not the village villagers, and after a fierce battle he and his
it mentions Voronoy-Kefas and suggest it is today, but only a handful of longhouses small militia managed to fend off a pack of
that they pay the small village a visit. and a single Stormbarling, where farmers wolves and slay the leader Troll, Urgi. The
When the player characters have and their families eked out a meager living. villagers chose Haraldr to become their Jarl.
asked all their questions, Rookvi turns These were mostly disgraced hirdmen, Years passed, and Raudalog grew and
to the Chosen of Téwaz, if that player freed slaves, and other people that didn’t prospered under the rule of Haraldr and his
character passed the tests, and hands the find living in other places easy. hirdmen. Every summer he sailed out and
player character the Murgla of Téwaz, One summer, wolves and Trolls sold wares in the markets in Clawcastle.
asking the Chosen to wear the Murgla attacked the village repeatedly, for reasons One autumn he rode out to go hunting
with pride. lost in the mists of time. An unlikely hero, with his hirdmen. When they reached the
Once the player characters are ready however, came to the village’s rescue, and nearby woods, the Troll Hvassi waylaid
to leave, Rookvi tells them that he is managed, with the help of the villagers, them. After a fierce battle, both the Jarl and
becoming tired and wishes to retire. He to fend off the attackers. This hero’s the Troll lay dead. Haraldr was buried in a
calls out for Bardur and asks him to walk name was Haraldr Vargsbani or Haraldr magnificent barrow, one fit for a hero and
the player characters to the gate. If the Wolvesbane. a Jarl, not far from the village proper. His
player characters wish to spend a night Haraldr was born and raised in son became the Jarl and the years turned to
in Dustwall, they can sleep in a small Vortland. He was the youngest son to decades, the decades to centuries. Raudalog
antechamber to the Shieldmeet. Horald, a respected hirdman in Stormrock. slowly became the backwater place it once
As the story goes, Haraldr’s mother was was again, where the farmers feared to
To Raudalog a shield maiden, and many storytellers head east towards the barrow field, saying
Once the player characters are ready to in Raudalog proclaim that Haraldr was a that the place was evil or made them feel
continue their trek, they can make the Battleborn, though little is in fact known strange and uncomfortable.
trek south-west towards Raudalog. The as to whether it is true or not. At a young The recent Jarl, Geirhard Grani, likes
distance from Dustwall to Raudalog is age, Haraldr never showed any interest in to believe that he is the direct descendant
about 30 kilometers. With a successful becoming a warrior or a hirdman at all. of Haraldr and likes nothing more than
roll on the Wilderness skill (Orienteering Growing older, however, he became tall hearing Harald’s tale told over and over
and Cartography specialty applies), the and strong, and soon learned to use his again, though he is anything but a noble
characters make the trip without any strength to his advantage. warrior. Geirhard has three children, Gisli,
complications (see above). Not long after Haraldr had his first Windga, and Ari, but his wife passed away
kill in battle, Brycker Eidar Navhorn giving birth to their youngest son, Ari.
campaigned in Djunghart to have Recently the three children, on a dare,
In Raudalog Clawcastle built, and he joined in on that entered Haraldr’s barrow and took the
Raudalog is a small village in Nojd, in the cause, being a firm believer in Stormi sword that was buried with the Jarl.
Stormlands, south of the Wargwoods. It is himself. After a few years he decided to Unbeknownst to the kids, a curse was
far from the common routes, and therefore leave Djunghart to find ways to earn laid upon the tumulus, so that if Haraldr’s
not a place you often hear about. That’s the himself more glory and prestige. He joined peace was disturbed, he would waken.
way the people of Raudalog like it. They a crew of seawolves from the Hartpike Haraldr Vargsbani is a barrow wight,
are mostly farmers, and a good season Isles, and made a fortune raiding ships and and has summoned Sálheles from nearby
means nothing interesting happened, and coastal villages, becoming a captain of his burial mounds to reclaim his sword, which
the harvest was good. Raudalog is ruled own ship in a matter of a few moons. the children buried behind the longhouse
by Jarl Geirhard, who is content with Later he decided that being a seawolf where they live.
his small fief, and has never shown much wasn’t enough for him, Haraldr returned
interest in the politics of his neighbors. to the Stormlands and joined a caravan
Not far from the village is a field bound for Fengsale from Redborg. The People in Raudalog
littered with ancient burial mounds caravan caught bad weather, and Haraldr The following are the most important
and barrows. The largest of these is the became separated from the rest of the non-player characters. Feel free to add
barrow of Haraldr Vargsbani, or Haraldr caravan, with a few of his former shipmates. more to the Jarl’s hird or the village as
Wolveslayer in modern Vrok. He came upon the farming community you see fit.
Lately however, undead have become a in Raudalog and saw that it was beset by
real nuisance in the lands surrounding the Trolls and wolves. The village was in dire Jarl Geirhard Grani - Human
village. Many farmers fear to be outside need of help and, after conferring with one Dweller
after dark, and two of the villagers have of his friends, a Stormkelt, he felt that this Geirhard Grani is the Jarl of Raudalog, and
died fighting these skeletal Sálheles. was a test sent from Stormi. believes himself to be the direct descendant

32 | act 1. the unknown rune


of Haraldr Vargsbani. Geirhard is liked by which of his sons he offers to the god. He Hagerdur Norn - Human
most people in Raudalog, especially since sincerely hopes that it won’t come to that,
Stormkelt
he doesn’t take much part in the political and sees the arrival of the adventurers as
games of the other Jarls, as his father did. a blessing. Seven moons ago, Hagerdur became the
Hence the people aren’t required to fight in Geirhard was the second son of Stormkelt for Raudalog. She was a blue
wars or partake in battles of any sort. Gilsmarr, the Jarl of Raudalog. Gilsmarr bloter in Fengsale and was raised to become
Geirhard is in his 40’s, and was at one never took interest in Geirhard, he focused a priestess. Since she is an outsider, she has
point tall and muscular. Years of plenty, on bringing up Geirmundr, his oldest yet to become fully accepted into the small
good harvests, and not to mention his love son, to ensure that Raudalog would have community, though she holds the fearful
for good mead, have made him fat. His eyes a decent and powerful Jarl after his days. respect of most, if not all, the villagers. She
are gray as steel, and his head is completely The brothers were raised listening to is nowhere near as convinced as Geirhard
shaved, save for a bushy mustache, one that stories and epic poems about many heroes that the attacks are because the village has
he is particularly proud of. Geirhard, in his and heroic deeds, though only Geirmundr lost Stormi’s favor. Hagerdur believes that
battle gear, is a towering figure. He usually took them to heart, and no story was told the reason for the attacks must be more
wears chainmail and a bronze engraved as often as the story of Haraldr Vargsbani. mundane. She, however, doesn’t know
helmet when expecting a fight. His most Geirmundr, when he was 15 years old, about the barrow field east of the village,
prized possession is his sword, which he took ill and died. Geirhard was 13 years old since she is new to the village.
calls "Wolveslayer", in honor of Haraldr. at the time. The death of Geirmundr was Hagerdur has a long white braid on
The Jarl is quick with a smile and has tragic, and Gilsmarr never got truly over it. the back of her otherwise shaved head
always been more of a farmer than a warrior A few years later, Geirhard traveled to and yellow eyes, due to Troll blood in her
and a leader. He likes working in the field Vortland, mostly because he wanted to see ancestry (see the Stormlands handbook,
beside the farmers, going hunting or the world before becoming a Jarl. He joined p. 131). She has the body of one that has
fishing, and when it comes to running the a caravan, hoping to reach Stormrock, spent her days inside and reading books,
village, he is more of a doer than a thinker. but he never got that far. The men in the rather than working the fields. However,
Geirhard has no tolerance for bullies and caravan ridiculed and teased Geirhard when she speaks, people tend to listen
tends to favor those who are downtrodden for not having earned his skulljood, and (despite her clearly Troll eyes). Her voice
or not socially strong. He has a big heart still having his hair. They nicknamed him is soft, and she prefers using as few words
and eagerly seeks the approval of others. "Grani", which means someone who has as possible.
Geirhard is a devout follower of Stormi, hair on his nose. She is a dimwalker, and though she
and is certain that Raudalog’s fortune and When he reached Jornheim he left the venerates Sunwei and Windinna more
good harvests in recent years are because caravan and spent the winter drinking than Stormi, she is well versed in the Great
they are in Stormi’s favor. He makes regular mead and spending his father’s money. Faith and able to perform all duties asked
sacrifices to the Stormasirs and demands One night, after being fed up with being of her.
that the other households do as well. called grani, he shaved his head. If asked he Hagerdur usually wears gray robes and
Geirhard doesn’t have a large hird and, simply stated that he had killed a man in a has a large red sash around her slim waist,
until now, hasn’t seen much need for it. fight over being called grani. onto which she has tied one large ring and a
Before the attacks, he had Stormgrim, The next summer, he returned to few smaller ones. She wears her long hair in
Arnor, and two warriors named Bersi and Raudalog, only to find out that his father a single braid, tied with a blood red ribbon.
Sunndor, who were killed by the Sálheles had died that winter, leaving him the Hagerdur is a straight-to-the point,
during the first night of the undead attacks. jarldom. no-nonsense kind of person. She is
When it comes to battles, Geirhard is He married a local woman, Halla, and pragmatic and analytical. To some, she
not a leader that leads from the front. He is they had three sons. Unfortunately, she might seem cold and unsympathetic.
more interested in farming than in fighting, died giving birth to their youngest son, Ari, However, she has proven her worth as a
and he likes having a spade in hand more who was named after her father. Geirhard midwife and Stormkelt over the last few
than a sword. was deeply in love with Halla, and regularly moons in Raudalog.
After the attacks, Geirhard is moody visits the stone where she was laid out for The Stormkelt is smart and well read.
and downcast. He is certain that he or Stormi to claim. She knows how to read the portents of
the villagers have done something to Geirhard has in recent years devoted runes and interpret dreams, which has
offend Stormi, and that they need to make himself to making sure that Raudalog is some of the villagers believing she has the
amends to the god. Silently, he fears that peaceful and that his sons will be able to gift of foresight, though she is simply more
the god must know about what happened take over when he dies. He has made sure learned than the rest of the village. She is
in Jornheim (see below), and therefore that they know how to hunt, fish, and farm well versed in the Applamaal poems.
Raudalog needs to make a greater than ever the land, but he has left all other teachings She is deeply distrustful of men that
sacrifice, and that it falls upon him to decide to his hird. wish to court her. After her years as a

act 1. the unknown rune | 33


blue blot in Fengsale, Hagerdur doesn’t large club. His hands are strong, and often Geirhard would make a fine Jarl, despite
like men. he has a piece of wood and knife in his his lack of battle experience or hunger for
Born and raised in Fengsale, Hagerdur’s hands, which he uses to whittle wooden power. Stormgrim was at a point in his life
fate was to become a Stormkelt. Her father warriors for the children in Raudalog. where he was tired of fighting, especially
was a Stormkelt and her mother was a His voice is dry as desert sand and raspy. since he knew that after the Troll had
Storm Maiden. Both were preoccupied and He usually takes his time to answer any destroyed his knee, his next battle could
had little time for their daughter. Once she questions, and his answers are never plain easily be his last.
was old enough, Hagerdur was initiated and simple. Stormgrim has since then spent his
as a blue blot and started her training as Stormgrim is wise and intelligent. days in Geirhard’s hird. He is a confidant
a Stormkelt. He remembers a great many epic poems and advisor to the Jarl, not to mention a
After a few years of study, she showed and stories, which he gladly recites for mentor to the children of the village, a role
much promise, and many believed that she anyone willing to listen. He once served he loves.
would quickly gain an elevated position Geirhard’s father, and there are some who
within the church. However, after she claim that Stormgrim also served the Jarl’s Brinniara Hamran - Dyfir Rogue
denied the Duty King's sexual favors, grandfather. He isn’t shy about reminding Brinniara runs the Three Wolves, the only
she soon found herself being pushed out, the Jarl about the fact that he has known inn in Raudalog. She is the only person in
and what favor she had among the other the Jarl since birth, and is the only one that Raudalog with elven blood in her veins.
Stormkelts quickly diminished. has no problem with chastising the Jarl. Her mother came to Raudalog pregnant
Her father told her that Raudalog had There are, however, few in Raudalog with Brinniara, and gave birth to her only
recently lost their Stormkelt and that the that would say that Stormgrim is either a few days later. Brinniara grew up in the
village might need one. Later that day, fun or quick with a joke. He has a dry sense Three Wolves, and when Ulfr Hamran,
she packed her things and trekked from of humor, and is especially fond of playing her adoptive father, passed away, he left the
Fengsale, never looking back. with words and ambiguity. business to her. Brinniara is generally well
Recently, she has been teaching Windga Stormgrim loves the children in liked, and many young men in the village
about the Stormasirs, hoping that one day Raudalog and his favorite part of every day is have tried to win her heart, but the Dyfir
the girl might become her blue blot. when the kids have eaten dinner and gather has so far declined every offer of marriage.
around him for a story or an epic poem. He Brinniara is short, even for a Dyfir. Her
Stormgrim the Skald - Human Bard knows many stories, both from Stormland’s eyes are the color of clear winter sky, and it
Stormgrim has been a part of Raudalog’s history and about the Stormasirs. He uses is easy to get mesmerized by them. She is
hird since long before Geirhard became these to teach the children about the morals nimble and quick on her feet. Brinniara is
Jarl. The bard is almost 80 years old, which and values he holds dear. slim and fit, yet her appearance can easily
is almost without precedence in Raudalog. If the characters speak to him about fool, for she is more than able to handle
No man has ever grown so old in the Haraldr, he is eager to tell them the story herself in a fight. Years of bar brawls have
hird. He has a sharp tongue, but has a soft about the warrior and recite the epic poem. taught her a trick or two, and she knows
spot for the children in Raudalog, who He will, of course, show off and recite it in where to land a punch to make it count.
often gather around him after nightfall Ancient Vrok first, before translating it for Her white hair is cropped short, and
to hear him tell stories and recite poems. the characters, if they don’t understand the when dealing with non-local customers,
Stormgrim knows ancient Vrok, and can old language. she is friendly yet makes it clear that under
recite the epic poem about Haraldr, and Stormgrim, born in Fynnheim, decided her roof she makes the rules.
translate it, if needed. He can also help the early on to become a warrior-skald, and Brinniara wears leather trousers and a
adventurers with reading the inscriptions wanted nothing more than to be a hirdman long black woolen shirt, which contrasts
on the door of Haraldr’s burial mound, if for an honorable Jarl. He traveled with with her pale skin. She wears a leather
the adventurers either write it down or adventurers until he came to Raudalog, apron while in the Three Wolves. She has
bring the door with them to Raudalog. where Gilsmarr offered him the chance a scar on her neck, which she earned when
Stormgrim is an old man. His head is to become a part of his hird. Stormgrim a customer decided to bring a knife to a bar
bald, but his eyebrows are thick and bushy, took part in many campaigns and battles fight. That customer is buried in the woods
and hide sharp and playful blue eyes. He has as a part of that hird. In his last battle, the not far from the gate.
a crooked nose, one that has obviously been hird had to fight a Troll, which is where Brinniara is a fun-loving and easy-
broken at sometime and not healed properly. Stormgrim got his knee smashed in, going person. She has an inn to run in
Stormgrim also has a long white beard, that leaving him with a limp. a small backwater town, and tries to
he ties together with a simple iron ring. When Gilsmarr died, Stormgrim make the most of it. She is eager to hear
Stormgrim usually wears a dark cloak remained with the hird, despite what many rumors and tales from afar, and even
and uses a staff. He has had a limp ever in the hird said about Geirhard. Stormgrim more interested in hearing gossip about
since a Troll smashed in his knee with a knew the young man, and knew that Bryckers and Jarls.

