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Empty Thrones

Project Manager: Andi Watson


Lead Developer: Kyle Pritchard
Systems Lead: Morgan Weeks

Lead Writer: Kyle Pritchard


Additional Development: Josh Harrison, Andi Watson, Morgan Weeks
Additional Writing: Nick Lowe, Karol Rybaltowski, Morgan Weeks

Editing: Josh Harrison, Andi Watson, Nikohl Watson, Morgan Weeks


Playtesting: Nicole Conley, Karol Rybaltowski, Maruja Yoshimura

Art Director: James Austin


Layout: BRAIND Solution LLC, Josh Harrison, Morgan Weeks
Cover Art: Sarayu Ruangvesh
Interior Art: James Austin, Joel Biske, Matsya Das Bdds, Drachenmagier, Reece Firman,
Beto Lima, Freddy Lopez, Jeremy McHugh, Wayne O’Connor, Maciek Zagorski

Earthdawn Development Team:


Michael S. Allegro II, James Austin, Josh Harrison, Kyle Pritchard,
Karol Rybaltowski, Morgan Weeks

Special Thanks:
The backers and fans who supported this project on Kickstarter.

Internet: www.fasagames.com
Contact: contact@fasagames.com

PDF Release - October 2020


Print Release - First Printing, November 2020

Earthdawn is a registered trademark of FASA Corporation. Barsaive, FASA and the


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ration. Earthdawn and all associated trademarks and copyrights are used under license
from FASA Corporation.

Published by FASA Games, Inc. All rights reserved.


Printed in the USA

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TABLE OF CONTENTS
Introduction.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Pirates and Thieves.. . . . . . . . . . 145
How to Use this Book......................................6 The Story So Far...........................................145
The Scions...........................................................14 The Plot.............................................................148
The Stage : The Village of Daiche.......150
A Public Execution.. . . . . . . . . . . . . . . . . 21 The Figures.....................................................160
The Story So Far..............................................21 The Events.......................................................167
The Plot................................................................22 Loose Ends......................................................180
The Stage : Councilor Plaza......................24
The Figures........................................................36 Draconian Solution . . . . . . . . . . .183
The Events..........................................................40 The Story So Far ..........................................183
Loose Ends.........................................................54 The Plot.............................................................185
The Figures ....................................................188
Riotous Bloom.. . . . . . . . . . . . . . . . . . . . . . . . . . . 57 The Events.......................................................194
The Story So Far..............................................57 Loose Ends .....................................................210
The Plot................................................................58
The Stage : Jerris, City of Ashes..............61 Game Information.. . . . . . . . . . . . . . . . .213
The Figures........................................................74 Opponent Groups........................................213
The Events..........................................................82 Riotous Bloom...............................................214
Loose Ends......................................................100 Long Live the King......................................221
Pirates and Thieves....................................241
Long Live The King.. . . . . . . . . . . 103 Draconian Solution.....................................250
The Story So Far...........................................103
The Plot.............................................................105 Adventure Framework
The Stage : Freewater...............................107 Index.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .254
The Figures.....................................................116
The Events.......................................................124 Gamemaster Character
Loose Ends......................................................143 Index.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256

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Introduction

E
mpty Thrones is designed to explore significant events occurring with-
in the world of Earthdawn. These events permanently shift the political
landscape of Barsaive. This supplement explores the people and places
most affected by these events. Each of the five arcs can be used as part of an on-
going campaign. The locations highlighted can be used as a basis for countless
adventures and the characters discussed can be prominent allies or foes. While
this text can be used piecemeal for a home campaign, it’s also possible to explore
all the details, combining the arcs together to form an epic campaign that places
the characters amidst world changing events.
The first arc, A Public Execution, brings the characters to Iopos and they
make connections among the powerful and obviously conniving Denairastas fam-
ily. As the group learns the lay of the land, it becomes obvious to them their spon-
sor, Zahm Denairastas, is working to remove his great uncle, First Minister Uhl,
from power. Before Zahm can send his would-be assassins in and commit to his
planned coup, Uhl suffers a public and grotesque death. The city falls into chaos
and the players, responsible for more than one illegal act within the walls, must
flee the city before they are blamed for crimes they didn’t commit.
With the Iopan administration in disarray, the people of occupied Jerris see
their opportunity to throw off the yoke of their oppressors in Riotous Bloom.
This arc explores the city known for its airships and industry, the puppet leader-
ship the Denairastas put in charge, and the rebellious factions seeking to reclaim
their lost city. Over the course of this event, a rash of further assassinations serve
to destabilize an already precarious position and the Iopans find their control
tested. As the riots gain traction and reclaim the city piece by piece, the Iopans
reveal their dominion over a devastating magical weapon they threaten to use on
the people of Jerris if they don’t stand down.
As the situation deteriorates throughout western Barsaive, a third arc, Long
Live the King, sees a claimant to the fallen kingdom of Landis. This “King Reman”
agitates along the borders of Cara Fahd, extorting support from the locals for his
claim. He snatches the crown jewel of the Greenheart River, a village Named Free-
water, and converts it into a base of operations for his attacks. Carad orks respond
to the threat, though the situation is further muddled when civilians come out
to support Reman. Dvilgaynon, Cara Fahd’s chief advisor and a Cathay dragon in
disguise, rushes to the scene and a grassroots faction known as Landisian Lands
led by a mysterious woman also arrives in Freewater. This group wishes to ease

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the suffering of the locals. When Dvilgaynon and the woman meet for the first
time, they learn the situation is more complicated than it first appeared. This arc
explores the village of Freewater and the surrounding area, and delves into the
motivations of King Reman, Dvilgaynon, Darla, and the Denairastas mastermind
pulling the strings.
Having left Iopos ahead of the chaos, Zahm Denairastas tied his destiny to
the newest aropagoi along the Serpent River network, House T’kambras. In the
events of Pirates and Thieves, Zahm convinces the house that Garlthik, leader of
Kratas, was responsible for the theft of a relic of cultural importance. Daiche, the
port Garlthik uses to launder goods, immediately falls to a T’kambras attack and
the t’skrang demand Garlthik and his Force of the Eye return the stolen relic. The
arc explores Daiche, and offers groups the opportunity to side with the Force of
the Eye or the T’kambras as they attempt to uncover who is responsible for the
recent flashes of violence. It also delves into Zahm’s motivation as he pursues the
Malachite Seat.
In the fifth and final arc, an old contender emerges to lay claim to the De-
nairastas family with the aid of a powerful weapon. In Draconian Solution, the
group is brought in to find a solution while an unstoppable force rages across
southwestern Barsaive. While the Denairastas are distracted crowning their
new ruler, the great dragons of Barsaive coerce the characters into plumbing the
depths of one of Outcast’s lairs, desperately seeking to end the weapon for good.

How to Use this Book


This book is meant to be used alongside the Earthdawn 4th Edition Player’s
Guide and Gamemaster’s Guide. Within this text is most of the materials you
need to set an adventure linked to the five arcs that make up Empty Thrones. This
book also contains sufficient information to play in or around the Barsaivian cities
of Jerris, Daiche, and Freewater. There are references to character options first
covered in supplements: Companion, Questors, and The Adept’s Journey: Mys-
tic Paths. Due to the primary antagonists featured throughout this book, Iopos:
Lair of Deceit will also be a helpful resource. Each chapter lists useful products
gamemasters can use to flesh out the region around the characters if they wish to
expand on the events presented here.
This supplement provides plots, locales, and characters to use in your Earth-
dawn campaign with each chapter focusing on the key figures that surround an
arc of events. You should read the entire chapter associated with a storyline be-
fore using it. This helps familiarize yourself with the key players, upcoming twists,
and potential resolutions. If you wish to run the entirety of Empty Thrones as a
single epic campaign, you should review the entire book before beginning your
adventure. For more information on how to fit these arcs together, see Running
Empty Thrones (p. 9).

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Each of the five arc chapters (A Public Execution, Riotous Bloom, Long Live
the King, Pirates and Thieves, and Draconian Solution) describes a plot and
all of the critical information to serve that story. Each of these chapters follows
the same format and is broken up into five subsections: The Story So Far, The
Plot, The Stage, The Figures, The Event, and Loose Ends. The final chapter, Game
Information, contains detailed write-ups for many of the threats described in the
previous arcs.
The Story So Far covers the history that made this event possible. It discusses
the region’s status quo immediately before the event. It also covers prior Earth-
dawn products that might be a helpful resource.
The Plot includes a summary of the most likely path through the arc. It lists
each framework, how they fit together, and the most likely outcomes. It includes
ideas for how to bring players into the area and get them involved with the arc’s
first framework.
The Stage discusses the locales in which the events take place. All five of the
events are grand in scope and the settings of these events are many and varied.
This section might describe, in broad strokes, a city not yet detailed in an Earth-
dawn product, or it may refer to an existing supplement while diving deeper into
specific structures or neighborhoods critical to the story at hand.
The Figures lays out the descriptions, motivations, and basic statistics for the
plot’s major gamemaster characters and organizations. Characters may appear as
complete write-ups in the Game Information chapter. Every aspect of a character
is not covered in this book. This is purposeful to allow gamemasters as much free-
dom as possible to personalize the threats.
Finally, The Event provides adventure frameworks gamemasters can mod-
ify to suit their table. These adventure frameworks refer heavily to key details
discussed earlier in the chapter and detail critical moments of the plot and sug-
gestions for how the players might find themselves in the center of the action. It
also includes sidebars with alternative suggestions and paths for players who find
themselves on unexpected sides of the ensuing conflicts.
The chapter closes with Loose Ends. This section discusses the most likely re-
sults of the event, its denouement, reflects on the future motivations of those fea-
tured in the event, and the new status quo for the region. It also provides sequel
ideas to follow up on the event.
Preparing Adventure Frameworks
Creating published adventures that provide sufficient, appropriate challeng-
es for groups is increasingly difficult as they rise in power. Varying player inter-
ests and the multitudinous options for how to advance quickly creates entirely
unique character and table dynamics. The adventure frameworks presented here
are meant to be used as a guideline. Some adjustment might be required to make
the story fit your group. You may also need to adjust the statistics or motivations

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of gamemaster characters, or modify the scope of a plot to provide an appropriate
threat. If an adventure framework is particularly ill-suited to your group, perhaps
it can be used as a blueprint for an adventure of your own invention.
As gamemaster, you are the players’ window into the world of Earthdawn.
Each chapter provides as many important details as possible, but you will almost
certainly need to go beyond the descriptions provided within to evoke appropri-
ate moods for your table’s adventures. Always strive to keep players connected
to the world setting. When players are interacting within a scene, they help tell
the story they want to see. This is one of the best things for gamemasters to pay
attention to as the story evolves. When players wander from the storyline, they
can be nudged back in the intended direction, though you should keep such hints
as subtle as possible. Good gamemasters guide the table’s experience, but do not
control it.

Expected Party
The difficulty of the frameworks
in Empty Thrones vary greatly. The
assumed player group is 4 to 6 char-
acters of at least Fifth Circle when they
become involved in their first event.
If this book is used as a single “epic”
campaign, characters should reach
Seventh Circle before the events of Pi-
rates and Thieves. They might reach
up to Ninth Circle as they prepare to
mount the final assault detailed in
Draconian Solution. Gamemasters
should adjust the frameworks to fit
their needs as their table’s unique ver-
sion of events unfold.

Anatomy of an Adventure
Framework
Each adventure framework in this product follows the same basic format. It
has a unique title followed by a Premise, a Setup, several numbered and named
Challenges, and a Climax. The Premise discusses the adventure framework’s con-
cept and how it fits into the larger story being told. The Setup section discusses
how the players might get involved with the adventure. The framework’s Chal-
lenges breaks the adventure up into as many discrete pieces as possible while
explaining how the story changes due to the actions of the players. The Climax is
the framework’s final, and typically largest, challenge.

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Rewards
As gamemaster, you must determine the rewards appropriate for your table.
It’s important to note that introducing custom thread items to party members
early in the event can tie players more closely into the events at hand. Details on
thread items are found in the Gamemaster’s Guide (p. 197).
Aside from physical rewards, players are awarded Legend Points for their ad-
ventures. These awards are recommended to follow the guidelines in the Gam-
emaster’s Guide (p. 119) as appropriate for the average Circle at your table.
The plots in Empty Thrones represent major events that will be talked about in
Barsaive for years to come. Characters who actively participated in the Climax of
an adventure framework should receive an additional Legend Award alongside
their Legend Awards for the standard four elements (achieving goals, conflicts
and obstacles, acquiring treasure, and individual deeds). For example, you may be
running a table of average Sixth Circle characters and decide that, due to the high
threat of the session, a Legend Award of 2,000 is appropriate. If the group goes
through the Climax, they should earn two 2,000 Legend Point awards.
Running Empty Thrones
There are many ways a group can utilize the information in this supplement.
A gamemaster can explore their own stories using the settings and threats pro-
vided for inspiration. Alternatively, they may adapt a single plot for use within
their campaign, likely with an eye toward keeping the action focused to a single
locale. To use this book to its fullest potential, an “epic” campaign uses all of the
plots and frameworks presented, with over a dozen adventures spread amongst
five interconnected stories that weave in and out of the spotlight.

Individual Arcs
Each arc includes ideas for how characters might become involved in the ac-
tion. At the end of each chapter is a list of potential sequels to the action for fur-
ther adventures to develop. Taking a deep dive into any one of these arcs could
be sufficient for an entire campaign, though the gamemaster needs to flesh out
details only touched on in this text.
If running a single plot, a gamemaster should be sure to read the entire chap-
ter and familiarize themselves with all of the prominent players in the arc. Each
chapter assumes their event occurs in the larger world and the other events occur
more or less concurrently (see Timeline of Events, p. 10). If there is a desire to save
the other events for future campaigns and not have the arcs concurrent, addition-
al events and personalities need to be devised to explain the external status-quo
or resolve matters in a satisfactory fashion. There are suggestion sidebars where
possible, but there are too many variations to cover everything.

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Epic Campaign
Should you decide to use all five of the arcs presented in this book at your
table, keep in mind all the information is a guideline. If you don’t like an individu-
al’s motives, don’t think an adventure framework is appropriate, or the provided
chronology doesn’t fit your intended timeline for events: change them! As always,
these rules are a resource for a fun and fulfilling experience, not as a tether to hold
back and punish a group.
As mentioned in Preparing Adventure Frameworks (p. 7), characters are ex-
pected to be at least Fifth Circle. Your players should have a good grasp of the
system’s rules. If you have a rookie table eager to get started that is not yet of an
appropriate Circle, there are three easy options at your disposal. First, you could
use the setting material provided in this supplement as inspiration to run prequel
adventures of your own design. Jerris, Daiche, and Freewater are all discussed in
detail. Each is a bustling hub of action with plenty of potential work for up-and-
coming adepts. Your second option is to tweak the presented adventure frame-
works. Perhaps there is a personal reason for Novice adepts to get involved in
events otherwise beyond them. With some creative storytelling (and increased
rewards) your table can be brought up to the expected power level with minimal
reworking. A third option is to look into the Legends of Barsaive adventure se-
ries. These supplements take place in and around the village of Haven. Over the
course of 16 adventures, they take characters from First Circle through Fourth
Circle, putting them within easy reach of the first event.

Timeline of Events
The exact chronology of the events described in this book is up to each gam-
emaster and what fits in their campaign. The exact time of year or number of
days for an event is never critical and rarely assumed in an adventure framework.
For ease of reference and visualization, this book assumes a basic timeline of the
events. All five arcs are assumed to take place throughout the year 1518 TH (the
year 1517 being listed as the “Present day” in the Gamemaster’s Guide). The
events and their related arcs are expected to occur as follows:

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Impacted
Month Summary of Events
Plots
Zahm Denairastas seeks out a group of
skilled adepts who might be capable of A Public
Mawag
killing Uhl, presenting a chance for him to Execution
ascend to the Malachite Seat.
Operations occur throughout Iopos. Kine
A Public
Denairastas appears guilty of high treason.
Execution,
Gahmil First Minister Uhl summarily finds him
Long Live the
guilty. Uncharacteristically, he shows mercy
King
and merely exiles his nephew.
Uhl dies in a fantastic display of
Nethermantic power during the celebration
following the Selection. The city is thrown A Public
Raquas into chaos as Argo and Bruhl fight for Execution,
dominance. Many Denairastas loyalists are Riotous Bloom
killed in the following days, including much
of the leadership of Jerris.
Rioting breaks out in Jerris as people agitate
for their freedom. Many miles to the south, Riotous Bloom,
Sollus a human emerges to crown himself “King of Long Live the
Landis.” The drums of war beat along Cara King
Fahd’s southern border.
Jerris rebels overthrow their oppressors
in a single night of bloodletting. Iopos
reacts by triggering several catastrophes
Riotous
throughout the city. King Reman promises
Bloom, Long
to remove oppressors and those who
Riag Live the King,
threaten the people of Landis. He takes
Draconian
Freewater for his headquarters. The
Solution
Landisian Lands movement meets with
the leaders of Cara Fahd. The wisps of the
Horror cloud begin to coalesce.
House T’kambras takes command of
Daiche and demands the Force of the Eye
Pirates and
relinquish their control of the River Song.
Thieves,
Teayu Zahm Denairastas appears at the side of
Draconian
the aropagoi and outmaneuvers Garlthik’s
Solution
forces at every turn. The Horror cloud
begins to slowly move northeast.

11
Impacted
Month Summary of Events
Plots
Garlthik launches a counterattack on the
T’kambras, but finds all of his ambushes
Pirates and
Borrum foiled. Realizing his Force of the Eye was
Thieves
infiltrated, he flees Kratas, abandoning its
people to their fate.
Zahm Denairastas picks up the pieces
in Kratas as he takes much of Garlthik’s
Riotous Bloom,
resources. From Iopos, Jada Denairastas
Pirates and
reveals herself alive with a fabulous crown.
Doddul Thieves,
She claims the artifact controls the Horror
Draconian
cloud and that it moves towards Jerris
Solution
to put an end to their rebellion. Most
knowledgeable parties discredit her claim.
The dragons of Barsaive hold a private
summit to discuss the rapidly changing
political landscape. Dvilgaynon, a relatively
new dragon from distant Cathay, brings Riotous Bloom,
Strassa the characters. The dragons are torn about Draconian
how best to proceed, their attention turned Solution
instead to the Child of Blue Spirits. The
rebels of Jerris begin in-fighting as some
refuse to give in to Jada’s demands.
Jada dispatches the Horror cloud to Claw
Ridge as a demonstration of her power. The Pirates and
death toll is catastrophic. Zahm Denairastas Thieves,
Veltom
publicly declares himself Overgovernor of Draconian
Kratas, though his control over the city is Solution
tenuous at best.
Iopos prepares for a coronation as the
Horror cloud continues its journey toward
Jerris. While Outcast attends the coronation,
he leaves his lair under guard, a group of Draconian
Charassa
Adepts enter the lair and wrest the Horror Solution
cloud’s Snare free of the apparatus. The
cloud crashes down into the dragon Usun’s
domain.

12
Uhl Denairastas
Vidar II Denairastas had thirteen acknowledged chil-
dren from four wives. Uhl is his third son, a child of Vi-
dar’s second wife, and the sole surviving Denairastas of
that generation. Uhl’s exact age is impossible to deter-
mine, but he’s been the First Minister since the Bat-
tle of Nine Stairways in 1387 TH over 130 years
ago. Most estimates place his age at over two
centuries, though he physically appears as a fit
human in his late fifties. While Uhl doesn’t look
the part of a wizened old man, he is short for
a human at just over five feet tall. He bears a
shorn scalp and gray beard, and walks with
a large staff. Though this is a symbol of his
status rather than physical support.
Uhl only appears in A Public Execution’s
“Duck, Duck, Goose” framework. It’s likely his first
appearance and definitely his last as he vanishes from the outskirts of
Iopos in a searing blast of light. While there are some who believe his death to
be fake and part of a larger conspiracy, this event incites his family into vying for
the Malachite Seat. Uhl died without any offspring and five of his most prominent
relatives, dubbed “the Scions,” vie for control.
Outcast
The power behind the Denairastas fami-
ly is the Great Dragon known as Outcast. It’s
from him the Denairastas family take their
Name and their blood gained much of its pow-
er. As the Scions publicly display power in a
variety of ways, and the family fractures to
support different Scions, all know it’s Outcast
who determines the true inheritor of the Mal-
achite Seat.
If Outcast is concerned regarding the
death of the former First Minister, he gives
no obvious sign. The Scions most able to in-
vestigate the death, Argo and Bruhl, quickly
become more invested in battling one anoth-
er. In-fighting that Outcast makes no effort to
stop. In the lead up to Uhl’s death, Jada De-
nairastas (p. 15) secretly became one of Out-

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cast’s most favored. Her continued movements against the great dragons of Bar-
saive entertain him greatly.

The Scions
Argo Denairastas—Minister of Order
Unlike many of his unkempt, dark-robed, family
members who enjoy striking fear into adults and chil-
dren alike, Argo believes appearance is everything.
In contrast to many of his stooped, pale-skinned
cousins, some of whom haven’t seen the light of
day for months or even years, Argo’s swarthy
skin immediately sets him apart. Handsome
and charismatic, Argo’s demeanor proj-
ects courage and honor. He’s the most
dashing and instantly recognizable of
the Denairastas. His down to earth atti-
tude strikes a chord with troops and
citizens alike. Argo personally trains
with his soldiers and patrols with
them on occasion. Anything he’s will-
ing to order someone to do, he is will-
ing to do as well. This attitude resulted
in him wielding the executioner’s blade
on numerous occasions. Appearances are
deceptive and that is one of the Denairastas’s greatest talents. Argo is
ambitious and wants to be seen leading from the front. As a veteran of the Gold
Branch who participated in espionage across Barsaive, it’s perceived Argo was
demoted by Uhl, but Argo relishes his responsibilities as Minister of Order. Many
believe Argo had designs on the Malachite Seat and Uhl was keeping him in plain
sight.
When Uhl perishes suddenly, Argo attempts to quickly assert order through-
out the city. His efforts are resisted by Bruhl and the two find themselves butting
heads throughout the rest of the year. Argo also takes an interest in the riots of Jer-
ris, blaming Miska (p. 79) and Ulla (p. 80) for failing in their duties to keep the city
under thumb. His desires to quickly assert control and order throughout Iopan
holdings sees him almost universally resisted by his family. Despite his expansive
overt forces, he has difficulty accomplishing clandestine tasks with his resources.

Human Dragon-Kin Tenth Circle Warrior, Second Circle Thief


DEX: 8 STR: 7 TOU: 7
PER: 6 WIL: 7 CHA: 6

14
Bruhl Denairastas—Minister of Resources
Named after his uncle, many believe Bruhl
rose through the ranks due to the nepotism
prevalent among the Denairastas. Yet, Bruhl’s
rise to prominence is despite the fact his uncle
is Uhl Denairastas. Bruhl isn’t among his uncle’s
favorites, especially when he made it clear he
believes Uhl responsible for his father’s death.
While Bruhl has no loyalty to Uhl and seems
immune to the Oath of Affirmation, he
claims to have no designs on the Seat and
is content to forge his own path. Bruhl is
also the Iopan Minister of Trade, this gives
him great influence on how things are done
in the city. As Minister of Trade, he’s one
of the more recognizable Denairastas in
Barsaive. He’s tall and broad chested, but
encumbered by a noticeable hunch in his
back.
While Bruhl has no strong desire to claim the
Malachite Seat, he refuses to let Argo assume control in the wake of Uhl’s death.
He knows under Argo he will be forced to continue the antagonistic relationship
he long held with Uhl and it’s only a matter of time until one successfully assassi-
nates the other. He stands in Argo’s way and is happy to force a standstill; he has
no desire to secure Outcast’s favor.

Human Dragon-Kin Tenth Circle Wizard, Fifth Circle Illusionist


DEX: 6 STR: 5 TOU: 6
PER: 8 WIL: 8 CHA: 6
Jada Denairastas—Resourceful Survivor
Jada was the most famous failure of the Denairastas family. Her Name remains
known to few, but her actions shook the world. She assassinated King Varulus III
via Nethermantic magic. But pinning the crime on Thera did not stand up to the
scrutiny of the dwarfs and their allies. It drove Throal and Thera into a bloody war,
but the implication of Iopan meddling was uncovered by both sides.
Publicly, Uhl sent assassins after Jada when she failed to keep her involve-
ment in Varulus’s death a secret and these assassins made short work of her. In
reality, Jada killed the assassins sent after her. And the ones sent after that. And
the ones after those. Without her family’s resources, she was forced to find her
own way in the world. She quickly shed the naivety fostered while training at the
foot of the Malachite Seat and learned the hard truths of surviving day-to-day.

15
While she remains an immensely powerful magician, she refrains from using
potent magic. She doesn’t wish to attract the attention of
the many groups still seeking her demise. Instead she
developed her skill with the blade, lowering herself
to a humble life of exchanging silver for odd
tasks. Never staying in one place for long and
changing her name regularly to evade sus-
picion.
Recently, she became aware of an air-
ship bearing goods belonging to the great
dragon Dvilgaynon (p. 189). She orches-
trated an attack on the airship over the
Aras Sea in the middle of a fearsome thun-
derstorm. By the time the storm cleared,
the dragon’s airship sank to the bottom
of the sea and Jada secured its cargo.
The goods in hand, she offered them in
supplication to Outcast, an offering the
dragon readily accepted.
Jada suspects Outcast was following
her exploits with interest for some time, perhaps even ensuring she became
aware of the information concerning Dvilgaynon’s airship. The dragon’s designs
for her are unknown, she’s happy to return to the family fold and eager to reclaim
what is hers.

Human Dragon-Kin Thirteenth Circle Nethermancer, Seventh Circle


Illusionist, Fifth Circle Swordmaster
DEX: 7 STR: 7 TOU: 7
PER: 8 WIL: 8 CHA: 6

Rumors of My Death…
Jada Denairastas played a prominent role in Prelude to War.
Over the course of events explained therein, it’s possible your table
successfully killed her and avenged King Varulus III, rather than
the expectation of her making a hasty retreat. In such an event, a
gamemaster is left with two options.
Option 1: Retroactively change the way the event occurred.
Perhaps she used illusions to escape, leaving the group to only be-
lieve they killed her. Perhaps she spent her long hours escaping

16
along the Serpent working up a simulacrum of herself to fool her
would-be pursuers. It’s even possible the party managed to kill
her, but she mysteriously returned to life via some unexplained
magical phenomena. This path requires proceeding with caution.
Removing agency from your players is always a dangerous tactic
and may cause them to lose interest in the collaborative story the
entire table is trying to tell. If you wish to bring her back from the
dead, try to carve out time to run adventures that directly address
questions of her return and find a fitting path for your table.
Option 2: Replace Jada with someone else. While Jada’s re-
turn could be an impressive moment for longtime fans, it might
not be the right choice for your group. Jada’s true identity has little
bearing on these events and replacing her with another Denairas-
tas doesn’t change the overall trajectory of this story. This could
be a Denairastas of your design, one of the other Scions presented
here, or one of the many listed in Iopos: Lair of Deceit such as Lu-
crutiata (p. 85) or Laiis (p. 124). While future supplements may
refer to Jada’s return, it’s your Barsaive.

Kine Denairastas—Dragon-kin Exile


There are many Denairastas throughout the world. Some of them remain
away for years, or even decades, working on secret
projects. Tasks so secret even Uhl’s inner circle
can only guess at what the First Minister has
active. Kine is one of these remote operatives
and has done field work for decades. He’s
responsible for “managing” western Bar-
saive. It was his duty to keep the region
unstable so no one group could present a
threat to Iopan interests.
Kine’s delicate work met with great
success during the Second Theran War.
He managed to get his children, Miska
and Ulla, in place in Jerris. The three
worked as a torga to weaken the
city for future Iopan control. He en-
couraged the people of Jerris to open
their doors to Iopan assistance and he
abandoned Vivane as soon as dragons
joined the war against Thera.

17
In secret, Kine and Uhl agreed he needed to begin anew, but they didn’t have
decades to infiltrate as with Jerris. He was “caught” in a treasonous act and exiled
from the family. The plan was he would get the attention of Iopos’s enemies and
infiltrate their organizations while sending reports home.
With Uhl’s unexpected death, Kine’s fake exile became more real than antici-
pated. He decided to continue operating in southwest Barsaive to destabilize the
region, hoping to work his way back into the family and possibly even secure Out-
cast’s attention (See Kine’s Plan in Long Live the King, p. 123).