34 | act 1. the unknown rune


She is likeable and nice to be around, but Arnor wears scale plated armor and a join his hird and take charge of the militia.
she has a more brooding side. Her elven part skullcap. He uses a shield and a barda axi in Seeing that the Jarl’s other hirdmen were
calls to her, and she is hungry for learning fights. He is a capable warrior, and seems aging, he decided to stay and take the Jarl
more about that part of her. If there’s an elf to enjoy fights, as he laughs and taunts his up on his offer.
among the adventurers, she quickly takes opponents. Since he has stayed in Raudalog and
interest in that player character. Otherwise, Arnor is a moody and tried to train the people of the village to
Brinniara was raised in the Three depressed man. He longs for Dagny fight as one, forming a skjoldborg, and
Wolves. Her mother was offered work and wants to return to Ailburg, but he knowing how to break the wall to let the
there by Ulfr, which she did until she fears that the Fylkjarl will one day send warriors and Berserks enter melee. Until
caught a fever and died when Brinniara someone after him. Therefore, he is deeply the Sálheles attacked, his attempts were met
was six years old. Ulfr raised the Dyfir as distrustful of strangers and newcomers. with carelessness and most villagers didn’t
his own. The innkeeper had never married Arnor takes his responsibilities very care much about them. Now, however, the
and was more than happy to have someone seriously. He feels that he has brought villagers are more than willing to learn
to care for. shame upon himself by fleeing from Ailburg how to swing a weapon.
She quickly picked up many things and breaking his oath to the Fylkjarl. He
from spending her time in the common quickly turns angry, and is perhaps even Gisli, Windga & Ari - Human
room of the Three Wolves. Many guests more eager to prove his worth in battle Children
and travelers liked the smiling girl, and and through sacrifices before Stormi. He Gisli, Windga, and Ari are the children of
spending time with the guests helped her desperately seeks the approval of Geirhard Jarl Geirhard. Gisli is a 16 year old boy, the
develop her skills. and Hagerdur, secretly hoping to atone for first born, a fact that he constantly reminds
Before Ulfr died three years ago, he gave turning tail and fleeing from Ailburg. his siblings of. He is certain that he will
the Three Wolves to Brinniara, but asked Arnor sees the attacks of the Sálheles make a great Jarl, and is convinced that he
his adopted daughter to marry and have as a test from Stormi, a chance to redeem will be a far better Jarl than his father. Gisli
children. His greatest regret in life was himself. He is more than willing to show is dark haired and wears it long. He talks
not to have made time to marry and have the god that he is ready to atone for boldly about how he can’t wait till he has his
children. Brinniara promised her father on breaking his oath. skulljood. However, Gisli is more talk than
his deathbed to name her first boy Ulfr. Arnor was born and raised in Ailgaard. action, and when push comes to shove, he
Every day, Brinniara reminds herself He quickly caught the attention of the hasn’t got the guts to follow through.
about the promise she made, but so far, hirdmen of the Fylkjarl in Ailburg, for his Windga is a 13 year old girl, small and
she hasn’t met anyone that stirs her heart. powerful physique and battle prowess. The fragile. She bears a striking resemblance
She is torn between her human and elven Fylkjarl invited him to join the glorious to her father. She is determined and
heritage, which has made her restless, and hird in Ailburg, and become a part of the intelligent, and has been learning
she longs for something else, something cavalrymen of the hird. about the gods, especially Sunwei and
more like going far from Raudalog. He soon gained prestige and the respect Windinna, whom she is named after.
of the other hirdmen. His fighting skills Windga cares deeply for the people of
Arnor Oathbreaker - Human and strength were something that pleased Raudalog, and fears that if Gisli becomes
Warrior the Jarl, but there were those who envied Jarl he will bring disaster upon the
Arnor Oathbreaker has been the Jarl’s the huge man. village, because of his thirst for proving
hirdman for the past five years. As a When Arnor had been in Ailburg for himself. She fears her older brother, who
Wildlander, Arnor originally was a hirdman about a year he first met Dagny. It was is not afraid of showing her that he is
of Fylkjarl Uvail in Ailburg. He fell in love love at first sight. They tried to keep physically stronger than her.
with Dagny, one of the fylkjarl’s daughters, their relationship secret, but Arnor had Ari is a 10 year old boy, and his father’s
and she loved him back, which didn’t sit well enemies within the castle, who were eager favorite. He has his mother’s brown eyes
with Uvail. Arnor, terrified that the Fylkjarl to tell the Fylkjarl about this. One night, and dark hair. He is soft spoken and well
would have him killed, fled Ailburg and Uvail happened upon Dagny and Arnor mannered, intelligent and inquisitive. He
came to Raudalog. The people of Raudalog in a secret meeting, and his fury knew no knows that Windga has been learning
didn’t care much for this moody warrior, but bounds. about the Stormasirs from Hagerdur,
after the Sálheles’ attacks, they’ve come to Arnor made a run for it and fled that something that she begged him not to tell
appreciate him more. night from Ailburg. He broke his oath and the Jarl. Ari is brave and doesn’t become
Arnor is a towering man, over 2 meters vows, and spent the next years wandering frightened, he is Fearless (ignore 3 Fear
tall, and strong as an ox. He has a flaming the Stormlands, fighting as a mercenary Points as per Stormlands p. 130). There’s
red beard, which he wears in a braid. His and caravan guard. one thing though that he does fear, and
eyes are the color of the sea, blue on bright One day he stopped in Raudalog. that is his older brother, who bullies him at
days, but have a green tint to them in winter. Geirhard managed to convince Arnor to every opportunity.

act 1. the unknown rune | 35


Raudalog with shields and weapons. At the far end cup, in which the Stormkelt collects the
About 100 people live in Raudalog, most is the Jarl’s throne. The smell of cooked blood of the sacrifices, and the people of
of whom are farmers, and live in ten meat fills the hall. Raudalog call the cup "Hlautbolli" or
longhouses that huddle around a small bloodcup. Investigating the cup reveals
town square. Some of the villagers have The main hall is 40 meters long and that there is still a bit of blood in it.
learned a thing or two about some craft the roof is supported by ten large wooden
that has some direct benefit to farming or columns, each carved to resemble one of the After your eyes get used to the dark
hunting. A few are experienced hunters Stormasirs and a few mythical creatures. inside and the strange metallic smell,
and rangers. Most of the villagers have In the middle of the room and set in the you see that despite its small stature,
had some formal weapon training, and can floor is a longfire. At one end of the hall the church is beautiful. There are ten
defend themselves. is the Jarl’s throne on a low dais, which wooden support posts that separate the
There are a few noteworthy places in the is carved of dark oak. The seat is covered middle room from the hall, each are
village, which are detailed below. Feel free with the fur of a brown bear, but the back is carved with the runes of ancient Vrok.
to add more places to Raudalog if needed. carved to portray entwining wurms, their The walls are decorated with tapestries
Near the village are a few farms and heads inlaid with obsidian and jade. Beside that depict the Stormasirs. In the middle
fields. Around the village is a dark oak the throne are two columns, both heavily room is an altar made of a single slab
forest, which the road leading to the village carved with runes and holy symbols of the of stone. On the altar lie four rings, one
goes through. There’s a faint and little used Gerbanis religion. Behind the throne is the large and three smaller.
trail that leads east to the field where the room of Geirhard. It is is not large, and has
burial mounds are, but the villagers stay only his bed and a wooden stand holding Inside the church is dark, and only lit
clear of it, since they dislike the barrow his armor. by a few candles resting in a chandelier
field, and think it is an evil place. Along the paneled walls are benches, made from deer antlers. The doors are
and the walls are decorated with shields wooden, and each is adorned with a single
Jarl’s Hall and ceremonial weapons. The benches are iron ring. Just inside each door are two
The largest longhouse in Raudalog is covered with furs and woolen blankets. At wooden columns, which are blackened
quite prominent. It stands on a small crest, the other end is a kitchen and a small area with soot. The walls are clad with
overlooking the village square and the where food is prepared. There’s a side door tapestries depicting the six Stormasirs,
stave church. Made of wood and turf, the by the kitchen. and Stormi is most prominent. In the
Jarl’s hall appears to be rich and cozy. By In the morning and after sundown, the middle room is an altar, upon which is one
the main entrance are beautiful Stormilogs, adventurers can find Geirhard here, during large iron ring and three smaller rings.
carved to represent Stormi and Windinna the day he is usually busy with the farmers There are ten columns that separate
Geirhard and his family live in the of the village. Stormgrim is either in the the middle room from the hall itself. Each
largest longhouse in Raudalog. It also hall or sitting on a bench outside the main of the columns are carved with ancient
serves as a townhall, and the main hall door. runes, each telling a separate tale of the
is spacious. This is the only longhouse Stormasirs and the villagers. On one of the
where there are separate rooms, since the Stave Church columns the adventurers can find the epic
Jarl has his own bedroom. poem about Haraldr, though written in
The doors and the frames are wooden A small square stave church stands not Ancient Vrok. By succeeding a Knowledge
and carved to show lindwurms and other far from the town square. It has a single skill roll with the Reading and Writing
dragons, along with runes and other tower; the gables are carved to resemble (Ancient Vrok) specialty, the characters
symbols of the Great Faith. The roof wurm’s and the roofs are steep. There manage to translate the poem, as long as
is turfed, the walls are made of wood, are doors on each side, and just outside the characters know how to read.
and the foundation is of stone. Even the east entrance is a tall Stormbarling, The smell inside the church is mostly
though the Jarl’s hall is the largest one a few meters high, with an iron ring due to the many times that blood from
in the village, it is by no means as large near the top. Beneath the Stormbarling sacrifices have been sprayed across it.
as the castles or longhouses of more is a cup made of stone. Hagerdur fills the cup with the blood of
prosperous and powerful Jarls, elsewhere the sacrifices, and brings it before the
in the Stormlands. The Raudalog stave church is not the gods inside the middle room. The blood is
grandest stave church in the Stormlands, spilled, both on the altar and the columns
The inside of the main hall is long and has but the villagers are proud of it. The around the middle room.
ten powerful columns. A longfire separates church has an entrance on all sides, The church has a single tower, which
the hall, on either side are benches covered and just by the eastern entrance is a rises over the rest of the village, though
with colorful blankets and furs of many Stormbarling, topped with an iron ring. only rising to about 5 meters. The whole
different animals. The walls are decorated Beneath the Stormbarling is a stone building is well maintained, and has stood

36 | act 1. the unknown rune


there for a few hundred years, as is evident Brinniara is good hostess, and caters the ancient oaks in the woods near the
by the timber, black with soot, and wood her guests. She offers both good food, fresh village. A shallow moat filled with foul
inside. game and vegetables, and the best honey water is a few meters from the walls.
Hagerdur can be found in the church, mead available in Raudalog. A nights’ stay The gates are large enough to allow a
especially in the morning. Being the only costs 25 copper coins, though she is more wagon to enter the village. Beyond the
Stormkelt in the area and the most learned than willing to barter. With a successful gate is a wooden tower, overlooking the
person too, she also serves as a midwife, roll on the Care skill (Trader specialty gate and the road leading toward the
and regularly visits the households of applies), the characters manage to either village.
women that are either pregnant or have convince Brinniara to lower her price, or
recently given birth to babies. accept items that have lower value than the The gates are closed and locked at
price in exchange for the lodging. sundown. There are always a couple of
The Three Wolves guards at the gate, who are part of the
The Town Square town militia that Arnor Oathbreaker
Around the town square are a few has trained. After sundown, ever since
longhouses, which are built using wood The longhouses in Raudalog are built the first undead attack, Arnor stands
from the surrounding forest and with around a small square, where farmers, guard at the gate along with four
turfed roofs. Many of the gables show craftsmen, and hunters from the area guards.
the heads of creatures and animals, and set up stalls and sell their wares once a If the characters arrive at the gates
the door frames are carved. Above the week. In the middle of the square is a after sundown when they come to
door on one of these houses is an old stone statue, showing a proud warrior Raudalog for the first time, they need to
wooden sign. The sign is carved and with a large round shield and a breid convince Arnor to open the gates. With a
shows three majestic running wolves. sverd. The warrior is tall and strong, successful Situation roll with a Situation
his gaze fixed on the horizon, with a Value of 8 (Charisma modifiers apply),
The Three Wolves Inn is the only single braid in his beard. At the foot of they manage to get Arnor to open the
inn in Raudalog, and run by Brinniara the statue are ancient runes carved into gates.
Hamran, the only Dyfir in the village. the stone. Not far from the statue is the During daytime the gates are open.
The only thing that distinguishes the town well. The guards don’t bother stopping
Three Wolves from the other longhouses the locals, but strangers are stopped
in Raudalog is the fact that it has a sign The characters can purchase basic and questioned about their business.
above the door. items and food on market day. The only The guards remind any newcomers
armor available is made of leather, fur, that Raudalog is a peaceful town, and
Inside, the longhouse is welcoming and and thick fabric. There are also a few any unruly or violent behavior is not
cozy. A fire is burning in a fireplace in weapons available, but only those that tolerated. Also, the guards can tell
the floor, and the smell of honey mead one would expect to find in a farming- the adventurers that vitner weavers
and roasted meat brings water to your hunting community. Most of the are not welcome, and any sorcery
mouth. After a few moments, a beautiful merchants do not have many coins on is frowned upon. With a successful
woman greets you from the other end of hand, and prefer to barter. Situation roll with a Situation Value
the hall. Her hair seems to be the color The statue shows Haraldr of 12 (Perception modifiers apply) the
of purest silver, and her eyes as blue as a Wolveslayer. The runes at the foot of the characters also get the feeling that the
cold winter sky. statue spell his name in Ancient Vrok. guards are more on edge than expected
With a successful roll on the Knowledge in this kind of town. By inquiring about
Inside, as in an ordinary longhouse, skill with the Reading and Writing the reason for this, the guards can tell
a longfire burns in the middle of the (Ancient Vrok) specialty, the characters the characters about the problem with
floor, and benches with blankets translate the runes. the Sálheles.
and furs line the walls. Shields hang If the characters ask about Haraldr, If the characters arrive after sundown
on the walls, along with weapons they are told to speak to Stormgrim, and manage to convince Arnor to let them
and a colorful tapestry depicting who can recite the epic poem about the in, he asks if they are able bodied men and
Stormlanders battling Trolls, Wurms warrior. willing to help the town. With a successful
and other mythical creatures. Situation roll with a Situation Value of 12
The guests sleep on the benches. Gate and Wall (Perception modifiers apply) the characters
Brinniara has a closet at the far end of can tell that the guards are very afraid, and
the longhouse, not far from the kitchen. The wall that surrounds the village is seem to be waiting for something. Arnor
By the entrance is a large trough with made of wooden poles. Each pole is thick tells the characters about the undead
water. and powerful, obviously made from plague, and ask for their help.

act 1. the unknown rune | 37


The Runestone all that helpful, since it was supposed a mountain on Eysteroy Island that is
The Runestone stands not far from the to lead travelers to the entrance from called Mt. Crowhome. If they fail the roll,
Jarl’s Hall. It is about 1 meter high and where the runestone once stood. There Stormgrim the Skald can help them, since
just as wide. The runes were engraved are, however, clues in the riddle which he is quite learned and has traveled to
into the stone centuries ago. With a can help the player characters to find the Eysteroy Island.
successful roll on the Wilderness skill entrance. If the player characters can’t solve the
(Land Knowledge (Stormlands) specialty The Chosen of Téwaz sees more than stav-rune, they can get help from Thuul
applies), the player characters know the runic riddle. The Chosen can see a Rookvi.
that the stone is not from these parts, rune that holds the key to where to find
since the rock isn’t like the strata in the Voronoy-Kefas.
Trollridge Mountains and Nojd. The rune is a stav-rune, an ancient Encounters in Raudalog
Through a series of coincidences, form of runes, from the time when the The following are encounters that take
the Runestone ended up in Raudalog. runic alphabet was divided into three place in chronological order in Raudalog.
When the Eysteroyans started moving families. Not many knew these types of Feel free to add more encounters and
the runestones that they found on Mt. runes, but the Thuuls in Voronoy-Kefas events.
Crowhome to use as foundations for their used them to convey secret messages,
houses and docks, this stone was among mark weapons, runestones, and other The Sálheles Attack - first night
them. Niall Skarpason, a Storm-Hansa items. This type of stav-rune was called after the characters arrive
from Redborg, found the runestone a "Guide Rune".
interesting, and he believed that the The marks on each arm presented As night falls, the village becomes silent.
Dwarves of the Trollridge Mountains numbers. The marks on the left side of Even the woods seem to fall silent, and
might be interested in buying one. the arm marked which family of runes the wind holds its breath. Every villager
He moved the runestone from Eliarn the arm belonged to, and the marks on seems to be waiting for something. The
to Redborg. There he found a buyer, the right side marked the number of guards at the gate hold their weapons
the Dwarf Broki Bloodhammer who letters in the family. and shields ready and wait for orders
saw that the runes were ancient and The rune translates as follows: from Arnor, the veteran warrior from
contained a riddle he found intriguing. the north. As the moon rises into the sky,
He decided to have the runestone moved K (C) you hear it. A rattle of bones, old armor,
to Graystone. Before he completed his and weapons being dragged along the
trek, he was attacked by Trolls, not far I ( E ) R ground. Then a strange fog slithers
from Raudalog. Rangers from the village through the dark forest and toward the
found the remains of Bloodhammer’s village walls. The guard in the tower
caravan, and moved the stone to the A brings out a horn and sounds the alarm.
village, where it has been ever since. (O) They are here. The undead are coming.
M
Stormgrim the Skald only knows that
Niall took the stone to Raudalog, no one Looking through the gate or climbing
else in the village knows much about the tower, the characters can see that six
the stone, though many have wondered Sálheles (See Jorgi’s Bestiary p. 67) are
where it came from. coming from the east and slowly moving
Anyone who can read Furthak can toward the gates. With a successful roll on
read and interpret the runes on the the Knowledge skill (Spirit Lore specialty
Runestone. A (O) U applies), the characters recognize the
H Sálheles for what they are. The undead
Face the sun when the rooster sings, were sent by the Barrow Wight (see below)
where shadows fly on black wings, The Thuuls of Voronoy-Kefas used to retrieve the sword stolen by Geirhard’s
feel the spray where the white river falls, K instead of C, A for O, U for V and W children. They do not attack anyone, but
listen when the gray-streaked cliff calls. and I for E. The rune spells "Krauhami" defend themselves if attacked. The guards’
Enter, friend, enter the Dwarf ’s haven! in Dwarven, or "Crowhome", which instinct is to attack the undead and rain
Enter the glorious Home of the Raven. refers to Mt. Crowhome. If the player rocks and arrows upon them before they
characters manage to solve the stav-rune, reach the gates.
This is the riddle that Rookvi spoke they now have a name. With a successful If the characters instruct the villagers
of. It was to help travelers with finding roll on the Wilderness skill (Land to not attack the Sálheles, the villagers
the entrance to Voronoy-Kefas (see Act Knowledge (Mittland) specialty applies), look to Arnor for how to react. With
2: To Mt. Crowhome). The riddle is not the player characters know that there is a successful roll on the Care skill

38 | act 1. the unknown rune


(Commander specialty applies), the has brought them to Raudalog. Along A Sacrifice for Stormi - the
characters convince Arnor as to what the with the Jarl, Arnor and Stormgrim are morning after
best course of action is in this fight. there, eager to get to know the heroic
If the Sálheles are left alone, they adventurers. Hagerdur, who watched The morning after the attack, the Jarl
approach the walls and the gate and try to the fight from the church, will not join brings Ari, his youngest son, to stand
get inside. They do not attack the villagers, the Jarl since she and Geirhard had an before the Stormbarling on the east side
but go directly to where the sword is buried argument earlier in the day about the of the church. Beside him is Hagerdur,
and start digging for it. If they manage to cause of these attacks, and are not on the Stormkelt. Geirhard asks Arnor
find it, they return it to the Barrow Wight. good terms right now. to sound his horn and summon every
If a battle starts, after a few minutes, Once the Jarl has gotten to know every villager to the Stave Church. With a
Geirhard comes running in his chain mail, character, he informs them about these successful Situation roll with a Situation
still strapping on a swordbelt. His face is attacks, which have occurred every night Value of 15 (Perception modifiers apply)
flushed, and he is sweating. He tries to for more than six days, and claimed two the characters notice a clear horn being
take part in the fight, if it is still ongoing, lives already. The Sálheles always come sounded in the town square. If the
swearing loudly if it has ended. With a from the east, along with this mysterious adventurers decide to investigate, read
successful Situation roll with a Situation fog, and though he himself would ride or paraphrase the following for the
Value of 15 (Perception modifiers apply), east to investigate, he unfortunately players:
the characters get the feeling that can’t because he needs to be here and
Geirhard is in fact quite relieved that the take care of the village. With a successful As you enter the town square along with
fight is over, and his help wasn’t needed. Situation roll with a Situation Value the other villagers, interested to see why the
If the characters played an active part of 12 (Perception modifiers apply) the horn was sounded, you see four people by the
in defending the village, Geirhard thanks characters get the feeling that the Jarl Stormbarling, Jarl Geirhard, Hagerdur
them, and invites them to drink mead might not be as brave as he is boisterous. Stormkelt, the hirdman Arnor, and finally
with him in the Jarl’s hall. Once there, Geirhard is however proud and does not a dark-haired boy, maybe eight to ten years
he asks about their travels and what ask the characters for their help. old. Geirhard calls for silence, and after a

act 1. the unknown rune | 39


few moments, the villagers settle down. Arnor, if spoken to, trusts in the If the characters ask him further about
“Friends, kinsmen,” he calls out before judgement of the Jarl. He is eager to get the poem, he does his best to answer their
adding, eyeing you, “and prestigious rid of the undead plague, and return to the questions. He knows where the burial
guests. We are beset by monsters - monsters days when his life was easier and the Jarl mounds are, and can tell the adventurers
that only come out at night, when Sunvei didn’t demand that he stay up all night at where to find the trail that leads to them.
doesn’t grace us with her warmth and the gate, waiting for the undead to come. Stormgrim hasn’t been to the barrow field
beauty. These attacks have taken a heavy If the characters have not discovered in years, but he knows that the largest
toll on us. that the sword is missing from Haraldr’s burial mound is believed to be Haraldr’s
“It seems that we’ve fallen out of grace barrow by sundown, Geirhard goes barrow. Stormgrim warns the player
with the Stormasirs. Jorn no longer stands ahead with sacrificing Ari. Hagerdur characters about going there, since the field
watch over us at night, and Stormi seems refuses to have anything to do with is believed to be a cursed and evil place.
to be displeased with us. We must make it. If the characters intervene, only He also knows that Sigurhvati Vansi, the
amends. We must pledge ourselves to the through serious negotiation and strong author of the poem, was a bard in one of
gods and appease them,” he calls and places arguments, the characters manage to Geirhard’s forefathers hird. The Troll
his hand on the head of the young boy. convince Geirhard to not sacrifice Ari to Hvassi was slain few years after killing
“I, Jarl Geirhard, pledge my son, Ari. I appease the Stormasirs. Haraldr.
will sacrifice him to Stormi. I shall spill the
blood of my son to make the Stormasirs lift Learning about Haraldr Haraldr’s Rhapsody
this curse. Join me, friends and kinsmen, Wolveslayer - anytime Haraldr Wolveslayer was a chieftain in the
join me when the sun settles here by the If the characters wish to learn more about area where the small village of Raudalog
church, and take part in the sacrifice. The Haraldr Wolveslayer, they are told to speak stands now. He was young when he
gods demand it.” to Stormgrim the Skald. The old man is became a seaman and a warrior, though
wise, and knows many stories and poems he became most famous for defending
Ari is obviously terrified, and though from this area. Stormgrim can be found in Raudalog when wolves and Trolls from
he tries to maintain a proud posture before or around the Jarl’s Hall. With a successful the mountains attacked. Many believed
the villagers, his eyes are filled with tears. roll on the Knowledge skill (Lore and that the god Stormi had blessed Haraldr,
Hagerdur’s face is ashen and hard. With a Legends: Stormlanders specialty applies), who died fighting the Troll Hvassi.
successful Situation roll with a Situation the characters know that Haraldr was a Sigurhvati Vansi wrote an epic
Value of 10 (Perception modifiers apply), local hero, famous for defending the village poem about Haraldr and his heroism.
the characters get the feeling that she at a perilous time in Raudalog’s history. Sigurhvati says in the poem that one day
does not agree with the Jarl. At first, he pretends to be busy and he came upon the god Stormi, who in
The villagers are taken aback, but doesn’t wish to be bothered by the turn told Sigurhvati about Haraldr.
most of them are willing to go to almost adventurers. If the adventurers press him, The poem was initially written in
any lengths to be rid of the undead treat him honorably, or are willing to give Ancient Vrok and though most of it has
attacks. Most of them, however, are him ale, his mood changes, and he recites become lost, the bards of Raudalog still
relieved that the jarl didn’t demand that the epic poem about Haraldr Wolveslayer. recite the 13 stanzas, and translate it as
every household make the same sacrifice. well as possible into modern vrok.
If the characters speak to the Jarl, he is The old man stands up and clears his
adamant that the gods must be appeased, throat. He closes his eyes for a moment, Finding Harald’s Barrow - after
and a major sacrifice must be made to then he straightens his back and experiencing an attack
regain their blessings. The only thing starts reciting a poem about Haraldr If the characters decide to go search
that might change his mind is if someone Wolveslayer. The words sound ancient for or investigate where the Sálheles
provides any evidence that the attacks and strange, the consonants roll off are coming from, they could follow
have nothing to do with the gods. his tongue, and even the vowels sound their tracks. With a successful roll on
If the characters speak to Hagerdur, strange. the Wilderness skill (Tracker specialty
she is furious with anger. She strongly applies), the characters manage to follow
disagrees with the Jarl, and begs the Stormgrim starts by reciting the the trail that the undead left behind. The
characters to help her, for she doesn’t poem in Ancient Vrok (see Players’ trail leads to the field where the burial
want to anger the Jarl and she doesn’t Handbook p. 62-63). If the characters mounds are. The same applies if the
want to take Ari’s life. She asks the do not understand the poem, Stormgrim adventurers decide to search for Harald’s
characters for help and begs them to stop shakes his head and murmurs something barrow and they’ve already learned
the Sálheles attacks, if for no other reason about young people having no respect about the trail leading to the field beyond
than to stop the Jarl from sacrificing his for history. Then he recites the poem and the forest, or have brought a ranger from
son at sundown. the story in modern Vrok. the village along.

40 | act 1. the unknown rune


Ancient Nordvok Modern Vrok

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.

act 1. the unknown rune | 41


It’s about an hour’s walk to the field. Modern Vrok: With a successful roll on the
There are dozens of burial mounds there, I speak of the death Knowledge skill (Spirit Lore specialty
many of which have been opened by the of Stormi’s chosen warrior. applies), the adventurers know that
Sálheles. Harald’s barrow is the largest I deeply mourn him, this is a Barrow Wight, an extremely
one, and at the far end of the field. he is missed by many. dangerous undead.
I forbid anyone If the characters try to speak with
The forest opens in a large clearing, to break this door. Haraldr, the corpse does not answer
where you see many cairns and burial The undead lord Wolveslayer rises any questions asked by mundane means.
mounds, topped with green grass and and the sun darkens. Using spells like Speak to Undead is
dandelions. The dark entrances are like extremely difficult, not to mention
black holes in this otherwise pristine With a successful roll on the Vitner dangerous.
setting. A wind rustles the trees, and Craft skill (Call of Vitner specialty applies), Investigating the barrow reveals
brings the sour stench of death. the characters understand that a terrible a pair of clues. With a successful roll
Dimvitner spell was bound in these runes, on the Shadow Arts skill (Finding
Investigating the barrows reveals most likely an ancient and a more powerful and Spotting specialty applies), the
that the doors of the smaller ones have form of an Animate Undead spell. characters see that there’s a small silver
all been kicked out. There’s nothing of Inside the barrow, the air is stale medallion lying on the floor, not far
value in the burial mounds, since the and reeks of decay and rot. Haraldr, from the entrance. The medallion has
weapons and armor that these persons now a Barrow Wight (see Jorgi’s the rune of Windinna inscribed on it.
were buried with have long since rusted bestiary p. 39), sits on his throne, with Windga dropped it when she entered
and fallen into ruins. an empty scabbard. If the characters the barrow. There are also a few tracks
Finding Harald’s barrow isn’t hard, enter the barrow, Haraldr demands his in the dirt on the floor. With a successful
it is by far the largest one. The door sword back, but does not attack. If the roll on the Wilderness skill (Tracker
to it, however, was kicked in, by Gisli, characters decide to attack, the Barrow specialty applies), the characters can
Geirhard’s son. Though the wood in Wight defends itself, though without his see the tracks and notice that they lead
the door is rotten, a careful examination sword. This course of action could prove to the throne and back out. There are
reveals that there’s something carved fatal for the characters. three different tracks, the largest ones
into it. With a successful Situation roll With a successful Situation roll with are just by the entrance, the second
with a Situation Value of 10 (Perception a Situation Value of 10 (Constitution largest ones only pass the entrance and
modifiers apply) the characters can modifiers apply) the characters overcome few meters into the barrow, while the
make out letters. This is a powerful the nausea and physical discomfort that third tracks go directly to the throne
warding spell, meant to keep thieves and follow entering the barrow. and back. These were left by Ari, whom
tomb robbers away. The spell is bound Gisli dared to fetch the sword, to prove
in Vitner Runes. With a successful roll As you enter the barrow, the awful stench he wasn’t afraid of the corpse. It is
on the Vitner Craft skill (Vitner Runes of death and decay becomes almost over- obvious to a seasoned tracker that these
specialty applies), the characters can powering. The barrow is large, and at footprints and tracks were made by
determine what the runes say, though the far end you can see a throne fit for children or teenagers.
they might need to translate it, since a king. A near-decomposed and skeletal
it was written hundreds of years ago. creature sits on the throne, its strange Finding the Sword - after
With a successful roll on the Knowledge eyes fixed on you. The corpse is dressed investigating the barrow
skill (Readning and Writing (Ancient in old chainmail, and a large round If the characters ask the children about
Vrok) specialty applies), the characters shield lies by the throne. The scabbard the sword, Gisli takes the lead and
manage to translate into modern Vrok resting in the corpse’s lap is empty. Then answers the adventurer’s questions. If
what the runes say. a hollow voice fills the room, echoing asked if they took the sword he blatantly
from all around you: “My sword, I lies and say that they know nothing
Ancient Vrok: must have my sword!” A cold blue light about it (Gisli has a silvertongue).
Sva hermila harma gjori, flickers in the corpse’s eyes. If the characters present the medallion
hne Storma i und orma, that Windga dropped, she flushes and
- baugs erum svipr at sveigi - If the player characters fail the roll, looks at her older brother, while trying
sarlinns, kunnugt ek. they can't force themselves to enter the to make up a story about a bird, but
Bannak svinna at brjota, barrow. she hasn’t got the skills Gisli has. If the
- bjartr verdr alfrodull svartr - Haraldr emits fear, even in this state. characters press her to tell the truth, she
fjorlaus fregnir hersir Roll 1d10 for fear, though since the undead eventually starts to cry, afraid that Gisli
frekabani, aptr flekin. is not attacking, the roll is not an open roll. might hurt her if she tells the truth.

42 | act 1. the unknown rune


If the adventurers talk to Ari, at first, defeated in combat while he was still affected by the frightful presence of the
he holds his tongue and stays silent, traveling with the seawolves from the undead, tries to convince the characters
trying hard to not look the characters Hartpike Isles. to return the weapon, for it is the right
in the eye. If he is present when the If the characters decide to return the thing to do, as he says.
adventurers speak to Windga, he sword before the sun sets, Haraldr is
comes to her aid if he sees her crying still in his seat. Once the sword has been
and tells the truth, that Gisli dared him placed in the scabbard, the blue light in Resolution in Raudalog
to get the sword, and that it is buried the undead’s eyes flickers. The hollow If the characters manage to return
behind the Jarl’s hall. If the characters voice echoes in the barrow chamber: the sword, they have saved Raudalog
press Ari and demand he tells them “The sword has been returned. I can rest from the undead plague. The player
the truth, especially if they refer to now.” Then the blue light fades out from characters have also gained a valuable
the safety of Raudalog, Ari tells the the eye sockets, and the corpse becomes clue to finding Voronoy-Kefas. All they
truth with a successful Situation roll limp. need now is to figure out a way to reach
with a Situation Value of 12 (Charisma Eysteroy Island.
modifiers apply). The Barrow King Comes for the Jarl Geirhard gives each of the
If the Jarl is present when the Sword - the night after the first characters a token item, roll on the
characters speak to the children, Gisli If the characters do not return the sword table below. Stormgrim offers to write
is even more adamant in keeping to before sundown after returning from the a poem about the characters’ heroic
his story, that they know nothing of burial mounds, the Barrow Wight comes deeds. Hagerdur writes a letter of
the sword, and accuses the characters for his sword, along with many Sálheles. recommendation for them, which they
of trying to belittle him, the first born The villagers, hearing the Barrow can present in any Stave Church and
of Jarl Geirhard, in front of his father. Wight’s scream, become terrified, and receive help (what kind of help and at
Only with a successful Situation roll the Jarl turns to the characters, begging what price is up to the Game Master).
with a Situation Value of 8 (Charisma for their help.
modifiers apply), can the characters TOKEN ITEMS
manage to fend off the Jarl’s anger As the sun sets, a chill wind blows from Roll 1d20 Item
at this. If Geirhard is convinced that the east. The smell of decay and rot fills 1-3 Jarlsnaut - a golden ring with
the adventurers are antagonizing his the air, as a fog starts creeping from a red ruby, worth 3 gc.
children, he sends the children inside, the woods. Once again, you hear the
4-6 Griffonhelm - iron helm with
before having a serious word with the rattle of bones and old weapons being a horse mane, inlaid with
adventurers, demanding that they leave dragged along the ground. Suddenly, bronze, worth 12 sc.
Raudalog no later than at high sun the a shrill scream pierces the night. Jarl
7-10 Chainmail - A good set of
following day. Geirhard shudder, and the blood seems chainmail, with 6/60 PV/BV.
If the adventurers manage to persuade drained from Arnor’s face. The Jarl
11-14 Shield of Raudalog - Large
the children to show them where they turns to you and stutters: “Please
shield with the Raudalog
buried the sword, read or paraphrase the help us. Please… don’t let them take emblem, which only the
following: my children,” his eyes are fearful. hirdmen of Raudalog may
Ari leads you behind the Jarl’s hall, Arnor stares at the gates, seemingly carry. +2 situation modifier to
where a couple of lonely trees stand. “My transfixed, his hands tremble. Charisma while in Raudalog.
mother planted these,” he says, before 15-18 Bearskin cape - a full cape made
kneeling. By the roots of one of the trees The characters can see, from the from a single bearskin, with a
is a cleverly hidden hole. In it you see tower, that Haraldr has arrived with golden clasp. Worth 1 gc.
the hilts of an old sword, judging by the 10 Sálheles. If the characters decide to 19 Land in Raudalog - A
design. The blade, however, is not rusty return the sword, Haraldr simply takes piece of land where the
at all, though the leather bindings on the it and return to his barrow. It doesn’t character may build his own
handle are rotten. matter how the characters return it, they longhouse. On inspection,
Haraldr’s sword is a magical item. might throw it over the walls or send the character discovers that
It is a Breid Sverd with IM -3, +1 to out a delegation and present the weapon the land is not that good for
farming. Worth 2 sc.
damage and PV/BV 9/90. It also has a with all appropriate honors.
special quality; it never loses its edge. If If they decide to keep the weapon for 20 Tapestry - A very well woven
the characters run their finger along the themselves, the undead attack with all woolen tapestry depicting
Jarl Geirhard, worth 2 sc in
edge, they discover that it is still sharp. their might. Should they try to keep the
Raudalog.
Haraldr Wolvesbane took the sword weapon, Ari (if he has not been sacrificed
from a fallen Mittlander, which he had yet), who strangely enough doesn’t seem

act 1. the unknown rune | 43


What’s next ? Téwaz to the Chosen of Téwaz. The If the player characters wish to
The player characters have now Chosen feels ever more the call of travel south to Redborg, which is just
discovered where to find the ancient Voronoy-Kefas, and the need to find as good an option, in order to get a
Dwarven kingdom of Voronoy-Kefas the old kingdom is strong. ride with a ship south to Eysteroy,
and know that it once held many riches Getting to Eysteroy is not easy, and they can. However, if they are riding
and treasures. They have spent a few the player characters need to find a ship Arnulf ’s horses, they are considered
days investigating the Murgla, and to get there. Finding one in Nojd is horse thieves by Arnulf, if they ever
know now that it is sacred and holds easiest in Fengsale, and it is also one of meet again. Being considered a thief is
a Rune of Memory which is slowly the cities that the merchant Arnulf, who perhaps not something at least some of
bestowing the memories of Argothar awaits them in Vurdviik, plans to visit. the player characters may wish.