Human Dragon-Kin Ninth Circle Illusionist, Fifth Circle Troubadour


DEX: 5 STR: 6 TOU: 5
PER: 8 WIL: 7 CHA: 8
Zahm Denairastas—Charming Diplomat
One of Uhl’s many great nephews, Zahm carved out a niche for himself mak-
ing trade deals with other entities throughout Barsaive, most notably the t’skrang
Great Houses. To further these deals, he
isn’t afraid to stand against the rest of the
family, putting future trading partners at
ease so Iopos gets what it requires. While
much of his family effacing attitude is an
act he puts on to secure better terms for
the city, Zahm’s ego and drive sees him
planning big moves.
During the events of A Public Execu-
tion he involves the characters as part of
a long game to assassinate the First Minis-
ter, but someone beats him to the punch.
After that, he’s left scrambling to catch up.
Through hard work and a little luck, he
becomes aware of the origin of Garlthik’s
Eye Amulets and starts a new scheme to
gain Outcast’s attention (See Zahm’s Plan
in Pirates and Thieves, p. 165).

Human Dragon-Kin Tenth Circle


Wizard, Sixth Circle Thief
DEX: 7 STR: 5 TOU: 5
PER: 8 WIL: 7 CHA: 8

18
19
20
A Public Execution
The Story So Far

T
he city of Iopos existed since long before the Scourge. A great dragon took
interest in the humans of the area, manipulated the clans, and had children
with a mortal woman. For his actions, he was branded Outcast by dragon
society, but the people of Barsaive were unaware of the power hiding behind the
Name Denairastas.
Those with the dragon’s blood became a recognized clan and grew in influ-
ence throughout Iopos’s history. Under Outcast’s guiding influence, they secured
power before the Scourge and were sealed away from their forebear, left with
a simple instruction: Rule. Vidar II Denairastas cemented the family’s influence
during the Long Night and secured the position of First Minister. He had thirteen
recognized children from a handful of wives and an unknown number of other
children from trysts. Only Vidar’s third son survived long enough to inherit—the
conniving and manipulative Uhl.
When Uhl became First Minister, he was the first to assume the mysterious
Malachite Seat. Today, He uses the Oath of Affirmation to subtly influence the
minds of those who recite it. He controls the family members he can while send-
ing the rest to the Flesh Forges for dark experiments. He also turned the Selection,
where Iopos takes children from their families, into a celebration.
Despite having eight wives, five of whom remain alive to this day, Uhl has no
known offspring. With no obvious heir, he uses his approval and possibility of
adoption as a tool to control the sprawling web of intrigue that are his acknowl-
edged nieces and nephews. The Gold Branch are a proving ground for the ambi-
tious among his family. Those he can control he grants powerful positions. Those
who grow too powerful or prove themselves too unpredictable are removed by
the same machine.
While the First Minister treated his family as disposable assets, Iopos contin-
ued to gather power. They laid claim to Jerris through a relatively peaceful coup,
ensorcelling and manipulating the governor, and locking down the largest eco-
nomic hub in western Barsaive. In the years since the annexation, Uhl moved cau-
tiously. He bends his will toward powerful magic in the Palace of the First Minister
and is rarely seen by the outside as he watches Barsaive’s map. Uhl dispatched
his family throughout the province and beyond to keep a close eye on any flash

21
points. How much remains under Uhl’s control, and how much is the secret influ-
ence of Outcast from his lair in the Scol mountains is unknown.
Iopos appears to be entering an age of affluence, but not all the Denairastas
family turned a blind eye to Uhl’s domination. Many younger relatives hunger for
power and don’t intend to wait patiently for the scraps the First Minister allows to
fall from his table. One such power-hungry family member is a seemingly humble
trade negotiator, Zahm. A member of the Gold Branch, Zahm looks for outside
operatives to assist in a long-running intrigue targeting “Great Uncle Uhl,” one of
the most powerful Namegivers in Barsaive.

For Reference
This event makes frequent reference to Iopos: Lair of Deceit.
That book is not required to run the event and an abbreviated
form of necessary information is provided.
This plot is intended to serve as an introduction to the other
plots of this book and, if used as part of an epic campaign, should
be run in its entirety before the other events occur. Only after the
events of the framework “Final Justice” are Kine and Zahm De-
nairastas or the Jerran rebels emboldened enough to enact their
plans.
From the murders described in Riotous Bloom’s “Liquida-
tion,” to the letter appearing in Long Live the King’s “Royal Sum-
mons,” and the occupation described in Pirates and Thieves’
“In and Out,” the later events in this book assume this arc was re-
solved. Additionally, Draconian Solution is intended to happen
only after the events of Riotous Bloom, Long Live the King, and
Pirates and Thieves concluded (see those chapters for details).

The Plot
The player characters are approached by a representative of Zahm Denairas-
tas (p. 18). Zahm’s goal is to infiltrate a Copper Branch torga using adepts without
Denairastas ties. He hopes to use them as pawns to manipulate events, most im-
portantly the upcoming Selection, so he can gain influence among the Holders of
Trust. His ultimate goal is to replace Uhl on the Malachite Seat, though he assumes
these plans will be several years in the making.
Over the course of the framework “Eyes and Ears,” Zahm inserts the charac-
ters into the Clansward, tests their abilities, and monitors their efforts to infiltrate

22
the local torga for Councilor Plaza. While the group has all the tools needed to
get the job done, they find themselves dealing with suspicious local Silvers and a
group of nobles looking to take a surprisingly aggressive stance against the First
Minister. Zahm takes care to catalogue the ways the player characters resolve
these conflicts and endeavors to learn all he can about them.
His pawns in place, Zahm sets the characters on his cousin, Kine Denairas-
tas (p. 17). During “Biting the Hand” the group has a chance to learn more about
happenings in Councilor Plaza and are given opportunities to make allies and en-
emies as they see fit. While Kine is guilty of scheming against the family, Zahm left
nothing to chance and put plenty of false documents in place. While the charac-
ters have no problem gathering dirt on Kine, the question becomes where that in-
formation goes. Whether or not the adepts double cross the torga, Zahm ensures
the information goes to the right place. The players witness Kine’s banishment
and may even meet their employer face-to-face.
Having tested the characters, Zahm gives them their main assignment in
“Duck, Duck, Goose.” He requests they interfere with the Selection. The winners
are given the honor of joining Uhl in the Palace of the First Minister and being
inducted into the Holders of Trust. Zahm uses what he knows of the group’s mo-
tivations to manipulate them into helping certain children. Zahm promised allies
in the city to help their children win the Selection. If he’s successful, he earns per-
sonal favors from well-placed individuals.
After the Selection, everything goes wrong when Uhl disintegrates in an ex-
plosion of energy. Throughout the framework “Final Justice” Iopos slides into cha-
os. The torga betrays the characters and Zahm (or other hidden allies) attempt to
get them out of town before the blame for Uhl’s assassination is laid at their feet.
As the situation grows desperate, they are thrown together with Zahm and forced
to work together to escape the city.
Introducing the Characters
This chapter assumes the characters were hired by Zahm Denairastas to
work against Uhl’s interests. Like the rest of his family, Zahm is a long-lived and
cautious dragon-kin who holds his cards close to the chest. He is unlikely to reveal
his role as the group’s benefactor until later. It may not be immediately clear the
characters are positioned to oppose Uhl, with the group believing they are only
involved in a relatively minor family intrigue.
Zahm becomes aware of the characters through their actions prior to the
events described in this book. He uses one of his many merchant connections to
contact the group and hire them to sneak goods into the Greatward. After negoti-
ating a generous monetary reward for the risk (to be paid later by Zahm) the mer-
chant gives them a parcel that could contain a lost Blade of Moralyalynn (Iopos:
Lair of Deceit, p. 98). The party needs to deliver the parcel to a minor Eken family
member at the Before and After Inn. When the characters arrive at the city gates,

23
they find themselves under the watchful eye of suspicious Silvers and cautiously
observed by agents loyal to Zahm.
Once the group proves themselves capable of completing this clandestine
task, Zahm offers the job described in “Eyes and Ears” (p. 40), beginning the sto-
ryline laid out in this chapter.

Alternate Takes
Some groups may be too cautious (or too unqualified) to op-
erate clandestinely in Iopos. Instead, they could be asked to deliv-
er the parcel to the Oldward outside the walls. Many of the frame-
works can, with minor modification, work as smaller operations
outside the city, though the gamemaster would need to reduce
the presented statistics (and rewards) appropriately.
Some characters may refuse to work with a member of the
Denairastas family on principle. Should this occur, Zahm might
still attempt to use the group to his advantage while covering his
trail. He intends to use the group against his family and believes
he should be able to manipulate politically motivated groups to
his cause. Should this prove impossible for whatever reason, this
plot could be enacted by a rival power’s intelligence network with
some modifications.
Should the group be caught in the act they could fall into the
hands of Argo, Uhl, or another scheming Iopan who tries to turn
them into double agents. The characters would then be forced to
continue enacting their plot for Zahm while reporting secretly to
the third party.

The Stage : Councilor Plaza


The events of this plot take place in Iopos, primarily in a part of the Clansward
known as Councilor Plaza. The group begins “Eyes and Ears” as foreigners in the
Greatward but are offered false paperwork and identities to access the upscale
Clansward. During these events, they interact with rival clans in the Clansward
and infiltrate the local Copper torga in charge of monitoring the Eken and Volodi
clans’ children. This section details the clan complexes, the surrounding neigh-
borhood, and the torga that calls this place home.

24
Checkpoints
It’s uncommon for foreigners to be granted permission to leave the Great-
ward unattended. Doing so requires documentation from the First Minister writ-
ten upon fine genhis vellum and stamped with three unique and complex violet
stamps. While forging these documents is not impossible given enough time and
silver, so few of these passes are in circulation presenting one immediately raises
the eyebrows of Silver Branch guards. These Silvers are likely to remember the
bearers of the prized passes and call attention to these “honored guests” when-
ever possible.
This is less than ideal for those wishing to operate secretly in the city. A far
better option is to gain credentials that assert the bearer is an Iopan citizen. These
documents are rather plain but grow complex as the Namegiver ages. Forms ac-
knowledge the birth and parentage of the bearer, and when the bearer comes of
age further paperwork lists residency and employment. Should they be an adept,
they need to ensure it’s registered with the proper Ministry and carry the proper
forms. Forging these is time-consuming and requires either knowledge of the in-
ner workings of the Ministries or hands-on examples.
The Ministry uses a complicated checkpoint system to keep everyone in their
proper place. Foreigners are restricted to the Greatward and citizens are unlikely
to have business that takes them between wards for any length of time. Trying to
pass through a checkpoint without proper paperwork means being held for ques-
tioning by the Silvers. Presenting illogical travel reasons or improper paperwork
results in hefty fines or worse. If the triad of Silvers at the checkpoint believe any
seeking passage are engaged in “seditious acts” they may be summarily executed.
While Silvers must report their actions to their superiors, they are within their
rights to kill anyone in the streets in the course of performing their duties. This
makes passing through checkpoints a nerve-wracking experience for anyone,
even those within their rights to travel.
There are permanent checkpoints at all street-level exits from the Greatward
as well as all possible approaches to the Palace of the First Minister. There are
also checkpoints where it’s possible to move from one ward to another, though
not all of these checkpoints operate every day and it’s possible for the canny and
patient observer to move between some interior wards unmolested. Temporary
checkpoints can spring up throughout the city and are particularly common near
the sunken Pock Markets in the southern quarter of the city. If Silvers have any
reason to investigate an area, they dispatch three triads to shut down a nearby
intersection, turning it into a checkpoint until the threat passes.
The Clansward/Northspire
Listed as “Northspire” in official paperwork, the Clansward dominates the
Northern half of Iopos. Despite taking up nearly half the geographical space with-
in the city walls, it holds less than ten percent of the city’s population. During the

25
Scourge this portion of the city was filled with magically enriched fields and func-
tioned as the city’s breadbasket. Once the Stormwall went down and the citizens
were allowed back onto the Iopan Plain, most of the farming was moved outside
the city.
As the farms moved out, the clans moved in. The largest and most powerful
clan, the Denairastas, make their home in Westspire (alternately known as the
Greenward), and left the northern district to the other clans who they charitably
refer to as “the competition”. Aside from the Denairastas, there are approximately
a dozen remaining clans, and any that boast more than a handful of members
moved their affairs to the Clansward.
Clan holdings in the Clansward include their own complexes of buildings that
resemble villages unto themselves. The largest complex belongs to clan Eken and
can easily house one thousand Namegivers. Most complexes are far smaller—the
Drathralla and Volodi complexes are barely able to contain one hundred.
Each clan has some measure of unique culture to which they still pay homage,
and are allowed to conduct affairs in their compounds as they see fit. While one
might expect the clans to resent the Denairastas’s rise to power and be plotting
Uhl’s downfall, the First Minister seems unconcerned with these bastions of au-
tonomy. The clans, for their part, are generally more concerned with catching one
another in seditious acts and securing influential positions for their young scions
than they are in fomenting rebellion.
Support buildings have sprung up around the compounds to attend to the
aristocrats’ every possible need. From upscale grocers to high-stakes clamor pits,
arms merchants to fashionistas, nearly any conceivable luxurious desire can be
met a short walk from a clan’s complex.
The remaining real estate in the Clansward is still used for agriculture, though
the fields have been repurposed from growing hardy grains to more expensive
delicacies. Olives, rare fruits, and livestock are not uncommon. A few fields were
left unattended and lie fallow. These regions are overgrown with weeds and un-
derbrush, and are popular destinations for adventurous clan youths looking to
spend a day pretending to re-enact the Battle of the Nine Stairways, or for older
children to find some private time with others who caught their fancy.

Councilor Plaza
On the eastern side of the Clansward, closer to the Stormwall than the Great-
ward, lies the area known as Councilor Plaza. This plaza has thoroughfares on all
sides: west is Spire Street, north is Oldtown Road, east is Beacon Street, and south
is Oliver Road. To the north stands the Volodi clan compound, and to the east is
the Drathralla complex. The south is bordered by a field owned and managed by
the Drathralla. Fields on the far side of Spire Street remain the property of the
Ministry and were left abandoned.

26
Silver Branch triads regularly patrol Spire Street as it’s the most direct pas-
sage from the Greatward to the Northspire and goods frequently pass along this
artery of the city. Many of these goods only make it as far as Councilor Plaza where
they go to the local businesses and distribution centers that support the nearby
clans. Councilor Plaza is almost an autonomous and densely populated village
within a larger city and many of the neighborhood’s Namegivers live alongside
their businesses.
While there are many businesses in the area, the most prestigious are: the
Risen Minister, a tavern known to turn a blind eye to clan politics; On Blackwings
Coach House, a grand name for the large warehouse that brings carriages to and
from the adjacent clan complexes; Joz’s Embers, a famed semi-retired smith who
trains and equips the local clans; and Light Above All, a theoretically temporary
housing solution for workers and guests coming to the plaza.
On Blackwings Coach House
This coach house is little more than a large open warehouse capable of hold-
ing goods. It was built by the Ministries as a common stop for wagons traveling
the route between the Greatward and Northspire. Goods are distributed between
the two complexes and the plaza as needed. Silver is rarely stored on the premis-

27
es in any great quantity as they are quick to shuttle that wealth back toward the
Greatward and the Ministry.
A small cluster of offices occupies the northeast corner of the warehouse, con-
taining nearly a dozen clerks as well as the office and quarters of Administrator
Albus Eken. Albus is an employee of the Ministry of Resources and is expected to
keep the wagons running on time and respond with all due haste to any provi-
sion requests. He prefers to keep his contracts fulfilled and his business partners
happy. The Ministry sometimes fails to send all the promised goods in their ship-
ments, forcing Albus to juggle who gets what and when. So far he is able to make
ends meet, but his confidence in Iopos’s system of government is slowly eroding
with each improperly rendered bill of service.
On the south side of the warehouse is a cozy room with nothing more than a
window, bed, and fireplace. This rarely used room is available for teamsters trans-
porting cargo for the Ministry. Shipments are typically scheduled so overnight
stops aren’t needed, but Albus believes it always pays to be prepared.
About twenty teamsters regularly pass through the carriage house with most
stopping by every other day. One of these, Holden Zell (p. 39), runs frequent emer-
gency shipments and is the most likely one to stay overnight. In addition to the
teamsters, Silvers are found in and around the coach house overseeing the load-
ing and unloading to ensure nothing walks away unrecorded. The local captain,
Tysh Eken (p. 40), shows this site preferential treatment, often stopping here for
extended breaks where she meets in private with her cousin Albus.
Albus Eken, Human Fourth Circle Troubadour
DEX: 7 STR: 5 TOU: 5
PER: 6 WIL: 6 CHA: 7
Joz’s Embers
Joz Drennin worked alongside the Silver Branch throughout much of her
youth. While she never was officially a member, she supported them as a Weap-
onsmith. She earned her fame when she was personally approached by Argo
Denairastas to fashion a new dress sword to accompany his—then new—Silver
Branch armor. Since filling that contract, the nearby Drathralla and Volodi clans
became eager to get in her good graces.
Joz’s smithy has expanded dramatically over the past few years and she has
eleven apprentices, more than she can readily train, and far more than she’s com-
fortable with. Of these, there are five from each of the nearby clans as well as a
young t’skrang, Viln, with only distant ties to the Ishkarat. Despite Viln’s lack of
political importance, he is clearly Joz’s favorite and the one who shows the most
promise. While some of the other apprentices are jealous of the attention Joz
heaps on Viln, many of the youth are happy to have time to slack off.

28
Joz Drennin, Human Seventh Circle Weaponsmith
DEX: 6 STR: 6 TOU: 7
PER: 5 WIL: 6 CHA: 5
Light Above All
This building was constructed by the Ministry as temporary housing for all
the people moving in and out of Councilor Plaza. Fewer move in now than the
early days after the Scourge but the boarding house is still as busy as ever. This
three-story wood building has fifty rooms available for rent and over half of them
have permanent residents. Most of these residents are non-clan overseers for the
Drathralla olive farm to the south, though a number of more respectable persons
reside here as well, including Gorgio Pitirek’s (p. 37) assistants, Barbery and Ol-
ten, as well as the prizefighter Stefan Amefist, a capable Warrior.
The establishment is managed by Emma Torsted (p. 36) who is, by all ac-
counts, an upright citizen. Between sunrise and sunset, she leads an hourly recita-
tion of the first triset of the Oath of Affirmation, with the full oath said at dusk. She
fully expects every Namegiver in the home to join in her recitations. She also bus-
ies herself cooking meals, cleaning emptied rooms, and pestering her long-time
patrons to keep their messes to themselves. She employs a single ork, Gur Moplin,
who is expected to handle any task beyond her capability; from leaky roofs, to
damaged furniture, to grounds keeping.

Gur Moplin
Gur is getting on in years and has taken to drinking at Four Tides when he
should be working. Add this to the ever-increasing age of the building and the
Light Above All is starting to become quite run down. It’s unclear where Emma is

29
spending the money she must be earning for running Ministry housing, but the
silver is clearly not being put toward building improvements.

Ork Second Circle Warrior


DEX: 6 STR: 6 TOU: 7
PER: 4 WIL: 4 CHA: 4
Risen Minister
This two-story tavern caters to the aristocrats who live to the north and east.
Its owner, Finn Eren, is a no-nonsense former Silver who was relieved of duty af-
ter losing a leg patrolling the Iopan Plain. He takes pride in the quality of his bar’s
service and the safety of his customers. He doesn’t allow clan politics to spill over
into his business and anyone causing trouble is quickly escorted off the premises.
Any who refuse to leave soon learn Finn is a talented Scout. Should a threat be-
yond him emerge, his contacts at On Blackwings and among the local Silvers see a
triad arrive within minutes with more backup on the way.
Finn Eren, Human Sixth Circle Scout
DEX: 7 STR: 5 TOU: 6
PER: 7 WIL: 5 CHA: 5
Lynn Eren
Other Businesses Finn’s wife, Lynn, theoretically
helps him run the Risen Minister, but
The Doff and Coif—A haber- she spends more of her time gossip-
dashery run by three t’skrang of ing with the guests or sequestered
House Ishkarat. They’re consid- in the upstairs room. She’s secretly
ered exotic for this insular district gathering intelligence for the local
and frequently push boundaries Copper torga, but this is known only
when it comes to headgear. They to Emma Torsted and Finn. The rest
detest weapons, though rumors of the world sees Lynn as at best a
circulate the eldest sister, G’hwain, busybody and at worst a shrill harpy.
earned the silver for their busi-
ness fighting in the clamor. Human Fifth Circle Wizard
Four Tides—What the Ris- DEX: 5 STR: 4
en Minister is for the upper crust, TOU: 6 PER: 7
Four Tides is for the commoners WIL: 6 CHA: 5
of Councilor Plaza. Verta, an en-
ergetic younger human, keeps With Lynn not being much help,
the tavern running. It’s open from Finn enlisted the aid of a few local
the moment workers are released teens to help him run the place. Two
from the fields until the early men and a woman have alternating
morning when work begins again. shifts serving tables and cleaning the
handful of guest rooms available for

30
rent. These youths also organize ship-
ments from On Blackwings and do any
heavy lifting that poses a challenge Other Businesses
to the peg-legged Finn. Behind Finn’s Legend’s Tail—This quiet
back, the employees take wagers on general goods store is run by the
how long Finn and Lynn will remain human Ronalt Dimmer, and his
together, believing she’s a terrible per- extended family. His few custom-
son and the former war hero could do ers are farmers coming from the
far better. field. Most of his income comes
Drathralla Compound from supporting On Blackwings
The Drathralla clan once included and assisting with local public
celebrated heroes, respected Ministers, works.
and even held the reigns of the First Loud Mouse—This clamor
Minister. During the Scourge they suf- pit holds monthly events and is
fered numerous political setbacks and considered the height of excite-
steadily lost power to the Denairastas ment in the neighborhood. One of
and their machinations. The Drathralla the few places where the work-
earned a reputation for being greedy ing class and clan members rub
layabouts who care more about their shoulders, Deren Drathralla is
comfort than the city. While this belief proud of the business he won off
was unfair at first, many of the clan’s of the Volodi half a century ago.
members came to accept that the city
sees them as villains and are more
than willing to act the part. After all, it’s easier to be greedy and lazy than to work
hard and overcome the city’s preconceptions.
The walled complex is the seat of Drathralla power and, like the clan, is a
shadow of its former self. Four large manor buildings are serviced by one servant
barracks. Underground tunnels connect all five buildings, but these are rarely
used for travel and now serve mainly as storage. Each manor could comfortably
hold an extended family of twenty Namegivers while the servants’ barracks could
house two dozen more. Today, only ten servants live there including two closely
monitored slaves gifted by the First Minister.
Coirel
The servants are led by an ancient estate manager, Coirel. He often refers to
the “good old days” and holds his staff to unrealistic standards that sees their pay
docked and their duties increased.

Human Non-Adept
DEX: 6 STR: 5 TOU: 5
PER: 6 WIL: 5 CHA: 5

31
Sylla
The only woman on the staff, Sylla, is able to calm Coirel and prevent him from
completely abusing his position. She’s in her mid-thirties and has been working in
the complex for over a decade. Most of the staff and aristocrats prefer to deal with
her whenever possible. She’s secretly a member of the local Copper torga, using
her position to facilitate Gorgio’s actions and report on any suspicious Drathralla
activity.

Human Third Circle Thief


DEX: 7 STR: 4 TOU: 5
PER: 6 WIL: 4 CHA: 5

Of the four manor houses, one is sealed until needed, another was re-pur-
posed and stripped down for use by the nearby olive farm, and about a dozen
nobles reside within each of the oth-
Other Businesses er two homes. They represent the
Drathrallas unwilling or unable to
Quanlan’s Livery and Sta- secure employment in the Ministries
ble—The human Quanlan Hull and many waste their days on frivo-
and her four children operate this lous pursuits, as only a few are neces-
establishment. While they typical- sary to oversee farm operations.
ly have a half-dozen fine steeds for
sale at any given time, the widow Warren Drathralla
earns most of her silver support- The head of the family, Warren
ing the neighboring Coach House. Drathralla, focuses on public appear-
They feed, water, and swap out ances and repairing the family’s rep-
horses traveling Spire Street as utation. He made in-roads among the
needed. All the employees love an- other noble clans and is involved with
imals and are willing to take care lucrative investments through con-
of exotic pets and mounts at a dis- nections that may, one day, see him
count. inducted into Darkheart (Iopos: Lair
Werner’s Wrapping—Wer- of Deceit, p. 97).
ner Sard inherited the tailor busi-
ness from his clan. He earned a Human Third Circle
reputation among the local clans Troubadour
DEX: 6 PER: 5
for always charging a fair price.
STR: 5 WIL: 4
However, he’s also considered TOU: 5 CHA: 7
only the second-best tailor to hire
for any upcoming event. Werner is Wylla Drathralla
always two steps behind the new- Warren leaves the hard work of
est fashion trends. He tries not to running the farm to his younger sister
let it bother him. Wylla. She’s a whip crack of a woman

32
and one of the few who appreciates Coirel’s sometimes sadistic attitude toward
employee management. The shift managers all report to Wylla and head out to
the longhouses in the olive groves before dawn. Then return promptly at dusk,
unless they arranged leave for the following day. Wylla doesn’t allow her employ-
ees to drink—even off the clock—though the managers concocted various meth-
ods of sneaking in illicit drinks.

Human Non-Adept
DEX: 5 STR: 4 TOU: 5
PER: 6 WIL: 5 CHA: 6

Only a few children live in the Drathralla compound and all of them are tu-
tored by Gorgio (p. 37). Two of the children, Wex and Wara, are Warren’s by his
third wife. He holds out hope one of these children will succeed at the Selection
and the other will follow in their father’s footsteps to lead the Drathralla clan.
The brother and sister, aged nine and eight respectively, have shown no particular
skills, though both are studious and kind, which is more than can be said for many
of the clan members in the compound.
Wickert Drathralla
The most problematic Drathralla who still lives at the estate is Wickert. At
twenty years, Wickert seems to have no prospects and will soon be ineligible for
induction into the Ministry. This doesn’t concern Wickert; he goes to the Risen
Minister almost every night, gathering an entourage of bullies and sycophants
who drink on the Drathralla tab. The Silvers frequently escort Wickert home,
while his uncle Warren is forced to pay one fine or another. Warren despises
Wickert and the stain he puts on the clan, though he’s afraid Wickert would do
even more damage to their reputation if he were expelled from the compound.

Human Non-Adept
DEX: 6 STR: 6 TOU: 6
PER: 4 WIL: 5 CHA: 5
Volodi Complex
The Volodi are an ancient clan, dating back to the days of the old Dyamyr. If
legends are to be believed, a Volodi was to be married under the shadow of the
standing stone Iopa, a wedding that turned into a massacre and forced the clans
to work together. Today, the Volodi stepped back from Ministry work with many
earning money through private industry. They still speak the old tongue and have
many strange traditions with roots in the ancient days of the Iopan Plains.
Despite being built after the Scourge, the Volodi complex embraces the an-
cient columns and multi-tiered architecture synonymous with Dyamyr construc-
tion. The walled estate has a gatehouse for the servants and a single large, sprawl-

33
ing building to hold the extended family. The structure is full to bursting with over
a hundred clan members and their hangers-on. In fact, the Volodi are making for-
mal requests to purchase the unused fields across Spire Street to expand their
compound, but these requests fall on deaf ears.
Zorillo Baor
All the servants who travel in and out of the estate live in the gatehouse and
it’s run by former mercenary Zorillo Baor, an exacting dwarf who expects much
from his three dozen employees. He leads by example and treats them like family.
Zorillo claims he stayed out of the Second Theran War, but served with Therans
on the ground near Cara Fahd, deserting after Triumph fell.

Dwarf Sixth Circle Swordmaster


DEX: 7 STR: 7 TOU: 7
PER: 5 WIL: 4 CHA: 4
Mearwen Volodi
Mearwen leads her family. A shrewd woman in her mid-forties, she keeps
her eyes open for investment opportunities, particularly among her clan. It was a
blow when her brother lost the Loud Mouse a decade ago, but the clan continues
to thrive under her guidance and she has little time to hold grudges. While she
doesn’t hold a grudge against the Drathralla, many Volodi do.