44 | act 1. the unknown rune


Adventure points for A ct 1
Below is a list of resources to help the Game Master allocate adventure points:

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

act 1. the unknown rune | 45


Act 2

✦ 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

act 2. to eysteroy island | 47


Vitterstream. The hirdsmen are grim almost golden. Wilfred has green eyes, a battle many years ago, but wears the
looking, with shaved heads and carrying that sometimes seem to change color scar proudly and sees it as a testament
weapons. Merchants and travelers alike have and become dark blue green, the color of his devotion to Stormi. Njorvi wears
come to respect their authority, knowing of the sea in a raging summer storm. white robes, with a red belt holding a
that it is better to have the hirdsmen of Wilfred usually wears a blue shirt and black iron ring. He carries a staff, that
Fengsale on your side, than to oppose them. a weathered walrus-leather armor. His has a similar iron ring at the top. Njorvi
The Stormkelts are also prominent breidsverd, Gunnflame, is in a colorful shaves his head completely, but has a
in Fengsale, even more so than in other scabbard on his belt, though Wilfred short cropped grey beard.
cities in Nojd, especially after the death prefers wrestling, since he is an expert The Blot Lord is a cunning and conniving
of Jarl Digthorn. The current Jarl, at Glima. person. He hungers for more political
Jorek Faneng, is quite religious, and Wilfred is easy-going and mild power, and has been for years moving the
has given the Stormkelts more voice in mannered. He is quick with a smile, and pieces in Fengsale so that they fall the way
the city, which doesn’t sit too well with enjoys most of all being at sea, with the he prefers. He is a very suspicious man,
many of the locals. It also means that wind in his hair and the taste of salt thinking that all must be as wicked and dark
most traveling merchants have come in his mouth. He doesn’t like to stay of mind as he is. Still, he does what he can
to understand that Gerbanis is the for too long in the same place. He is a to appear a just and noble Stormkelt, one
only accepted religion in Fengsale, and good trader and a shrewd businessman. that has earned his position as Blot Lord
that it is better to not flaunt it, if they Wilfred loves to drink, though he prefers through diligence and strength of faith. He
do not share the Great Faith with the the Mittlander ale to the Stormlander is determined in using the Great Faith to
Stormlanders. This applies even moreso mead, and when drunk, Wilfred is happy, cement his position of power.
to those who have accepted Gave in their loud, and cheerful. When provoked, Njorvi grew up on a small farm up
lives and follow the Tenets of Nid, who however, he often lacks the cunning and the Vitterstream. His parents were poor,
are outright sought out and, if caught, wisdom to know when to back down. and his father never earned his Skulljood,
being thrown out of the city is the most He grew up in Sylvan in Mittland, which made Njorvi despise him even
merciful thing that they could pray for. south of Dragonforest, and has ever more. His mother was a daughter of a
Every tavern and inn are full of since he was a boy had a strong urge to Jarl, though she never told her son who
rumors about the death of late Jarl be a captain. When he was old enough, her father was. All he knew was that his
Digthorn and the rise of the Stormkelts. he left his parents’ homestead and joined father, Nathran, had been a farmhand
The Mittlanders are not happy with the the crew of a ship. In few years, he had and they had fallen in love, and ran off
current situation, and fear to practice earned enough money to buy his own together when her father forbade that
the Eald Tradition openly, which means ship, Waverunner, and became a sailor- she be with Nathran. When Njorvi was
that they can’t make any blood oaths in merchant. He built relationships with old enough, he too ran away and found
public. Those few that have turned to merchants in Sylvan and Eysteroy, and an aging Stormkelt in Fengsale that took
Gave are in fact terrified, and a few have sailed along the shores of Mittland and him in as a Blue Bloter. He was a quick
refused altogether to come ashore. the western shores of the Stormlands, learner, and when he was ready, he took
where he quickly discovered that the over the responsibilities of a Stormkelt.
Stormlanders are eager to buy whale oil Years have passed and Njorvi has fought
People in Fengsale and other Eysteroyan products. many battles, both real and figuratively
The following are the most important Wilfred is in love with Ragnhild the speaking, which have brought him to
non-player characters. Feel free to add fair, the daughter of Blot Lord Njorvi. where he is now. While clawing his way
more to the people of Fengsale, the hird, They met when he first came to Fengsale, to the top, he has married three times, his
or the traveling merchants as you see fit. and he has often tried to get her to leave first wife died in labor, giving birth to
with him, so that they could sail away Ragnhild. His second wife caught fever
Captain Wilfred Armstein - from her father. She has so far refused to and passed away, but his third wife left
Human Warrior bring dishonor to her father, though she Fengsale in a hurry one night and has
Wilfred Armstein is in his thirties, and loves Wilfred deeply. never been seen in the city since.
has for years been a sailor and a merchant. Njorvi knows about the affection that
Wilfred is a towering man, almost 2 Blot Lord Njorvi “Old One-Eye” his daughter shares with captain Wilfred
meters tall, and has a deep booming voice Nathranson - Human Stormkelt and does not like it. He has other plans for
and a hearty laugh. He is strong as an ox, Blot Lord Njorvi has recently become Ragnhild. He knows that Jarl Jorek has
and is not shy about it. His face is tanned, one of the most influential people in shown interest in Ragnhild, and Njorvi
and he wears a full beard, with a couple of Fengsale, something he has dreamed of believes it would ensure his political
braids in it, held together with a leather for years. He is an aging man; his face is power forever if only he could make sure
thong. His blond hair is long and rich, weary and drawn. He lost his left eye in that Ragnhild and Jorek would marry.

48 | act 2. to eysteroy island


Ynja Valdgrimsdottir - Human Ragnhild is soft-spoken, and has been turn every situation to his advantage.
raised to live among the aristocrats Nasthal runs the tavern The Walrus
Storm Maiden
and the richer part of the population of and The Harpy. However, the tavern is
Ynja is a part of the Hird that protects Fengsale. Secretly, she longs to escape merely a front for his real operations.
Fengsale, but most of all she is sworn to and see the world, and in captain Wilfred He is the center point for all contraband
protect the Blot Lord, as she has been she sees everything that she longs to be. and smuggling that comes through the
doing since she was fourteen years old. Therefore, she still isn’t sure if she truly Fengsale harbor. Nasthal knows the
Ynja is an honorable woman, strong loves him, or the just the lifestyle and underworld of the city like the back
despite her small size, and a fierce ideology he represents. Because of this, of his hand, and has many little birds
combatant. She fights with two weapons, and the fact that she is terrified of her that whisper into his ear. He trades in
a staaf spjot and barda swerd. She wears father, she has been hesitant to leave with information as well as illegal products.
a leather shirt and a fur cape, one given Wilfred. Nasthal has a soft spot for those who
to her by Blot Lord Njorvi. Raised mostly by foster mothers, come under fire for being different,
Ynja, though a fervent and pious Ragnhild only got to know her father something he can well relate to.
Storm Maiden, is not eager to serve through his discipline and the times when Therefore, many Mittlanders and other
the Blot Lord. In recent years she has he needed her for his political games. He foreigners have found a place in The
seen how power has corrupted the has paraded her at many different social Walrus and The Harpy, where they can
man, and she fears that his devotion to events, making sure that young men hide from the Jarl’s hirdsmen.
the Stormasirs is quickly fading, as his noticed her striking looks. If she didn’t The elf is also a competent Vitner
hunger for political esteem and power win their attention, he often got mad Weaver, though he tries to keep those
grows. Ynja doesn’t speak much, and and punished her severely. Ragnhild is skills secret.
follows the orders of Njorvi the best therefore mortally afraid of Njorvi, and
she can, though she dislikes herself for hates him with every fiber of her body. Bryn Darkwing - Dyfir Warrior
doing his bidding, which is sometimes However, he is the only family she has, Bryn Darkwing doesn’t appear to be one
not honorable. and, in a way, he has always taken care of of the best archers in Fengsale. His small
Ynja was given to Blot Lord Njorvi her, decided everything for her, and made stature and slim build don’t seem to imply
more than fifteen winters ago. He paid a sure that she never needed anything. that he could shoot a fly off the back of
hefty price to her parents and has trained Ragnhild is torn between leaving with a running dog, but he has an uncanny
Ynja to become a truly magnificent Wilfred and staying in Fengsale. But skill with a bow. His dark hair, walnut
Storm Maiden. She has fulfilled her role that is not the only problem she faces. brown eyes, and tanned skin make him
many times over, both as a warrior for Lately, her father has been trying to get stand out in Fengsale. He wears a simple
the Blot Lord and the hird of Fengsale. her to agree to marry Jarl Jorek, but she green woolen cloak and beautiful leather
Ynja has a soft spot for Ragnhild and finds the Jarl a rather dull and boring armor. His Lang Bogi is usually slung
has jealously watched her relationship man, someone that she would never want over his shoulder, and a quiver of black
with captain Wilfred. Njorvi has tasked to marry. Also, she has been discovering feathered arrows rests at his hip.
Ynja with guarding Ragnhild, since lately that not only men interest her. There is more to Bryn than just being
Wilfred’s ship is in harbor, and she has a master archer. He also serves as a leader
mixed feelings about that. She wants Nasthal Windspeaker - Illmalaini among the hirdmen of Fengsale. He
Ragnhild to be happy and she doesn’t Elf Vitner Weaver co-ordinates the hirdmen and their shifts,
want her to be married to Jarl Jorek. But Nasthal is a middle-aged elf, one far away and makes sure that the Vitterstream is
she also doesn’t want Ragnhild to be from Soj. He is tall, serious, and dark always guarded. When there is trouble in
with Wilfred, since she is enamored of eyed. His hair is pearly white and his Fengsale, he is usually the one who takes
Ragnhild. skin fair. He wears colorful clothes and the lead, and along with the hird, takes
usually wears a small seax with an ivory care of it, in accordance with the wishes
Ragnhild the Fair - Human hilt in his belt. of the Jarl and the leaders of society.
Dweller To many people, Nasthal appears as a Bryn has a dark secret. He is a sadist
Ragnhild the fair is the daughter of haughty, smug, and arrogant elf, but in who satisfies his urges by torturing the
Blot Lord Njorvi. She is tall and proud. fact, he is quite interested in learning working girls of Fengsale, something
Her eyes are the color of wet grass, and about the Stormlanders. He is, however, that only Blot Lord Njorvi knows, along
she wears her auburn hair long. She is an elf, and his arrogance is more an with his victims. Of course, the taverns
considered by many people in Fengsale artifact of his culture rather than are ripe with rumors, but no one would
among the most beautiful women in the Nasthal actually believing he is better dare to say that to Bryn’s face. These
city, and many young men daydreaming than everybody else. However, Nasthal is days, most prostitutes run and hide when
about her. sly as a fox, and quick to see how he can they spot Bryn.

act 2. to eysteroy island | 49


Places in Fengsale As the player characters walk through get there, eyeing the towers of the
There are many noteworthy places in the the harbor, they see the hirdmen rush Gerbanis Stave Church and the many
city, a few of which are detailed below. forth to stop a small raft from moving Stormihalls, passing many workshops
Feel free to add more places to Fengsale goods from a Mittlander ship to the of Stormlander craftsmen and booths
if necessary. great gate, in hopes of getting to the with trays full of cured meat, ripe fruit,
Vitterstream estuary and upriver. and dried fish, you finally reach the
Harbor square. Three tall Stormbarlings, each
Fengsale harbor is on the northern side Through all the commotion, you hear decorated with blackened iron rings,
of the largest island. Most Mittlander a loud and commanding shout. Dark stand before the church. The doors of
ships and Stormlander knarrs anchor haired hirdmen rush through the crowd the church are carved and show in detail
just outside the city. Hundreds of small and push people aside. Then, you see the Stormasirs battling the Hvergelift.
boats and rafts deliver goods and crews where a young man dressed in seal On all sides, great longhouses line the
to shore, where wooden docks reach leather trousers and a white, short- square, each with its own Stormihall,
like clawed, crooked fingers out into the sleeved shirt, frantically poles his and entrances decorated with beautiful
turquoise waters of the Farengfjord. raft towards the great gate east of the Stormilogs. The square itself is laid
The wooden docks are long and harbor, where the Vitterstream reaches with cobblestones, and though it is only
winding, obviously made to serve smaller the Farengfjord. The hirdmen grab 200 steps from one corner to the next,
boats rather than large ships and knarrs. ropes and grappling hooks and try to it is easy to see why the square is called
Outside the harbor are more than a dozen stop the raft. The people of the docks grand, if only for the grandeur of the
ships, some Mittlander, other bearing flags watch with interest and the occasional church alone.
from the eastern parts of the Stormlands, cheer, as the hirdmen finally catch the
while yet other ships fly either new colors raft and apprehend the young man. To get to the Grand Square the player
or none at all. The harbor is bustling characters need to climb many steep
with life, many small boats and rafts ferry If the player characters ask, the people narrow roads and flights of steps to get
goods and people to the docks, where at the dock tell the player characters that to the top of Viewpoint Hill. The streets
dockhands and merchants wait. The this happens almost daily. The hirdmen and alleyways are in summer lined with
constant din of shouts, calls, and yells are there to investigate smuggling booths and the workshops of craftsmen,
makes it nigh impossible to hear what activity and make sure the Storm-Hansa many of which live in the villages close to
the person next to you says. The smell of get their share of almost all trade in Fengsale and along the Vitterstream. The
sweat, spices, fish, and fermented shark Fengsale, which has made many captains roads leading to the Grand Square are a
assaults your nose as you get closer. Not and merchants not all that eager to come great place to find products from Nojd, be
far, to the east, you can see the Great Gate, to the city to trade, especially if they it weapons, armor, or other goods.
where the hirdmen of Jarl Jorek exact have goods that are deemed unsavory by
tolls on anyone wishing to sail a barge up the local authorities. Tower of the Night
the Vitterstream. To the west, the island On the south-western side of the island
rises, and on top of the bluff more than a The Grand Square stand the ruins of a stone tower, erected
dozen large longhouses and Stormihalls The Grand Square is on the western side hundreds of years ago. No one really
reach for the sky. Still, none rival the of the island, on Viewpoint Hill, where knows when it was erected, nor when it
great Stave Church of Fengsale, that the largest and most luxurious houses fell, but the people of Fengsale claimed
looms over the city, with its great wooden and the Stave Church can be found. The it and made use of the lower usable
towers. Finding a ship to take the player square is in fact not large, but since the floors. They call it the "Tower of the
characters to Eysteroy Island in the church with its three Stormbarlings is Night" for two reasons. First, the top
harbor can be a bit overwhelming, since on the northern side of the square, it has floor of the tower offers a great view of
the docks are crowded and the people for very long served an important role the Oster Ocean, which not only helps
there are preoccupied with their own jobs in the life of the people of Fengsale. On the hird in Fengsale keep an eye out for
(see the "Finding a Captain" section). all other sides, the square is lined with ships, but they also light a large brazier
There is always a group of hirdmen at great longhouses, each with their own every night during winter, making it an
the docks, and there’s a 25% chance that Stormihalls and beautiful Stormilogs, excellent lighthouse.
it is led by Bryn Darkwing. The hirdmen representing the wealth and prestige of The tower’s second role is as a prison.
are there to keep an eye out for any the families that live there. The lower floors and the cellar beneath
smugglers and contraband. Jarl Jorek is the tower hold a few small cells, which
eager to make sure that the Storm-Hansa The Grand Square is at the top can be locked, and the hirdmen quickly
in Fengsale get a fair share of all trade of Viewpoint Hill. After climbing saw the use of such a building, especially
in the city. the steep streets and many steps to as Fengsale started to grow and prosper.

50 | act 2. to eysteroy island


The Tower of the Night is made of stone,
which is unusual in Fengsale. The stones 2 3
are grey, with dark mortar, and most of
the stones have moss and lichens growing
1
on them. In one place a small birch tree
has managed to find purchase in a small
crack. The Tower stands two-stories tall,
and on top of it you can see hirdmen 2nd floor
moving about. A single door faces the 1st floor
ocean, but there are no windows.

Though the people of Fengsale do not


know who built the tower, there are many
different myths and legends regarding it.
With a successful roll on the Knowledge
skill (Lore and Legends: Stormlanders
specialty applies), the player characters
have heard some of the following legends.
One legend, one that many people from
Djunghart tell, states that the Tower was Dungeon
there when the first Humans came to the
Stormlands. It was seemingly erected
by the same ancient Troll culture that cards. There’s also a 50% chance that a 3. SERGEANT’S ROOM
built the Hrimsbridge (see Stormlands sergeant (see Game Master’s Guide p. The sergeant of the Tower of the Night
handbook p. 54). 122, Warrior, experienced), one that is a has a more comfortable room than the
Another myth states that the tower part of the Fengsale hird, stationed here. guards. The sergeant is a part of the
was built by an ancient darkhwitalja Fengsale hird, and therefore the room
Vitner Weaver, that had been sentenced 1. ENTRY HALL has all the amenities needed. The bed is
to death for his wickedness. He ran away The entry hall is a mere 3 meters long cozy and there’s a bear skin rug on the
from where he lived and came here to and 2 meters wide. The doors are iron- floor. At the other end is a desk. If the
engage in his grizzly and dark arts. One bound and strong. They are very hard player characters investigate it, they find
night, the Vitner Weaver was taken by a to break, but the lock is simple. With a a note from Blot Lord Njorvi, saying
demon, to never be seen again. successful roll on the Shadow Arts skill that the prisoner is to be sacrificed the
Yet another legend states that the (Locks and Traps specialty applies), following morning and that the sergeant
tower was built by an angry chieftain. with a -3 modifier, the player characters is free to make the captain feel as much
His daughter had run off from home but manage to pick it and open the door. pain as there is on this side of Dimhall.
returned pregnant a few weeks later. He At the other end of the hall are stairs
was so infuriated with her, that he had that lead up to the 2nd floor and down 2nd floor
his hirdmen erect the tower and had into the dungeon. There are also two There are always two guards on duty
his daughter imprisoned there. He then doors on either wall, one leading to the here (see Game Master’s Guide p. 122,
made a deal with a lindwurm to guard guards’ quarters and the other to the Warrior, beginner). The 2nd floor is only
the tower and make sure that noone sergeant’s room. used as a guard station since it is partly in
would ever see his grandchild. Some ruins, but offers a great view of Fengsale
even whisper that the grandchild of this 2. GUARDS’ QUARTERS and the surrounding lands and sea.
chieftain was not of this world, and that The guards’ quarters are simple. There One guard is tasked with watching
the Vedma of the tribe had foreseen it. are three bunks in one corner and a small the sea, to spot all incoming vessels and
fireplace in the other. In the middle of determine if there are any seawolves
1st floor the room is a table and four chairs. There among them. Years have passed since
The 1st floor of the tower is mostly used are usually three guards here, sleeping the last seawolves' attack, and therefore
by the guards, where they spend their or resting, eating or playing dice or the guards are often preoccupied with
hours while not on watch. There are cards. If the guards become aware of either their own thoughts, playing, or
always three guards (see Game Master’s any intruders, they take up arms and discussing amongst themselves.
guide p. 122, Warrior, beginner) here, try to call out for help from the guards The other guard is supposed to watch
either resting, eating, or playing dice or positioned on the 2nd floor. over the roads to the city. However, just