Human Third Circle Archer


DEX: 7 STR: 5 TOU: 5
PER: 6 WIL: 5 CHA: 4
Pierce Volodi
Since they have more members and greater wealth to throw around, the Volo-
di are often aggressors in any clan skirmishes in Councilor’s Plaza. The most mil-
itant Volodi is a young man named Pierce who believes he will earn a reputation
in the Clamor Pits. While Pierce’s training is going well, if he continues to get into
scuffles with Wickert Drathralla (p. 33) the Silvers may take him in and put an end
to his prizefighting career before it can get off the ground. Pierce’s pugnacious
attitude got him noticed by the local Coppers and Darkheart aristocrats (Iopos:
Lair of Deceit, p. 97) who think he might be a valuable resource against the First
Minister.

Human Fifth Circle Gauntlet


DEX: 5 STR: 6 TOU: 6
PER: 6 WIL: 6 CHA: 4
Violet “Vivo” Volodi
There are a dozen children with potential among the Volodi. Currently, six
study under Gorgio (p. 37) and three of those have great promise, making them

34
likely picks for this year’s Selection. One among them, a ten-year-old girl named
Violet, raised quite a few eyebrows. An oddity from birth, Vivo (as her close family
calls her), was born with heterochromatic eyes (one green and one blue) and a
shock of strawberry blonde hair interrupting the typical Volodi brown. Both of
Vivo’s parents were active Silvers and perished in the line of duty some years ago.
This made Violet a very serious and quiet child. She forged a friendship with Bar-
bery (p. 38) and requested texts on Nethermancy, hoping to find a way to contact
her parents.
Violet’s mother Jillian dallied with Zahm Denairastas and Violet was born
from that indiscretion. No one is certain of Violet’s heritage, but signs haven’t
gone unnoticed by local Coppers.

Human Dragon-Kin Non-Adept


DEX: 7 STR: 4 TOU: 4
PER: 7 WIL: 5 CHA: 4

The Plaza Torga


The Copper Branch is an open secret. It’s well known among Iopans there’s a
group paid to spy on their neighbors. It’s also considered a point of pride to root
out seditious acts and gain the Ministry’s attention. This makes all “proper” citi-
zens amateur Coppers, making it even more difficult to sniff out the professionals.
This is intentional as the identity of any Copper is meant to be kept secret and, if
the Ministry discovers their operative’s cover blown, they are reassigned or re-
lieved of duty.
The Copper Branch organizes their intelligence gathering efforts into loose
cells referred to as torgas and one operates out of Councilor Plaza. This torga’s
goal is to keep tabs on the Drathralla and Volodi clans, watching the locals for
potential sedition and reporting their findings back to the Ministry. The torga al-
ready uncovered a few bad actors among the clans but hasn’t received instruc-
tions about removing these influences. Instead, the Ministry is more interested in
the torga’s second task: monitoring the clan’s children and providing full reports
in the annual lead up to the Selection.
To better perform their assigned duties, they infiltrated as many businesses
in Councilor Plaza as possible. They also have representatives among the service
staff in both clan compounds as well as the Drathralla’s olive grove. Their most
valuable resource is the renowned elf tutor Gorgio Pitirek. Gorgio works for both
clans, teaching their most promising youths all manner of subjects: from basic
reading and arithmetic, to more complex topics like history and politics.
Gorgio has two human assistants, Barbery and Olten, who are quick to ingra-
tiate themselves with the children. They help the children shirk their studies and
volunteer to convey private messages between students, seemingly at Gorgio’s

35
expense. Of course, these messages do not remain private and are copied and filed
away for the annual Selection reports.
While Gorgio is the linchpin of the operation, he’s merely the most obvious
spotter for the torga. The barman’s wife at the Risen Minister, Lynn Eren, has the
unenviable task of tracking new members of the Drathralla and Volodi clans. Her
reputation of being a busybody is not mere nosiness but the task put before her
by the Copper Branch. Determining which child belongs to which father can be
a complex task. Despite the difficulty of the work, Lynn is proud of her work and
knows the bloodlines are critical to her higher-ups when determining which chil-
dren should “properly” win the Selection.
Gorgio and Lynn, along with a few others, provide regular reports to a single
handler, Emma Torsted, proprietor of the Light Above All. She collates the data
she receives and passes the information to Holden Zell, one of the teamsters who
passes through On Blackwings several times per week. While Holden is aware of
the sensitive nature of the information, he never reviews the work himself, in-
stead delivering it with the rest of the goods to the Ministry of Resources.
This operation has been running smoothly for nearly a decade but is not with-
out its concerns. Joz Drennin, the local smith, is getting fed up with being a minor
spotter and intends to work her way up in the Coppers one way or another. De-
spite Emma’s repeated reports with half-truths and outright lies about Joz to her
superiors, they’ve done nothing to remove the local heroine and Emma is consid-
ering taking matters into her own hands.
Additionally, her ork handyman, Gur Moplin, is
getting on in years and has taken to excessive
drinking. If he fell under the sway of foreign
influence, they could access Emma’s private
chambers and collected documents. Emma
has a soft spot for the old sot and is hesi-
tant to put him out to pasture.

The Figures
Emma Torsted—Torga Handler
Emma is in her late forties and
has been running the Light Above
All (p. 29) for over two decades. Ini-
tially she was merely a spotter, but
rose to be a handler. She knows the

36
names of all members of her torga, though only Gorgio, Sylla, Lynn, and Holden
deal with Emma directly and know her role.
She fervently believes in Uhl Denairastas and her constant repetition of the
Oath of Affirmation only solidifies the city’s hold over her. Emma informs on the
district, especially the children, because she legitimately believes she’s making
her home, perhaps even all Barsaive, a better place. This also means she fervently
believes in the Ministry of Resources and the unseen masters to whom she re-
ports. When she receives a letter vouching for the players at the beginning of this
plot, she’s eager for their assistance.
On the surface, she’s a neighborhood mom who is perhaps a little too zealous
when it comes to pushing her beliefs on others. However, from the shadows, she’s
not above suggesting specific misfortunes to her superiors. She isn’t inclined to
take matters into her own hands. She trusts Gur Moplin to buy her time if she
needs to escape, fleeing to the Risen Minister (p. 30) and relying on Finn to pro-
tect her. She flees to On Blackwings (p. 27) if the situation is dire and demands to
be taken to the Palace.

Human Fifth Circle Thief


DEX: 5 STR: 5 TOU: 5
PER: 6 WIL: 4 CHA: 7
Gorgio Pitirek—Clan Tutor
An elf in his late eighties, Gorgio only recently be-
came a spotter for the Coppers, though he’s been a
tutor for far longer. He loves knowledge and has
a passion for sharing it, making him an ideal
tutor. The fact he was such a good tutor got him
noticed by the Eken clan and invited into the
city about a decade ago. Eventually, the Coppers
discovered he was tempted by knowledge and
turned him into an asset.
He doesn’t particularly care for his
role in the torga and believes he’s do-
ing more harm than good in Councilor
Plaza. He finds the Selection barbaric,
though he’s convinced himself the chil-
dren who leave to accompany Uhl are
destined for a better life than they could
otherwise attain.
Despite his lack of belief in the mission,
he knows the Ministry of Resources has ac-
cess to hundreds of rare texts and he’s gifted

37
with one just often enough he hasn’t seriously considered turning traitor. If the
Eye of Throal learned of Gorgio and offered him access to the Great Library, they
would have a devoted double agent on their hands. He lives alone with his books
in a private home behind the Risen Minister.

Elf Sixth Circle Troubadour, Path of the Scholar


DEX: 6 STR: 4 TOU: 5
PER: 6 WIL: 5 CHA: 8
Barbery—Tutor’s Aide
Barbery grew up an orphan in the Clansward. She
was taken in by a Copper informant and served
in a supporting capacity since then. She’s been
Gorgio’s assistant since he was assigned five
years ago. Until last year, she worked along-
side Frederick Sard, then he disappeared with-
out a trace. Barbery put up a fuss when her
companion disappeared, but all her con-
tacts in the Coppers told her to drop
it immediately or face a similar fate.
The fact nobody seems concerned
with the disappearance of one of
her oldest friends shook her be-
liefs. She entered discussions with
Warren Drathralla (p. 32) about
attending secret anti-Denairastas
meetings.
She’s been around long enough
to notice not all Selected children
emerge from their place in the Pal-
ace and she’s starting to grow concerned with the role her torga plays. However,
she keeps concerns to herself and continues to make full and regular reports to
Gorgio. The most interesting reports concern Violet Volodi (p. 34) and her inter-
est in Nethermancy. Barbery is concerned what might happen to the girl and is
willing to risk her life to keep the child safe.

Human Third Circle Swordmaster


DEX: 7 STR: 5 TOU: 6
PER: 5 WIL: 4 CHA: 6
Olten—Tutor’s Aide
Olten is the newest Copper on the block and has only been with the torga for
a year. His young age and childish demeanor made him a hit with the children

38
Gorgio tutors and he has as much influence with them
as Barbery.
Olten grew up with a family of poor common-
ers in the Sunken Ward (Iopos: Lair of Deceit,
p. 65). His family didn’t have enough money to
go around and he went to bed hungry. Child-
hood taught him the importance of wealth
and he has a mercenary attitude. He sees
the Coppers as his meal ticket and has al-
ready committed several despicable acts
for them up to and including murder.

Human Third Circle Thief


DEX: 7 PER: 6
STR: 5 WIL: 5
TOU: 5 CHA: 7
Holden Zell—Ministry Teamster
Holden grew up on a wagon on the
Iopan Plains with his parents and has
always served the Ministry. He delivers
goods where they need to go and knows it doesn’t pay to ask too many questions.
Holden knows Emma is in charge of an intelligence ring and assumes she must
be a member of a Copper torga, but keeps himself in the dark about any details.
He doesn’t consider himself a member of the Coppers,
preferring to think of himself as nothing more than a
“Ministry cog on Ministry wheels.”
Holden has an easy-going attitude that belies
his capability in a scrap. He followed in his fa-
ther’s footsteps as a Beastmaster and its tal-
ents served him well on the plains. He has
yet to get into a scuffle in the city as his de-
meanor makes conflict uncommon. The
only way to get under Holden’s skin is to
go after Emma Torsted (p. 36), he views
her as the kindly mother he never had.

Human Fourth Circle


Beastmaster
DEX: 7 PER: 4
STR: 5 WIL: 4
TOU: 5 CHA: 6

39
Tysh Eken—Silver Branch Captain
While a competent combatant, her lack
of grace in the saddle made her incompatible
with the Eken tradition of the Quistentra cav-
alry (Iopos: Lair of Deceit, p. 90). Instead, she
joined the standard guard, but her family
connections saw her rise rapidly through
the ranks. Her beat on Spire Street is
peaceful and her job is easy. The five tri-
ads under her direct command get less
than one collar a week each and only rarely
perform summary executions.
She’s grown complacent with her job
in the Clansward. When she receives a se-
cret message indicating the characters aren’t
what they seem, she’s slow to respond and
unfamiliar with how to root out spies.
Her lack of familiarity with Council-
The Cover Story or Plaza beyond her cousin’s coach
Groups that wish to empha- house, means she’s unaware of the
size the difficulty of acting surrep- intelligence network at her fingertips.
titiously in Iopos may wish to have
more complex covers. This could Human Sixth Circle Warrior
involve working a full time job as a DEX: 7 STR: 6
smith at Joz’s Embers or perform- TOU: 6 PER: 4
WIL: 5 CHA: 5
ing back breaking labor at the
Drathralla olive farm. Both tasks
keep the characters busy and puts The Events
them near nosy Namegivers look-
ing to poke holes in their story. Eyes & Ears
Groups that want to keep it
Premise
simple and skip the intricacies of
The characters are given forged
living a double life could find their
citizenship papers and a letter of in-
covers are simply to act as haulers
troduction to the leader of the Coun-
for On Blackwings Coach House, a
cilor Plaza torga. They’re offered a
job that only requires a few hours
significant sum of money if they can
of heavy labor at odd hours of the
get in good with the torga’s leader
day and leaves the characters to
while keeping their cover intact. This
their own devices the rest of the
gives the group unparalleled access
time.
to the Copper Branch they can bend
to their purposes. In addition, the

40
operative
makes a
promise for future con-
tracts and paydays with a
stated goal of disrupting
the First Minister’s aims.
Adventure Hooks
Insurrection—The group Setup
discovers Joz (p. 29) is hungry to While the characters are re-
climb the ranks of the torga and laxing at a tavern in the Greatward
knows a new leader beholden to (perhaps the Before and After, Io-
them is far more valuable than the pos: Lair of Deceit, p. 60), they’re
existing one. Working alongside approached by an unkempt t’sk-
Joz, they gain entry into Emma’s rang. He asks for a private meeting
home and discover she is planning
away from prying eyes. Even in pri-
on removing both Joz and the
characters as she does not deem vate he refuses to identify himself,
any of them trustworthy. The group saying his name is of little conse-
manages to discover lies attributed quence. Instead he presents a large
to both Lynn (p. 30) and Barbery parcel and reads a message he was
(p. 38), providing an opportunity paid to deliver.
to flip them to Joz’s side. At the The parcel contains false cit-
very least, putting the Coppers at izenship papers hand-tailored to
each other’s throats makes it easier each character. Each lists a tempo-
for the characters to sow discord rary residence in the Greatward and
throughout the plaza.
indicates they were hired for new
The Dragon’s Granddaughter— work in Councilor Plaza, more than
An interested Namegiver (possibly
enough documentation to get them
a member of the Begotten, Iopos:
Lair of Deceit, p. 87) learns of beyond the Greatward. The dossiers
Violet Volodi’s possible parentage. have intimate information, includ-
They recruit the characters to ing accurate Names, genders, and
investigate the backgrounds of her ages of any remaining family as well
Silver Branch parents. This involves as slightly modified versions of their
a trip to the Greatward and perhaps accomplishments—appropriate for
onto the Iopan Plains. Old records an Iopan citizen.
uncover the location of the Volodi The dossiers stop short at se-
remains after battling the vengeful crets only known to the group or a
ghost of Violet’s alleged father, the
single trusted confidante, but many

41
other scraps of information found their
group manages to discover where way into the documentation. A sealed
the bodies are interred. The dates envelope bearing the mark of the Min-
show Violet’s mother died in
labor some two years after her istry of Resources with the letters “E.T.”
husband’s death, making it clear written on it is also included.
her biological father is unknown. The t’skrang reads a message he
Fortune’s Festival— failed to memorize, “Greetings! As you
Councilor’s Plaza is holding its can see, I’ve followed your exploits for
annual “Fortune Festival.” What some time and believe you have just
started as a celebration in the what it takes to work in the Copper
name of Chorrolis and Floranuus Branch of the Holders of Trust. I say
over time turned to a celebration work, but I mean gather information
of the wealth and security the city and do with it what is right and just.
provides. The celebration turned The sealed letter acts as your introduc-
from silver coins to the Silver tion to an information network known
Branch and this year the Minister
as a torga operating out of Councilor
of Order, Argo Denairastas (p.
14) is the guest of honor! The Plaza. Lucky for you, you have a per-
characters are recruited to fectly legitimate employment opportu-
ensure the event goes off without nity therein. Deliver this letter, assure
a hitch. Dozens of fresh faces your allies of your intentions, and you
arrive in town in the days leading will secure one thousand silver to cov-
up to Argo’s planned speech and er your expenses until my next missive.
the plaza grows chaotic. When Until then, do as you will, but ensure
rumors spread of a truculent old you remain in good standing.”
dwarf offering cash for acts of The t’skrang knows the packet and
sedition, the neighborhood goes
message were handed to him by a rich-
into lockdown. A hyperactive
windling appears to encourage ly dressed human he believes was a
constant partying and ignoring member of one of the Iopan clans. This
of the new curfews and people was Zahm Denairastas (p. 18) brazenly
begin to suspect the Passions hands on lining up his new cats paws.
have come to reclaim their
festival. Challenge 1: The Silver Branch
Olive Branch Diplomacy— The documents are good, perhaps
Farmers in the Drathralla olive too good. The triad of Silvers monitor-
field often go missing. While this ing passage from the Greatward to the
is little cause for concern, when a Clansward are unused to receiving such
few turn up brutally murdered in complete profiles, nor are they used to
abandoned fields a few mornings such an eclectic group passing into the
later, the local torga (and the Clansward. The triad wants to hold
characters) become involved.
It’s possible to trace the foe to its them until they can be questioned by
hidden lair, perhaps in the secret their captain, Tysh Eken (p. 40). They
have no real call to hold the characters

42
but rebuff attempts to intimidate or
bribe them, which loyal citizens would tunnels discussed in “Fugitive
never consider. They’re more receptive Aliens” (p. 52). It’s clear the
monster was once a Namegiver,
to flattery and fast talking. Use a Silver with evidence in the lair it was
Branch Guard (Iopos: Lair of Deceit, released by the Denairastas to
p. 197) or a Silver Branch Defender (p. test its capabilities.
218). Wag the Dog—The characters
Should the players wait for Captain receive a mysterious letter
Eken to clear the matter up, they find recruiting them to meet with
her suspicious. She received a message some men and secure a package
several days ago specifically instruct- in the Oldward. The meeting
ing her to monitor unusual citizens. Af- is with a T’kambras crew
ter digging into their stories, she volun- (Scavian humans and t’skrang)
teers to escort the group and a wagon covertly supplying raw materials
of supplies to Councilor Plaza. to Zahm Denairastas. As they
make the exchange, the whole
group is ambushed by Ishkarat
Challenge 2: Contacting E.T.
merchants who are annoyed
Once the group travels up Spire another House is working their
Street to Councilor Plaza, they won’t way into the market. The skirmish
be sure where to go. If they encounter draws attention from the Silvers
Tysh at any point, she takes them to and the characters need to get the
On Blackwings and introduces them package back to the plaza (and
to Albus and Holden. If the characters onto an On Blackwings wagon)
flash their letters, they receive strange before the Silvers figure out what
looks and most citizens immediately is going on.
conclude the characters are working Going In Headfirst—Pierce
for the Ministry, though Holden can Volodi (p. 34) was approached
guess “E.T.” stands for Emma Torsted by a Sard clan outfit demanding
and points the group in her direction. he throw his next match. Pierce
is unwilling to do something
If the characters play close to the so dishonorable and hires the
vest, they’re directed to the Risen Min- characters as extra security.
ister or Light Above All where they en- He easily wins the bout he was
counter ranking torga members (Lynn meant to throw, but is put against
at the Minister or Emma at Light Above increasingly difficult opponents.
All). Both are nosy and ferret out the While he gets threatened more
characters are there to join the cause. and more in the ring, Sard
enforcers look for opportunities
Challenge 3: An Inscrutable Letter to kill Pierce after the big bout. If
The letter of introduction is sealed the group takes the opportunity
with an intricate Ministry of Resources to profit off Pierce’s clamors,
they find their covers blown and
wax seal. If the seal is broken before
become targets themselves.
the letter is delivered, Emma is far less

43
trusting. If the characters see the contents of the letter, it appears to be three later
trisets of the Oath of Affirmation. Only those familiar with the Oath (or working
from a reference) can spot the differences and identify the hidden code.
Each triset conveys a different point using a different code, each more difficult
to uncover than the last. In the first point the Ministry vouches for the group and
suggests Emma rely on them as troubleshooters for “the difficult times ahead.”
The second asserts no action be taken against Joz Drennin (p. 29) and further
complaints be taken up with Captain Eken. The final (and most complex) point
says the troubleshooters are expendable and, while competent, shouldn’t be al-
lowed to jeopardize “the mission.”

Climax
Emma has misgivings, but ultimately trusts
the Ministry. She wishes to test the group as soon
as possible. She knows about some of questors
of Raggok who are meeting in the abandoned
fields to the west in the dead of night. The
questors include several ne’er-do-wells the Pla-
za could do without, so she sends the characters
to eliminate the camp. Unbeknownst to her, the
group is led by Wickert Drathralla. Wickert flees
from combat if given the chance and begs for his
life if captured. He could be turned into a valu-
able informant.
Biting the Hand
Premise
The characters are giv-
en an official-looking docu-
ment commanding them to
investigate one “Olichus Druff,” suggesting he must be stopped if Jerris is to be
saved. Olichus Druff is one of Kine Denairastas’s (p. 17) many assumed identi-
ties. He’s meeting with the two clans in Councilor Plaza to secure funding for his
planned operations in southwest Barsaive (Long Live the King, p. 103). Zahm
is using one of his cousin’s rare visits to the city as an opportunity for family in-
trigue. He planted evidence in his relative’s belongings that suggest Kine is plan-
ning a coup not only against Jerris’s rebels, but against Miska and Ulla, Kine’s chil-
dren, who run the operation there. Once Kine’s control over Jerris is complete, the
documents falsely suggest Kine is planning a ritual blood sacrifice on an unnamed
family member strongly implied to be the First Minister Uhl.

44
Setup
While operating under cover in the Councilor Plaza torga, the characters re-
ceive a sealed envelope bearing the sigil of the Ministry of Resources. The letter
states: “Olichus Druff, a foreign investor, will be staying at the Risen Minister for
the next three days. He plans to meet with Warren Drathralla on the first day,
Mearwen Volodi the second, and attend the monthly clamor at the Loud Mouse
on the third. The following morning, he will leave by Spire Street. For the safety of
Jerris, that cannot be allowed. His trunks should provide sufficient evidence of his
crimes. A generous reward goes to the loyal citizens who turn him in.”

Challenge 1: Finding Their Man


The characters need to identify “Olichus” and figure out how best to get his
trunk. Olichus was assigned an Orichalcum Branch guard (Iopos: Lair of Deceit,
p. 209) as an escort. While out in public, Olichus is always within a few yards of
his guard and the guard carries a small trunk of Olichus’s belongings on his back.
In the Risen Minister, Olichus leaves his guard and trunk in his room, taking his
meals and drinks alone in the common room. It should be obvious the trunk is
the one mentioned in the note and getting it away from the Orichalcum guard will
be challenging. After some friendly conversation with Olichus or a clan represen-

What if they don’t get the documents?


If the characters fail to obtain Kine’s documents or refuse to
hand them over to the authorities, it could derail the climax of this
adventure. These events are meant to introduce Kine before Long
Live the King and set him up as a suspect in Uhl’s death. If he isn’t
turned in, gamemasters can address it in a few ways.
The easiest option is for Zahm to ensure his false documents
get to the Ministry of Resources without the group’s aid. In this
case, the climax goes forward as planned. This highlights to the
characters they are not as in-control of events as they think—
they’re being manipulated like everybody else in the city. This ap-
proach does limit player agency, so should be taken with caution.
Alternately, rumors could circulate Olichus and the Drathralla
came to a secret arrangement that needs a lot of slaves. Slaves that
are likely to be picked up in Theran holdings. This sets up Kine’s
cover is moving into southwest Barsaive, where he’s present for
later events, though this limits his motivation for Uhl’s death, like-
ly removing him as a realistic suspect.

45
tative, it’s revealed Olichus never allows his guard into the clan’s inner sanctum,
instead taking the trunk within and establishing a temporary office in a manor
house—an office he frequently leaves for meetings.

Challenge 2: Snatch and Grab


The best opportunity to secure the documents are in one of the clan complex-
es while the Orichalcum guard stands outside and Olichus conducts his business
inside. Entering either complex is difficult and requires convincing the appropri-
ate estate manager (Zorillo for the Volodi or Coirel for the Drathralla). The group
could request aid from the torga to get them in the door, though that involves
revealing their mission. Their handler, Emma, is eager to assist and get into the
Ministry’s good graces.
In the compound, the characters need only avoid attention and bide their
time. As soon as Olichus leaves his office, the group finds the damning evidence
in a folder clearly marked “Jerris Business” the contents in plain, uncoded text.
The documents make clear they were written by “Kine” and he intends to kill his
children. Of particular note are pages describing a complicated ritual

If the players spend time in the Volodi complex, they may at-
tract the attention of the curious young girl Violet (p. 34). This
could serve to introduce the character prior to her featured role
in the next framework, “Duck, Duck, Goose.”

Challenge 3: Relentless Pursuit


After a few hours, the Orichalcum guard becomes aware of the theft and pur-
sues the group without requesting aid. He chases them with an inhuman focus
all the way to the entrance of the Greatward if need be. The guard is focused on
pursuit, leaving the option open for the characters to plan an ambush in a remote
area of the Clansward and be rid of their tail, or they can move quickly to get the
information into Ministry hands. The group is held for a few hours as the docu-
ments are investigated, but at the end they are congratulated by the Ministry. The
information allowed them to bring a ”treasonous family member” to justice. The
group is offered a significant reward for their work for the Holders.

46
Climax
The characters are approached by Tysh, or another triad of Silver Branch
guards if they’re avoiding her, and summoned to Executioner’s Square. The Sil-
vers escort them along Spire Street along with Holden Zell. If the players seem
likely to attempt a violent escape, Holden mentions he was also summoned and
heard it is something about “that money man soon losing his head.”
When the group arrives at the square, they see a human wearing Olichus’s
fancy garb, but not matching his face, securely held by two Orichalcum guards (in-
cluding the one from Councilor’s Square if the players did not incapacitate him).
The face the players see is Kine’s true form, his illusions cast aside for the first
time since his visit to Iopos began. While Kine’s appearance is true, the events
about to unfold are primarily pageantry, as Kine’s punishment of exile was dis-
cussed and agreed upon by all parties.
Descending the grand stairs of the Palace of the First Minister (Iopos: Lair
of Deceit, p. 52) is Argo Denairastas and a host of Silvers. The Orichalcum guards
push their captive to his knees and Argo addresses the assembled crowd.
“Kneeling before you is a traitor.
Worse yet, I once called him cousin. I,
Argo Denairastas, Minister of Order,
was handed your sentence from the Meeting with Zahm
First Minister Uhl. Our Light. Our Bea- If the characters were per-
con. Our All.” fect pawns up to this point, Zahm
A murmur goes through the crowd, may take the opportunity to meet
repeating the Oath of Affirmation be- them face to face after his cous-
fore Argo continues, “Kine Denairas- in’s exile. He’s hoping to cement
tas, you were found guilty of fomenting a working relationship with
rebellion in the vassal city of Jerris and them, claiming his goals and the
plotting to commit the heinous crime group’s align. He mentions his
of filicide against your children. If it hopes a new regime will soon
were up to me, your blood would min- lead the city.
gle with the other criminals who lost If Zahm has any reason to be-
their heads here.” lieve the characters wouldn’t ap-
Glaring down at the accused, Argo preciate working for a Denairas-
pauses before finishing, “But it is not tas, or they might threaten his
up to me. Uhl, in his infinite mercy, life, he avoids meeting with them
saw fit to leave you intact. Instead, you unless absolutely necessary (as is
are banished from our lands and may likely to occur in “Final Justice”).
never return on punishment of torture
and death. Release him.”
Kine struggles to his feet, but be-
fore he can speak, he is forcefully pushed back through the booing mob of Iopans.

47
The Orichalcum guards escort him to the Greatward as the sun sets. He is roughly
pressed beyond the gates which close behind him for the evening.
Duck, Duck, Goose
Premise
The characters receive a message to aid a Drathralla son so he might succeed
at the Selection while also ensuring a particular Volodi girl does poorly. They’re
given a few days to pass along bits of wisdom to the children, then the Selection
occurs. Each day of the Selection, the players find themselves in very different
situations and are given several opportunities to influence the outcome. The final
day takes place beyond the city’s walls, in the Old Ward. The players are given
access to a guard post on the city’s walls from which to view children scaling the
Stormshards. Once the Selection is complete and the winners organized on the
podium, Uhl makes his annual emergence from the city and addresses the crowd.
As he returns with the children, he vanishes in a blinding flash of light leaving
nothing behind but scorched earth. The framework ends with the people panick-
ing as their Light vanishes from the world and Iopos is placed on lockdown.

Setup
One week before the start of the
Selection, the group’s handler Emma
receives a letter from the Ministry
of Resources. The letter is nothing
more than two lists: One labeled
“Losers” and the other “Winners.”
Emma is not surprised to receive the
letter; almost every year they’re told
of one child who must either win or
lose. This letter, though, has far more
children on it than normal. Some of
the children are not even from Coun-
cilor Plaza, so her torga has its work
cut out for it to ensure the proper
results.
She decides to assign one win-
ner and one loser to the group,
promising them a modest reward for
ensuring the success or failure of the
children in question. Their assigned
winner is Wex Drathralla and the
loser is Violet Volodi.