act 2. to eysteroy island | 51


as with the seawolves, many years have The Breakpoint ✦ Ragnhild the fair and Jarl Jorek are
passed since Trolls and the like attacked The Breakpoint is a small tavern half-way supposed to get married soon, much
Fengsale and the guards often feel no between the harbor and the river gate, to her father’s pleasure. The word on
need to stand vigilant all the time. by Fjordside street. It is run by the the street is that she isn’t all too keen
There’s a very large brazier on this Dirgesong family, and they proudly only on marrying the Jarl.
floor, though it doesn’t need to be lit serve mead that is made by themselves. ✦ The Stormkelts and the hird have been
during the summer. In other seasons The name of the tavern derives from a cracking down on anyone belittling
there’s also a bucket of coal nearby, and small islet in the Farengfjord, visible the Great Faith or preaching other
the guards are tasked with keeping the from the tavern house. Many boats and religions, especially on those few that
fire going during the darkest hours. small ships have stranded and crashed have converted to the One Faith.
upon the islet in bad weather.
Dungeon The Shield and Sword
Below the Tower of the Night are the Breakpoint tavern is a small house with a The Shield and Sword Inn is in a three-
dungeons that serve as a prison for large roofed porch. There are a few tables story wooden building with a tiled roof
Fengsale, which is the tower’s most and long benches on the porch where the located west of the harbor, by Fareng
important role these days. The dungeon customers sit and enjoy a mug of mead. The Street. The common room is cozy and
was obviously not built by Dwarves, and verandah is enclosed on all sides, save for has a large fireplace at the far end.
the masonry could be improved. Water the one facing the street. Maids serve food Four round tables with stools are in the
trickles between the stones in the walls and mead in clay mugs. A Borjornika Bard middle of the room, and booths line the
in some places, making the dungeon a plays a drone zither and sings, his voice walls. The Shield and Sword is now run
moist and miserable place. deep and sad. The crowd in the Breakpoint by Havek Jornman, a former member of
The stairs down lead into a short is, however, merry, people laugh and drink the Jarl’s hird who decided to leave the
hallway where there are six cells. The and enjoy the bard’s songs. hird when Jarl Dightorn passed away.
keys to the cells are on a hanger not He has a few helping hands around,
far from the stairs. Due to the moisture Getting a seat at a table is at most times mostly young people who are new to
down there, every hinge is rusted and during the summer almost impossible, since Fengsale and eager to prove their worth
gives off a loud screeching sound. With the tavern is popular among the dockhands to the large, burly innkeeper. Havek was
a successful roll on the Shadow Arts and seamen visiting Fengsale. There are a great fighter, but as he grew older his
skill (Finding and Spotting specialty many rumors circling among the clientele, thirst for battle dwindled, and when
applies), the player characters notice and if the player characters speak to some of Dightorn died, he decided to leave the
this before trying to open any of the cell the guests, they could hear a few. Feel free to hird, while he was still alive, no matter
doors. If the player characters open any add more to the following list: what the other hirdmen said to him.
of the cells without oiling the hinges,
any guard in the Tower of the Night ✦ Blot Lord Njorvi was instrumental in The Shield and Sword is a cozy, little
becomes aware that the cells are being ensuring that Jorek Fanengs became a tavern with a warm common room and
opened. Jarl. The death of Digthorn Faneng was a welcoming aura. The guests seem
After his capture Captain Wilfred will not as innocent as the authorities would respectable, and though some of them
be in the furthest cell from the stairs. like the people of Fengsale to believe. have the ruggedness of sailors, they seem
The cell is wet and green with moss, the ✦ The ships coming from Fynnheim courteous and honorable. Fire blazes in a
stench there is terrible, of mildew, urine, and Wildland are considerably fewer large fireplace at the other end of the room,
and feces, since there’s no latrine there this summer. Many people talk about and serving lads bring ale and mead to the
the prisoners need to relieve themselves strange things brewing there and guests. The room is filled with the heavy
in the cells. Wilfred is eager to get some say that large armies unknown scent of Sylvan tobacco. A large, bald man
away from the Tower of the Night and creatures known as "Orkhir" have with a heavy red beard approaches you.
Fengsale as soon as possible, and is very been seen on the march. (see the “Welcome to the Shield and Sword, friends.
thankful to the player characters for Snowsaga campaign) Leave your sword by the door and shield on
rescuing him. ✦ The working girls are steering clear the wall, and enjoy the best ale in Fengsale
of the Jarl’s hird. They, however, that coins can buy.”
Inns and Taverns in Fengsale are tight-lipped, and refuse to say
There are many inns and taverns in anything about why. Many of them If the player characters wish to book
Fengsale and all around it. The few seem very afraid. a room for a night or two, see the Game
mentioned here relate to the storyline. ✦ The Jarl plans on rebuilding the Tower Master’s Guide p.85 on prices for services.
Feel free to add more, as it fits your of the Night, which mean higher taxes, Havek knows Fengsale well, whether it
narrative. especially for the merchants. is the city, the hird, or the ruling elite. If the

52 | act 2. to eysteroy island


player characters befriend him, he can help The guests are people of all sorts, from Encounters in Fengsale
them along with a few tips and rumors. miserable drunks to players in the elite The following are encounters that take
The rooms at the Shield and Sword field eager to buy or sell information. place in chronological order in Fengsale.
are small and clean, containing nothing The mead is of poor quality, but the Feel free to add more encounters and
more than a bed, a small chest, a bartenders spike it with moonshine events.
candlestick with a candle, and a water made from potatoes. The regulars have
basin. In the cellar is a tub, but taking a learned to always keep a hand on their Finding a Captain
bath in hot water costs 2 cc. If the player coin purse, since even the serving maids The main goal of the player characters
characters ask for a bath in cold water are competent pickpockets. in Fengsale is to find a ship and a
they are politely told that a swim in the The rooms available are three shared captain that can transport them to
harbor is completely free of charge. rooms on the upper floors. The rooms Eysteroy Island. That isn’t easy,
The guests at the Shield and Sword each have three bunk beds and the doors since most Stormlander captains and
are mostly sailors, captains and first can’t be locked. Nasthal also has a secret merchants are either doing business
mates, and merchants. Since the clientele room in the cellar, beneath a barrel in the along the coasts of the Stormlands
is more high-end than the guests at the storage room, where many wanted people or leaving for the Mittland summer
Breakpoint, hearing rumors in the Shield in the past have lain low while they waited markets. The Mittlander captains
and Sword is not as easy, since the guests for a chance to flee the city. and merchants do not return to their
are not as eager to spread gossip. However, The common room is ripe with homesteads until fall.
the captains and first mates are concerned gossip and rumors. Nasthal’s main If the player characters ask around,
about the rise in activity by the sea wolves product, besides dealing in contraband they are told to speak to the dockhands
near the Hartpike isles. The merchants are and helping smugglers, is information in the harbor. Most people in Fengsale do
more concerned about the new Jarl, since and disinformation. Almost everyone in not know the comings or goings of the
no one seems to know where he stands Fengsale knows this, though almost all merchant ships, especially those who are
regarding taxes, though rumors abound. have learned to keep that to themselves, not local to Nojd. However, in the harbor
or at least only whisper this to people they district are many who are familiar with
The Walrus and the Harpy know and trust. Feel free to add more to many captains and ships and can help the
This smoke-filled tavern by Baleen Alley the following list of rumors: player characters.
is owned by the elf Nasthal Windspeaker,
who is in fact a very influential person in
Fengsale’s underworld. The Walrus and
the Harpy is a front for his operation. TAVERN RUMORS
That doesn’t stop people visiting the Roll 1d10 Rumor
tavern, and most of the time it is full. 1 The Stormkelts are divided, the Blue Bloters are not happy with prosecuting
The common room is in the cellar. It and seeking out everyone who is not a follower of the Stormasirs. (true)
has a low ceiling, with wooden beams
2 The hird of Jorek is not behind the new jarl and plan to replace him. (false)
and columns where many patrons have
carved their names, runes, and glyphs. By 3 Jarl Jorek is but a puppet in the hands of Blot Lord Njorvi, who is the de facto
ruler of Fengsale. (mostly true)
the door post is a knife, so deeply buried
in the wood that only the ivory handle 4 Members of the hird are feared by the prostitutes and the word on the street is
is visible. The knife was left there by a that a few of them have disappeared after servicing them (true).
rather angry Ogro, about to beat another 5 The Tower of the Night was once used by the Hel Sisters to venerate their evil
guest senseless outside the tavern. gods. (false)
There are way too few bartenders and 6 The Mittlander captains and merchants are not eager to return to Fengsale
serving maids for this large common room, after the death of Jarl Dightorn and all the talk about new taxes deters them
and getting a room is not for the impatient. even further from taking part in the Summer Market. (true)
7 Those who are taken by the Stormkelts are imprisoned in the Tower of the
After walking twice past the short and non- Night, and most end up being sacrificed to Stormi. (true)
descript flight of steps, you finally spot the 8 The Baleen Alley Rats, a gang of thieves known for their brutality and ferocity,
door to The Walrus and the Harpy. As you have started to protect the working girls in the harbor district. Seemingly for
open the door you are greeted by a cacophony free. Anyone who mistreats them is severely beaten up by the thugs. (true)
and pungent stench, one composed of vomit, 9 The death of Jarl Digthorn was a carefully orchestrated assassination by poison.
urine, stale ale, and sweat. As you enter the Many people blame the Blot Lord. (true)
dark, smoke-filled tavern, you see that almost 10 Roll twice
every seat is taken.

act 2. to eysteroy island | 53


If the player characters decide to he happens to be selling. He is willing sail in two days, he has some business to
speak to the dockhands and merchants at to take the player characters to the attend to and a woman to make happy,
the docks, looking for a captain who can island for mere 10 silver coins per as he claims, before leaving Fengsale.
take them to Eysteroy Island, roll on the passenger, and states that that’s the He tells them to find him at daybreak
following table for their answer. Feel free price, as long as the player characters by the docks, so that he can have them
to add more answers to this list. are willing to lend the seamen a hand. transported to the Waverunner.
If the player characters wish to seek With a successful Situation Roll on
out Captain Wilfred Armstein he is Situation Value 14 (Charisma modifiers Religious Disputes
in one of the three taverns and inns apply) the player characters haggle the Fengsale is a boiling pot at the moment.
mentioned by the dockhands. Feel free price down by 50% (Wilfred is quite The Stormkelts have been coming
to use whichever of the taverns you like. drunk after all). down hard on anyone not following the
Once the player characters find Captain If the player characters at any time Gerbanis religion, especially those who
Wilfred, he is a bit drunk but happy, for mention the Stormasirs, Wilfred smiles have converted and follow the Tenets
he plans to meet with Ragnhild the fair happily and starts to tease and goad of Nid. Captain Wilfred, not a devout
later this night. the player characters about their gods, follower of Gave himself, really dislikes
If the player characters ask for a especially Stormi. He really enjoys doing this and speaks freely, if for no other
ride to Eysteroy Island, Wilfred is this, since he knows how pious and reason than to annoy the Stormkelts and
eager to take them there and speaks sanctimonious many people in Fengsale Blot Lord Njorvi, whom he suspects of
in exaggerated tones about the many are these days. standing in the way of him and Ragnhild
qualities the island has, and what Once the player characters have agreed getting married.
marvelous products they produce and on a price Wilfred tells them that he sets After speaking with the player
characters, Captain Wilfred goes to see
ANSWERS FROM THE DOCKHANDS AND MERCHANTS Ragnhild. What he doesn’t know is that
Roll 1d10 Answer her father knows about their meeting,
1 “Wasn’t there that Mittlander who comes here every other year or so that talked
after being told by Ynja. The Blot Lord
about being headed that way? I guess you might find him at the Breakpoint. I sends Bryn Darkwing along with a few
think I saw him there last night.” hirdmen, and they apprehend Wilfred
2 “Eysteroy Island, you say!? What a bunch of miserable sods they are, if you be
and charge him with heresy.
asking me. I don’t think I know any captain who travels to that wretched guano The word quickly spreads from tavern
covered excuse of an island.” to tavern, and the following day the
3 “I might, I might’ve heard of a lad who knows a captain. What’s it worth to rumors run high. Practically everybody
you?” If the player characters banter with the dockhand and decide to pay for is talking about this, and the locals
information, roll again. know that at high sun the captain is to
4 “There’s that strapping lad, Wilfred I think they call him. He might be going be brought before the Stormkelts to be
that way. Wilfred Armstein I believe his name is. But where you might find him, sentenced for his heresy.
I have no idea. I guess you could ask around.” If the player characters wish to attend
5 “I think Baldur Berghall plans on sailing south soon. Oh, no, he left yesterday. the hearing, it takes place in front of the
Sorry, friends, I guess you are too late.” great Stave Church in the Grand Square.
Making the walk up the steep hill takes
6 “There is always a bunch of captains in The Walrus and the Harpy, you might
try your luck there.” a few minutes.
7 “See that Mittlander ship over there, that’s the Waverunner. I know she be
Once you’ve climbed up the narrow
sailing south in a week or two. Headed to that island, but I don’t know who the
captain is.” streets, past colorful tents, through the
stench from the tannery and the smithy,
8 “Are you looking for Captain Armstein? He knows the waters around Mittland
you finally enter the crowded Grand
like the back of his hand and from what I’m told he knows the back of his hand
really well. You might try and seek him out, if you are looking for a ride.” Square. The hird has made a perimeter
around the largest Stormbarling, just in
9 “Try the Shield and Sword, I saw some lads from that Mittlander ship head
front of the great Stave Church, where
that way.”
a wooden throne has been placed. The
10 Roll twice on the table.
heat in the square is stifling, as more
and more people enter the square.

If the players wish to push through to


get a better view or take any precautions

54 | act 2. to eysteroy island


before the hearing begins, with a encounters with the captain, how he or in a dire situation. The hirdmen try at
successful Situation Roll on Situation taunted them and ridiculed the Stormasirs. all costs to capture the player characters,
Value 8 (Dexterity, Strength or Charisma Many people in the crowd boo and shout to bring them before the Jarl and the Blot
modifiers apply) they push, slide, or curses at Wilfred. Lord, who orders them executed along
charm their way through the crowd. Once the witnesses have spoken, Blot with the captain.
Lord Njorvi turns again to the Jarl. If the player characters manage to
A one-eyed man, holding an oaken staff “As you can see, as Stormi is my witness, find captain Wilfred in his cell, read or
topped with an iron ring and dressed in this man is guilty. The gods demand paraphrase the following:
the ceremonial robes of a Stormkelts, exits retribution. The Stormasirs demand his
the church. By the murmur of the crowd blood. What does the Jarl demand?” the You finally figure out in which cell
you gather that the old man is Blot Lord old man asks, almost cackling with glee. the captain is, and find him lying
Njorvi. Six Stormkelts follow him. A few “Sacrifice him to Stormi,” the Jarl unconscious on the cold stone floor,
heartbeats later, two hirdmen exit and answers after apparently giving this some blood on his face, shallow wounds on his
hold between them Wilfred Armstein. He thought, “and perhaps then he will see that knees, hands, and elbows. His breath is
is almost naked, and his face is battered his foreign god is a false one!” shallow and wheezing.
and bruised, his left eye swollen and black. The crowd cheers and the Stormkelts
The hirdmen tie the captain to the largest nod approvingly among themselves. The With a successful roll on the Care
Stormbarling. As they finish tying the Blot Lord bows ceremoniously and turns skill (First Aid and Nursing specialty
Mittlander, the door to the church opens to the crowd. He raises his hand and the applies) the player characters can tell
once more, and a small man exits. He is crowd grows silent. that Wilfred is not gravely wounded,
dressed in black from head to toe, and has “At high sun tomorrow, we shall honor mostly battered from beating, and needs
golden rings on his fingers. He carries a Stormi by spilling this wretched heretic’s time to heal. If the player characters heal
seax with a hilt made from walrus tusk in blood and hang him high on the highest Wilfred or manage to nurse him back to
his belt. Stormbarling, so all who visit our fair city consciousness, he can walk, albeit a bit
“All hail Jarl Jorek,” one of the hirdmen shall see what fate awaits those who speak slow. However, due to his condition he is
shouts. The hirdmen salute the Jarl, who ill of, belittle, or ridicule the Great Faith.” not able to help in any combat.
waves his hand nonchalantly, and takes a The crowd cheers once again, even Wilfred is thankful for being
seat on the throne. louder this time. rescued and is eager to get back to the
Waverunner, though he is unable to
The crowd is silent and waits eagerly The captain is taken by the hird and run. He urges the player characters to
to see the proceedings. With a successful brought to the Tower of the Night. The help him get there. Due to both heavy
Situation Roll on Situation Value 8 word quickly spreads through the crowd drinking and a few blows to the head,
(Perception modifiers apply), the player where the captain is being held captive. he doesn’t remember the characters in
characters get the feeling that there’s a If the players decide to follow the hird, particular nor the fact that he promised
tension in the crowd, like the build-up they discover where Wilfred is taken. them a ride to Eysteroy Island. Once
of energy before a thunderstorm. Even If the player characters wish to follow the player characters have refreshed his
though the crowd obeys the commands the hird unnoticed, with a successful memory, he honors their agreement and
of the hird, many people are not happy roll on the Shadow Arts skill (Walking promises that if they get him safely back
with the fanaticism of the Stormkelts and in Shadows specialty applies), they are to the Waverunner, he will get them to
the new pious Jarl. succesful. the island free of charge.
If asked about Ragnhild the Fair,
“The man here before us,” Blot Lord Breaking the Captain Free he tells the player characters of what
Njorvi says, and points a gnarled finger If the player characters wish to break transpired the night of his capture. He
at Captain Wilfred, “is accused of heresy. Wilfred free, they need to figure out a fears that Ragnhild has been imprisoned
He has belittled the Stormasirs, defaced way to get into the Tower of the Night. in the Blot Lord’s great hall, guarded by
them, and ridiculed them for everyone to The Tower is guarded by 6 hirdmen Ynja, the Storm Maiden.
hear. He has spoken openly about his false of the Fengsale hird, led by Bryn
god, and has tried to convince others of his Darkwing, all capable warriors. The At the Harbor
folly.” The Blot Lord turns to the Jarl, a captain is being held in the dungeon If the alarm is sounded at any time, 5
wry smile on his face. “If it pleases the Jarl, below the tower. hirdmen are positioned at the harbor
I shall bring forth witnesses.” If the guards discover the player and, at the first sight of Captain Wilfred,
Jarl Jorek nods his head. Before long, characters, they blow their horns and blow their horns and call for help, before
four different persons are called forth as call for back-up. The guards also call for engaging the captain and the player
witnesses, and tell the Jarl about their back-up if they at any time feel threatened characters.

act 2. to eysteroy island | 55


When the player characters reach As you are about the make a run for the calls out orders, once he sees Wilfred
the harbor, they see where Ragnhild Waverunner, you hear a sword being with the player characters, and the
the Fair moves not so stealthily from drawn, and someone uttering a prayer to crew immediately goes to work,
one hiding place to the next, seemingly Stormi. You look around to see a muscular, getting the ship clear of the Fengsale
looking for something, but alarmingly leather-clad, dark-haired woman, holding harbor and out to open waters.
close to the guards. Wilfred recognizes a staaf-spjot and a barda swerd. Her
her and begs the player characters eyes seem fixed upon Captain Wilfred Away from Fengsale
to get her, for he believes that she is and Ragnhild in his arms. Ragnhild If the player characters choose to steal
looking for him. seems startled, and shakes her head as a ship and sail for themselves south to
she tears herself loose from Wilfred’s Eysteroy Island, they find the docks
As you reach the harbor, you spot a few arms. “No, Ragnhild,” he pleads. The ripe with potential targets. There are
of the Jarl’s hird patrolling the docks. warrior woman takes a few steps closer. many Mittlander ships and Stormlander
Not far from the patrol, a small dark- Ragnhild, still shaking her head, turns to knarrs in Fengsale during the Summer
clad figure crouches by a large crate, the woman. “Ynja, let them go,” she says Market. Usually, each ship is only
apparently doing a poor job of staying softly, “let them go to never return.” The guarded by a single watchman, who
out of sight. Captain Wilfred gasps: “It warrior woman turns to Ragnhild and tries to call for help at the first sign of
is Ragnhild. She must’ve learned of my for a moment seems conflicted. trouble. Therefore, the player characters,
escape. By Gave, could you please help if they steal a ship, are the only crew to
her and make sure she doesn’t get into If the player characters have drawn man the stations onboard the ship. With
trouble?” their weapons, Ynja fights them. If they a successful roll on the Wilderness skill
try to convince the Storm Maiden to let (Seaman specialty applies), the player
If the players agree, with a successful them go, only with a successful Situation characters manage to steer the ship clear
roll on the Shadow Arts skill (Walking Roll on a Situation Value 6 (Charisma of the harbor and out to open waters.
in Shadows specialty applies), they modifiers apply) does she let them go
sneak to Ragnhild. She is startled to without a fight. If the player characters
see the characters, and if told about have not drawn their weapons, she Of Wolves and W aves
Wilfred, she is happy to hear that he sheaths her sword and takes Ragnhild Navigating from Fengsale to Eysteroy
has been freed. Her business at the into her arms. Then she turns to the Island is not an easy task, since there
harbor was to find Wilfred’s crew to player characters and with a single nod are not only perilous reefs and dark sea
let them have keys to the Tower of the of her head tells the player characters stacks, but also dangerous seawolves and
Night, which she snatched from her to leave. If the player characters fight monsters in the waters, not to mention
father. Ynja, in 5 rounds the hird patrol notices the weather. For a seasoned captain with
Escorting Ragnhild back to where the commotion and comes running. a good crew and favorable wind, sailing
the captain is waiting is not easy, If the player characters manage to to Eysteroy Island takes 5 days.
since she is not used to going about get to the Waverunner unseen, they If the players are on the Waverunner,
using stealth. With a successful roll can set sail and leave Fengsale without Captain Wilfred knows these waters
on the Shadow Arts skill (Walking in further trouble. If they fought their well enough to steer clear of the
Shadows specialty applies), the player way through the harbor, the hirdmen known dangers of the area, such as the
characters get her back without the launch small and fast boats to catch up Hartpike isles. If the player characters
patrol spotting them. If the patrol spots with the Waverunner, 2 boats with 7 commandeered a ship, they need to find
them, they question why Ragnhild is hirdmen each follow the ship out into their own way to Eysteroy Island. With
there. Only with a successful roll on the harbor. Since it takes some time a daily successful roll on the Wilderness
the Knowledge skill (Silvertongue to steer clear from the harbor, the skill (Navigation specialty applies), the
specialty applies), does the patrol leave hirdmen quickly catch up and try to player characters find their way south
them be. board the Mittlander ship. across the Oster Ocean.
Once the two lovers are reunited, Due to his wounds, Captain Wilfred Any player character not accustomed to
they speak in hushed tones, seemingly is not able to help them set sail. spending time at sea are likely to become
discussing something. If the player However, the crew (see "The Crew of seasick. With a successful Situation Roll
characters wish to eavesdrop, they the Waverunner") is all onboard, since on Situation Value 10 (Constitution
hear that Wilfred is trying to convince it was conspiring and planning how to modifiers apply) the player characters get
Ragnhild to leave with him, but she break the captain free from the Tower accustomed to the constant rocking and
isn’t too keen on leaving Fengsale. Just of the Night. They are all seasoned plunging of the ship.
as they seem to reach a conclusion, seamen and armed. There are 13 In case of failure, the victim suffer -5
Ynja finds them. Mittlanders in the crew. The first mate SV for 2 days

56 | act 2. to eysteroy island


Dreams at Sea the crew always at heart. In battle he Wilfred, and they had a brief love affair.
While at sea, the dreams of the Wearer of is a force of nature, and as many of the However, neither of them had any
the Murgla, take on yet a darker turn. As crew like to say, his mere presence is need to settle down and get married,
the wearer gets closer to Mt. Crowhome, enough to deter even the most vile and but when Wilfred offered her a place
the feeling of being watched becomes dangerous sea wolves from attacking on the Waverunner she said yes. Ever
more tangible, as if some omnipresent the Waverunner. since, she has been a part of the crew.
but invisible being is constantly watching She doesn’t like Ragnhild too much, she
the wearer. Aron Asmundson - Stormlander fears the Blot Lord’s daughter is toying
Getting a good night’s sleep gets ever Human Dweller with Wilfred.
harder. With a successful Situation Roll Aron is young, only twenty years old, Irena has a rugged beauty to her. She
on Situation Value 8 (Psyche modifiers but has served as a cook onboard the has an elven figure; she is smaller than
apply) the wearer gets a full rest. If the Waverunner for more than five years. most of the men aboard the Waverunner,
roll fails, the wearer has a -2 situation His tanned skin, shaved head, and blue and seems almost tiny beside Dromund.
modifier to all physical rolls for the eyes clearly mark him as a Stormlander, She wears light clothes and is just as
remainder of the day. though he never speaks of his past. eager to tend to her chores while at sea
He ran away from home when he bare chested as the men of the crew. She
was ten years old after years of sexual has a muscular body and is a master
The Crew of the Waverunner abuse by his father, leaving behind spearwoman.
The following are the most important him his younger sister. If his past
non-player characters aboard the is ever mentioned, his eyes go dark Thorgal Copperhorn - Mittlander
Waverunner. Feel free to add more to the and he tries to divert the attention of Human Rogue
crew, as you see fit. whoever is speaking to him towards Thorgal was once an accomplished
something else. Only Captain Wilfred thief in Arje, but a series of unfortunate
First Mate Dromund Half-Man - and Dromund know the troubled past incidents led to him running for his life
Ogro Warrior of Aron, and have gone out of their way from an angry Dwarven clan, a group of
Dromund is a towering figure, standing to help him and make him feel at home bards, and the local authorities. Thorgal
more than 2.5 meters tall. His arms are on the Waverunner. The young cook has always maintained that he was
as wide as tree trunks and his fists are often has nightmares about his past, but framed, but for what exactly is harder
as large as the average human head. hopes one day to return home and kill to discern, since the story changes
Dromund is more akin to an ogre, and his father. every time he tells it, although it always
as his crewmates often jest and say, he Aron is an excellent cook and takes his involves an obsidian statue of a dog, a
has a face that only a mother could love. role very seriously. He is eager to have broomstick, and the undergarments of
Sadly however, that wasn’t the case for people like him, and often comes across the local chieftain’s wife.
Dromund, his mother abandoned him as a bit awkward and clingy. Aron is Thorgal is a happy-go-lucky guy who
when he was a baby, but he was raised also the ship’s only doctor, though that habitually gets himself into trouble.
by an old and blind hermit. role was something he did not choose. For the most part, it is due to his
When Dromund was old enough, he Though he can wield a sword and has flamboyant manner, and the fact that he
left the hermit to find his mother, his done so several times in recent years, he is a womanizer through and through.
need for her love was great. After years prefers to stay back in fights. His specialty is newlywed women, as he
of searching he found out that she had boisterously claims, especially those who
died, alone and abandoned by everyone, Irena Greenleaf - Barkbrule have old and powerful husbands.
just outside the walls of Windiborn. Warrior The rogue is charming in his roguish
Dromund joined the Waverunner’s Irena is a child of violence, unwanted way, and has a magical smile. His teeth
crew shortly after that, and befriended and unloved for most of her youth. Her are white as pearls, and he keeps his
Captain Wilfred. The two are close mother had been raped by a Korpikalli golden hair trimmed. He wears open
friends, and have been crewmates ever warrior, and though the woman gave shirts and high leather boots. Beneath
since. birth to the child, she never cared much all the bravado however is a cunning
Dromund, despite his ogre heritage, for Irena, nor did the rest of the village and very skillful rogue. Thorgal is quite
is smart and some might even call him where she grew up. When her mother good with his seax, and many men have
sly and cunning. He seems to have a passed away, when Irena was 16 years underestimated him, only to find his
sixth sense and a peculiar insight into old, she decided to leave her hometown daggers poised dangerously close to
people. He is liked by the crew, both for to see the world. vital organs in the flash of an eye.
the fact that he can do the work of two After years of wandering from
men and that he has the well-being of Westmark to Mittland, she met Captain

act 2. to eysteroy island | 57


Weather Strong Wind and Sunny Complications at Sea
Roll on the weather table to see how the The wind is strong today but favorable. Roll on the Complications at Sea table once
weather is each day. With a successful roll The wind sprays saltwater over the each day. Add +1 for every adventurer
on the Wilderness skill (Weatherman crew while the sun shines mercilessly that partakes in the chores of the crew
specialty applies). down upon them. With a successful and rolls successfully on the Wilderness
roll on the Care skill (First Aid and skill (Seaman specialty applies). Onboard
WEATHER Nursing specialty applies), the player the Waverunner, the day is divided into
Roll d10 Weather characters know that these conditions three watches, where 4 members of the
1-2 Storm!
can leave them with uncomfortable crew take on different roles and handle
sunburns. With a successful roll on the tasks needed to run a Mittlander ship.
3-4 Gale, cloudy
the Care skill (Extracts and Potions The player characters can also help and
5-6 Windy but sunny specialty applies), the player characters take part in manning the stations. If the
7-8 Windy and rain know how to create an ointment that player character stole a ship, they need to
9-10 Still and fog can prevent the sunburn becoming a man each station by themselves.
11-12 Breeze and rain
problem. If the player characters take
no precautions, the following day they COMPLICATIONS AT SEA
12+ Breeze and sunny
have a -2 situational modifier to all Roll d10 Complications
Situational rolls and skill rolls. 1-2 Seawolves attack!

Storm Wind and Rain 3-4 Ghost knarr


The sky darkens and the wind picks up. In Cold rain whips the ship, coming down 5-6 Maelstrom
a few moments, a storm rages across the hard and making the ride miserable. The 7-8 Out of fresh water
sea, sending high waves at the ship. With wind, however, is favorable, and with a 9-10 Loose sail
a successful Situation Roll on Situation successful roll on the Wilderness skill 11-12 Pod of Narwhals
Value 6 (Constitution modifiers apply) (Seaman specialty applies), the player
+12 Nothing happens
the player characters manage to keep characters gain a day.
down their dinners and avoid becoming
seasick. If a player character fails the roll, Still and Fog
they suffer a -5 SV penalty for the rest of Early in the morning the wind dies Seawolves Attack!
the day. The storm rages on for a day and down, making it impossible to sail. The player characters’ ship is spotted by
a night, sending the ship way off course. The player characters lose one day. seawolves who give chase. The following
The next couple of days, the player This is however a good opportunity ship, The Squall Queen, is crewed only by
characters (or Captain Wilfred) need to to go fishing. If the player characters women. Their captain is the infamous and
make successful rolls on the Wilderness have fishing gear, with a successful roll cruel Brynda the Gray. With a successful
skill (Navigation specialty applies), to on the Wilderness skill (Hunting and roll on the Wilderness skill (Sea Knowledge
get the ship back on course. The player Fishing specialty applies), the player specialty applies), the player characters
characters lose 2 days. A failed check characters catch fish (see Dungeon recognize the Squall Queen and have heard
means another day lost. Master’s Guide p. 31-33 for information of her merciless and bloodthirsty crew.
about hunting). Every crewmember is expected to
Gale and Cloudy man stations and Captain Wilfred tries
The wind is strong and unfavorable, Breeze and Rain to outrun the Squall Queen. The Squall
causing the ship to have to tack back and The sea is almost still but there’s enough Queen however is a much faster ship, and
forth all day long. With a successful roll breeze to keep the ship sailing. The ride in a couple of hours it catches up to the
on the Wilderness skill (Seaman specialty is pleasant and enjoyable. A light drizzle Waverunner.
applies), the player characters can help falls, and the player characters can gather If the player characters are on their
with securing the load of the ship, as well it to fill their water barrels. own ship, with four successful rolls on the
as securing the rigging. Due to the strong Wilderness skill (Seaman specialty applies),
winds, the ship is sent off course, and the Breeze and Sunny they manage to outrun the Squall Queen.
following day the player characters (or The day is very pleasant, with a light Brynda the Gray (See Game Master’s
Captain Wilfred) need to make a successful breeze and the sun high in the sky. The Guide p. 122, Warrior, experienced) and
roll on the Wilderness skill (Navigation ride is easy, and with a successful roll on her crew (see Game Master’s Guide p.
specialty applies), to get back on course. the Wilderness skill (Seaman specialty 122, Warrior, beginner) board the player
A failure means that the player characters applies), the player characters gain one characters’ ship and attack. Their goal is
lose one day. day. to strip the ship of valuables and capture

58 | act 2. to eysteroy island


as many crewmembers as possible to sheer terror and anguish. The knarr also the ship sinks, with a successful roll on
sell as slaves. The attackers are 15 in appears to be loaded with open chests, the Agility skill (Swimming specialty
number, but as soon as 5 of them have displaying gold coins and other valuables. applies), the player characters manage to
been defeated, Brynda and her crew flee. With a successful roll on the Knowledge swim back to their own ship.
If the player characters are on the skill (Spirit Lore specialty applies), the If the player characters take a single
Waverunner, each round a crew member player characters have heard the legend gold coin from the chests, they have a
falls in the melee, but every other round of the Ghost Knarr. The knarr is cursed. -4 modifier to all rolls, due to the weird
a member of the Squall Queen’s crew Anyone who dies aboard becomes a Sálhele and unexplainable weight of the coins.
is brought down. This, of course, does and is trapped forever on the ship. The
not apply if the player characters are in chests are there to lure gullible seamen Maelstrom
their own ship. into the knarr. For years the knarr has been Late in the night, a strong current catches
seen in the waters around the Stormlands, hold of the player characters’ ship. If
Ghost Knarr though there are only a few who have the player characters are onboard the
A strange, foul-smelling fog surrounds boarded it and survived to tell the tale. Waverunner, it is their turn to man the
the ship late in the night. All sounds seem If the player characters decide to helm when this event occurs. The current
muffled, and an unearthly chill descends investigate this further and board the is strong, making it almost impossible to
upon the crew. Around midnight, the knarr, the bodies rise, their eyes white, steer the ship. With a successful Situation
lonely sound of a flapping sail breaks the and grab their weapons. There are 6 Roll on Situation Value 6 (Strength
silence. On the starboard side, the shadow Sálheles in the knarr, who attack. modifiers apply) the player characters at
of a Stormlander knarr, completely As soon as the last undead dies, the the helm manages to hold their course
abandoned, appears. With a successful knarr starts to sink, and it sinks fast. and avoid the ship spinning out of control
Situation Roll on Situation Value 12 With a successful roll on the Agility in the maelstrom. With a successful roll
(Perception modifiers apply), the player skill (Jumping, Climbing and Balancing on the Wilderness skill (Seaman specialty
characters notice that the ship carries a specialty applies), the player characters applies), the player characters manage to
few dead bodies. Their faces are frozen in manage to get back to their own ship. If bring their ship out of the maelstrom.

act 2. to eysteroy island | 59


If the roll rails, the ship is pulled starts to slowly sink. With a successful spending a few days in the village, the
further into the Maelstrom. With a Situation Roll on Situation Value 10 ship, the Nightbreaker, he had been on left
successful Situation Roll on Situation (Intelligence modifiers apply), the player Eliarn, leaving him behind. For the most
Value 8 (Intelligence modifiers apply), characters figure out how to use the part, this was due to Skjoldr’s thirst for
the characters figure out a way to break spare sail to block the hole. If the later the local mead, and the fact that he had
free of the heavy current. roll also fails, the ship sinks. lost the goodwill of the Nightbreaker’s
If the second roll fails, the ship begins captain. Skjoldr woke up one day only
to be pulled down. With a successful to discover that the Nightbreaker had
Situation Roll on Situation Value 8 Eysteroy Island left Eliarn, and all he could do was to
(Psyche modifiers apply), the player After traveling across the Oster Ocean, watch the knarr disappear beyond the
characters manage to keep their cool. A the player characters finally see Eysteroy Trolldrang sea stacks.
failed roll means that the characters start Island on the horizon. But it is not the Skjoldr’s situation only got worse
to panic and have a -2 to all skill and only thing on the horizon, because a when, after a day-long drinking binge,
situation rolls. With a successful roll on storm is brewing. Dark clouds gather, he saw Veigar Ulfvin, the youngest son
the Wilderness skill (Seaman specialty lighting flashes, and thunder roars as of the Ulfvin family, change shape and
applies), the player characters eventually they race toward the island. become a warg. The young man, after
get the ship out of the maelstrom. If the The player characters approach the noticing the Storm-Hansa, struck Skjoldr
roll fails, the ship is pulled under. island from the north. Eysteroy Island’s down and fled the village. This horrifying
northern coastline is rocky and dangerous, encounter was more than enough to sober
Out of Fresh Water where shallows and hidden reefs threaten Skjoldr up and make him so fearful for his
The water barrel leaks and the crew runs to bring down any ship that comes to close. life that he dares not to leave his room at
out of water. Making a detour to shore The local captains know to steer clear of Waldorf ’s Wooly Walrus.
to fill up the barrel once more makes the the waters north of the island. The Ulfvin family fears what has
player characters lose one day. Mount Crowhome towers over the happened to Veigar, and are eager to find
island and dominates the landscape. The him. Though they keep their family’s
Loose Sail mountain is over 3,000 meters high, and curse a secret and wish it to remain so,
In a strong wind, the sail becomes loose. the summit is covered with a glacier. they suspect that the crazed Storm-
With a successful roll on the Wilderness On the eastern side of the island is Hansa is speaking a bit too loudly about
skill (Seaman specialty applies), the player Eliarn, a small village, where Mittlander what he saw, and sooner or later someone
characters manage to fasten the sail, but merchants and Storm Hansas visit will connect the dots, especially since the
not having a sail for some time slows the each summer. It is also where Skjoldr local wolf packs have been causing the
player character down and they lose half a Karlberg, a Storm Hansa, has discovered local rangers and farmers some serious
day. The sail, however, suffers a tear, and a troubling thing about some of the problems.
needs to be repaired. With a successful people in Eliarn and is terrified.
roll on the Care skill (Soft Materials
specialty applies), the player characters People in Eliarn
manage to sew the sail back together. Dreams on Eysteroy Island The following are the most important
The dreams of the Chosen of Téwaz non-player characters in Eliarn. Feel free
Pod of Narwhals get dark and the malignant presence of to add more people in Eliarn as you see fit.
In the early morning, a pod of narwhals the Hunter in Dreams is tangible (see
rushes past the ship. One of the narwhals, a Appendix A) on Eysteroy Island. Every Skjoldr Karlberg - Human Rogue
large and powerful bull, rams the ship and night, the Chosen has nightmares, and The Stormlander merchant from Redborg
becomes stuck. With a successful roll on the it gets harder and harder to get a good is not what one would call a likable
Wilderness skill (Animal friend specialty night’s sleep. With a successful Situation person. Skjoldr has always been obsessed
applies), the player characters manage to Roll on Situation Value 8 (Psyche with get-rich-quick schemes, and would
calm the beast down, so it can break free. modifiers apply), the Chosen manages to sell his own grandmother, if he had ever
If the roll fails, the whale becomes agitated brush of the nightmare and go back to known her, if it would help him earn
and starts to wrestle itself violently free, sleep. A failure means 1d5 fear points. a gold coin or so. Skjoldr was born and
making the hole even bigger, and causing raised on the streets of Redborg. When
water to flow freely in. a local Storm-Hansa, Serbin Karlberg,
With a successful roll on the Care Storm-Hansa in Trouble caught him stealing and listened to the
skill (Hard Materials specialty applies), A couple of weeks ago, the Storm-Hansa young boy try to haggle his way out of
the player characters manage to fix the Skjoldr Karlberg came to Eliarn to buy trouble, he decided to take Skjoldr on as
broken boards. If the roll fails, the ship whale fat, oil, and walrus teeth. After an apprentice and teach him his trade.