48
Challenge 1: The Children
The characters need to decide how publicly they wish to help or hinder the
candidates. Gorgio can arrange an introduction between any of the characters
and the children, though winning them over is an entirely different challenge.
Wex is a tall, spoiled, eight-year-old boy who is otherwise unremarkable. He
initially distrusts any Namegivers who aren’t humans or elves. With the limited
time available, the characters are best served by teaching Wex the value of coop-
eration (to assist with the third day of the challenge) and tactics to improve his
chances at succeeding at the Greatward Leap on the first day.
Violet is an odd-looking girl (p. 34). She’s meek and quiet in the face of the
group, though she is drawn toward Nethermancers or those with grim person-
alities. She’s small and will have difficulties on the first and second days of the
Selection due to their physical nature. Since the group was ordered to see the girl
fail, this makes the job seem simple. The best way to sabotage her is by making
her overconfident in her physical prowess.
If the group wishes to work against their orders for whatever reason, Wex
is easy to convince to give the first day his all, exhausting himself well before the
Greatward Leap and ensuring he doesn’t make it beyond the first day. Vivo is best
served by being convinced to find allies for the earlier events so she can help them
through the final day’s challenge.

Challenge 2: Overlooked Overlook


Emma delivers another letter to the group granting them access to a guard
tower on the west side of the Greatward. If the players properly prepared Wex,
they have front row seats to see him succeed. Ideally, he cooperates with two
smaller children running interference. He helps a third get across the Greatward
and makes the leap himself, leaving the rest of his group to fend for themselves.
Violet is ignored by the other contestants. As the players watch the girl run
by, they see children stumble and inadvertently move out of her way. Perceptive
or astrally perceiving players notice an Invigilator (perhaps Invigilator Sor, Iopos:
Lair of Deceit, p. 40) casting spells from the streets at contestants up above, dis-
tracting the children and aiding Violet. From the group’s vantage on the tower it’s
difficult to stop the Invigilator before Violet passes successfully, though they know
who to watch in the next competition.

Challenge 3: Watching the Watchers


The characters don’t have a good vantage for the second day as the children
run through the gardens battling one another. However, it’s simple for them to
keep abreast of their charges’ position.
Unless they purposefully sabotaged Wex, he performs well if not spectacu-
larly during this event and secures his place in the third day of the competition.
However, Violet only succeeds if her Invigilator is not distracted throughout the

49
day. Distracting the Invigilator sees Violet unaided when she comes into conflict
with a large boy (perhaps Wex) and she’s pushed to the passage below, breaking
her arm and removing her from the running. Should the group question the Invig-
ilator, they find him a tough nut to crack. If the players reveal their orders, which
seemingly originate from the Holders of Trust, the Invigilator is surprised stating
he was following orders to secure her victory.

Climax
The group is again invited to watch the third day from the guard tower near
the Greatward. There’s little they can do to sway the results at this point unless
they manage to infiltrate one of the airship crews responsible for manipulating
the stormshards (Iopos: Lair of Deceit, p. 103), which is beyond the torga’s reach.
If the characters prepared Wex properly, they see him succeed and if Violet
made it this far in the competition, she winds up working alongside Wex as they
lead a large band of children to victory.
As the sun sets and the victorious children finish saying their goodbyes to
their families, the city gates close in their standard fashion. However, when the
children take the podium soon after, the Greatward flashes to life and reopens, the
unearthly green light flooding the area. As tradition, a dozen Orichalcum guard
leave through the gate with Uhl Denairastas, standing at the center. The crowd
before them is quickly cleared and Uhl makes his way to the children’s podium as
the guard disperse in protective positions.
He first congratulates the children in front of a reverently silent crowd. The
hollow platitudes he gives are difficult to hear, but his smiling form shaking hands
with each child leaves a strong impression on the people. Uhl treats Wex the same
as the other victors, though if Violet is present, it’s possible to notice a moment of
hesitation before Uhl laughs and welcomes his “new niece.”
Uhl then addresses the crowd in a magically enhanced and booming voice.
He congratulates the city and its people in a speech containing echoes of all the
decades past. The people cheer at the appropriate times, though little of conse-
quence is said. After the brief speech concludes, Uhl gestures for the children
to gather close around him. He descends the podium with the children and the
guards surround the group.
Uhl, surrounded by children and Orichalcum guards, move easily through the
crowd, who fall into step behind the First Minister as they begin their winding
procession back to the palace. All of this is performed with the precision of a city
that has done this dozens of times.
The jubilant and organized nature of the demonstration is thrown into chaos
as Uhl steps on the very point Kine was escorted to at the end of “Biting the Hand.”
As Uhl steps up to the Greatward, there’s a blinding flash of red light. Combined
with the swirling and sickly green, the light seems almost black. Immediately fol-
lowing the light is a sickly boom and then screaming.

50
Where Uhl once stood there is nothing but a blasted crater about a yard across.
Several children lie scattered from the explosion, some grievously wounded. Half
the Orichalcum guards present rush toward the center, callously pushing the chil-
dren aside. The other half form a perimeter that includes the children within but
there’s no mistaking it, Uhl vanished. After several moments of shock among the
guards, they shout instructions to the children, forming them up and moving with
purpose into the city and toward the palace.
Panic grips the crowd, with some rushing toward the gates to enter the safety
of the city, only to be met by the merciless wall of the guards. Others scatter, many
fleeing into the buildings of Oldtown. After a few moments, as the characters get
organized from their vantage point on the wall, they hear a voice with no clear
source. “You aren’t to be spent here. Come across the spans to the Palace of the
First Minister and come quickly. Let none stand in your way. We leave the city
tonight.”
The voice is Zahm’s, who was observing from a nearby tower. As the group
rushes to the Palace, they’re confronted by triads of Silvers led by Captain Tysh
who states the entire Greatward will be locked down and “foreign heads will roll.”
Tysh is unwilling to let the characters pass as she was suspicious of them from the
moment they arrived. She brought several triads with her, expecting to find the
group embroiled in this moment.
Final Justice
Premise
The Councilor’s Plaza torga betrays the characters as Emma cuts free her ex-
pendable resources. Zahm sets the group up with an escape route under the city
that turns out to be a trap. As the players fight and get rerouted, they end up in
another trap alongside Zahm, who is also fleeing the city. Zahm offers to help the
group and apologizes for “accidentally” getting them captured. The group eventu-
ally makes it to the Oldward.

Setup
Immediately after the events of “Duck, Duck, Goose,” the group arrives on the
promenade of the Palace of the First Minister. They meet Zahm Denairastas who,
if he didn’t reveal himself previously, explains he was their benefactor.
Zahm claims to have no part in the assassination of the First Minister. He re-
marks it’s unlikely his acts go unnoticed in the inevitable investigation, which also
reveals suspicious activities involving the group. Zahm says this means they’re in
it together and suggests the characters flee through a secret underground pas-
sage to get them back to Councilor Plaza. They can hide for a few days and safely
leave the city. Zahm claims he will meet them in Oldward after he gathers infor-

51
mation on the matter at hand. Then they can flee the area together before the
Silvers can find them.
Zahm is lying about the amount of time they have before they can expect a
response. He also has no intention of regrouping with the characters and is des-
perately trying to save his skin. He has no idea who killed Uhl, but knows the torga
in Councilor Plaza will readily turn over all their information to the Ministry and
the characters will be discovered within hours. He hopes by sowing chaos in the
Clansward, he can escape through other tunnels and come up with a new plan.

Challenge 1: Fugitive Aliens


Following the spanway from the Palace of the First Minister leads characters
into upscale housing that ventures below ground. Through a locked door is an
entrance to the secret passage Zahm wants the group to use. Taking the passage
in the wrong direction leads them to the infrastructure beneath the Ministry of
Resources (Iopos: Lair of Deceit, p. 73), but traveling toward safety leads the
group to Councilor Plaza, emerging in the abandoned Drathralla manor, though
the tunnels continue to twist onward for some distance.
When the characters return to their rooms, Emma arrives with Joz, Holden,
and any others the group wronged, accompanied by at least a triad of Silvers. She
accuses the characters of betraying Iopos and being involved in Uhl’s assassina-
tion. She claims this was revealed in a letter from the Ministry of Resources and is
beyond reproach. Even with the forces Emma has arrayed against the characters,
she’s hesitant to force her way into the structure. As long as she believes they can-
not escape, she gives them until dawn to surrender.
While this could become a bloodbath as the group fights their way out, some
may come to the group’s aid and offer an alternative. Wickert assists the char-
acters if he was working with them, possibly acting as a negotiator between the

52
angry mob and them. Other seditious forces in Iopos believe the characters killed
Uhl, but wish to aid their escape. If the group got in good with Violet and managed
to cover their sabotage of her performance at the Selection, or didn’t interfere
with her, she wields her influence, convincing Barbery and a few other young
Volodi to distract the crowd so the group can escape.
Where the characters could escape to is limited. They can try to secure a wag-
on from On Blackwings, but need to fight their way to the city walls and through
an enormous force of guards locking down the city. The tunnels they were shown
beneath the Drathralla compound seem the most likely means of moving secretly
and can take them out of the city entirely.

Challenge 2: Mole People


The characters retreat into the tunnel beneath the Drathralla compound and
take a path toward the edge of the city.
The tunnels lead to an abandoned mine
shaft where they run into hungry bone- Sequel Hooks
crones (Iopos: Lair of Deceit, p. 249). Vivo’s Fate—Dragon blood
After pushing through, the group runs in Violet Volodi’s veins.
finds the tunnels lead to Oldward, near Lucrutiata intended to bring
to where the Selection took place scant her in at the Selection and begin
hours before. testing her alongside the other
unrecognized children at her
Climax disposal. Zahm wanted to keep
As the characters near the surface the child for himself, finding a
from the tunnels beneath Oldward, use for her further down the
they encounter many concerned cit- line. With Uhl out of the picture
and Lucrutiata’s power waxing,
izens who went to ground after Uhl’s
she takes all of the children who
death the previous evening. While the interest her and brings them to
players may feel more comfortable the flesh forges for gruesome
hiding among the crowd, a contingent experimentation. Someone
of Silvers reinforced by Orichalcum close to her, perhaps Barbery or
guards set up at the only exit to the members of the Begotten (Iopos:
surface, leaving the group few options. Lair of Deceit, p. 87) jump at the
The guards order terrified citizens chance to save her, recruiting
out of hiding and back to their homes, the group to get her someplace
claiming order will be restored under safe. If she’s spirited from the
city without the characters, the
Interim Minister Argo.
Gold Branch has long arms and
In the press of people moving to- the group might be needed to
ward the surface, Zahm appears next get her out of Barsaive entirely if
to the players, a smile on his face. He she’s to have any chance at safety.
claims he’s happy to see them. Working They could entrust her with the
together, they can dupe the guard and

53
use their documents to get past the Sil-
Trisrora Ranelle experiencing a vers. Zahm produces a number of loose
resurgence in Jerris (p. 76). documents and asks the characters to
Silver fights Gold—Argo hand theirs over so he can swap things
and Lucrutiata are at each around and charm his way through.
other’s throats, consolidating While he’s happy to have the play-
all the power they can in the er’s aid his ruse, he’s quite capable of
chaos. They know it’s ultimately getting the entire group through the
Outcast who determines their checkpoint on his own, though he’s not
new leader, but hope they can eager to use his magical powers on the
impress their progenitor enough
Silvers if he can avoid it. Once back on
to earn the title. They take several
opportunities to weaken the the surface of Oldtown, Zahm offers the
other’s positions, finding it easier group a hefty sack of silver and suggests
to tear down the opponent than they make their escape, “I hear Jerris is
prove their ability. The characters nice this time of year.”
may be recruited by operatives (in
Iopos or elsewhere) attempting
to ruin a Gold Branch operation. Loose Ends
Lucrutiata is keenly interested Iopos citizens are hungry to be led.
in the whereabouts of dragon- As such, the chaos of the First Minis-
kin, while Argo is interested in ter’s death doesn’t last long. As head of
removing possible threats to the Ministry of Order, Argo Denairastas
Iopan expansion and influence. locks the city down and appoints him-
Plaza’s Punishment—If the self as “Interim First Minister.”
characters didn’t slaughter their The Ministry of Resources, under
way out of Councilor’s Plaza, the command of Lucrutiata (Iopos:
Argo blames the local torga for Lair of Deceit, p. 85) bristles at follow-
their escape and sees many of ing Argo’s commands and tensions con-
them fired, maimed, or killed
tinue to mount until Outcast makes his
in response for their failure.
However, old man Moplin favored Scion clear (Draconian Solu-
(p. 29) managed to avoid the tion, p. 183).
reprisals. He blames the players The party responsible for slaying
for what happened and he sends the First Minister remains a mystery.
a message summoning them However, both Ministries are more in-
back with the promise of wealth terested in controlling the city than
beyond measure. If the group finding the perpetrator(s). Rumors
returns to the Plaza, they see abound concerning who killed Uhl and
the damage they wrought and why. Many blame inner family squab-
discover Moplin called them
bles, of note is Kine Denairastas who
there. They’re ambushed by a
veritable army of Silvers and was expelled a short time before the
must fight their way out of the assassination. Others suggest the Eye
of Throal was responsible, taking ven-

54
geance against Iopos for killing their
king a decade prior. Still more contend city. Perhaps distastefully turning
it was dragons meddling in the affairs to Lucrutiata’s forces for aid.
of Barsaive. A Young Passion Play—
By far the most outlandish theo- The group becomes aware of a
ry to gain traction is Uhl didn’t perish growing cult celebrating Uhl’s
ascendancy while in another city
from a magical blast. Some claim he
in Barsaive. The speaker claims
finally managed to ascend as a Passion “The Light. The Beacon. The
and the explosion of power was a side All,” has powers throughout the
effect of the metamorphosis. Some world and brings arcane might
take to calling him the “Young Passion” to those who follow him and
or even the “First Passion” as a nod to madness to all who don’t. The
his clear status. These followers as- cultist recognizes the characters
sert Uhl ideals include arcane power, and turns to his cell of Wizards
protection, children, and generosity. and Illusionists. They attempt to
Those who fervently follow this line convince the characters Uhl is a
Passion stacking events against
of thought believe Uhl’s questors will
them and inflicting them with
soon arrive in Barsaive and spread his curses.
providence across the land.
Jada’s Guard—As the time
Zahm flees Iopos, leaving the more grows ripe for Jada’s return,
entrenched Argo and Lucrutiata to those who protected her secret
battle it out behind the city’s walls. He for the past decade prepare for
heads down the Serpent River using her arrival. They seek out the
a different false identity at every port characters to determine their
until he arrives on the Tylon river and political leanings, hiring them
meets up with his T’kambras allies (Pi- if they appear morally flexible
rates and Thieves, p. 145). enough. Regardless, Jada’s
Eventually, Jada Denairastas re- followers travel the Serpent,
taking credit for Uhl’s death
turns to the city of Iopos during the
and claiming their master will
events of Draconian Solution. With soon rise to the Malachite Seat.
backing from Outcast secure, the brew- Interested parties come out of
ing civil war in Iopos loses steam and the woodwork to see if these
much of the city falls in line prior to her rumors are true, including
coronation at the culmination of those Ishkarat pirates and the Force
events. of the Eye. Jada’s guard takes
the opportunity to remove them
both from play.

55
56
Riotous Bloom
The Story So Far

T
he city of Jerris was destined for wealth and greatness. It was founded at
the nexus of favorable air currents between Barsaive, various elven na-
tions, and other regions now part of the Theran Empire. Jerris a natural
center for trade. The city survived the Scourge but found itself at the edge of the
deadly Wastes. Their previous neighbor, the verdant Roheline, was all but swal-
lowed up during their time in isolation.
In the decades following the Scourge, they worked to rebuild their city, and
reestablish trade and political relationships, but the city’s fate took an unexpected
turn in the aftermath of the Second Theran War. The city’s Magistrate and head
of the Arbiter’s Guild, Byth Vesten, welcomed Iopan aid. The city guard, operating
under the auspices of the combined guilds of Jerris, allowed Iopos to take com-
mand of the city without official resistance. The Harvester and Fabricator Guilds,
responsible for the city’s economic base, struggled against Iopos’s controls and
exorbitant taxes. However, dissent was quickly silenced and rabble-rousers found
dead under suspicious circumstances. All Jerrans were forced to either work
alongside the occupying Iopans or flee the city.
After nearly four years of Iopan control, only now is the long history of De-
nairastas manipulation being uncovered. Miska and Ulla Denairastas, in the guise
of simple entrepreneurs, were peddling their influence throughout the city over
the course of decades.
Miska assumed the identity of Dester Lynnpea, proprietor of the Hero’s Rest
tavern. Entertaining visitors and Jerran notables alike, “Dester” wormed his way
into the confidences of many powerful figures. Ulla, posing as the young barmaid
Endie Lark, charmed Jerris’s Magistrate and found her way into his home.
Outsiders saw only a boisterous tavern keeper and vapid, gold-digging young
woman seducing the lovelorn Magistrate Vesten. Behind the scenes, the two spies
entangled themselves firmly in the city’s power structure, they could guide the
ponderous beast any direction they desired.
Of the five guilds that run Jerris, the Arbiters and the Brokers threw their
lot in with the Iopans while the Harvesters and the Fabricators were cowed into
complacency. The Shades, a guild of traders turned smugglers, became the focal
point for anti-Iopan operations. Their leader, Krada Dustcloak, desperately seeks
an opportunity to throw off the yoke of the city’s oppressor.

57
Unbeknownst to her, two other organizations set their sights on freeing Jerris.
The first is Graystorm, a group based out of the Wastes with unclear motives led
by the enigmatic Fatespinner. The other is led by the former head of the Fabri-
cator’s Guild, Pihgram Tor, who fled for her life to the Western Kingdoms at the
start of the occupation. While previously seen as a champion of the people, some
wonder if this business mogul’s designs on Jerris are entirely altruistic, or just a
means of returning herself to the lap of luxury.
The three rebel groups are on a collision course and the city is poised for sud-
den and violent action.

For Reference
This event takes place in and around Jerris. It references Elven
Nations and Iopos: Lair of Deceit, particularly the Jerris portion
of the Foreign Relations chapter (p. 127). These sourcebooks may
be useful for gamemasters wishing to expand the scope of this
event beyond the city’s walls.
As written, Riotous Bloom takes place over several months
and is expected to be the longest arc described in Empty Thrones.
The assassinations described in “Liquidation” (p. 82) take place
on the heels of A Public Execution’s “Final Justice.” Jada’s
statement regarding her control over the Horror cloud in “Meet
the New Boss” (p. 92) occurs soon after Long Live the King’s
“Wild Accusations.” However, “Badged Entry” (p. 98) happens
prior to Jada’s ascension to the throne, capstone of the closely
interlinked frameworks of Draconian Solution.
To run this event as part of an epic campaign, the gamemaster
should weave this chapter’s frameworks in and around the events
in Long Live the King and Pirates and Thieves. If a gamemaster
wishes to use just this event as a focal point, they can flesh out
additional key members of the city and the players could get
further entangled in Jerris’s inter-guild politics. The players
can also work alongside or against the Trisrora Ranelle, or find
themselves navigating the Wastes pursuing hidden Graystorm
interests (“Same as the Old Boss,” p. 95). The Ranelle and the
Wastes are both described in Elven Nations.

The Plot
In between the Theran Wars, the Gold Branch worked to infiltrate Barsaive’s
various political powers. Kine Denairastas (p. 17) was tasked with monitoring the
western border of Barsaive. His children, Miska and Ulla, formed a torga focused

58
on controlling Jerris’s actions. Their plan came to fruition during the second Ther-
an War. They manipulated the city into requesting aid from Iopos. The city was
unable to resist the deployment of the Silver Branch and many Arbiters were ea-
ger to accept the assistance. The Denairastas believe the Jerris operation is well in
hand and resistance seems fruitless. However, the winds are changing.
One of Uhl’s final acts was exiling Kine Denairastas for crimes against the fam-
ily (“Biting the Hand”, p. 44). This forced Miska and Ulla into the unenviable role of
managing the many subversive factions working against an occupied Jerris. Until
now, Kine allowed the Shades to operate as a harmless relief valve for the popu-
lace. Instead, Kine focused his efforts on fighting Graystorm after becoming aware
of Fatespinner’s identity. He also tasked agents to disrupt the Western Kingdoms
to delay Pihgram’s inevitable play for the city.
Despite the loss of Kine’s vast resource network, the remaining operatives
could keep the situation under control. However, Uhl’s death was encouraging to
Iopos’s enemies. Their efforts grew bolder while the Holders of Trust were strug-
gling to keep up. A wave of assassinations rocked the city, killing Brokers with lu-
crative Iopan business deals. As the most prominent rebel leader in the city, Krada
knew her Shades would be blamed. She seeks to get to the bottom of the slayings
and believes investigators can move more quickly.
This brings the characters into the action. During their investigation, they un-
cover the operations of Graystorm and the Shades, but also become aware of a
schism within the Holders of Trust. The group quickly becomes embroiled with
the politics of Jerris and, at the end of “Liquidation,” the city falls under strict mar-
tial law, doing more to unify the rebellious factions than disrupt.
Krada cautiously enters into an agreement with Fatespinner in “Mergers
and Acquisitions.” Over the course of “Undercutting,” the combined rebel forces
launch a city-wide assault. Iopan forces trigger catastrophes throughout the city
as the battle rages. The risks to civilian lives force the rebels to make hard choices.
As collateral damage and casualties mount, Pihgram Tor, an influential ship
builder in exile (p. 76), returns to the city along with a cadre of freshly minted
Trisrora long ships. Her forces turn the tide against Iopos and the remaining loy-
alists are forced to withdraw to their final bastion: the Shipyard Tower (p. 71).
Pihgram uses the Harvesters’ forges as her new headquarters, demanding
the Shades and Graystorm unite under her banner. While the three rebel leaders
bicker, an Iopan airship attempts to make contact with the occupants of the tower.
The vessel’s captain reveals their message, a missive from Jada Denairastas—long
thought deceased. Jada claims she controls a fragment of the Horror cloud that
wreaked havoc on Vivane during the Second Theran War and the cloud will de-
scend on the city as proof of her power. Unless the Jerran rebels all stand down.
While the contents of the note seem outlandish, the leaders meet over the
topic in “Meet the New Boss.” Fatespinner wants to continue the rebellion against

59
his family until its bitter end, Pihgram suggests abandoning the city, and Krada
urges a temporary surrender. The sides delay a final decision, but are attacked
by Denairastas agents while leaving their meeting and tensions continue to rise.
As each faction picks their way forward and vie against each other for control.
Fatespinner is revealed as Ios Denairastas. Krada’s past working alongside Kine’s
occupation forces is discovered. And Pihgram’s elf allies are caught acting little
better than the Iopans they are meant to replace.
Before the rebels’ squabbles become insurmountable, they launch an assault
against the Shipyard Tower. In “Badged Entry,” the characters are asked to find
Magistrate Vesten and remove him from the picture. Without the Magistrate, the
Iopan loyalists lose their figurehead, hopefully shattering the Arbiters organized
resistance and forcing the guild to join the growing resistance.
Only after the coronation in Iopos and the destruction of the Horror cloud
(“Final Steps,” p. 208), does Jerris reach a semblance of stability. But even then, the
situation for the city under siege is tenuous at best.
Introducing the Characters
This event sees the players recruited into Krada Dustcloak’s rebellion to lib-
erate the city. The introductory events only expect Journeyman tier adepts spend
an evening in the city of Jerris. The group soon finds themselves introduced to
Krada and offered the job detailed in “Liquidation.” Krada needs skilled adepts at
her side and makes generous offers appropriate to the group. These could include
substantial silver, access to her connections throughout the city, or a place among
her organization. She offers a hook the group finds difficult to refuse.
If played as part of an epic campaign, Jerris is likely to be the hub the charac-
ters return to again and again. The players should forge a connection with the city
and possibly consider it home. It likely behooves a gamemaster to create prom-
inent high Circle Jerran GMPCs who can serve as mentors and provide a natural
reason for the characters to wish to return of their own volition.

Alternate Takes
If the characters befriended Zahm Denairastas in A Public
Execution, they can be sent to Jerris with the intention of contact-
ing a merchant who is one of the victims described in “Liquida-
tion.” Investigating the murder on their own causes the players to
encounter the Shades, who are also looking into the deaths. This
can involve the players in Krada’s operation.
More mercenary parties might be willing to work alongside
the occupying forces or aid the corrupt guards. If a gamemaster

60
wishes to explore the option of having players on a villainous side
of history, most of these Frameworks are usable with only mar-
ginal tweaking. For instance, in Liquidation, instead of being hired
by Krada Dustcloak, the group could be hired by Dester Lynnpea
of Hero’s Rest (p. 79). In Undercutting, the players may have been
asked to stand watch at a vulnerable guard tower on the morn-
ing of the attack rather than assaulting it themselves. Finally, in
Badged Entry, they could be recruited by Argo Denairastas to re-
move the incompetent Miska and Ulla from their positions in the
chaos of the rebel attack.

The Stage : Jerris, City of Ashes


Introduction
“Jerris? That deathtrap? Couldn’t pay me enough to take you there,
no. It’s getting crushed under the boot heel of those damn Iopans, and
those stubborn Jerrans are fighting back in the shadows. You ask me,
they’d have a much better shot if they didn’t snipe at each other all the
time. Surly lot, quick to anger. And the only thing they trust less than
each other is outsiders, though they’re happy to make a quick silver
or two off of ‘em. Blood in the streets, brother fightin’ brother, folks
switchin’ sides with the wind, and them Iopans leading raids against
rebels... Yep, no chance I’m headed—wait, you’re offerin’ how much? Oh,
well, right this way, we’ll set out with the dawn!”
~ Godek Tanderren, Travari airship captain

Jerris is a city on the edge. Formerly a bastion to arrogant merchants, air-


ship builders, and elemental miners, the city now struggles under the yoke of De-
nairastas oppression. Iopan forces infiltrated the city over decades, exploiting the
internal divisions of the populace and eliminating obstacles until their takeover
was ensured. By the time the people of Jerris realized the First Minister’s intent, it
was far too late to change the course of history.
Before the city’s occupation, it was run by five guild leaders who followed a
single Magistrate elected from their number. Today, the city technically remains
under the control of Magistrate Vesten, leader of the Arbiter’s Guild. This pitiful
creature is little more than a Denairastas puppet. Some claim the metaphor is lit-
eral. Within the guilds, many resist his rule in ways large or small, while others go
along to get along, keeping their heads down and hoping to avoid trouble.

61
Jerris has a third population who embrace Denairastas rule, tying their for-
tunes to Iopos’s rising star. Throughout the city, many have hidden agendas and
motivations—even within the ranks of staunch loyalists or hardened resistance
fighters one can find rifts, disagreements, and traitorous intent.
A Brief History
Since its founding, Jerris was a natural center for trade. On top of this, the city
stood near fertile soil and rich resources, from the forests and farmlands of the
Roheline to the lush Liaj jungle and True air lodes high above the city.
These resources gave early Jerris wealth beyond measure. The city built upon
its natural advantages to manufacture another: it became a center of airship de-
sign and construction. Such production capability was rare outside of the Theran
Empire , and eventually Jerris dominated the region ’s skies.
As Barsaive grew more interconnected, Jerris became an influential city-state.
However, the various income streams produced rivalries and the city stratified
among the different groups who tied their fates to the city. Those who worked in
the shipyards and those who earned their wealth through trade competed for glo-
ry while those who gathered local resources argued only they were “true Jerrans.”
This conflict was generally polite as each groups’ economies were profitable for
all, but a moderating body called the Arbiters was formed to handle disagree-
ments. This group expanded their position into negotiators and middlemen. By
the time Theran envoys first arrived in Jerris, the city welcomed this new and
hungry trade partner with open arms.
As Thera expanded its reach across Barsaive, Jerris remained neutral. The in-
creasing Theran interest in True Elements and orichalcum was immensely profit-
able. It not only fueled their industry, but their trade and innovation as well. When
the Orichalcum Wars broke out, Jerris’s leadership hired on, or bought off, mer-

62
cenaries to ensure their protection. They did whatever they could to maintain the
flow of trade and sell as many airships as possible.
Rumors insist that Jerris sent mercenary outfits to engage in raiding. During
the Orichalcum Wars the city’s powerful smuggling organization, the Shades, was
founded. This does little to contradict the idea the of city approved pillaging. If
true, the raiding did little to tarnish the city’s reputation. The city became neutral
ground where raiders and defenders of the skies alike could come from across
the Empire to enjoy rest and relaxation. Jerris encouraged this behavior as long
as those visitors had silver to spend and became known for hospitality regardless
of origin.
Jerris’s Magistrate negotiated terms for the Rites of Protection and Passage
and began executing their plan well ahead of their neighbors. Unfortunately, in-
ternal rivalries overwhelmed discussions of a single unified community. The city’s
four guilds eventually decided to construct a series of smaller citadels with easily
cut links in the case of a breach. These smaller citadels were naturally divided
along the lines of the city’s ruling guilds, each feeling their investment and bar-
gaining power was best kept to themselves.
Unfortunately, as time came to seal Jerris from the Scourge, this pragmatism
took a dark turn. Many of Jerris’s poorest, without the means to find safe haven
in the citadels, were cast out or sold to Thera and Creana, lining the guilds’ pock-
ets. During this time the Shades grew in power. Still unrecognized as a guild, the
Shades worked to protect the poor and unite the workers. It sought to protect
them from the four guilds and ensure the Arbiter’s “played fair” with the citizenry.
Whether by accident or design, the tenuous links between Jerris’s four cita-
dels were broken over the first decades of the Scourge, forcing each to function
independently for the following centuries. Where they once shared a unified cul-
ture, each citadel developed variations on commonly held touchstones. This only
reinforced the internal divisions among its people when the city emerged into a
drastically changed world. A post-Scourge Jerran is defined as much by their guild
loyalties as by their loyalty to the city itself.
The citizens were stunned by the massive changes in the world around them.
Their fertile western and northern farmland now replaced by Wastes with nox-
ious and cloying ash. The Liaj seemed more inhospitable than ever with strange
creatures and violent natives. The city was beset with wild creatures from all di-
rections. Jerris’s guards were hard-pressed to keep these threats at bay and at-
tempts to establish outlying villages met with tragedy time and again. To make
matters worse, while the newly unified citadels of Jerris should be a comfort,
the loss of shared culture over the years only deepened anxieties between those
struggling to survive. Those from outside a citizen’s guild could seem as alien as
the beasts beyond the walls.