60 | act 2. to eysteroy island


Skjoldr is a wiry little man, with quick more so now since his son Veigar has Izudin Brokenshield - Dwarf Bard
fingers, dark eyes, and keeps his blond hair gone missing and is not easy to deal Once clan Brokenshield was proud and well
trimmed short. Serbin’s wife, Jacobina, with. With a successful Situation Roll on known amongst Dwarves, as skalds and epic
used to say that Skjoldr had the eyes of a Situation Value 6 (Charisma modifiers poets. Now, all that remains of that bloodline
thief, and they do have a fugitive look to apply) the player characters manage to is a dark and brooding Borjornikka, Izudin
them. Skjoldr, however, has a way with win him over. Brokenshield. After years of wandering in
words, and seems to be able to read people search of a runestone telling the "Fall of
and say whatever they wish to hear, in Nanna Raudseer - Dyfir Vitner Grunkovorda" once belonging to his clan,
order to make a sale. His only fault is, he Weaver Izudin ended up in Eliarn, and gave up his
keeps forgetting what he said to whom, The half-elf Nanna Raudseer was for quest. Now, he serves as a court poet and
and keeps getting into trouble because of years a slave in the Wildland in the sage for the council of Eliarn, a role he
it. Stormlands, kept as a seer for one of despises, but sees as means to be able to pay
After seeing Veigar Ulfvin change shape, the Fylkjarls. Her gift of foresight is his bills at the Hound.
Skjoldr nearly went insane. He locked undoubted by the Eysteroyans, and many Izudin is downcast and gruff, ill-
himself up in his room and refuses to leave come to Nanna to have their fortune tempered and stubborn. He wears his
the room, unless he’s being escorted by an told, either by casting of the runes or graying beard in a single braid, stuffed
armed group of capable warriors. He is by drinking a potent hallucinogenic tea down into his leather trousers, and is
eager to get away from Eliarn, so eager that brewed by Nanna. usually in a sleeveless white linen shirt,
he is willing to leave behind the products Despite her wild and unkempt looks, displaying many different runic tattoos
and merchandise he bought before the Nanna stands proud, and would seem to on his arms.
Nightbreaker left Eysteroy Island. be able to stare down an Ogro. Her blond Izudin has spotted many runestones
hair is braided, and many braids contain in Eliarn and around the town, especially
Gunnbjorn Ulfvin - Human bird bones, dry leaves, and flower petals. in the harbor. He can show the player
Ranger Her teeth are brown, and there’s always characters where to find those which
The head of the Ulfvin family and the a stark, earthy smell about her. are most interesting. If the player
de-facto chieftain in Eliarn is Gunnbjorn, Nanna is a gifted fortune teller, characters wear the Murgla of Téwaz he
who is a large, burly man, a little short of but she is just as powerful a weaver of understands its value.
two meters tall, and just as broad it seems. darkhwitalja. She can commune with Izudin can either be found around the
He has dark hair with gray streaks in it, the spirits of the dead, and the people Stone of Settlement or in the Hound,
a bushy beard, and thick eyebrows. His of Eliarn speak of her as the "Witch of drinking his nights away, as he says,
eyes are piercing, and at dusk they seem Eliarn" in hushed and fearful tones. Still, “Keegan only serves a rather sorry
to glitter and gain a yellow shine to them. her advice and prophecies are heeded excuse for a mead.”
Gunnbjorn is serious and down-to- in Eliarn, partly because many of the
earth. He has a large family to care for, people there have been raised in fear of
and an even larger village that often her. Parents often chastise their children Places in Eliarn
looks to him for guidance. After all, he and say that the witch will claim them if The following are the most noteworthy
has been on the ruling council since his they don’t behave. Aside from this, her places in Eliarn. Feel free to add more
father passed away more than 20 winters advice is very often sound and good. places to the village if necessary.
ago. Gunnbjorn is, as his father was Raudseer lives in a small hut and an
and his son is, afflicted with the warg- adjoining cave just outside the village. Waldorf ’s Woolly Walrus
sickness. However, he knows this, and The hut is surrounded by the bones of The only inn in Eliarn is Waldorf ’s
therefore he is never out and about during animals, and guarded by three ferocious Woolly Walrus, a two-story wooden
a full moon, but stays in the secret cave dogs. Nanna does not care for foreigners, building only a short distance from the
beneath the Ulfvin longhouse. Of course, especially not Dwarves, for she knows harbor. Though Waldorf has long since
rumors abound in Eliarn regarding the that an evil stalks the mountain and passed away, the name has never changed,
Ulfvin family, but since there has never she suspects that it has something to and the old weathered signboard, which
been any proof and the Ulfvin family have do with the Dwarven relics. Just as the has long since lost its color, still swings in
always been leaders in the community, the Dwarves caused the evil, they might set the salty breeze, with creaks and moans
rumors have never escalated beyond that. it free to attack the people of Eliarn, and from the rusted chains that hold it fast.
Gunnbjorn has never traveled away she will have none of that.
from Eysteroy Island, and is content Nanna is an excellent potion and Not far from the docks, with a great view
living in Eliarn, knowing well that if extract maker, and sells any kind of of the Trolldrang Sea Stacks, the inn
he ever left, his curse would be quickly potion and extract available in the Game Waldorf ’s Woolly Walrus stands. The house
discovered. He is wary of strangers, even Master’s Guide. has a wooden frame and stone foundation,

act 2. to eysteroy island | 61


with tall windows decorated with carved he is searching for his son, Veigar, whom the door you can see that the room is dark,
windowframes. The roof is steep and Skjoldr saw transform into a warg, due to lit by a few candles in iron candelabras
thatched. Just above the front is an old and the Warg Sickness. Skjoldr is not eager and a couple of small windows. At the far
weathered sign, displaying a burly man with to open the door, but with a successful end of the room is a bar, where an elderly
a great beard, divided into two thick braids. Situation Roll on Situation Value 12 man eyes you warily.
(Charisma modifiers apply), the player
The inn is run by Waldorf ’s great, great characters manage to convince Skjoldr to After sunset, many of the locals come
grandchild Olivia Olafson. She grew up let them in (see Skjoldr’s Scare below). to the Hound to gossip, relax, and have
listening to the stories about her forefather, a drink or two. This is a great place to
how he bought his own freedom and came The Hound meet some of them and get to know
to Eysteroy in search of a better life, after The local watering hole is the Hound, a the Eysteroyans. One of them, Izudin
toiling for years as a slave, to become one of small tavern run by the Harkenstones, an Brokenshield, is there almost every night.
the settlers that earned their name on the elderly couple who moved to Eysteroy The locals are eager to gossip and get to
Stone of Settlement. Despite feeling her Island only a couple of years ago, in the know the player characters, especially if they
parent’s stories were a bit over dramatic, cellar of their house. The tap room isn’t seem likely to share stories and rumors from
she isn’t too keen on changing the Wooly large, it can only accommodate about two either the Stormlands or Mittland. There is
Walrus at all, so she wears Waldorf ’s dozen people at any given time. There are always a captain or two in the Hound, so if
leather apron every day. a few tables and two stalls, each fitted with someone wishes to get off Eysteroy Island,
The Walrus has a nice little common a candelabra, which provide the meager the Hound is a great place to start asking
room where breakfast, lunch, and dinner lighting in the room, since the windows around. At this time there are two ships in
are served. A small fireplace at one end are small and stained with smoke. harbor, the Dark Troll and the Star of the
allows the customer to get warm before Eagle, the former captained by the Human
going to bed, since the small bedrooms A small wooden post, one carved to Ilsa Blackhand and the latter captained by
on the second floor are not heated. The resemble a howling hound, is the only thing the Elf, Marthal Singspear.
front door leads to the common room, that points to where to find the Hound, The following are rumors and gossip
but to reach the bedrooms guests must the local tavern. Few steps lead down to that the player characters could learn from
find the backdoor, where there are steep a dark door, from which you can smell spending a night at the Hound. Feel free to
stairs leading to the second floor. tobacco, cheap ale, and sweat. As you open add more.
Each bedroom has one bed and a
single trunk, where guests can store their GOSSIP AND RUMORS
belongings. The wooden floorboards on 1d10 Rumor
the second floor, as well as the staircase, 1 Veigar Ulfvin hasn’t been seen for a few days. Gunnbjorn, though he doesn’t speak
creak, making it hard for anyone trying of it, seems to be searching for his son. (true)
to sneak into one of the rooms. Therefore,
2 There’s trouble in the Stormlands, a war is brewing in the north. (false)
Olivia asks her guest to be in before
midnight, when she locks the doors. 3 The wiry and sly Storm-Hansa that came to the village has locked himself up
in his room at Waldorf ’s Woolly Walrus, speaking nonsense about shapeshifting
Olivia is in her forties and a widow. Her
monsters. (true)
husband, Snowstein, was a seaman who
was lost at sea a few years ago. They had 4 The Gavlians are sending waves of missionaries to Mittland, many of which have
been murdered. (false)
five children, two of which died young. The
other three all live in Sylvan in Mittland. 5 The witch has been in particularly bad mood of late, and not willing to read
Olivia’s hair is turning gray, and years of anyone’s fortune, saying only that change is in the air and she isn’t at all happy
about it, it seems. (true)
running the inn have left their mark on her,
not to mention her losses. She is cynical 6 There are trolls about in the forest in the slopes of mt. Crowhome. Apparantely
and has a wry sense of humor. they have developed a taste for sheep. (false)
Accommodation is at normal prices, as 7 The rangers have lately steered clear of the mountain, saying only that something
per the Game Master’s Guide, and comes wicked haunts the slopes and they constantly feel watched while staying there. (true)
with an oatmeal breakfast. 8 A group of dwarves searching for a lost treasure stranded their ship on the
Skjoldr Karlberg has locked himself in northern side of the island a few weeks ago. Some say that they had already found
one of the rooms at the inn. Olivia doesn’t their treasure. (false)
know what to do for him, and asks the PCs 9 The wolves are more active this summer, they have come down from the mountains
for help. She has asked Gunnbjorn to take and are troubling the farmers, more this year than before. (true)
care of the matter for her, but he seems 10 Roll twice
preoccupied with something else. In fact,

62 | act 2. to eysteroy island


Eliarn Stave Church only to the members of the Ulfvin family, the Stone of Settlement, tasked with
The Stave Church in Eliarn is neither where the men of the family go when they telling any interested newcomer about the
large nor rich, and nowhere as grand begin to feel the moon’s call. There, they Eysteroyan tradition of immortalizing
as the Stave Church in Fengsale. The are shackled and locked up, until the Warg the first settlers in this way.
church was built by settlers from the Sickness releases them from its grip.
Stormlands with more devotion than The main floor is built of wood Dominating the town square is a
money. However, the years have gone and plaster. The living quarters are triangular stone column, almost three
by and now the church is in dire need of mountainside in the house, but the meters high. Lichen and weeds have
repairs and maintenance. stables and cowshed are seaside. The gained a foothold at the base of the
roof is thatched and steep, with many column. The seaward side is engraved
On the outskirts of Eliarn is a small stave dormers, and on the gables are circular with more than a dozen family names.
church, with a single Stormbarling and a windows.
low tower, that leans precariously over to If the players decide to pay If the player characters decide to
one side. The wooden walls are gray and Gunnbjorn Ulfvin a visit, he is most investigate the stone, with a successful
old and the ring on top of the Stormbarling likely to be outside his house, either roll on Shadow Arts skill (Finding and
is rusted. The doors, once carved to show helping his farm hands with getting Spotting specialty applies), they find a
Stormi, are now rotten. Inside the church the cows into the cowshed or speaking poem written in Futhark at the base of
is dark and smells of mildew. to some of the Eliarn rangers, in the the stone, hidden by lichen and moss.
hope of getting news of his son, Veigar. The poem is as follows:
There hasn’t been a Stormkelt in With a successful Situation Roll on
Eliarn for a few years and the church Situation Value 10 (Charisma modifiers Go west as the raven flies,
hasn’t seen much repair. The roof is apply) the player characters convince follow the silver stream,
in dire need of maintenance, as is the his workers that they need to speak to Before the sunlight dies
tower. The interior is still good enough the master of the house. Hear the mountain scream.
for a Stormkelt to carry out the services If the player characters mention Enter, friend, enter the Dwarf ’s haven!
and the Stormbarling is strong enough Veigar, Gunnbjorn’s mood darkens. With Enter the glorious Home of the Raven.
to hold a human sized sacrifice, though a successful Situation Roll on Situation
the ring is rusted. Value 12 (Perception modifiers apply) the If the player characters visit the Stone
If there is a Stormkelt among the player characters get the feeling that this is during the day, Izudin approaches them.
player characters the few locals who a sensitive subject. If the player characters
follow the Gerbanis religion are eager present themselves as honorable and “Beautiful, right?” a deep voice asks. You
to have the priest hold services and help trustworthy, Gunnbjorn asks for their help look around to find a dark-haired Dwarf
them with the Stave Church. in finding Veigar, though he won’t mention walking slowly toward you. “You know
that Veigar is afflicted with the Warg why it’s here? No? The settlers that came to
Ulfvin Ernhaus Sickness. If the player characters agree, Eysteroy erected this stone and carved their
The Ulfvin family was among the first he asks them to look for his son on the names on it. To remind themselves that
settlers on Eysteroy Island, and have slopes of Mt. Crowhome, but to keep their they are a community. As one whole, and
been members of the ruling council business to themselves. He hands them a together, they’d govern this island better
ever since. The current head of the flask potion made of Black Heather, which than the places where they came from.” The
family, Gunnbjorn, has been on the allows the werewolf to fall deep enough Dwarf stops for a moment. “You see, most
council for more than two decades. asleep so that the creature can relax and of the settlers were runaway slaves or poor
Their house is prominent and stands change shape again. folk from the Stormlands and Mittland.
by the small village square, where the People who were downtrodden and
Stone of Settlement was erected. The Stone of Settlement belittled by others. Here, they got a second
The Ulfvin Ernhaus, or family stead, is In the village square is a stone column, chance. At being somebody, I mean, and this
large and built of wood and stone, just as engraved with the family names of the stone was to make sure they did and were
are most of the buildings in Eliarn, though first Human settlers that came to Eysteroy remembered,” the Dwarf says somberly.
the Ulfvin Ernhaus is much larger. The Island and formed the community there.
foundation is made of stone and mortar, The stone, which in truth is made of a “Fields wither,
the stones were taken from the slopes of couple of slabs of stone, is more than two and fowls die,
Mt. Crowhome, and many of them have and a half meters high and triangular. stones turn to sand.
ancient Dwarven runes engraved in them. Only one side of the column is engraved Good honor
Deep within the foundation is a secret with the family names. During the and great art
room leading to a small cave, known daylight hours, Izudin can be found near echo through eternity.”

act 2. to eysteroy island | 63


Izudin introduces himself and is more The Witch’s Hut the player characters can see that the
than willing to answer any questions Just outside Eliarn, not far from the stone has been used time and time again
that the player characters might have, beach, is a small hut, leaning against as some sort of sacrificial altar, for there
happy to have someone to help him black cliffs. The hut is assembled are bones and gore around the stone.
pass the time a little faster. After three from driftwood, stones, and mud, and Three large dogs guard the house (use
questions, however, he excuses himself decorated with dried flower petals, the stats for a wolf, see Jorgi’s Bestiary
and says he needs to find Gunnbjorn. bones of various animals, and seaweed. p. 33).
He is more than happy to keep speaking Not far from the front door is a round
with the player characters, and tells granite stone, with white veins. With The Dyfir Witch, Nanna Raudseer, lives
them to find him at the Hound later that a successful Situation Roll on Situation in a small hut just outside Eliarn. Her
night. Value 12 (Perception modifiers apply), hut rests against black cliffs and is made