63
Still, the city was resourceful. Its people weren’t willing to give up on their
home. The spaces between the citadels were filled with countless soot-coated
buildings. Fabricators unveiled magically powered mechanical wonders to ease
the lives of ordinary Namegivers in countless small ways. Jerris’s guild masters
began reaching out to their neighbors and beyond, seeking to rebuild old trade
routes. While much changed, the city refused to surrender. They believed their
geographical position would still allow for profitable trade between Throal and
Thera. All they needed to do was survive until stability was reached. Consolidat-
ing their efforts, the citadels’ guild masters made good on the promises of the past
and reunited under a single Magistrate. The city was finally coming into its own
and fighting back against the surrounding natural threats when their progress
was shattered with the Second Theran War.
In the aftermath of the First Theran War, a Gold Branch torga infiltrated the
city. Disguised as simple entrepreneurs, Miska and Ulla Denairastas spread their
influence. Operating from their headquarters in the Hero’s Rest Inn, they befriend-
ed established leaders and rising stars alike. Miska funded promising Namegivers
in need and provided favors to those down on their luck, earning the loyalties of
many throughout Jerris. Meanwhile, Ulla used her relationship with Vesten, the
lovelorn magistrate, to gather information on Miska’s new friends. This informa-
tion was funneled to Iopos or other interested parties such as the Shades. The
information was exploited to escalate tensions between the established elite and
the hungry hopefuls. This allowed small conflicts and hostile takeovers to play out
and weaken any who might stand in the way of an Iopan takeover.
The Fabricators found themselves the target of industrial espionage that
quickly turned fatal. After the death of several experts from Travar, Jerris’s ship-
wrights were cast aside by their oldest allies who felt the city wasn’t worth the
risk. After more high-profile deaths, the last surviving leader, Pihgram Tor, fled the
city with most of her wealth, leaving the guild adrift.
The Harvesters, Jerris’s elemental miners, faced a bloodier transition. Many
once-reliable True Element lodes from before the Scourge dried up and those still
viable were more dangerous to claim than ever. As the Harvester foremen were
forced to seek riskier prospects, increasing loss of life and limb led to decreasing
profits and soon their workers took to striking to survive. All the Iopan agents had
to do was plant evidence implying the foremen were planning to kill key agitators,
and the striking workers turned violent. The guard quelled these riots, though
this did little to return profitability to the businesses. Both sides received covert
support from Dester Lynnpea and felt they owed much to him.
The Arbiters, long trusted with city administration, fell bit by bit to Iopan in-
terests. Iopan business offered the most profitable contract for the city and the
Magistrate, wrapped around Ulla’s finger, was quick to soften any of their new
allies’ rough edges with charismatic speeches. By the time people caught on to

64
what was happening, it was too late. Iopos began its takeover of the city with the
blessing of nearly all its leaders, and the rest of Barsaive was too wrapped up in
other struggles to intercede. Some organized resistance as Iopan troops marched
in, but it was futile. The Commander of the Guard Sibelda Highgreave, had her
guard stand down in the face of Iopan aggression. She even supported the invad-
ers in their takeover of each district, earning her the enmity of Jerris’s people.
Despite the obvious corruption and apparent hopelessness of the cause, the
grim people of Jerris sowed the seeds of revolution almost immediately. Pihgram
Tor fell in with the court of the Western Kingdoms where she agitated for her
home’s freedom. Graystorm, a group secretly led by the disenfranchised Ios De-
nairastas, also set its sights on the city. Under the sobriquet “Fatespinner,” increas-
ingly violent acts of rebellion against the puppet government began, inviting bru-
tal reprisals against Jerran citizens in turn.
Four years have passed since the annexation and all factions have question-
able loyalties. Many groups are willing to cooperate with the Magistrate or supply
the resistance depending on how the wind is blowing that day. Some do both si-
multaneously, just to look like they were always on the winning side. The Shades
threw their full, if hidden, support behind the rebellion. Though many fear their
intentions as Krada’s long standing affiliation with the Hero’s Rest seems to indi-
cate Iopan leanings.
The Guilds
Elsewhere in Barsaive, a Jerran is expected to be a dour and tight-lipped la-
borer with a stoic, even haughty, disposition until crossed. An impassioned Jerran
can fly into a rage, defending their position ferociously until the situation is re-
solved one way or another. For many, these stereotypes are all that is ever con-
sidered of Jerris’s people, but the reality is more complex. Many Jerrans play into
the stereotype others created for them, taking that personality on as their “ex-
ternal face.” Only showing their “true selves” to those they trust. One who comes
to know a member of the city’s guilds or befriends a local quickly sees how wild
these laborers can get.
As with any city, the levers of power in Jerris aren’t held by just one faction.
Yet the City of Ashes is different because followers of its major factions see them-
selves as citizens of those groups first, and Jerrans second. As a member of the
Fabricators’ Guild, an airship designer grudgingly admits Jerris’s merchants and
elemental miners are good for the city, but claims Jerris’s true business is the air-
ship trade. “What’s good for the Fabricators’ Guild is best for Jerris.” Brokers and
Harvesters see things through different lenses. While this rivalry always existed,
it has magnified since the Scourge and fueled much of the intrigue since reunifi-
cation.
The final two factions in the city, the Arbiters and the Shades, built their pow-
er acting as intermediaries for the other three. They both manage and smooth

65
over, though their methods vary significantly. While they once worked closely to-
gether to manage matters to the point some accused the two groups of being one
and the same, the city’s recent occupation drove a wedge between them.
Before the Scourge, members of the guilds intermingled throughout Jerris,
allowing for friendly interactions between the rank and file. But, as each group
took on the task of building their citadel to weather the Scourge, they segregated.
For centuries, the groups lived and developed independently while sealed off, this
created an ideological divide once Jerris emerged from its isolation. With each
faction jealously guarding its secrets against the others rather than collaborating.
Jerris’s leadership posed a fractured front against infiltration—and the Denairas-
tas took full advantage of this discord.
Daily Life
While lower class citizens may have no official allegiance to any guild, those
of skill and talent often find themselves brought into one of these groups. In the
City of Ashes, such membership is the surest path to wealth, the city’s elite al-
most universally claim such ties. The well-off in Jerris are loyal first to their family,
then guild, and finally the city. Some commoners have a guild preference, typical-
ly based on who pays their wages, but such allegiances are loosely defined. Still,
the factionalism this engenders gives most Jerrans an appearance of gruffness, as
they simply avoid being too open with “outsiders.”
However, in private a Jerran’s demeanor can be very different. As reserved
as they are in public, Jerrans are capable of bold displays of emotion. As the city’s
middlemen, the Arbiters and the Shades draw from traditions across Barsaive to
provide entertainment in Jerris. Visitors often find themselves surprised at the
quality of music, dance, and theater available to them, albeit at a hefty price. Be-
hind closed doors, average Namegivers entertain their family and friends with as
much fervor as famed Jerran actors and performers.
With the Iopan occupation, such public diversions fell by the wayside. To the
Arbiter’s consternation, Magistrate Vesten shut down many of these attractions
and the inns that cater to them, despite their affiliation with his guild. What re-
mains is an underground network of speakeasies only those in the know can ac-
cess. To the annoyance of the Holders of Trust and city guard, this entertainment
tends to be highly critical of the occupiers, especially the traitorous citizens who
shoulder the blame for handing over Jerris. This content only further encourages
Iopan agents to track down these establishments. Though for every successful
raid a half-dozen new businesses open.
The gruff Jerran exterior extends to the city’s aesthetics. Despite their wealth,
the people of Jerris favor austere architecture and clothing. Buildings are designed
for function over form, built of largely unadorned wood and stone. Business is

66
kept to the businesses and rarely spills into private homes. A drab aesthetic set-
tled over all aspects of the town due to the constant press of soot both from the
ash coming in from the Wastes and Jerris’s forges. One of the easiest ways to spot
an outsider is to pick out anyone wearing quickly staining bright clothing. Many
Jerrans favor bulky black over-clothes for the purposes of traveling the streets.
It’s unusual to be invited into the home of a native Jerran, and even neighbors
are more likely to meet in public spaces than in their homes. There’s a stark differ-
ence between the exterior and interior of a citizen’s home, and their personalities
are likely to shift commensurately. After passing through an unremarkable dust
room, one finds flashy, colorful interiors, even in more humble abodes. The estate
of a guild official is a veritable explosion of color, to such an extent many find it
gaudy. Those privileged enough to have such lofty connections tend to be treat-
ed to sumptuous feasts with live entertainment, their hosts sparing no expense
for close friends. Such generosity is another example of the paradox of the Jerran
spirit. In public, they put on a grim, emotionless mask. To those who earn their
trust, they show a vibrant life, but always behind firmly closed doors.
A few exceptions to public spaces being solely practical exist. The shipyards
are an architectural marvel towering over the city. A tangle of ornate mechanical
apparatuses and vessels in various stages of completion. The Arbitorium, Jerris’s
seat of government, is a large stone edifice in the Theran style, its ornate pillars
carved with likenesses of city heroes from years gone by. The Round Market is a
riot of sound, color, and movement as vendors and wholesalers compete for the
attention of potential customers from all sides. Small gardens and parks painstak-
ingly supported in defiance of the ash clouds above the city are also seen.
The wealth and ostentation of guild officials is not evenly distributed. The
elite require an army of servants for support, and those unable to secure guild
membership make up Jerris’s underclasses. While securing food and shelter is
a struggle anywhere, the poor of Jerris are also exposed to the ever-present ash.
While the well-to-do spend considerable sums on ways to avoid the sickly
air. The poor have no such recourse and the effects of the ash disproportionately
affect them. “Ash-lung” is a condition attributed to breathing in too much of the
foul air. It includes symptoms ranging from breathlessness to aches to fevers. A
darkening complexion and sclera turning gray can occur among those with per-
petual exposure, even resulting in death. Many unscrupulous merchants preyed
on the desperation of these people, fleecing them in exchange for ineffective or
even harmful treatments. More recently, rumors circulate the Iopan occupiers
discovered a cure and are keeping it to themselves. This tempts would-be rebels
into siding with their oppressors just for a chance to treat their illness and incens-
es those who lost loved ones to the disease.

67
The Realities of Occupation
Perversely, the occupation reduced much of the city’s problems with poverty,
overcrowding, and disease. The turmoil led many to reconsider their life in Jerris.
Entrepreneurs capitalized on the profits to be made smuggling people out from
under the occupation. Some ran off into the hinterlands despite the immense dan-
ger that poses. Others perished in violent reprisals by the Iopans or at the hands
of overzealous rebels condemning entire neighborhoods for supposed collabora-
tion. Most reckon Jerris lost as much as a tenth of its population since Miska and
Ulla hatched their takeover plot, and those who remain became numb to news of
yet another flare-up of violence in the city.
Those brave enough to visit with Iopos’s tightened grip find a city only su-
perficially familiar to the one they knew. It feels emptier and there are leftover
scars of street fighting or sabotage. However, its people stoically persevere much
as always. They keep to themselves and put on their dour mask for outsiders who
poke around their business. On the surface, the Brokers still do their business in
the Round Market and the Harvesters’ elemental mining vessels still sail.
But there are also signs of a new authoritarian bent. Jerris used to be a city
that never slept, but the Silvers and city guard strongly dissuade travel at night.
They sporadically enforce night-time curfews and the shipyards are off-limits to
all but those cleared by the Magistrate and his Iopan overlords. Many of the di-
versions in which visitors could once partake are under lockdown. Though the
network of speakeasies can be found with significant effort and enjoyed at great
peril.

68
Some Jerran citizens began to adopt Iopan mannerisms such as uttering the
Oath of Affirmation. Once-respected names of proud Jerran citizens now adorn
Iopan oathshars offering hefty rewards for their death or capture. Those who ha-
ven’t become outlaws had their reputations tarnished as they become infamous
for serving the Iopans, funneling goods back to the Denairastas’s capitol and dam-
aging livelihoods throughout their home city.
Jerris’s epithet of “City of Ashes” now bears a darker meaning as many see
only the remains of a once proud city. While the people of Jerris are clearly down-
trodden , they aren’t yet beaten. The same grim determination with which they
faced the Wastes now motivates the resistance movement. The Iopan hold on Jer-
ris is not as firm as the Denairastas agents believe. With the right catalyst, a rebel-
lion can liberate the city. Whether its people can come together after they lost so
much, however, is a different question.
The City of Jerris
Located between the Poison Forest and the Liaj Jungle, the plain surrounding
Jerris was once dotted with prosperous farms and ranches. Since the Scourge, the
ever-present ash made agriculture a less appetizing prospect and the plains are
overgrown with rough wilderness. Local flora and fauna bear the same illness as
those who end up overexposed to the ash and much of it has a grayish tinge. The
nearby Poison Forest is the most extreme example of this.
The Poison Forest is a deadly obstacle and few venture beyond into the inhos-
pitable Wastes. To the east, rumors of “the Tamers” abound. Namegivers stalking
the depths of the Liaj Jungle, kidnapping unwary travelers as sacrifices to the
great dragon they worship. As a result, land travel to Jerris is rare. Though excep-
tions exist, including some Iopan supply trains, air travel is Jerris’s lifeline to the
rest of Barsaive.
When they bought the Rites of Protection and Passage, the Jerran leadership
decided each of its guilds would fund their own citadel to protect the cores of
their industry and allow the others to thrive should any one fall. At least, this was
the reason the leadership gave. In truth, each guild wanted to ensure its interests
were protected above all others. Each citadel was erected in a cardinal direction
and sealed. And soon each was isolated from its neighbors.
When the citadels reopened, each continued to act independently and four
distinctly different city centers emerged. Jerris’s common folk took to living in
the space between. For anyone affiliated with a guild, proximity to its former cit-
adel is seen as a status symbol. A distinct class divide developed between those
fortunate enough to be allowed to live within the boundaries and those who lived
outside in “the Gloom.”
Altogether, the city sprawls in every direction. For the most part it’s a drab
expanse of grayish buildings separated by wide streets, but the four former cita-
dels stand out. These structures are physical symbols of the guilds’ power, though

69
their appearances vary as widely as the guilds themselves. Following the entire
circumference of the city is a formidable curtain wall. Primarily made of stone, the
wall was designed to keep aggressive beasts from the hinterlands away from the
city’s residents. Four gates allow entrance to the city, each entering into the Gloom
between adjacent citadels

The Refuge (Arbiters’ District)


The northern citadel was dubbed “The Refuge” and is a natural extension of
centuries of tradition. The Arbiters were founded to ensure the needs of the other
three guilds were met and Jerris continued to thrive. They took on the role of city
administration and what was once a group designed to see to the needs of others
began to look after itself. Public works fell under the purview of the Arbiters, and
their control over the city’s guard was meant to ensure laws were enforced equal-
ly throughout Jerris.
Since the Scourge, the people of the Refuge strive to welcome outsiders and
the district reflects this ethos. A well-lit area of wide avenues, spacious structures,
and only a handful of imposing official buildings, a visitor might confuse the Ref-
uge with a wealthy small town rather than part of a larger metropolis. This wel-
coming and independent image is one the Arbiters are careful to cultivate. Their
dome was disassembled and much of the district’s wealth funneled back into
public works.
The buildings of the Refuge have more flair than the rest of Jerris, with ar-
chitectural flourishes from across the province. Inns, taverns, theaters, and other
entertainment venues provide numerous diversions. The Arbitorium, a large, pil-
lared building in the Theran style, provides the main venue for inter-guild medi-
ation and deliberations by city leadership. The Hall of Arms, headquarters of the
city guard, is an imposing fortress and reminder of their watchful eye. The homes
of influential Arbiters are tucked away, close to the halls of power. Helpful Name-
givers patrol the streets, offering directions and advice to visitors in need.
Recently, the entertainment aspect of the Arbiters’ business suffered under
the ever vigilant gaze of Iopan agents. Much of the art scene was driven under-
ground and into the arms of the Shades (The Gloom, p. 73), further souring the
already tenuous relations between the two guilds. Magistrate Vesten presides
over the Arbitorium despite his reputation as an Iopan lackey. His people still take
the work of negotiating between the remnants of the other factions seriously and
the building is a flurry of activity. The Hall of Arms is busier than ever, as the city
guard sends patrols out to put down various forms of disobedience, though often
under the thumb of Iopan Silvers. Of all the districts in Jerris, the Refuge feels the
most depopulated as tourism has all but ceased.

70
The Airship Yards (Fabricators’ District)
The most readily visible landmark in Jerris is the Shipyard Tower in the west.
After the Scourge, the Fabricators implemented a design that improved on the old
shipyards and built a central tower of interconnected structures. The old citadel
walls were cannibalized to build the complex and only an outline of where they
once stood remains.
The airship yards loom over the city, a spire bristling with cranes, beams,
and enchanted construction equipment. Through enchantments similar to those
found in Thera’s gravity-defying monoliths, the Fabricators created a graceful
structure that looks more like a devilishly complex mechanical oddity than a stur-
dy tower, but it’s referred to as “The Tower” all the same.
At the top of the structure are the city’s airship berths, sticking out radially
from the center and allowing vessels to dock, load and unload cargo, and undergo
basic maintenance simultaneously. More significant repairs, as well as the con-
struction of new airships, take place in multiple tiers below the berths. The exteri-
or of the structure is in constant motion, with cranes swinging, cargo being pulled
up and down pulley systems, and workers scrambling on the outsides of airship
hulls under construction. Ships slowly work their way up the tower structure as
they are built, until the final product takes off from an empty berth to enjoy its
maiden voyage.
While the exterior is devoted to airship construction and docking, the tow-
er’s interior is a maze of linked buildings. These inner complexes are devoted to
supporting the surrounding industry, with most of the square footage taken up
by workshops for research and development. At the tower’s apex, the Fabricator
leadership holds council in a graceful spire overlooking the airship docks and city
beyond. Many remarked the chief Fabricators are all too happy to look down upon
the rest of the city.
Under Iopan occupation, the airship business slowed considerably, and half
the berths haven’t been occupied in months. This is not only a function of De-
nairastas control, but also the damage wrought to the tightly knit guild and the
systematic elimination of its leadership and premiere talent. Thus, this symbol
of Jerris’s ingenuity is also a mark of its fallen fortunes. In addition to the empty
berths, much of the construction turned from commerce to warships for Iopos.

The Brokerage (Brokers’ District)


The district to the south boasts the Round Market, a large, circular, open air
bazaar. Behind the stalls hawking their wears are the counting houses, which act
as business hubs and living spaces for the great merchant families. The heart of
the district is the Inner Brokerage, where the families’ elites make investments,
negotiate deals, and make guild-level decisions.
Those lucky enough to work directly with any of the Broker families enjoy
the privilege of trading with them behind closed doors. As a result, the counting

71
houses have a steady stream of more discerning visitors compared to the varied
crowds in the Round Market. The Inner Brokerage, on the other hand, is limited
to high-ranking members of the Brokers, and is where guild-wide policy is set.
Different parts of the district serve different purposes, but they’re similar in
layout except for the center. While the Round Market’s stalls are packed tightly
with small vendors, the center of the market is dominated by the Inner Broker-
age. A simple tower topped with a glass dome where the highest-ranking Brokers
meet and deliberate. As they do, they’re free to observe their district and its ac-
tivity.
While the elites have privacy, most of the Brokerage is characterized by its
lack thereof. The density and competition for customer attention means the dis-
trict is usually a cacophony, and less seasoned traders remark on the unease they
feel after traveling the stalls for an extended time. Much of the old dome was re-
moved. Though a low wall surrounds the district, much of its valuable enchanting
materials were removed to line the pockets of the wealthy living within.
The Brokerage bears the least visible scarring from Iopan occupation of any
part of Jerris. Denairastas agents easily bought the struggling leadership’s loyalty
and allowed them to continue business as usual. Of the changes, the most notable
is the decline in foreign merchants and trades-folk, but this was mitigated some-
what by new Iopan contracts. If the occupation—or an active resistance—scares
away too many outsiders, the resulting decline in trade could have major reper-
cussions for the Brokers.

The Waystation (Harvesters’ District)


Dominating the eastern skyline is the old citadel still home to the Harvesters
Guild. This guild was formed by the elemental miners who were part of the Jer-
ran economy since the city’s founding. In the wake of the Scourge, the Harvesters
opted to keep the core of their work within their citadel continuing their use of
its enchantments for climate control and simulated day-night cycles. The Waysta-
tion also sees plenty of traffic from airships bringing in True Elements or basic
resources. It’s the only other place outside the Airship Tower where such ships
are permitted to dock, but only for the purposes of loading or unloading mineral
wealth.
Ranking members of the guild enjoy a rare privilege among the people of Jer-
ris: their near-intact citadel blocks out the ash that rains down over the rest of the
city. The soot and smoke from Harvester smelters and forges are spewed out of
the citadel. While this clouds the neighboring districts further, the exhaust gives
inhabitants of the structure comparatively clean air.
Despite the heat of various industrial efforts, the clean air makes the Harvest-
er citadel one of the most desirable places to live, especially for those suffering
from ash-lung and looking to alleviate their symptoms. Despite this benefit, living
within the Waystation has its share of difficulties. Even with climate control and

72
comfort features built for use during the Scourge, the Waystation remains over-
ly warm with heat from various projects radiating throughout the district. The
citadel was never meant to house a fully active forge and it cannot keep up with
demand. Warmer times of year can be miserable within the dome, with complica-
tions and death from the heat not uncommon. Despite this, no consideration has
been made towards sustainable expansion.
Both in the lead up to and the aftermath of Iopos’s takeover, there were a
quite a few industrial accidents. Some of these accidents leveled entire buildings
or even city blocks. The guild tried to fix the damage where possible, but in many
areas, it’s still possible to see the scars left behind. While the current leadership
bears no great love for Iopos, the Denairastas place considerable orders and their
silver spends well. Many Harvesters are content with the steady work and income
even though it all comes from one distasteful client.

The Gloom (Shades’ District)


The Shades weren’t officially recognized before the Scourge and emerged to
protect the interests of the lower class. Their leadership was spread out through
the various citadels with the expectation they would keep the local guild in check.
In reality, most of these groups took to securing their profit streams such as pro-
viding illegal substances or uncovering potential blackmail to use on factions.
When the citadels became isolated, those who lived alongside the Arbiters went
above board and deepened the relationship between the two factions. The Shades
see themselves as the glue that binds Jerris together. While the Arbiters were re-
sponsible for mitigating intra-guild politics in an official sense, the Shades bal-
anced the scales through means “beneath” their sister organization.
After the Scourge’s end, the Shades from the different citadels rejoined forces,
a process not always friendly. In the wake of their reunion with no home citadel
of their own, they dispersed into the growing sprawl between the other districts.
The less fortunate neighborhoods in the shadow of the old citadels were hum-
ble— even ramshackle—but they provided a cover that suited the guild just fine.
These neighborhoods collectively took on the unappealing name the Gloom, and
the Shades found themselves spread throughout.
This “smugglers guild” operates a web of safehouses, underground business-
es, and fronts to serve their interests. Some businesses are known as places where
an outsider can contact the guild, the rest are accessible only through passphras-
es, maps to navigate the maze-like side alleys, or other special arrangements with
the guild. From the outside there’s little to differentiate the humble abodes of the
Shades from surrounding buildings. However, the interiors can be lavish enter-
tainment venues for more illicit tastes, physically and magically secure safehous-
es, or barracks-like armories for guild members.
Since the occupation, there was an unintentional shift in the entertainment
world, as banned performers in Arbiter venues sought stages where they could

73
ply their trade. Already considered enemies by Iopan agents, the Shades were all
too willing to oblige and find themselves operating curfew-violating speakeasies
around the city. The result is a dangerous game between law enforcement and the
Shades, as the latter tries to stay one step ahead of the former, keeping its illicit
businesses running under the noses of the city guard and their Iopan overlords.
While no single business remains running for long, overall profits continue to rise.
The Shades endured some tense and occasionally bloody periods of turmoil
in the immediate aftermath of the Scourge, and many guild members are reluc-
tant to allow more bloodshed over internal disputes. However, they were shaken
by the Denairastas takeover of the Arbiters and the instability of the other guilds.
Given the Iopan stance on the guild as dangerous criminals, many want to go to
ground and weather the storm, while others want to fight, hoping to rile up citi-
zens to join them.

The Figures
Byth Vesten—Magistrate of Jerris and Head of
the Arbiters Guild
Hailing from an influential family, Byth rapidly
climbed through the ranks of the Arbiters guild. He
used his natural human adaptability to view the
issues of Jerris through the lenses of its various
citizens. He earned the reputation of being an
empathetic and caring leader who attempted
to aid even the most down-trodden Jerran. He
attained his leadership position at a young age
under a platform of rebuilding foreign ties
and bolstering local industry. He worked dil-
igently day and night to restore Jerris to its
pre-Scourge stature and made many great
strides in improving public works.
His intense focus on his work left him
little time to pursue his personal life. As
with many ranking guild members, he took
to spending what little free time he had at the
Hero’s Rest Inn, building connections, and planning the next big operation. It was
no coincidence when he gained a close relationship with the secretly Denairastas
employee.
“Endie” charmed the naïve and overworked young Magistrate, what started
as a harmless tryst soon took on a more sinister slant. Endie was the assumed
identity of Ulla Denairastas and she began to work her magic (figuratively and

74
literally) on Byth. Over the past decade, Byth fully fell under her thrall. Most in
Jerris know the Magistrate is not the man he used to be, and many curse him as a
puppet to the Iopans, but few realize just how true those words are.
Byth is now middle-aged, though he wears the last few years heavily on his
visage. His public statements grow rarer as the years wear on, and it’s uncommon
to see him in public. Even more uncommon to see him without Dester or Endie.

Human Non-Adept
DEX: 5 STR: 5 TOU: 6
PER: 6 WIL: 3 CHA: 6
Krada Duskcloak—Head of the Shades Guild
Krada inherited her position as leader of the Shades after a rash of mysterious
deaths in 1512 TH. Whether these deaths were the result of foreign machinations,
Krada pursuing personal power, or simply tragic happenstance was never uncov-
ered and rumors assert any of the three. In truth, the deaths were orchestrated by
the Iopans who believed the young human would be an easy mark to manipulate.
When she rose to power, Krada had a lot to get her arms around and not much
time to do it, though “Dester” was happy to assist.
By the time the Iopans seized Jerris two years
later, Krada was a force to be reckoned with. She
uncovered the true identities of Dester and End-
ie, and relayed her discoveries to her childhood
friend, Sibelda Highgreave (p. 81). While Kra-
da didn’t trust the Denairastas, she found the
Hero’s Rest Inn to be exceedingly good for
business. The local torga always treated the
Shades with respect, offering them gener-
ous compensation for jobs both above
and below board. Deep down, Krada
knew they meant ill for Jerris, but she
didn’t expect the seizure of the city, nor
did she expect the Arbiters and the guard
to step down when Iopos arrived. By the
time she realized only her Shades could stand in
the way of the takeover, it was too late.
Since the Iopans took control, she walks a thin line between serving Iopan in-
terests and agitating for Jerris’s freedom. She publicly claims she doesn’t support
“seditious endeavors,” but in private sends her lieutenants out to rabble rouse and
run the speakeasies.
When she heard of Uhl’s death, she seriously considered open rebellion.
However, before she could organize, Iopan allied Brokers were brutally murdered,

75
with all signs pointing to orchestration by her guild without her knowledge. She
knows before she can act openly, she needs a better understanding of the situa-
tion on the ground before she can act openly, and she isn’t sure she can trust her
Shades with the task.

Human Seventh Circle Thief


DEX: 7 STR: 6 TOU: 6
PER: 6 WIL: 4 CHA: 5
Pihgram Tor—Former Head of the Fabricator’s Guild
Pihgram is a windling with a serious mind for business. She became leader of
the Fabricator’s citadel in the last days of the Scourge and was a pivotal player in
the reunification of the city. She successfully ran the Silver Cloud Shipwrights, the
most profitable airship company in Jerris, for.
To the surprise of many, Pihgram abandoned her home to its fate the very day
the Iopans marched through the gates. She fled northwest along with her private
fleet of airships, accompanied by many promising and affluent
members of both the Harvesters and Brokers guilds.
These wealthy industrialists found their way
to the Western Kingdoms and sought refuge with-
in the courts of Sereatha. They immediately began
agitating for elf assistance for their abandoned
homeland. However, the High Steward had
little interest in dragging his people into a
distant war, especially one so near to Ther-
an interests. His deaf ears eventually forced
the group out.
Afterwards, few took the windling seri-
ously as she traveled from kingdom to king-
dom. Pihgram was eventually approached
by Matriarch Jastra Trisrora (Elven Nations,
p. 169) to begin a joint business venture. Over
the course of many long weeks of negotiation,
they agreed Pihgram would provide the knowl-
edge and resources to construct a small fleet of airships and
give them to the Trisrora Ranelle. In exchange, the Trisrora would pursue a trade
relationship with Jerris and provide military strength of arms to free the city from
Iopan control.
While the Trisrora expected several decades of profitable trade before being
forced to make good on their promises, the death of Uhl painted the Denairastas
weak enough to remove from Jerris, and Jastra agreed to move her forces to the
city. Once the Trisrora help to remove the Iopans, Pihgram expects to be warmly

76
welcomed by the city she abandoned. Her intention is to claim the title of Magis-
trate away from the obviously corrupt Byth Vesten, and restore order and ensure
the elves don’t overstay their welcome. On the other hand, Jastra wants to secure
a foothold in Jerris to influence trade throughout Barsaive.
Pihgram is ill-prepared for the Jerris to which she is about to return. She
doesn’t understand the negative opinions many in the city have for her, many feel
she abandoned them when they needed her most. The hasty nature of this attack
force means many of the escorting Trisrora soldiers are only loosely familiar with
Barsaive’s culture, and even less familiar with Jerris. She and her forces will be
greeted with suspicion, as Jerris reacts to all outsiders.
Ios Denairastas—Graystorm Fatespinner
One of Uhl’s former prodigies, Ios Denairastas was once in line to take over
the Ministry of Resources. During a Bureau of Procurement expedition explor-
ing the Wastes, the group was attacked during a ferocious soot storm. Ios wasn’t
among the survivors who returned to Iopos. Abandoned to die, Ios was rescued
by a group of elves from the Trisrora Ranelle (Elven Na-
tions, p. 168) who successfully discovered the kaer
the Bureau was seeking.
Ios spent time with the elves and explored the
long abandoned kaer. What Ios discovered in the
kaer left no doubt the expedition wasn’t attacked
by Horrors, but by another member of his fam-
ily. By the time Ios left the Wastes, Argo (p. 14)
usurped the Ministry of Resources the tragedy of
Ios’s presumed death long forgotten. Instead of
returning in disgrace, Ios chose to continue ex-
ploring the Wastes to find an advantage against
the family that forgot him.
Ios learned of the Gold Branch torga
operating in Jerris some years later, just
prior to the seizure of the city. Seeing an
opportunity to be a thorn in his family’s
side, he took on the name “Fatespinner”
and started the organization “Gray-
storm,” basing it out of a little known kaer in
the Wastes. His numbers quickly swelled as he took in Jerris refugees and others
displaced by the Second Theran War with an axe to grind against the Denairastas.
He broke his group into isolated cells, promoting two lieutenants, Jayla and Durg,
and all three began to use the same title interchangeably, the better to confuse the
Iopan intelligence machine.

77
As the years went on, Graystorm grew increasingly bloodthirsty and vicious.
By the time of Uhl’s death, they believe every Jerran non-combatant is an enemy
to the cause and therefore culpable. Ios is willing to burn the city to the ground
and get every member of Graystorm murdered if it means giving a black eye to his
family, though he couches his motives in far more altruistic terms. It’s up to the
gamemaster to determine whether or not Ios comes to believe the altruistic lies
he sells to the other members of his organization.

Human Dragon-Kin Ninth Circle Wizard and Fifth Circle Nethermancer


DEX: 6 STR: 5 TOU: 5
PER: 8 WIL: 7 CHA: 7
Jayla Charmstrife—Graystorm Fatespinner Decoy
Jayla was born and raised in Jerris. She was a
minor member of the Harvester’s Guild in good
standing before the Iopan annexation. She was
shocked with how quickly her kinsmen laid
down arms against the invaders and she,
along with a few dozen other Namegivers,
fled the city under the cover of darkness.
They found their way to the Wastes where
they proved woefully under-prepared for
the challenges facing them. Some were
killed by local creatures, but most fell to
the elements and a lack of food and water.
Jayla was one of only a handful of
survivors picked up by Ios’s burgeon-
ing Graystorm movement. She since be-
came a Nethermancer and is fascinated
with death since her traumatic affair.
Of the three Fatespinners, Jayla is the least
interested in violence towards the Iopans. She’s not even particularly interested
in liberating Jerris, but is driven by her loyalty to Ios and the debt she owes to him
for saving her life. The only thing that brings her pleasure is the continued pursuit
of her craft, which often manifests in macabre experiments.

Elf Fifth Circle Nethermancer


DEX: 7 STR: 5 TOU: 4
PER: 7 WIL: 7 CHA: 5
Durg Blackthumb—Graystorm Fatespinner Decoy
Durg’s family answered Krathis Gron’s Call to Nation in the preamble to the
Second Theran War. As conflict and tragedy ravaged Cara Fahd, Durg lost all his

78
kith and kin. Many of the region’s orks blamed the loss of
life on the Therans and their invasion, others on the
Throalic dwarfs unsympathetic to their plight, but
Durg took to blaming the Denairastas. After all, it was
the Denairastas who were responsible for King
Varulus’s assassination and the Denairastas had
strong motivations to keep Throal and Thera
at one another’s throats. Durg believes they
used Cara Fahd as a means to that end.
Durg found his way to Jerris, hoping
to join with the local rebellions he heard
so much about. However, Krada’s Shades
were too cautious for his taste and it was
not long before he fell in with Graystorm
and became one of Ios’s confidants.
Durg is exiting his middle age and is
hopeful he can make the years he has left
count. He is not afraid of death, only that his death
might amount to nothing.

Ork Sixth Circle Wizard


DEX: 5 PER: 7 STR: 5
WIL: 7 TOU: 6 CHA: 5
Miska Denairastas aka Dester Lynnpea—Gold Branch Spy and Propri-
etor of the Hero’s Rest Inn
Like many members of the Gold Branch, Miska is a powerful adept. While
his primary strength lies in illusions, his other abilities
shouldn’t be ignored. Like all good Illusionists, Miska
recognizes the best lie holds some measure of truth;
his appearance as Dester only slightly deviates from
his true form. Once he dons the brewer’s apron and
little white cap, even Uhl is unlikely to recognize
him. Short and rotund, Miska’s been doing his
portly waddle for so long it’s no longer an
act.
His torga was composed of his father,
Kine, and his sister, Ulla. With Kine’s recent
disgrace and subsequent exile from the
family, Miska found himself under intense
pressure to get results in Jerris. While Miska
has plenty of connections within the city, his

79
tendency to operate as the face of the operation rather than its brain makes it dif-
ficult for him to plan a way forward. He knows there are many rebellious groups
gunning for the city and he believes his best chance is to get the groups to tear
themselves apart, if possible.
While Miska struggles to make use of the vast array of intelligence at his dis-
posal, he noticed his sister has become increasingly useless. While the Magistrate
remains under Ulla’s control, she is more interested in testing her magic or other
pursuits than ensuring the ongoing success of her family.

Human Dragon-Kin Twelfth Circle Illusionist and Fifth Circle Wizard


DEX: 6 PER: 8 STR: 5
WIL: 7 TOU: 7 CHA: 6
Ulla Denairastas aka Endie Lynnpea—Gold Branch Spy and Consort to
the Magistrate
Ulla has been operating within the city of Jerris for much of her adult life and
the details of her identity are known only to a select few members of her family.
She operates as a spy within the city of Jerris though, unlike her brother, she uses
her true face. Of medium height and build, Ulla has a luxurious head of raven hair
and a smile that can turn the head of any Namegiv-
er she chooses.
When she was younger, she was perfectly
capable of playing the young and curious bar-
maid. The only indication she was something
more was an ornate “tattoo” running from
neck to thigh resembling dragon scales. Few
could get close enough to realize it wasn’t body
art at all, but an indication of her family’s heritage.
She’s held Magistrate Byth Vesten in
thrall for over a decade. Until recently, her
father, Kine Denairastas, kept Ulla on a
tight leash and ensured Byth was avail-
able to assist Iopan interests. However,
with her father’s expulsion from the family,
Ulla is far less considerate when it comes to
taking care of her toys.
Ulla’s losing interest in Byth, despite his obvious impor-
tance to the Iopan plan, instead becoming far more interested in ensorcelling oth-
er important figures in the region and expanding her personal influence. Despite
repeated cajoling from her brother, and nominal leader of her torga, she is more
interested in entertaining herself and expanding her power base.

80
Human Dragon-Kin Tenth Circle Nethermancer and Fifth Circle Thief
DEX: 6 STR: 5 TOU: 5
PER: 8 WIL: 7 CHA: 8
Sibelda Highgreave—Commander of the Guard
A career soldier and veteran of the Wastes, Sibelda Highgreave is one of the
highest-ranking members of Jerris’s military forces. Today she operates as head of
the Jerran city guard, spending much of her time interpos-
ing her guard between the citizens and the brutality of the
Silvers who grow ever more common.
Sibelda is rarely seen without her spear, shield, and
ring mail, which only enhances her strong presence and
business-like demeanor. Tall and muscular with short
cropped black hair, she’s intimidating despite showing
signs of being in the later stages of ash-lung. Her sand-blast-
ed complexion grows darker each year, and her
sclera are smoky (The Black Death, Elven Nations
p. 161).
Prior to the annexation, she was a patron
of the Hero’s Rest, with many believing she
was a close friend to “Endie” and had
foreknowledge of Iopos’s plans. She ex-
pressly ordered the guard of the city to
peacefully accept the annexation, and
many believe this due to Iopan manip-
ulation. Sibelda claims her guard were
unable to repel the superior Iopan forces and
she chose to avoid pointless death.
She was also a companion to Krada Dusk-
cloak (p. 75), with the two venturing the Wastes together in their
youth. Though they haven’t been close since the Iopan forces arrived. Krada be-
lieves Sibelda should have done more to resist the Iopans while the leader of the
Shades was lining her pockets.
Sibelda believes she’s in control of her faculties and hasn’t fallen under the
sway of Denairastas influence, though she is suffering from increasingly regular
blackouts, with corresponding large amounts of missing time. Whether this is a
complication arising from her progressing ash-lung or manipulation by an out-
side force is not explored further and left to gamemaster discretion.

Eighth Circle Human Warrior


DEX: 7 STR: 6 TOU: 7
PER: 6 WIL: 6 CHA: 6

81
The Events
Adventure Hooks Liquidation
Volatile Markets—Continuing
their inconclusive investigation Premise
into the death of Philippa Cwen, The characters are introduced
the players become aware of a to Krada and hired to investigate the
second torga in Jerris. Miska and murders of several members of the
Ulla are continuing their operation Broker’s Guild. While investigating
with the Ministry of Order, but the murders within the Brokerage,
the Ministry of Resources under the group becomes aware of both
the instruction of Bruhl sends Graystorm’s operations and a seem-
in a second group. This group is
ingly rogue set of Gold Branch oper-
assigned to remove Kine’s allies
so the exile cannot gain power atives. While the players end up with
within Jerris. Their ulterior motive a number of leads, Magistrate Vesten
is to see the Ministry of Order’s imposes martial law in the city, mak-
hold over the city destabilized. ing things for rebel sympathizers
This second torga plays a delicate more difficult than ever.
game as they don’t wish to lose
the city entirely. The players may Setup
ingratiate their way into this group, While taking in some leisure
acquiring information from them time in the Gloom, the group is ap-
and providing falsehoods in return, proached by a weary looking urchin.
or they may seek to dismantle it,
The child asks them who they are and
turning their targets into assets for
the rebellion. how they feel about the forces of the
Denairastas. As long as the players
The Friends We Made Along
the Way—Feargus Frum, a aren’t Iopan lapdogs, the child says
famous explorer, just died from he feels their city needs help. He goes
ash-lung. Prior to his death, he on to stress that he believes Krada is

82
the person to help them. He says Kra-
da Duskcloak needs help “fighting the hid his fortune deep within the
good fight,” and suggests the characters Poison Forest. His estate posted
the first clues as to the fortune’s
meet her at the Sooty Jacket, a clothing
whereabouts on the front door of
store in the Gloom that conceals a gar- the Hero’s Rest Inn, a simple note
ish underground speakeasy. which reads “When the Roheline
The Sooty Jacket’s illicit business wept, the elves of Sereatha
features several private booths sur- answered. To those who remain,
rounding a circular stage with a de- my fortune is given. The finder
scending staircase in the center. Per- reaps their reward.” The first line
formers usually take the stage from this is a clue indicating the trickling
staircase keeping their distance from waterfall known as Niolec’s Tears
the booths, and leaving its occupants on the fringe of the Poison Forest.
Venturing there kicks off a hunt
ambiguous. Performances range from
through the dangerous land for
relatively inoffensive burlesque to “se- clues. The Champions of Travar
ditious” poetry to recent news through- and some torga operatives loyal
out Barsaive. to Miska Denairastas are both
A password is required to move likely to be on the trail for the
from the clothing store to the speak- same treasure. When the treasure
easy, though this time the characters is finally uncovered, it’s found to
are expected and are escorted to Kra- be a collection of curios, worth
da’s private booth. Krada explains little to all but the most dedicated
many Brokers are dying recently and Roheline collector. Some of the
artifacts may even bear a dark
she wants the characters to determine
curse.
who is behind the killings. She thinks at
Lost Dogs—As the Iopans
least three deaths were intentional and
lose control over the city, several
related to a larger goal likely heralding expatriates cautiously return to
a new player in town. These victims Jerris and look toward restarting
are: Garren Bolbaor, Rhen Trusk, and their business efforts. These
Philippa Cwen, all ranking members of businessmen are clearly more
the Broker’s Guild who were receiving interested in securing a profit
significant silver from Iopan contracts. than civil liberty or the ongoing
Krada is desperate for skilled and trust- rebellion. The rebel leaders
worthy assistance and offers the group don’t want these fair-weather
access to significant resources up to Jerrans to return, especially if
the relationship with Pihgram
and including ranking membership in
Tor is also turning sour. If they’re
the Shades. allowed in the city, the players
must deal with keeping these
Challenge 1: Legwork investors happy while also
Entering the Brokerage and asking attempting to keep the pressure
after the murder of prominent person- on the Iopans and ensure the
alities is a good place to start. Locals are

83
hesitant to talk about the matter with
rebellious factions don’t fracture many quick to blame the Champions
further into company-owned of Travar attacking Iopan loyalists in
movements. retribution for their oathshar. Beyond
Honor Among Us—Terricia this tenuous motive, there’s little proof
(p. 164) visits and while she’s the Champions are behind it and if the
there she contacts the local rebel characters arrange a meeting with the
factions. All three factions court elusive adventurers, the Champions
the relative power and wealth
flatly deny the accusation.
of Kratas. Terricia is cagey as to
what aid Kratas could provide, Throwing a little silver or a lot of
though once she is aware of the charm can put the characters in con-
siege of Daiche (p. 150), she tact with people who are more “in the
wants to secure food and silver as know.” If the group convinces surviving
fast as possible in exchange for a Brokers or local Arbiter guards they
promise of boots on the ground. mean to bring the murderers to jus-
The three groups are likely to tice, they can get better information.
sabotage one another’s claims The rumor mill claims Fatespinner of
while attempting to secure the the elusive Graystorm Rebellion came
best deals for themselves. This
to town and had the Brokers killed to
could lead directly into the events
of “In and Out” (p. 167). show what happens to those who prof-
it off Jerran oppression. However, Cw-
5. Reap the Whirlwind—The
forces of Graystorm believe they en’s corpse shriveled away to a husk in
might be able to prevent the the street, suggesting magic.
Horror cloud from laying waste
to Jerris, but first they must learn Challenge 2: Back Alley
more about the terrible things Diplomacy
heading their way. They dispatch As the investigation proceeds and
the characters to the cloud to leads are pursued, Graystorm notic-
retrieve forms from the storm es the group. Before the characters
and use a magically warded jar
arrange a meeting with the rebels,
they hope can contain a portion
of the Horror cloud. It can’t. As the they’re confronted in a semi-private
group nears, they are attacked area of Jerris—an alley in the Broker-
by a splinter of the cloud (Wisp age or the Refuge. Durg Blackthumb
Broods, p. 238). The mission in (p. 78), masquerading as Fatespinner,
shambles, the characters can still leads the half-dozen operatives.
attempt to bring the bodies back Durg tries to discern the group’s
to Jerris, though other nearby motives and determine whether they
Wisps seem drawn to their fallen are Iopan spies. If he believes they’re
comrades. Staying ahead of the Iopan loyalists, he feeds them a line
cloud under these heavy burdens
about the Iopans being responsible for
is a nigh impossible task.
the murders and attempts to escape.

84
Working Their Way In
Depending on your group, you may wish to run a few adven-
tures of your own design prior to “Liquidation.” This way you can
slowly introduce the Shades and foreshadow their relation to
the Iopan occupiers. This rapidly scrambling group of smugglers
could desire help from a group of adepts for a number of reasons
and getting a smaller “in” with the Shades before being intro-
duced to their leader may prove a more natural fit for your group.
Alternately, the players can be hired by the city guard or the
Iopans to look into the Shades operation and they need to make
their own decisions on who to trust. If your group wishes to cap-
ture Krada and put an end to the Shades, see this arc’s Alternate
Takes (p. 60)

If Durg is captured or the characters earn his trust, he acknowledges his group
is responsible for the deaths of Bolbaor and Trusk, but not
Cwen. He suspects the Iopans are cleaning house in
the wake of Uhl’s death and warns the group Gray-
storm is liberating the city as soon as Iopan con-
trol is weak enough.

Climax
As the characters return to the Sooty Jacket
to make their report, they’re stopped in the
streets by a combined force of Silvers and Se-
nior Arbiters. They learned of the group’s
interest in the deaths and demand to
know the details they uncovered. If the
characters refuse and find themselves un-
able to talk their way out of the situation,
the Arbiters arrest them, intending to
take them to Ulla for questioning. Groups
who don’t wish to aid the forces of Iopos
and flee or do battle find their bounties
beside Fatespinner and the Champions.
While reporting their findings to Dust-
cloak, a performer rushes onto the stage to deliver urgent news. Mag-
istrate Vesten is placing the city under martial law. Groups larger than five may be

85
stopped by any Arbiter or Silver Branch guards and questioned. A strict curfew
orders everyone in their homes from dusk until dawn. These rules are in effect
until “Graystorm and its allies are quashed.”
Mergers and Acquisitions
Premise
Krada knows the noose is tightening around her neck and the Shades need
support to ensure they can continue to resist Iopos. She recruits the group to
contact Fatespinner and try to cement an alliance between the mysterious rebel
leader and the Shades. The characters run into difficulty when they discover Gray-
storm’s operation was disrupted by the Magistrate’s martial law. They meet with
Jayla and must rescue Durg before the group agrees to a meeting.

Setup
Once again summoned to the Sooty
Following the Leads Jacket (or immediately following the
The group starts with very climax of “Liquidation”) Krada asks the
little to go on with Krada, possi- group to contact Fatespinner and or-
bly only the Names and leaving it ganize a meeting between Graystorm
up to the adepts to figure out the and the Shades. She believes the two
rest. Gamemasters who wish to groups have similar aims and, should
play up the investigation of the they combine forces, they could see
scenes can also provide the loca- the city’s Iopan chains shattered. As
tion of the deaths, perhaps with before, Krada offers suitable rewards,
Garren Bolbaor’s body still where but also promises power. If the alliance
it fell in his home the previous goes through, she offers characters the
evening. opportunity to secure notable posi-
Garren’s home makes it ob- tions after the revolution.
vious he regularly worked Iopan
Challenge 1: Making a Meeting
contracts through Dester Lynn-
Uncovering Graystorm’s Jerran
pea and the Hero’s Rest Inn. He
base is difficult, particularly under
was slain by Durg’s Graystorm
martial law. If the characters have ac-
cell and possibly even by Durg
tive bounties on their heads, they need
himself. Determine the desired
to adopt disguises and may wish to re-
make-up of Durg’s cell and fore-
main under the city’s mandated gath-
shadow their presence with clues
ering limit to avoid the attention of the
at the scene.
local guard.
The group may be able to call on
contacts they made among the Champions, low level Brokers, or Arbiters dis-
satisfied under Iopan rule. Any of these groups can point the characters toward

86
Graystorm’s lair in the city, a shuttered gallery on the outskirts of the Refuge. Ap-
proaching the gallery from the public street reveals only a locked building, though
persistent investigators are guided to the back alley.
Depending on earlier events, the group may be blitzed by Graystorm op-
eratives, or welcomed with open arms. Either way, they’re brought to another
encounter with Fatespinner, though this time Jayla (p. 78) bears the title. Durg
already informed her about the characters, though Jayla may form an entirely dif-
ferent opinion of the group.
Once the group provides a plausible explanation for their presence, Jayla (as
Fatespinner), requests their assistance. She claims some of her operatives are
overdue from returning from the Waystation. If they’re located and returned, she
knows the characters are operating in good faith and is willing to attend a meet-
ing at the Sooty Jacket.

Challenge 2: Combined Struggles


The group navigates martial law to the Harvester’s citadel. Once there, it’s
easy to learn rebels were penned in over at Red Forge and it’s only a matter of
time before the Silvers capture them. When the characters arrive, there are doz-
ens of soldiers surrounding the property, too many to easily defeat in battle.
Charming characters can work their way directly through the lines, or a
stealthy team can discover the tunnels leading into Red Forge. Battling through
the Silvers is a fool’s gambit, but a surgical assault at one of the smaller entrances
can throw the guards into enough disarray to get the characters inside. In any
event, they make their way into the immense (and uncomfortably hot) Red Forge.
Inside, they discover a dozen Graystorm operatives led by Durg (as Fatespinner).
Two operatives are injured after a Silver ambush and Durg is struggling to find
a way out. He’s aware of tunnels beneath Red Forge but cannot be sure they’re
clear, especially with the decreased mobility and combat capability of his injured
people.
If the characters can treat the injured rebels they have a fully functional fight-
ing force willing to coordinate with them. An organized distraction outside Red
Forge provides Graystorm the opportunity to break the siege and flee into the
city. Alternatively, the group could sneak out through the tunnels. In the cramped
space of the tunnels, they only run into a single Silver triad at a time. If Graystorm’s
forces remain injured, the slower movement and anguish felt by the rebels at-
tracts something more sinister before everyone returns to the surface.
Once out of immediate danger, the rebels disperse and make their way back
to the gallery.

Climax
Returning to the gallery, Jayla and Durg insist they are both Fatespinner and
always were. They claim they jointly lead Graystorm, but under one title to con-

87
fuse counterintelligence operations. They leave Ios out of any discussions and are
hesitant to admit the existence of a third Fatespinner.
They’re willing to send Durg to the meeting at the Sooty Jacket along with a
few operatives, though they express their suspicions regarding Krada. They know
Krada Dustcloak and Sibelda Highgreave, head of the Arbiter guard, were close
allies in the lead up to the Iopan occupation and fear Krada is a double agent. The
Fatespinners offer the characters positions in Graystorm, and request the group
keep the existence of multiple Fatespinners a secret.
Graystorm proves true to their word and makes peaceful contact with Krada.
Krada proves the Shades’ offer was on the level and meets with them in good faith.
During the negotiation, both Fatespinner and Krada attempt to entice the charac-
ters to their side. If the group reveals the existence of more than one Fatespinner,
Graystorm’s offer is withdrawn. If the group accuses Krada of operating alongside
the Iopan forces, she questions their usefulness the Shades become more difficult
to work with going forward.

Longer Lead Times


Tables who want to plan their attacks or vet the information
given to them by the rebels may enjoy being given a longer lead
time ahead of the operation. This gives characters a chance to in-
vestigate the guard house and determine the disposition and po-
litical leanings of the guards present during the attack. They may
even attempt to turn some to the cause ahead of time, though such
a gambit is not without its risks. As this framework goes on, the
table should be forced to make hard decisions about who to assist
and who to leave behind. This could take darker turns if appropri-
ate for your table, with the characters forced to be judge, jury, and
executioner for particularly vile Namegivers who fall under their
control during this upheaval. Alternately, this framework can pro-
vide the opportunity for a table to prove altruistic heroics really
can save the day against iron-fisted oppression.

Undercutting
Premise
The group takes part in an early-morning strike against Iopan interests. They
plan and execute an attack in the Brokerage, removing much of the Iopan influ-
ence in the area. As the attack continues, Iopan agents unleash a series of unex-
pected elemental contingencies, starting fires and setting off minor earthquakes

88
throughout the Brokerage and its neighboring streets. The players are forced to
survive the chaos while encountering the Champions of Travar, Arbiter turncoats,
and desperate merchants. Whatever their choices, the characters leave their mark
on the district for years to come.

Setup
The characters are brought to a derelict warehouse where Graystorm and the
Shades are discussing open rebellion. They heard forces are mobilizing in Iopos
and reinforcements will be dispatched to Jerris soon. If the rebels don’t control
the city by then, they missed their chance. If they can hold the city, especially the
Shipyard Tower, Iopan forces can’t arrive by air and the rebels have enough time
to shore up their defenses.
The rebels plan to simultaneously attack many guard stations and they wish
for the characters to take one near the Round Market of the Brokerage. Intelli-
gence provided by the Shades indicates the captain at that station, Lucius Smariel,
is an Iopan loyalist. If he’s removed it’s unlikely his men are willing to battle rebels
of their own accord. He guards are to be removed from the equation and, ideally,
kept in the guardhouse until the worst of the fighting is over. The characters are
given just a few hours to plan their dawn attack, which is happening concurrently
with nearly a dozen similar moves

Challenge 1: A Preemptive Strike


Captain Smariel is an elf who lives in his guardhouse. Three dozen are un-
der his command, though only a dozen are present during any standard shift. Six
soldiers make use of the guardhouse’s basement barracks, two from each of the
three shifts. The main floor is four rooms: a large receiving and processing room, a
group cell for temporary holding, Smariel’s office, and a dingy interrogation room.
The second floor is his private quarters. He only sleeps there on the third shift. He
has windows, though they’re perpetually shuttered and locked.