64 | act 2. to eysteroy island


of round stones from the beach, mud, and Wilderness skill (Weatherman specialty ship into safety. A failure means that
grey, rotten driftwood. The walls are applies), the player characters know that the Waverunner runs aground. If the
decorated with dried flower petals, dead a storm is heading their way. If they are player characters are on their own ship,
plants, and the bones of dogs, cats, ravens, on the Waverunner, Captain Wilfred tells they need everyone to make a successful
and other animals. As you get closer, three everyone to start preparing the ship for roll on the Wilderness skill (Seaman
vicious dogs stand up and growl at you. rough waters, announcing that they will specialty applies), to succeed in bringing
take in sail in a couple of hours. their ship safely into Eliarn harbor.
With a successful roll on the If the player character’s ship or the
Wilderness skill (Animal friend specialty The waves are growing larger as the Waverunner runs aground, the player
applies), the player characters get past wind is picking up. Captain Wilfred characters need to get ashore. With
the dogs to the door. If the roll fails, has told his seamen to lower the sail, a successful roll on the Agility skill
the dogs start barking and try to scare and orders all hands on deck. The (Swimming specialty applies), the
the player characters away. If the player Waverunner is tossed about by the huge, characters manage to reach the rocky
characters, despite the dogs’ warning, white-tipped waves. In the distance, beach. A failed roll means that the player
keep approaching the hut, the dogs lightning cracks and thunder roars character starts drowning (see Player’s
attack, which draws Nanna’s attention. across the sky. Far to the south, the Handbook p. 47). The skill roll can be
She leaves her hut 1 round after combat summit of Mt. Crowhome comes into repeated every round.
starts and commands her dogs to stop. view, as the Waverunner reaches the
If the player characters have killed one crest of the highest waves. Wolves in the Night
or more of her dogs, she doesn’t want Run this encounter only if the player
to have anything to do with the player With a successful roll on the characters’ ship ran aground on northern
characters, no matter what they say. Wilderness skill (Seaman specialty Eysteroy Island.
The inside of the hut is larger than applies), the player characters can tell As the player characters reach the
it seems from the outside, since it offers that finding a good landing in a storm beach, they find out that Wilfred and
access to a cave in the cliffs. Nanna has like this will be difficult. If the player most of the Waverunner’s crew have
her bed deep in the cave, near a fireplace, characters are on their own ship or gone missing. They are, however, not
hidden behind a curtain of dried fish skin knarr, with a successful roll on the clear of danger, for in the night, a pack of
and feathers. By the front door Nanna Wilderness skill (Seaman specialty wolves is on the hunt and seem desperate
has a small round table, three wooden applies), they manage to bring the ship enough to attack the group.
stools, and one large round stone. close to the island. Captain Wilfred
Every wall has shelves covered with manages to get the Waverunner close to You reach the rocky shore and climb
assortments of strange herbs, glass jars Eysteroy. As the player characters are upon the dark rocks, catching your
filled with morbid things, dried plants, coming close to shore, seeing the dark breath and thanking whatever gods
furs of animals, and many kinds of rocks. cliffs looming ever closer, the storm were watching over you. In the flashes
In the space between the round table gets even more intense. of light, you see that the woods begin not
and her sleeping quarters, Nanna has far from the shore. To the east, you can
her distilling and extracting equipment, As the sun sets, the storm seems to grow see where the lights of a village flicker.
many different types of glass jars, even stronger. The dark cliffs of northern Somewhere a wolf howls, only to be
buckets, and pots in which she concocts Eysteroy Island are threateningly close. answered by another. And then another.
her potions and extracts. The waves crash upon the cliffs, sending Out there, in the night, a pack of wolves
sprays of seawater high into the air. is on the hunt.
The roar of the storm is deafening, and
Events in Eliarn flashes of lightning cast quick shadows There are 7 wolves in the pack (see
The following are encounters that across the deck. Jorgi’s Bestiary p. 33), which has been
takesplace in chronological order in driven from their hunting grounds by
Eysteroy and Eliarn. Feel free to add The ship is in danger of running Veigar Ulfvin in the form of a Warg. The
more encounters and events. aground. Each player character must wolves are hungry and desperate, eager
lend a hand, with a successful roll for a meal, and see the player characters
The Storm on the Wilderness skill (Seaman as easy prey. The wolves attack until
As the player characters are getting specialty applies), they make it easier either half of the wolves are dead or they
closer to Eysteroy Island, still about a for Captain Wilfred to steer the ship have managed to kill one character to be
day out, a storm begins brewing in the into Eliarn harbor. If more than half of dragged away and eaten.
east. Dark clouds form, and the waves get the player characters make their roll, With a successful roll on the
ever higher. With a successful roll on the Captain Wilfred manages to get the Wilderness skill (Zoology specialty

act 2. to eysteroy island | 65


applies), the player characters know answer truthfully, he relaxes, but only a stone, I saw it. That boy. I did nothing
that wolves usually do not attack little. He is still suspicious of the player mind you. I just wanted to go to sleep. To
humans, unless hard pressed. With characters. sleep. How long has it been? When did I
a successful roll on the Wilderness If the player characters ask him last sleep? What moon is this? Perhaps
skill (Tracker specialty applies), the questions, he tries to answer them as it wasn’t last night. The stone. It’s been
player characters find a trail that leads best he can, as much as his broken sanity there since the first settlers, you know. By
to Eliarn. If the player characters try allows. Stormi, there I was, as that boy came, he
to outrun the wolves, they can try by just stood there, I did nothing, he was
using their CPs. Who are you? just there and stared at the moon. Then
If the player characters look his hands got longer and his face, dear
for the other crewmembers of the My name is … what is my name, yes, oh, Windinna save me, his face… his face
Waverunner, they only find Aron and wait, … my name is Skjoldr Karlberg. grew elongated and sprouted fangs. I
Irena alive, not far from them. Irena Yes, Skjoldr. Yes, that is my name. shouldn’t have come here. I… just... if…
is dragging Aron, who is unconscious, his face, it was wolf-like. He changed
ashore. Aron has suffered a heavy blow Where are you from? shape and saw me. His eyes, his yellow
to the head, but Irena is unharmed, eyes, stared right at me. Then wolves
although exhausted after swimming Oh, I came from Redborg. I was but a howled all around me. The night was
ashore holding Aron. sewer rat, an urchin that no one cared filled with howling wolves. And they
for, but now I am a Storm-Hansa, yes, came for me.
Skjoldr’s Scare I am someone, and I am Skjoldr from
This event may happens after the PCs Redborg, and I am a Storm-Hansa. If the player characters inquire further
got a room at the inn and Olivia asked into this matter, Skjoldr tells them in his
them for help. Why did you lock yourself up? own deranged way more about what
If the player characters manage to happened. He describes the boy and
convince Skjoldr Karlberg to let them By Stormi, I locked my door, yes, for you where he came from, which is the Ulfvin
into his room, he is obviously teetering know. No, you don’t know, how could you family house. With a successful roll
on the brink of madness. After seeing know? You are new here. Here in this on the Knowledge skill (Monster lore
Veigar Ulfvin change shape, he has dreadful place. I locked my door, yes. Why specialty applies), the characters know
convinced himself that the people of you ask? But, of course the werewolves. that the boy Skjold saw must be afflicted
Eliarn are all werewolves, and are after They are everywhere. They can’t get with the Warg Sickness.
him. With a successful roll on the Care through the door. Not if I lock it. If the player characters decide to
skill (First Aid and Nursing specialty help Skjoldr, he is desperate to get away
applies), the player characters know If the player characters ask about from Eliarn. Securing him a place on a
that Skjoldr seriously needs to rest, and the werewolves at any time, he gets knarr or ship headed out from the village
leaving Eliarn would probably help him very nervous, and at first tries to ensures that he eventually gets better
recover more quickly. change the subject. But if the player and regains his sanity.
The room is in complete disarray. characters persist and keep asking him, If the player characters decide to speak
The window has been blocked by the he eventually gives in and tells the player to Gunnbjorn Ulfvin, he, if they manage
colorful woolen blanket, and the bed has characters what he saw. to gain his audience, asks them to help
been turned over, as if the Storm-Hansa him locate Veigar.
is trying to create a defensive barrier “That one night, was it last night? No,
between himself and the door. He, a it was the night before that night. Or the The Prophecy
small wiry man, stands beyond the bed, night before that. I don’t know. I don’t The day after the player characters arrive
rubbing his hands nervously together. know how many nights it has been. It in Eliarn, Nanna Raudseer comes into
His eyes dart from side to side, and he might have been last night or the night the village, wild-eyed and in a trance. She
motions you to close the door. before that. I was down at the Hound. It stumbles to where the player characters
Skjoldr Karlberg waits for the is an awful place, have you been there? It are, and recites a prophecy, before falling
player characters to close the door, but smells and the mead is simply dreadful. I down unconscious.
as soon as the door has been closed, had a few drinks and was heading back
he starts interrogating the player here. Yes, it was last night or the night A wild-eyed Dyfir stares at you. Her hair is
characters. Who are you? Where are before that. I just wanted to go to sleep. I dirty and unkempt, decorated with leather
you from? How did you come here? Do haven’t slept since… well, I haven’t slept straps and small bones. She has used ash to
you know anyone in Eliarn? Are you since last night. The moon was up, a full draw dark and thick lines around her eyes.
werewolves? If the player character silver coin, and as I came by the standing She mutters something to herself, froth and

66 | act 2. to eysteroy island


saliva drip from her mouth, as she stumbles at the same time as the Dwarven bard With a successful roll on the
toward you. When she finally reaches you, is there, he is eager to hear their tales, Knowledge skill (Lore and Legends:
a shudder rocks her body, and a sudden and share some of his own. If the player Dvarcves specialty applies), the player
spasm make her back bend in an unnatural characters pay for his mead and ask him characters know the Dirge of the Broken
way. Her eyes turn white, and she throws about Eliarn, he is more than willing to Shield, which was originally recited
her head back. share everything he knows about the or sung at the funeral of King Dvalin
“The yellow-eyed hunter is waiting for village and the people in Eliarn. Goodheart. Dervich is believed to have
you. In the dark of dreams it waits - waits As the night falls and Izudin has predicted his own death in the dirge,
for the soul of the binder.“ she gurgles, drunk more mead, his mood turns more since he died alone in a barren moor,
almost incoherently. Her fingers reach out, somber, and he shares his story with the his shield cloven in half by a Troll’s axe.
stretched and bent in an awkward way. player characters. His face grows sour, Many Dwarven bards learn the dirge
“It hunts in the nightmare, like an orca, and his voice darkens. and cite it when they write their own
feeds on your fears. It waits in the dark of dirges.
dreams - waits for the soul of the binder,” “Many years ago, an ancient brother of m If the player characters tell Izudin
she pants out. clan, Dervich Brokenshield, witnessed the at any point that they are seeking
“The dark, the dark, only in the darkest fall of Grunkovorda. He was a bard like Voronoy-Kefas, they arouse his interest,
dream, can you defeat the hunter. In the me, like so any others in our bloodline. He and he becomes eager to hear what
dark of dreams, it waits - fears the soul was old when he told my eldest brother, they know. He asks them to keep an
of the binder.” A spasm rocks her body. Lukaz, his story. Lukaz, eager to compose eye out for his father, who carries an
“The lights, you must light them.” Then a poem, as great as the Dirge of the old shield that has been cloven in half.
the strange woman drops to the ground, Broken Shield, as you might have heard, If they agree, Izudin does everything in
unconscious. I presume, wrote a piece so great that it his power to help the player characters
would ensure that our names would be while they are in Eliarn.
With a successful roll on the Care skill remembered forever and ever more. But
(First Aid and Nursing specialty applies), alas, my brother lukaz was a traveling
the player characters know that she is bard, and one day he never returned home To Mt. Crowhome
well but needs rest. If they decide to wait to Dvulgord. He never taught me the
for her to wake up, she doesn’t remember poem, since I was but a boy back then. All Once the player characters are ready to
anything of this encounter, other than I have is this single passage: move on, they need to find their way to
that she woke up feeling peculiar and “Oh, hear the boots call, Mt. Crowhome. They have a few clues as
light-headed. heroes march on, to where to find the entrance to Voronoy-
The prophecy refers to the Hunter towards the blood lit battlefield. Kefas, both of which are part of riddles
in Dreams, the demon that Téwaz Spears held high, found in old poems.The sun has colored
summoned many years ago, and which is shields and runes. the clear sky, and the sea is still. Flies
bound to Voronoy-Kefas. It also contains In darkness their doom was sealed.” buzz around you as you leave Eliarn,
information about how the player I know that my brother was traveling the small village on the en shores on
characters can defeat the intangible with a group that was seeking the lost Eysteroy Island. As the sun climbs higher
demon, to enter the nightmare and fight kingdom of Voronoy-Kefas, and I found and you march on, it grows ever hotter,
it there. out that they came to this wretched island. but soon you are in the shadows of the
The people in Eliarn can tell But here, I lost their trail. Decades have great oaks and ironwood trees that grow
the player characters about Nanna passed since Lukaz was here, and none in the foothills of Mt. Crowhome. The
Raudseer, and help her get back to her of the elders in Eliarn seems to remember forest trail winds ever higher, and you
hut. If the player characters wish to pay that particular band of adventurers. All I are thankful for the shadows the canopy
her a visit, she isn’t too keen on helping wanted was to find my brother’s poem, so provides. A game trail opens before you,
them, since the witch suspects that the that his name and mine could live forever leading deeper into the darkened woods.
player characters, especially any Dwarf, among the Dwarves of Dvulgord,” Izudin
will set whatever evil that is in the slumps down into his seat and downs his With a successful roll on the
mountain free. mug. “Now, no one will remember us, we Wilderness skill (Orienteering and
will become nameless and forgotten, just Cartography specialty applies), the
The Dirge of the Broken Shield as the ancient brother Dervich predicted: player characters manage to follow the
If the player characters decide to pay “Where no one ever goes, where no game trail. If the player characters fail
Izudin Brokenshield a visit at the wildflower grows, where there are only the check, they lose one day searching
Hound after meeting him at the Stone of crows, the broken shield rests, forever more, for clues in the wrong places. Finding the
Settlement, or if they are in the Hound forever more, nameless and forgotten.” entrance to Voronoy-Kefast is not easy.

act 2. to eysteroy island | 67


The player characters need to be actively sea. A black Warg comes into the light from Warg) north of the player character’s
seeking the entrance and looking for your campfire, keeping its head low and its camp. This information counts as 1
clues. If they found the poems that hold tail between its legs. It whimpers softly. success. for finding the entrance
clues to where to find the entrance, they
get a +2 bonus to the rolls. Each roll With a successful roll on the
represents a whole day searching and Wilderness skill (Zoology specialty Finding the Entrance
investigating the area. applies), the player characters get The entrance to Voronoy-Kefas is
Making a camp in the foothills is a the feeling that there is more to this cleverly hidden in a gorge, where the
good idea, with a successful roll on the animal than meets the eye. If the Roaring Falls, vines, and ironwood trees
Wilderness skill (Camper specialty player characters try to befriend the hide it from sight.
applies), the player characters make a Warg, with a successful Situational
good camp in a nice clearing where they Roll on Situational Value 10 (Charisma Finally, you spot the ancient entrance to
have access to water. modifiers apply), the player characters Voronoy-Kefas. High in a gorge, near
Each day a player character spends manage to lure the Warg closer. If the silvered roaring falls and hidden
searching for the entrance, that player they talked to Skjoldr Karlberg, the by hanging vines and ironwood trees,
character can roll on the Wilderness player characters might recognize the the entrance is nigh impossible to spot.
skill, the following specialties apply: wolf as a Were-warg. The entrance is spartan, the door frame
Orienteering and Cartography, Wilderness If the player characters attack decorated with runes that once must’ve
signs, Land Knowledge (Forest), and Veigar he runs away and tries to been colored, and some dragon motifs.
Terrain experience (Forest). Once the outrun the player characters into the The door itself is simple and non-
player characters have accumulated 10 woods. descript. In all, the entrance is nothing
successful rolls, they find the entrance. If the player characters help Veigar like the glorious great gates of Dustwall.
Feel free to add encounters with to shapechange back into human form,
rangers, hunting wolf packs, and flying he is very thankful. With a successful Reaching the entrance is hard. With a
predators. There’s game on the slopes of roll on the Knowledge skill (any Lore successful roll on the Agility skill (Jumping,
Mt. Crowhome, making it easy for the and Legends specialty applies), the Climbing and Balancing specialty applies),
player characters to hunt. player characters know that the Warg the player characters reach the entrance.
Sickness is terrible, and impossible to Using a rope can help those who are less
cure. However, once out of the moon’s agile. Reward clever thinking.
Meeting Veigar light and given time to relax, the Were- The door is not locked, but years of
The first night after the player characters warg can transform back to human. dust and dirt have made the door hard to
leave Eliarn, Veigar Ulfvin comes into Once back in human form, Veigar open. With a successful Situational Roll
the camp as a Warg (see Jorgi’s Bestiary tells the player characters what on Situational Value 6 (Strength modifiers
p. 33). The young lad is scared and happened to him, and that he ran away, apply), the player characters manage to
hoping to find someone who can help once he noticed Skjoldr watching him. open the door. However, only one player
him. Seeing the lights from the camp, he If the player characters escort Veigar character can try at a time, since the door
crawls closer and, if the player characters back to Gunnbjorn, the patriarch is high in the gorge, with not much space
don’t spot him, comes into the light from thanks them, and hands them 2 around it, allowing no more than one
the campfire. With a successful roll on portions of Gavespring (Game Masters player character a time to try.
the Shadow Arts skill (Finding and Guide p.91).
Spotting specialty applies), the player If the player characters tell Veigar With a grinding sound, you finally
characters spot the wolf. that they are looking for the entrance manage to push open the door. Beyond,
to Voronoy-Kefas, he tells them that there’s only darkness and deep, mournful
The moon is high in the blackened night he saw strange stones not far from the silence. The lost kingdom of Voronoy-
sky, and a soft, cool breeze comes from the Roaring Falls, three hours run (as a Kefas is open before you.

68 | act 2. to eysteroy island


Adventure Points for A ct II
Below is a list of resources to help the Game Master allocate adventure points:

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

act 2. to eysteroy island | 69


Act 3

✦ 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.

In Dream The mines of Voronoy-Kefas run deep


The Royal Hall is a place of pure Level 2 and long, the walls are covered with
nightmare. There are hundreds of The lower levels of Voronoy-Kefas are red and horrible lichen. The shafts are
Dwarves in the hall, eating and nowhere near as fancy or elegant as dark and silent, no longer filled with
feasting upon each other. All the the top level. Here, the Dwarves mined the calls and the echoes of hammers and
dwarves are naked and have cut deep and toiled, worked and sweated in the pikes. Not far from the mine entrance

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

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