89
The easiest solution is to sneak into Smariel’s quarters just before dawn when
Smariel awakes and prepares for his shift. Smariel is no slouch (use a Silver Branch
captain, Iopos: Lair of Deceit, p. 201) but is easily dispatched by a full group. If
they botch the job, Smariel raises the alarm and the guards on shift (as well as the
four sleeping in the basement) rush to his aid. Once Smariel goes down, his sec-
ond in command, Sergeant Vrun Castell, attempts to end hostilities and surrender.
Vrun makes it clear he despises the characters and sees them as lawless scum,
but they have the upper hand and he wishes to prevent further loss of life. Ap-
proximately a third of the guards on
hand are fiercely loyal to Vrun, the re-
Delayed Uprisings
mainder express varying degrees of
This storyline assumes that distaste for their former Lieutenant
after the initial uprising and Tor’s and some have overt sympathies for
arrival, the city falls into an un- the rebellion.
easy stalemate. The rebels need In addition to the guards, three
to figure out their new situation, prisoners are locked in the cell on the
the Iopans are dug into the Ship- first floor the morning of the assault.
yard Tower too thoroughly to be Two, a human named Wynn and a t’sk-
ousted, and neither side is confi- rang named Xuren, claim to be mem-
dent enough in their strength to bers of the resistance. Wynn is telling
make the next move. the truth and can back up her story
During this time, “Royal Sum- by describing her boss Fatespinner’s
mons” from Long Live the King physical appearance (Jayla). Xuren
(p. 124) introduces the next story is lying, though he knows about the
arc. Combining the plots in this Sooty Jacket and several other Shades
way gives the characters first- facilities. He was arrested for multiple
hand experience with the Horror violent robberies and attacks against
cloud before discovering Jada’s anti-Iopan agitators. Questioning Cas-
missive in “Meet the New Boss,” tell or going through the paperwork
lending further credence to their on the first floor reveals this. The third
story. prisoner, Hubert Marrill, is just a team-
If being run as a stand-alone ster who was arrested for violating
campaign, the ceasefire caused curfew. He has no combat skills and
by Pihgram Tor’s arrival could wants out.
last for just a few days, or even
a single evening. Subsequent Challenge 2: Elemental Fury
events are set in motion when Just as the players stabilize the
the rebel forces receive Jada’s let- situation in their guardhouse, several
ter and realize their only possible large scale magical Iopan traps trigger
victory will be pyrrhic. in the district. Their block is rocked by
an unnatural earthquake. While the
guardhouse remains intact, the cell’s

90
door breaks during the disturbance and unlucky individuals might fall down a
flight of stairs or be hit by falling debris. In addition, a building down the block
associated with the Brokerage catches fire and the flames rapidly spread.
It’s possible any foes locked in the cell try to escape, perhaps violently. As that
situation is handled, it’s easier to notice the fire as flames glow outside the win-
dow and locals scream in fear. Everyone in the guardhouse (even loyalist guards)
don’t wish to see innocent civilians hurt and clamor to help put out the fires. The
characters need to divide their attention between their prisoners and the fire.
If the group ignores the fire entirely, it soon engulfs neighboring buildings and
spreads further through the city.
Particularly astute characters or those attempting to get a larger picture of
their operation can spot the tell-tale smoke of other building fires throughout the
city, most in the Brokerage or near the Arbitorium where a full scale battle erupt-
ed between rebels and Iopan loyalists.

Challenge 3: Protection Racket


As the characters battle the flames they meet Namegivers seeking refuge
from the fire, some already badly burned. Among them is a prominent Broker, Q’el
Ridden, with known Iopan leanings. All those rescued are confused about what
is going on and most request shelter at the guardhouse. As the district collapses
into chaos, the group must decide if they’re willing to accept these extra compli-
cations, or leave them exposed to the city’s dangers.
Soon after that problem is resolved, the building is approached by the Cham-
pions of Travar accompanied by two dozen civilians. The Champions demand to
know who is in charge of the guard house and why they’re not out policing the
streets. When the characters reveal themselves, the Champions demand to be
told what’s going on. They’re reluctant to leave the players in charge of the guard
house but can be convinced to join forces. However, if they become aware of Q’el
Ridden or Xuren, they’re quick to point out their crimes and wish to execute the
“criminals.”

Climax
During the morning, the rebels manage to take the Arbitorium and push on
to the Shipyard Tower where their progress stalls. Two dozen Silvers manage to
elude death or capture in the Brokerage, form up, and move to attack the rebels
from the rear. Their progress takes them past the guardhouse the characters are
holding. If the Champions of Travar are present, they’re eager to engage, though
they need the group’s assistance to have a fighting chance.
Soon after the Silvers march past the guard house, a dozen elegantly carved
drakkars arrive from the north, sweeping towards the Shipyard tower. Aboard the
longships are elf archers of the Trisrora Ranelle under the command of Pihgram

91
Tor (p. 76). From their high vantage, they break up the last semblance of orga-
nized Iopan defense but are unable to take the Shipyard Tower. One of the elven
ships is destroyed in the attack and the rest withdraw to the Waystation (p. 72).
Meet the New Boss
Premise
Since the assault on the city, small
vessels frequently try to run the siege
and dock at the Shipyard Tower. Pih-
gram’s Trisrora forces chase away
or destroy all of these blockade
runners. Rumors spread one such
vessel carried plans for an Iopan
counterattack. The group accom-
panies their preferred rebellion
leader into the Waystation for a
meeting. As the three rebellious
factions meet and discuss op-
tions, the different leaders make
their positions clear and the
characters must choose a side.
As the talks wind down, the
meeting is attacked by Ios’s
Graystorm fanatics trying to
push for an all-out war.

Setup
The group is approached by either Duskcloak or one of the false Fatespinners.
Their presence is requested to discuss new developments with Pihgram Tor in
the Waystation Citadel. If the characters joined one of the rebel factions, attending
the meeting is part of their duties. If not, they’re offered substantial silver to act as
bodyguards for the day, with the sum to be paid upon returning the rebel leader
safely to their base of operations.

Challenge 1: Foreign Police


Once in the Waystation, the groups discover Pihgram is shipping in elves from
the Western Kingdoms to act as peacekeepers in the district. Along with the elves
comes their uncompromising vision of justice. Any believed to be profiteering off
of the rebellion are likely to find themselves branded and publicly chastised be-
fore their peers. Those believed to be Iopan spies are unlikely to keep their heads
attached for long. The locals feel very uncomfortable with these foreigners com-

92
ing in and enforcing their cultural vision. Pihgram claims these trying times will
only last as long as the “war” continues and the “city remains unsafe.” But these
words closely echo the empty promises Iopos made only a few years earlier.
Pihgram expects the Trisrora will do as they vowed, throw back the yoke of
Iopan oppression, and help install her as a level-headed magistrate to oversee
Jerris’s reconstruction. On the other hand, the Ranelle forces are unsure how
long this occupation will last and are unwilling to vacate the city until they are
assured their investment will see a good return. Additionally, the forces Trisrora
spared for this risky venture are under-equipped and under-prepared. Few speak
Throalic and they know how to be soldiers not peacekeepers. They’re well aware
the city could turn against them just as it turned against the Iopans and they seek
to enforce a rigid brand of control that works well in their home kingdoms, but
is only more likely to foment resistance and resentment when used against the
bull-headed population of Jerris. Pihgram attempted to explain this to his merce-
nary force, but she finds them increasingly difficult to control and her letters back
to the Trisrora Matriarch travel slowly.
The characters encounter a family of seven orks chained together in a line.
Some are adolescents, who are clearly panicked. If the elf escort is questioned
(which requires a character that can speak Sperethiel as none speak Throalic),
they explain the orks were found guilty of looting during a time of crisis and they
assaulted Trisrora soldiers when confronted. The sentence for the theft was a
thief’s brand, but now they demonstrated their willingness to harm the local law
enforcement, the only acceptable penalty is removing their striking hand. The
orks claim they only stole food for their extended family, though they refuse to
give any Names beyond the seven the elves already captured. They also admit to
fighting back against the soldiers, who seized them while shouting indiscernible
commands.
Interrogation reveals the orks stole food, though they intended to sell some
of what they stole to their cousins, but they also took money and weapons from a
couple of workshops. The rebel leader accompanying the party is unhappy with
the arrests, but recommends the characters bring it up with Pihgram at the meet-
ing rather than taking matters into their own hands. If the group refuses to wait
and potentially have the orks maimed, they need to convince elves to delay their
sentencing or drum up a story as to why the orks should be let go. The elves re-
spond to any violence in kind and are quick to sound an alarm to bring aid.

Challenge 2: Making a Plan


Once inside Pihgram’s headquarters, the refurbished Red Forge, the meeting
begins in earnest. Six ranking members for each of the three rebel factions are
present at this meeting including Duskcloak, one of the decoy Fatespinners, and
Pihgram.

93
Pihgram begins the meeting by confirming the rumors, a downed airship con-
tained several missives from the Holders of Trust in Iopos. Most prominently, one
letter claims to be from Jada Denairastas. Officially Jada died, though Uhl reported
it and he’s far from trustworthy. On top of Jada being alive, she threatened Miska
and Ulla to support her claim to the Malachite Seat. In exchange for their support,
the Shipyard Tower “would be spared when the Horror cloud descends upon the
city.”
Early intelligence reports indicate members of House Ishkarat will arrive to
follow up on the response in the next few days. The information about Jada seems
outlandish, but should any of it prove true, Pihgram believes the rebels should
agree on a plan of action.
Krada refuses to believe the story without evidence the Horror cloud, still
leagues away to the southwest, is heading their way. If the threat proves true, she
recommends an unconditional surrender. She believes those with known identi-
ties should flee the city to avoid assassination and others can begin the uprising
again in a safer climate.
The decoy Fatespinner strongly disagrees, claiming Jerris is a rallying cry for
those who oppose Iopos. “After all, Iopans need no excuse to murder.” Fatespinner
claims Graystorm fights to the death, even against this insurmountable hurdle.
Pihgram is hesitant to make any direct statement and continues to weigh her
options. If she is confronted about the brutality of her elf enforces, she falls back
on her statement these are hard times and the Trisrora elves will leave when the
city is safer. She admits she only has the word of the Trisrora Matriarch to ensure
the elves vacate, but she’s quick to point out the elves of the Gwydenro live and
die by their word, so she finds it far more agreeable than any hollow promise
from a Denairastas. If that doesn’t satisfy the characters, she asks them to propose
alternatives. She claims no force in Barsaive was willing to support her without
demanding the city in turn, and the forces of Jerris are too scattered to police their
own. She admits the elves are hard and their alien nature may be off-putting, but
what sits before them is a city at war and they cannot afford to present a weak
hand to the populace.

Climax
As the rebel forces leave the Red Forge, they’re ambushed by over a dozen
highly trained adepts. Some of these adepts are disguised as Shades, others as
Trisrora elves, and some as if they just came off the soot-blasted Wastes, clearly
the attackers are meant to implicate all three of the rebellious factions in turn.
All the attackers are members of a Graystorm cell with orders to pin the
blame for the attack on Iopos. Their goal is to kill minor members of each rebel
faction and then attempt to make a clean getaway. The intent is to galvanize the
others into fighting Iopos. Should the fight turn against them, they flee into the
tunnels beneath the city, perhaps the same tunnels explored in “Mergers and Ac-

94
quisitions” (p. 86). Their bodies carry no identification, though their belongings
are all long soaked through with soot from the Wastes they do have Iopan trilem
coinage.
Any ambushers taken alive refuse to surrender details about their plan
but, if pressed hard enough, may admit to being a member of a Graystorm cell.
Their “Fatespinner” (described as a tall, blonde human man) recruited them and
trained them for this task out in the Wastes. They were told to attack the rebels
but “leave Duskcloak and Tor alive to tell the tale.” This reveals the presence of a
third Fatespinner and the true leader of the organization, Ios Denairastas. Should
one of the other Fatespinners be present for this interrogation, they are ignorant
of this plot. They can be convinced to concede there is a third Fatespinner and he
has a lair in the Wastes, though they maintain all this activity is likely a convoluted
Iopan plot.

Same as the Old Boss


Premise
With reports clearly showing the Horror cloud is on the move, the characters
must sway hearts and minds towards their rebel leader of choice. As various se-
crets come to light, the group must control the narrative for their preferred side,
while spreading the truth to the rest of the city. Nobody looks good and the fate of
Jerris rests with the common people.

Setup
Each rebel leader sticks to the motives expressed in “Meet the New Boss.” The
Harvesters are directed by Tor and her elf forces, the Shades are loyal to Dusk-
cloak, and the Engineers are beholden to Iopos. It falls to the Brokers and Arbiters
to determine the city’s fate. The characters dig up dirt on the other rebel organi-

95
zations and tarnish their reputation. If the Brokers and Arbiters can be convinced
to support the same faction, they have the power necessary to push their plan
through.

Challenge 1: The Pretender Queen


Digging up information on Pihgram Tor is the simplest task. Any trip to the
Waystation shows her Trisroran allies are met with fear by the locals and Tor lost
much of the trust of her guild. The elves behave in ways which are strange and
appear brutal. It’s difficult for the wealthy Pihgram to justify those ends to a pop-
ulation struggling under an oppressive regime. The ork family presented in “Meet
the New Boss” could be a useful example to bring forward about the harsh brand
of justice Pihgram allows to occur under her watch.
Groups who enjoy stealth and espionage become aware of resources and per-
sonnel vanishing at an alarming rate from the Waystation. After infiltrating the
Red Forge and the piers, documents present in the facility indicate Pihgram is
moving resources out of Jerris to an undisclosed location far north. Pihgram is
making these moves to ensure these resources never fall into Iopan hands, but
she abandoned Jerris when it previously fell on hard times and it’s not a far leap
to believe she might do it again.

Challenge 2: Dangerous Liaisons


If the characters are working with Graystorm, they’ll want to investigate Kra-
da Duskcloak to discredit the Shades. Digging into Krada’s background stalls as
most high-ranking members of her organization during the Second Theran War
died or disappeared under the occupation. Little is known about her childhood or
life before she was catapulted into a position of leadership in the Shades.
Bribing the right Brokers or working their way up the chain of command in
the Arbiters brings the group into contact with Sibelda Highgreave. For appropri-
ate assurances towards the city’s future safety, she discloses her knowledge of
Krada’s early activities. Sibelda, Magistrate Vesten, and Krada all used to frequent
the Hero’s Rest Inn. Sibelda and Krada both noticed Vesten falling under Ulla’s
sway, but didn’t know what they could do to stop it. When it was clear Vesten
meant to betray the city, Krada vowed to launch surprise attacks against the ar-
riving Iopan forces, at which point Sibelda was to turn the city guards upon their
would-be oppressors.
Unfortunately, those attacks never came and the guards were in no position
to push back the Silvers on their own. Krada was one of the first to learn of the
invasion. Instead of helping keep the city free, she consolidated her resources, cut
the Arbiters out entirely, and played spy for years before making a move.

96
Challenge 3: Another Fatespinner
Characters working with the Shades will want to investigate the leaders of
Graystorm. If they already unraveled the mystery of the ambush in “Meet the New
Boss” they know about a third Fatespinner. If they don’t have that information,
they can learn one of the Fatespinners is taking a trip into the Wastes.
Further investigation uncovers an abandoned kaer operating as a training
base for Graystorm while keeping Ios far away from Iopan informants. Making
their way into the Wastes, possibly alongside the Fatespinner’s caravan, they
come to the base. There they can meet or learn about the third Fatespinner, clear-
ly senior, Fatespinner.
This Fatespinner has significant power. If the group infiltrates the cabal or
the kaer, they discover childhood keepsakes and family letters Graystorm’s lead-
er saved. These reveal “Fatespinner” is Ios Denairastas, close relation to Miska
and Ulla, and possible secret third member of their torga, though Ios has an axe
to grind against his family and no intention of working alongside them. Still, his
thirst for vengeance could prove devastating to the city of Jerris.

Climax
With their information collected, the characters need to persuade Sibelda and
the representatives sent by the Brokers to side with a particular faction. To every-
one’s surprise, the Brokers send the Champions of Travar. The Brokers use the
group as a reliable neutral party not in league with Iopos.
Sibelda can be swayed to either side. While she has knowledge that leads her
to distrust Duskcloak, she’s far more suspicious of a rebel faction led by a De-
nairastas. On the other hand, the Champions of Travar are more interested in each
group’s motives. The difficulty to convince them is based on the group’s previous
actions. The Champions only accept an alliance with a rebel faction who can bring

97
stability, food and safety to the Brokerage. The Arbiters have the resources to get
the Brokers on side, though Sibelda is unlikely to offer up such a solution of her
own accord.
Badged Entry
Premise
Vesten and Ulla are moving from temporary residences at the base of the
Shipyard Tower to near its apex. From there they will be nigh unassailable and
continue to lead the Iopan loyalists. While what remains of the rebel forces start
an open assault on the tower, the characters are instructed to sneak in and re-
move their targets, fracturing those still loyal to the ensorcelled Magistrate. In the
early stages of the assault, it’s clear the rebels are not on the same page, and time
is short before one faction betrays the others. As the group nears their target, they
learn of a few Gold Branch members loyal to Jada ensuring the local Denairastas
“get what they are owed.”

Setup
The rebel forces are no longer working together. Pihgram’s air blockade is
falling apart as her forces move to secure the Waystation. Rumors say before long
the Iopans plan to arrive at the Shipyard in force and crush the revolution. Even if
these Iopans can be cast aside, the Horror cloud still looms (unless the characters
have already completed Draconian Solution, p. 183).
Before Iopan reinforcements arrive, Graystorm cells intend to mount one final
desperate assault on the Shipyard from the Wastes. If the characters are working
with the Shades, they learn of the impending attack. Either rebel faction intends to
use the attack as cover for the group to infiltrate the Shipyard Tower and remove
Vesten so he can’t be used as a loyalist figurehead. The remaining Arbiters after
the attack are forced to select a new Magistrate, greatly reducing Iopan pressure.
If the group is working alongside Graystorm, their primary goal is likely Ulla
and Vesten’s deaths, with the possibility of killing Miska an added bonus. If the
group is working with the Shades, Krada hopes to finally free her old friend from
the clutches of the Denairastas. She wants the characters to prioritize retrieving
Vesten, though they should consider him extremely hostile until he can be sepa-
rated from Ulla’s influence. If the characters find themselves with an opportunity
to remove high ranking Iopan agents, so much the better.

Challenge 1: Into the Tower


Using a fierce storm to mask the approach of his forces, Ios launches his as-
sault late in the day, just as the storm subsides. His forces quickly make it within
the labyrinthine lower tunnels of the Shipyard, and the group can sneak in during
this chaotic battle. They may need to fight through Silvers or a cell of Graystorm

98
adepts to reach the higher levels. Alternatively, they can disguise themselves as
loyalists fleeing the city, or commandeer an elf vessel and crash it into the side
of the tower. However they manage it, once the characters make it to the higher
levels of the tower, there’s too much chaos below for the guards to pursue.

Challenge 2: The Strings Are Cut


The characters arrive in Magis- Sequel Hooks
trate Vesten’s quarters soon after he
We Are the Champions—
and Ulla begin their retreat to the top The Champions of Travar
of the tower. Investigating the rooms find themselves rocketed into
costs precious time, but makes it clear a position of power in the
Vesten’s life hasn’t been pleasant. More Brokerage. They’re untrained
nest than bed, he was kept manacled for this task but they grasp at
in a corner of his room every night. the opportunity with aplomb.
Bloodstained bowls and an assortment As chaos subsides and a new
of torture implements are kept nearby. normal takes form in Jerris, the
They can also discover the ring Vesten Brokers question the leadership
of these “heroes.” Depending
wears is a focus for some Denairastas
in their characterization to this
magic to control the Magistrate, and point, the Champions of Travar
the Gold Branch operative likely has a might seek a means of silencing
matching artifact of her own. their naysayers or may attempt
The longer the group waits to pur- to secure outside expertise
sue the fleeing magistrate, the more to ensure they don’t run their
difficult the fight before them. Par- district into the ground.
ticularly quick characters can locate Arbiter Arbitration—The
Vesten and Ulla before they can coor- arbiters eventually break down
dinate an escort. Slower groups need into a handful of factions. The
to deal with growing numbers of Sil- largest group wishes to see
vers and may even encounter Miska Sibelda Highgreave instated as
Denairastas in his rooms atop the tow- Guild Master despite her infamy.
All the other contenders are
er. If Vesten is freed from Ulla’s influ-
young and seem inexperienced,
ence, he aggressively attacks Ulla. His but many have skeletons in their
psyche is broken and if he survives the closet. The Shades are brought
encounter, his ultimate fate must be in to help arbitrate the debates
addressed. between the Arbiters, and the
Both Ulla and Miska attempt to flee characters are tapped as a
any fight going against them, climbing resources to dig up information
to the top of the tower. Any who suc- about each of the possible
cessfully escape are involved in the candidates. Especially to dig
climax. further into Sibelda’s motivations
concerning her surrender of the
city.

99
Climax
Locked in the Tower—A With Vesten out of the way, the
child of some import to the group needs to escape. The chaos of the
Denairastas (perhaps Vivo, p. 34)
was captured and locked high up initial attack is fading and battle lines
in the Shipyard tower. A vessel are drawn. Escaping through the bot-
is coming to return the child to tom of the tower tis challenging, an eas-
Iopos and take them to the Flesh ier approach is to escape in one of the
Forges (Iopos: Lair of Deceit, p. many ships near the top of the tower.
81). Before that happens, a group As the characters prepare to leave
of daring heroes needs to work the tower, the Iopan support fleet ar-
their way into the tower and free rives. Three vessels with a mix of Gold
the child in distress. Any approach and Silver soldiers led by Argo De-
is dangerous, but the group who nairastas. They intend to take Miska
successfully infiltrated the tower
once before (“Badged Entry,” p. and Ulla back home and install new
98) seems perfectly suited for the representatives more capable of clean-
task. As these heroes attempt to ing up the city after Jada takes control.
make good their escape, the skies When Argo’s forces become aware
above darken and Jerris falls of the characters, they are the Denairas-
under a ferocious soot-storm. tas’s primary targets. If Miska and Ulla
New Trade Partners—The are present, they take the opportunity
businesses of Jerris need to make to flee further into the Shipyard Tower
ends meet while they wait for and barricade themselves behind loyal
the Shipyard Tower to return to soldiers. If Argo’s ambush is ruined, he
its proper ownership. As such, is forced to settle for the group’s heads.
they need to make contact with He sends airships of skilled adepts in
trading companies and establish
pursuit and the characters may have to
partners who are willing to hike
all the way out to the western edge crash their escape vessel into Jerris and
of Barsaive. Omasu’s Overland sneak away in the chaos.
Trading Company or the Last
Cause Caravan Company (Haven
Guidebook, p. 9) might both be
Loose Ends
interested in the deal, but they After these events, the city of Jerris
first must see how dangerous the finds itself more fractured than ever.
road truly is. Characters could The Fabricator’s citadel is held by Pi-
be hired to attack rival wagons hgram Tor and her elven mercenaries.
The Arbitorium is in disarray with the
loss of their Magistrate as they work to
find a suitable replacement. The Brokerage, ravaged by natural disaster and with
few leaders left, finds itself under the watch of the Champions of Travar. The Ship-
yard Tower remains in the hands of Iopan loyalists.
With Ios’s identity revealed, Graystorm’s operations become few and far be-
tween. Ios, concerned about reprisals from his family, leaves the group to his two

100
“decoys” and begins to seek out other
methods to strike back at the claimant or protect them from would-be
to the Malachite Seat. Durg still wish- predators.
es to see the Denairastas pay, but Jayla Bomb Squad—Not all the
becomes increasingly focused on re- traps set by the Iopans triggered
search out in the Wastes, and the group in the first days of the rebellion
lacks the firm hand and guiding will (“Undercutting,” p. 88). Some
lurk within seemingly innocuous
that made it the force it was. buildings, ready to wreak
Krada’s Shades find themselves the destruction on entire city blocks.
most influential guild in the city. They The characters are recruited to
want to organize the disparate factions head into the tunnels beneath
that remain and oust the Iopans from the Brokerage and investigate if
their tower once and for all. While the any remain. While investigating,
Iopans control the Shipyard, the city they uncover an immense Broker
remains turned against itself with the vault long forgotten, yet the door
loyalists able to secure resources from seems trapped with complex lock
their nearby capitol and the city unable after lock. However, nearby is an
untriggerred earthquake trap
to re-establish trade with their distant that may well be able to crack
partners. through the vaults immense
If the city cannot remove the stone walls.
Iopans by the time Jada takes the Seat Abandon Hope—A movement
and gets her legs under her as a ruler, known as “Hearthfire” springs
they find themselves at the end of a war up spontaneously throughout
they have no hope of winning. The city Jerris. The movement is obsessed
of Jerris may be destroyed for daring with overindulging in the (now
to resist the Denairastas, leaving noth- legal) substances that flow
ing but the Shipyard hub behind. Such through the city’s streets. They
damage certainly hurts the value of claim to be basking in revelry
the city, but it still proves useful for the and following the guiding hand
of Floranuus, others are not so
long term Iopan plan.
sure. The hedonism displayed by
the Hearthfire movement is only
strengthening Iopos’s position,
leading some to believe it to be
some sort of spy game. Others
believe it might be a trick of
Vestrial and still others believe
it is tied into a growing cult
that worships Uhl as the Young
Passion (“A Young Passion Play”,
p. 55).

101
102
Long Live The King
The Story So Far

I
n 1514 TH, the allied powers of Barsaive managed what many thought impos-
sible: they defeated the military might of the Theran Empire and drove them
from their lands. Led by the Kingdom of Throal, the combined forces of Cara
Fahd, Jerris, the Crystal Raiders, and even a dragon assaulted the fortress of Sky
Point and the city of Vivane.
Although the people of Barsaive were victorious, their triumph was bitter-
sweet. The great dragon Vasdenjas was felled by Theran magic in the battle and
King Neden, leader of the Throalic forces, was buried beneath the ruins of Sky
Point along with his airship, King’s Justice. While the body was never recovered,
his kingdom declared him dead and mourned his passing. These noble sacrifices
were a reminder that victory often comes at terrible cost.
While the pivotal battle raged around Sky Point, the vast Horror cloud that
loomed over the peak Stormhead drifted southwest and settled over Vivane. This
disaster conveniently prevented the local Theran capital from reinforcing its al-
lies, not to mention causing untold damage and loss of life. Some believe the cloud
was drawn by the battle being waged nearby. But, if that were so, why did the
cloud settle over the city of Vivane, rather than Sky Point? The coincidental timing
and known enmity between dragons and the Theran Empire led some to blame
the inscrutable beasts for the tragedy. If true, no dragon took credit for the im-
mense power on display.
Only a few years passed since the end of the Second Theran War, but the soli-
darity of the Barsaivian people is already fraying. Political unrest in Throal forced
the kingdom to turn inward and away from the larger issues facing the province.
Roads and towns once patrolled by Throalic guardsmen are neglected, ripe tar-
gets for bandits and Horrors. Spurred by a long history of racial tensions, the na-
tion of Cara Fahd finds itself again at odds with the natives of the former king-
dom of Landis. While Cara Fahd fought beside Throal against the Empire, many of
the human and t’skrang settlements in Landis fought against the orks and made
temporary alliances with the Therans in the process. Whether these small tribes
joined voluntarily or were manipulated by more powerful forces varies from
tribe to tribe and remains a matter of debate for many. Even today, rumors persist
of Theran sympathizers and spies hiding among the villages along Cara Fahd’s
southern border.

103
This perceived Theran connection was used as justification for the ork nation
to oust many humans from their borders and claim the land for themselves. The
historical borders of Cara Fahd and Landis, lost to the mists of time, are a frequent
source of contention, each side claiming the other has appropriated their ances-
tors’ territory. Aside from the cultural value of the land, southwest Barsaive is a
well known repository of pre-Scourge magic and knowledge. Both the orks and
the humans are interested in harnessing that power, hiring adepts to explore the
ancient ruins that lay buried in the Horror-infested jungles while attempting to
lay claim to the most promising sites.
In the years since Thera’s defeat, the bloodshed was confined to a few small
skirmishes and disagreements. However, violence is rearing its head in south-
western Barsaive, threatening to plunge the lands into all-out war.

For Reference
This story arc takes place in southwestern Barsaive, primar-
ily in the town of Freewater which borders on Cara Fahd and
the remains of a kingdom once known as Landis This chapter
includes everything you need to run a short campaign based
around the events it describes, but gamemasters may find useful
information to expand these events in Ork Nation of Cara Fahd
(or Nations of Barsaive III: Cara Fahd) and Sky Point and Vi-
vane. Additionally, this plot picks up on several ideas presented
in Prelude to War.
If running this event as part of an epic campaign, “Royal
Summons” should take place significantly after “Biting the Hand”
(p. 44). The frameworks in this arc are assumed to be mostly
concurrent with the first half of the Riotous Bloom arc and con-
cludes with the characters encountering the coalescing Horror
cloud mentioned in “Meet the New Boss” (p. 92) at the end of
this event’s final framework, “Wild Accusations.” The Pirates
and Thieves arc has little overlap with this event and is expect-
ed to primarily happen after the events described in this chap-
ter conclude. “Wild Accusations” and its repercussions should
be wrapped up before beginning Draconian Solution as “Wild
Accusations” is expected to play into “Promises and Threats” (p.
194) .

104
The Plot
Long Live the King begins with “Royal Summons” where the characters
travel through southwestern Barsaive. They become aware of “King” Reman and
quickly learn of his brutish tactics and Theran support. While his Theran ties are
obvious, it is less obvious the banished Kine Denairastas (p. 17) was involved in
stoking Reman’s passions and is the true mastermind behind his warmongering.
As the group comes to grips with the motivation of this new player in the region,
they’re confronted by a group of orks known as Zarass’s Chargers. These orks
have been hunting Reman since long before he crowned himself king and are
hungry for vengeance. They too have unscrupulous tactics, intimidating and even
killing villagers known to associate with the man.
Eventually the group makes its way to the banks of the Greenheart river and
into the town of Freewater. While there, the events of “Unwarranted Demands”
play out. A prominent tavern keeper, Horus Pevil, and Councilman Gur Crackhorn
are supporting the war movement for their own causes. Under cover of an axe
throwing competition, both are making deals with King Reman that might set the
trajectory of the region for years to come.
The situation comes to a head in “Strategos Warfare” when Reman brings the
full strength of his forces down on the town. The council begrudgingly acknowl-
edges they need outside aid and the characters are sent to retrieve it. As soon as
they’re outside the town, they once more encounter Zarass’s Chargers. The Char-
gers believe Freewater is aiding the attacks of this false king.
Zarass means to put Freewater to the torch but is repelled by Reman’s forces
who competently secure much of the city’s wealth and strength. This only further
convinces Zarass the town is in league with Reman and his organization and she
settles in for a siege. The characters are dispatched to meet with Landisian Lands,

105
a movement of peaceful refugees who suffered greatly at King Reman’s hand. By
uniting Landis under the banner of another, perhaps they can oust Reman and
broker a peace with Cara Fahd and force Zarass to stand down.
In “A Queen By Any Other Name,” the characters meet Darla, the put-upon
leader of Landisian Lands. Her group is moving from tribe to tribe, aiding them
any way they can. While many in her inner circle, including Vivane’s deposed Tri-
bas Koar, are quick to spread the word about Landisian Lands and their desire to
unite the broken kingdom. Darla has little interest in these grandiose plans. She
seeks out old human ruins whenever possible but is frequently sidetracked by
Namegivers struggling to survive. After hearing of Freewater’s plight, she’s con-
vinced to come to their rescue.
As the group escorts her back to Freewater, they learn of Darla’s mysterious
past, unusual powers, and the grand mantles many are placing upon the young
leader’s head. The group arrives at the siege of Freewater and encounter Krathis
Gron’s chief adviser, Dvilgaynon. Darla and Dvilgaynon clearly recognize some-
thing in one another. After a private meeting they come to an accord.
In “Cleaning Up the Streets” Dvilgaynon puts Darla in charge of the operation
to oust Reman, much to Zarass’s chagrin. Darla distracts Reman by claiming she
wishes to join with his cause while the characters incite a full scale insurrection
within Freewater’s walls. The instigators are imprisoned but secretly set free
by Kine who has been operating behind the scenes since his exile in “Biting the
Hand” (p. 44). His goal being to start war throughout the southwest.
Finally, in “Wild Accusations,” Kine pushes Reman to assassinate Darla and
leave the Landisians leaderless. Expecting his cats paw to fail, he also orchestrates
a means of kidnapping the young woman. By hook or by crook, Darla is grave-
ly wounded and it’s revealed Dvilgaynon is no mere advisor, but instead a great
dragon. She flies into a rage, causing significant damage to the would-be assas-
sins. Only when it becomes clear Darla survived the assault does Dvilgaynon calm
her wrath. The characters are sent after Kine who escaped into the jungles of Cara
Fahd. The group manages to catch up with Kine inside an ancient ruin. A ruin pre-
pared to aid Kine in the event of disaster. When the party and Kine come to blows,
wisps of Horror cloud descend upon them.
Introducing the Characters
All that’s necessary to start this plot is for the characters to enter into south-
west Barsaive and see what King Reman has done to Lelisthala (“Royal Summons,”
p. 124). However, the plot will resonate better if the group has a more personal
stake in the matter at hand. Groups coming from Jerris may be dispatched by Kra-
da Duskcloak wishing to gather more information about King Reman and Landi-
sian Lands to determine if they’re potential allies for their revolution.
Alternatively, the group could be hired to investigate the situation on behalf
of Cara Fahd, the Eyes of Throal, or more sinister interests such as Thera or Iopos.

106
These groups are keen to learn King Reman’s motivations and determine exactly
who might be funding the thug. Thera might be surprised to discover Reman’s
Tyrants still receive funding from their citadel of Jerucz, especially since this war
does little to aid the Empire.
More mercenary characters can be recruited by Terricia of the Force of the
Eye (p. 164) who is journeying to Freewater to profit off of the upcoming skir-
mishes. She may even recruit their aid in Jerris, then dramatically shift motiva-
tions once she learns of the assault on Daiche that precedes Pirates and Thieves.

Alternate Takes
This arc assumes the characters are morally opposed to Theran
and Iopan warmongering on Cara Fahd’s borders. With a little
work, a gamemaster can modify this plot to have the group work
alongside Theran forces to ensure civil war. “Royal Summons”
plays out mostly as written, though the group might be rescued
during the event’s climax by the Tyrants giving a chance for them
to fall in with Reman’s regime.
The characters could then be hired by Reman to sow dissent in
Freewater prior to his arrival, perhaps replacing Fern and Willard
in “Unwarranted Demands.” “Strategos Warfare” sees the group
gathering troublesome councilors and holding the city against the
encroaching Chargers.
The end of the arc requires significant reworking, with Reman
sending the characters to Jerucz to request aid and possibly
joining up with a disguised Kine to help break up the siege. When
Darla and Dvilgaynon arrive to negotiate, Kine’s failed kidnapping
attempt pulls the characters to act as a distraction while escaping
from a very angry dragon and her servants.

The Stage : The Town of Freewater


Freewater’s History
The Greenheart River flows wide and shallow along the border of Cara Fahd
and Landis. Long inhabited by tribes of humans, orks, and t’skrang, the waters of
the Greenheart are a relatively untapped source of unique flora, fauna, and True
Earth and Water. The chalky clay of the riverbed is gathered by the t’skrang and
worked into all manner of simple, elegant pottery. The thick reeds sprouting along
the banks are woven into sturdy homes, boats, and baskets. The fish, particularly
pergill, are a sought-after delicacy and are in ample supply for the locals to trade

107
away. Those with the means to do so can even mine and work True Elements and
precious stones.
Most of the Greenheart settlements are small, self-sustaining affairs consist-
ing of a dozen or so human or t’skrang families focused on fishing and quite happy
to be left alone by larger Barsaivian powers. Due to a history of hostilities, orks are
seldom welcome in these communities. While it would be simple to dismiss these
attitudes as prejudice, several of Cara Fahd’s more bloodthirsty tribes recently
earned the enmity of these villages through acts of violence.
It’s not unheard of for these communities to band together against “ork ag-
gression,” but these alliances are usually temporary. Nonetheless, the years since
Thera’s defeat created the need for stronger alliances in southwestern Barsaive
and one such coalition is the town of Freewater.
Forged in the dual fires of fear and necessity, Freewater sprung into existence
from two small fishing settlements along Cara Fahd’s southern borders. Just as
two tributaries can meet and merge into a larger river, so too has Freewater risen
from its humble beginnings to become an economic power on the frontiers of the
ork nation.
Before the Second Theran War, both the human settlement of Basstown and
the t’skrang niall of Kerup suffered at the hands of Carad raiders. This bond pushed
them to forge a loose alliance. The so-called “Basstown Resistance” formed short-
ly after Krathis Gron’s Call to Nation, as thousands of orks descended upon the
ancient Carad lands seeking territory to call their own.
These newcomers pushed existing human and t’skrang settlements out of
their lands. Some of the migrating tribes were more violent than others, stamping
claim on their new territory in blood and fire. As news of the migrations spread
into the former kingdom of Landis, villages were forced to look for support, some
even accepting Theran aid to keep the orks at bay.
The worst offenders of the newcomers were the Legion of Damnation, made
up of orks from nearby Rugaria. Little more than a band of killers, the Legion set
about slaughtering any villages that resisted them. Krathis Gron, believing no ork
was beyond reach, tried to negotiate with the Legion but this did nothing to curb
their bloodlust. To the villagers set upon by the Legion, these butchers represent-
ed all the orks of Cara Fahd and a wave of anti-ork hatred swept through the re-
gion. The Legion was not the only contributor to this growing frenzy, tribes like
the Elf Eaters and the Righteous Vipers played their part, seizing the opportunity
to raid the ujnort and the rich fishing waters they claimed.
Before the bodies were cold, the Basstowners and Kerup t’skrang decided to
band together for mutual protection. They constructed a palisade around their
villages and traded their fishing nets for Theran weapons. The Empire was more
than happy to help, secretly hoping Basstown would become a convenient out-
post on Cara Fahd’s border.

108
Once word got out the “Basstown Resistance” was preparing to fend off ork
raiders, others saw the opportunity to find a sanctuary from what they saw as
invaders and headed to Basstown and Kerup. Tent cities sprung up in the open
space between the two villages and within a few months the borders between
them had grown thin. The leaders of Basstown and Kerup met to work out some
form of government to keep the communities of newly arriving Namegivers from
turning upon one another. After significant deliberation, the Council of Freewater
was born. The elders of Basstown and the lahala of Kerup agreed to perform a
ritual on the banks of the Greenheart, renaming the two villages in honor of their
resistance to Cara Fahd.
As the population grew, the Therans saw an opportunity to infiltrate a set-
tlement close to the ork nation and supported the fledgling town with weaponry
and training. Word got out Freewater was allying with the Empire and tensions
with Cara Fahd increased as nearby tribes launched further raids.
A reputation for intolerance followed the movement, leading less savory
groups like the Iron Legacy (p. 119) and various Raggok cults to try and twist the
resistance toward their own ends. The worst was the dwarf Beastmaster Ilfehena
Star. This loathsome individual became a figurehead in the resistance before her
true motives were uncovered and she was driven deep into the Landis jungles.
The growing violence between Freewater and Cara Fahd unnerved Krathis
Gron. Well-versed in the history of her nation, she feared a resurgence in pre-
Scourge hostility between the ork nation and their ancient rival and worked to
peacefully resolve the tensions on her frontier.
Fortunately, before all-out war could erupt between the resistance and Cara
Fahd, the Second Theran War broke out. Imperial agents in Freewater staged sev-
eral assassinations intended to force the locals into collaborating with attacks on
Cara Fahd, but the plan backfired spectacularly. Krathis Gron’s advisor, Dvilgay-
non, was keeping a close eye on Theran activity in both Freewater and the nearby
town of Lelisthala. She used her agents to unveil both the Theran and the Iron
Legacy’s networks operating within the region. Freewater , furious they nearly
became the Empire’s pawn, lent aid in the Barsaivian counterattack and played a
role in securing southwest Barsaive.
Cara Fahd and Namegivers of Freewater never fully accepted each other, but
the open aggression all but ceased once the full extent of Theran meddling was
revealed. Many settlements in the area refuse any diplomatic relations with the
orks, but Freewater cautiously established limited contact with nearby tribes,
particularly the Two Hands tribe living in the Carad jungles to the north.
These token efforts were hampered by the presence of Zarass’s Chargers (p.
116), who scavenge the jungle in hopes of uncovering pre-Scourge magic. This
tribe cares little for who might be living in or near the ruins in question, the ter-
ritory gets claimed for Cara Fahd, with violence following any who resist. Since

109
the War, it’s been relatively peaceful along the Greenheart River and the citizens
of Freewater thrive. Their numbers bolstered by refugees from Vivane and Ru-
garia, the Kerup t’skrang constructed a mighty fishing vessel that is the pride of
the town. It plies the Greenheart, securing plenty of pergill for trade . A fish that,
when properly maintained, can be appreciated as far afield as the halls of Throal.
Through careful re-investment, the town secured the tools and knowledge nec-
essary to gather True Water from the Greenheart River and their economy has
never been stronger.
Still, memories are long and vigilance remains the order of the day. Freewater
may be flourishing, but both Krathis Gron and the Freewater Council are aware it
would take little effort to rekindle hostilities, keeping an eye open for groups like
the Iron Legacy or wayward scorcher bands that may cause trouble.

Freewater’s Design
Freewater grew from the unification of two smaller villages, a situation their
founders never anticipated. This lack of foresight is reflected in the town’s haphaz-
ard construction, which has more in common with the likes of Bartertown than
the nearby ruins of Landis. Basstown and Kerup were both built atop low, wide
hills overlooking the river, crowned with simple defensive walls to deter raiders
to submerge their settlement. Kerup, reconstructed after the Scourge, resembled
a typical human settlement as opposed to the submerged t’skrang villages along
the Serpent River.

110
As refugees arrived, the popula-
tion of both villages began to swell
and tent-towns sprang up in the val- Population
ley between them. Tents gave way Freewater remains a
to homes of reeds and mud, and predominantly human and
eventually larger wooden structures. t’skrang settlement with around
Tension between the Basstown Re- one thousand Namegivers. Due
sistance and Cara Fahd forced the to their rarity in the region,
two villages to expand their defenses any windlings or obsidimen
encountered are likely to be
and together built a larger palisade to
visitors rather than residents.
encircle what would become Freewa- There are no orks currently
ter. Today, the two hills are known as living in Freewater. While not
Basstown Bluff and Kerup Ridge. The forbidden, many citizens still
different areas are still primarily set- hold a significant bias against the
tled by their historical populations, tribes of Cara Fahd and assume
but there’s no law barring any Name- any ork in town is there to stir up
givers from living where they wish. trouble.
Basstown Bluff has a rockier foot- Namegiver Rough Pop
ing and several large stone structures Human 40%
were erected there. Kerup is made of
softer stone and their structures are T’skrang 35%
generally less permanent. However, Dwarf 10%
since the acquisition of Heart’s Desire Other 10%
(p. 112) the local t’skrang have taken
to creating structures similar to those
found on the Serpent River, with tall, partially submerged towers extending near-
ly halfway across the Greenheart. Along the entire north bank, beneath both hills,
lies a network of natural caves that flood and empty with the tides. The t’skrang
make ample use of their caves, while the humans tend to ignore the formation
beneath their feet.
The open space that once served as a refugee camp between the two settle-
ments is now known as Clay Town, due to most construction in the area using
that material. It’s still rough around the edges, with a mixed population of various
Namegivers and their families. Most of the homes are single story buildings with
only a few rooms. Little thought was given toward the town’s layout. Many streets
are dead ends with homes abruptly blocking a traveler’s progress.
Pevil’s Tavern is far and away the largest inn and tavern in Clay Town. Owned
by a middle-aged human of the same name, this outspoken veteran of the Sec-
ond Theran War is known to ruffle a lot of feathers by speaking of the potential
dangers of nearby Cara Fahd. Many see his consistently growing business as the
town’s tacit approval of his ideals.

111
Due to the poor footing and cramped
nature of Clay Town, few businesses op-
Other Locales erate in that central valley. Most are on
Erythen—On the edge of the the riverbanks in a section of the village
jungles of Landis, Kaer Erythen known as the “Flats.” This includes docks,
fell to the depredations of a warehouses, the Freewater Market, and
powerful Horror. After the a single immense pier reserved for the
Second Theran War, Reman Kerup fishing trawler, Heart’s Desire.
Prontis and the Tyrant’s Legion Many other small businesses operate in
plumbed the depths and slew this area including blacksmiths, bakers,
it.
apothecaries, and several small shrines
A small town grew up dedicated to the Passions.
around the ruins. Reman took
To make Freewater a unified town
charge of the population and
claimed that his ancestors led open to all settlers, long standing citizens
Erythen prior to the Scourge. and new arrivals alike are encouraged to
The town is a hot-bed of pro- have representatives on the Freewater
Theran ideals masquerading as Council. The town hall where the Council
nationalism. Now that Reman convenes is built roughly in the center of
is laying claim to the title “King Clay Town. The council is jointly led by
of Landis,” the entire town has Calen Ghrun and Lahala Okambri, the
moved to support him. former heads of Basstown and Kerup,
The Ford of Corpses—The supported by an additional four coun-
Ford of Corpses was created cilors, one representing each of the four
during the pre-Scourge wars districts: Basstown Bluff, Kerup Ridge,
between Landis and Cara Fahd.
Clay Town, and the Flats. The Council
According to legend, King
Wujemba of Cara Fahd was meets once a month to discuss matters
so relentless in his slaughter of public interest.
of the Landisians at one point Local Organizations
the bodies of the slain created
a bridge across the Greenheart
The First and the Last
River. To this day, the ford
remains shallow in comparison This human cult has its origins in the
to the rest of the river and has a time before Messias was banished from
reputation as a lonely, haunted Wyrm Wood. They believe all Namegiv-
place where one can cross the ers were once human and the world will
Greenheart. Locals say any revert to this state when magic recedes.
fish caught close to the ford The cult saw a brief resurgence under
tastes of ash. Others say the Queen Mwiinde of Landis, but since the
corpses of the old Landisians end of the Scourge it remained a frac-
rise out of the river sludge on tured fringe group of hateful extremists.
moonless nights and snatch
The cult appeals to certain individuals
any Namegiver they find,

112
who believe Landis alone should be the
main power in southwest Barsaive. pulling them down to drown
The Freewater Council has made in the slimy muck. The Ford
it clear the cult is not welcome in their of Corpses remains a danger
community, but this hasn’t stopped dis- to any fishermen or sailors
gruntled humans from falling under its along the southern Greenheart.
The astral space in the region
influence. Reman Prontis stirred up the
remains corrupted and Horrors
cultists in the area and its membership seem to be drawn to the ford.
swells to proudly supporting their new
Grimeye’s Crossing—A
king. Councilman Calen Ghrun (p. 117) Theran outpost masquerading
has particular interest in all those sup- as a town, Grimeye’s Crossing
portive of the cult and he plans on exe- was a staging point for the
cuting or exiling them when the situation Empire during the Second
calms down. War. With the Therans driven
out of Barsaive, the town fell
Landisian Lands into disuse, slowly sinking into
Many of the villages in old Landis are the surrounding quagmire.
familiar with a sect calling itself “Landi- However, large caches of
sian Lands.” They appeared in the area a Theran weapons and armor
few years ago as a handful of Namegivers remain, the area’s isolation
makes it a perfect meeting spot
interested in the history of the region. for unwholesome individuals.
They gained a reputation for helping Reman is aware of the town’s
those in need. After battling back a vi- history and occasionally uses
cious raid from the Legion of Damnation, it to conspire with Theran
the Landisians became folk heroes in the messengers from Jerucz.
region. Jerucz—This citadel in the
Traveling from tribe to tribe, the distant west represents one of
group includes a few dozen adepts and the last strongholds of Theran
a larger number of non-adepts who pro- power in the region. Jerucz
vide support and infrastructure. They’re was built as a military fortress
led by three humans of unknown back- to weather the Scourge. It
ground, though rumors circulate about was quickly re-manned and
defended when the Therans
each.
returned to Vivane. After the
Some people in Landis see the group Second War, Thera maintained
as the first inklings of a kingdom being their presence and dug in
reforged. Those less hopeful suspect the to such an extent that only
group are Theran spies or even Horrors an attack on the scale of the
in human guise preying on the region’s Second War’s assault on
suffering. In reality, Landisian Lands is Sky Point has a chance of
starting to languish as it was not forged dislodging them. Jerucz has an
with any clear mission statement in mind. airship dock and semi-frequent

113
The group began when Darla (p.
contact with the rest of the 117) and Merheb (p. 120) entered into
Empire. Its remote location
southern Landis in 1512 TH. The two
and lack of infrastructure mean
that it’s unlikely to host a large discovered a village struggling to survive
scale Theran assault. Ground through a drought and stepped in to pro-
troops would be forced to slog vide assistance. Darla’s original goal was
through Cara Fahd’s jungles to explore the nearby ruins. However, she
before reaching any notable refused to stand idly by and watch as and
population centers. Namegivers wasted away when her and
Lelisthala—This refuge her foster mother’s magic could make a
is found north of Freewater difference.
where the Valley and Locust As they continued to explore the
rivers converge. Like Basstown region, they ran into tribe after tribe in
and Kerup, Lelisthala has had need of aid. One was being attacked by
issues with the Carad orks. beasts driven wild, another raided by
In particular, the Elf Eaters
tribe cause trouble for the bloodthirsty neighbors, still others had
community. The primarily to contend with Horrors taking up res-
elf and troll settlement took idence in the ruins that brought Darla
measures to defend themselves. there in the first place. Slowly, they gath-
These measures include little ered local guides and others interested in
tolerance for Carad citizens her unique abilities to escort her to var-
found near their settlement and ious ruins. Despite her assertions to the
a refusal to deal with Krathis contrary, many believe Darla is seeking
Gron, who reached out to the out these troubled tribes so she might
town on numerous occasions. help them grow strong and once again
These factors make Lelisthala
a natural ally of Freewater. unite, as Cara Fahd did so recently under
The two communities trade Krathis Gron.
with each other and have an When Tribas Koar (p. 116) arrived,
agreement to come to each he took every opportunity to push the
other’s aid. However, during narrative Landisian Lands was paving
the events of “Royal Summons” the way for a new nation. He saw this
(p. 124), the town is attacked by movement as his chance to push back
Reman’s Tyrants in a lightning against Vivane and reclaim the power he
raid. Before Freewater even held so briefly. He wormed his way into
heard of the attack, the the sect’s inner circle and is by far the
battle was finished and “King
Reman” seemed all the more most militant of the bunch and his pres-
insurmountable a foe. ence muddles the group’s message.
Vivane—Vivane remains
The Legion of Damnation
a distant trading partner of
Freewater and Maxil Korrida The Legion of Damnation are a group
has yet to recognize King of aggressive and violent orks that have
been expelled from Cara Fahd. Responsi-

114
ble for the hostility that gave rise to the
Basstown Resistance, the Legion’s num- Reman. While Maxil is quick
bers dwindled since the Second Theran enough to buy True Water
gathered by the Freewater
War. Convinced the Therans could help fishermen, he’s less keen to
him rise to power, Guurshut Hatespitter, send a force to Cara Fahd’s
the Legion chieftain, allowed a Theran El- borders to defend them. It’s
ementalist to live among them. The ma- unlikely Freewater would be
gician, whose Name remains unknown, able to secure any aid from the
used the Legion as shock troops against old Theran capital. As Reman
the united tribes of Cara Fahd. Con- consolidates power on the
vinced Theran magic made them invul- border, Maxil begins to see him
nerable, most of the Legion perished as as an ever increasing threat to
they threw themselves upon the Carad’s his power and is afraid this new
“King” will look upon Vivane
spears. with covetous eyes.
After the war, Krathis Gron drove
many of the survivors beyond her bor-
ders. Many more perished at the hands of Ilfehena (p. 119) and her followers.
The few remaining Legion members are skilled combatants who could be easily
weaponized by those seeking conflict. Today, Cara Fahd contests the lands for-
merly occupied by the Legion, but displaced Landisians moved in more quickly.
Ownership of the region’s dense forests and wide fields remain a thorny issue
between the two groups.

The Tyrants
The Tyrants represent the worst the Each of the Tyrants is at
Jerucz Irregulars have to offer. Each adept least a Journeyman tier adept
in this Named group is murderous and drawn from across the Em-
cruel. Considered too reckless to serve in pire’s many provinces. Game-
the regular legions, they were spared the masters are free to design Ty-
rope because the Empire needed such in- rants as they see fit and could
dividuals in its rebellious provinces. The develop them to be long-term
Tyrants were a trouble-shooting unit foils or rivals for the characters.
operating behind enemy lines to sow as Most of them should be hu-
much fear and discord as possible. Bar- mans to fit Reman’s narrative
saivian unity was rightly recognized as of being descendants of Landis,
an obstacle to overcome, and the Tyrants but other Namegivers can be
were meant to stir up as much distrust found among them, possibly
among Barsaivians as possible. When using illusion magic to appear
the Therans abandoned the area after human. Several example Ty-
the Second Theran War, they also aban- rants are listed starting on p.
doned the Tyrants. Jerucz continues to 221.

115
support their operations on the off-chance the group might one day prove useful
to the isolated citadel.

Zarass’s Chargers
This tribe split off from Terath’s Chargers when Krathis Gron distributed the
Call to Nation. They became a thorn in the side of many other Carad orks, fre-
quently acting without thought to the nation as a whole. Instead of sticking to
their predefined territory, they wander the southern jungles looking for powerful
pre-Scourge magic among old ruins and often bring chaos in their wake. Their
roving has brought them into contention with both the Tyrants and Landisian
Lands on multiple occasions.

The Figures
Boril Moav aka Tribas Koar—The Theran Hunter
Boril Moav is one of the three leaders of the Landisian Lands sect. Rumors
accurately assert Boril is Tribas Koar, exiled Vivane revolutionary, living under
an assumed identity. He does little to dispute the tales and other members of the
organization occasionally refer to him as “Tribas.”
Tribas Koar is a phantom, a ghost-story Therans tell each other around their
campfires. Koar believes Theran agents were responsible for the discord that
caused Vivane’s Liberated Council’s downfall and the rise of Maxil Korrida. He
seeks to build a force capable of ousting the despot.
Koar allied himself with Landisian Lands after
encountering Darla in one of the region’s many
ruins. He was struck by the young woman’s
drive and magical power, believing she could
be his ticket back into Vivane. He sees the
movement as a means to an end, but even
if his motives are ultimately self-serving his
desire to unite Landis is genuine. Many of
the rumors about the sect looking to unite
the region were started by Tribas and he
hopes to push Darla into making that leap.
He operates under his pseudonym to
avoid the Theran bounty on his head.
While attracting too much public at-
tention threatens to alert Maxil and the
Empire to his whereabouts, Tribas be-
lieves Darla is more than capable of de-
fending him. He has a handful of other

116
identities he can slip into when the need arises and is the most likely of the three
leaders to operate independently.

Human Eighth Circle Warrior, Path of the Journeyman.


DEX: 7 STR: 6 TOU: 6
PER: 5 WIL: 4 CHA: 5
Calen Ghrun—Freewater Councilor
Calen is the oldest human in Freewater and many
look to him for guidance and wisdom before the
merger of the two villages, Calen was his village’s
headman. He naturally assumed the role of
councilor when Freewater was born. Calen
spent time in Kerup as a young trader and
is well versed in the culture and language
of the t’skrang. He’s always careful when it
comes to cultivating official relationships with
other settlements. He is aware that his village
is in a tenuous situation and it would not take
much pressure for an extremist movement to gain
local momentum. He works to make Freewater
a place where all Namegivers are accepted.
While no ork has chosen to take him up on
the offer, Calen believes one day Freewa-
ter’s citizens and Cara Fahd’s orks will put
aside their differences and live peacefully .

Human Rank 4 Questor of Mynbruje.


DEX: 6 STR: 5 TOU: 4
PER: 5 WIL: 6 CHA: 5
Darla—Child of Blue Spirits
Darla is a human in her early twenties. She is a slight, blonde woman with
dark eyes and features nearly as fine as an elf. Despite her youth and small frame,
she garnered a reputation as a forceful presence on the battlefield and at the ne-
gotiation table. Her eyes look deep into you, seeming to sense your thoughts be-
fore you are aware of what they might be.
Her original purpose in the area was to investigate the ruins of Landis and
look into her family’s history. But upon seeing the plight of the local people, she
had no choice but to intervene. She seldom gives speeches or request others lend
her aid, yet others flock to her banner. A few call her “Lady Landis,” though she
does all she can to dissuade this nickname.

117
Darla isn’t fond of battle, but when she
does fight she wears light armor and trans-
forms her hands into fearsome claws, causing
many to believe she’s a Beastmaster. She’s
also displayed a potent healing touch. Some
speculate she uncovered secret magic in the
ruins of Landis.
In truth, the woman Darla was once the
girl Aardelea. While living in the village of
Hanto in central Barsaive, she uncovered a
lost relic of the dragon Icewing and became
something new to this world. The Therans
took an interest in her and spirited her away
to distant Creana where it’s said “no dragon
may set foot.” She is very hesitant to speak
about these details as she doesn’t want to fall
into the clutches of the Therans once again
and this truth is known only to Merheb, who
worked in the Creanan facility that held the Child of Blue Spirits.
“Darla” returned to Barsaive to try to learn more about her unique origins,
but she found Hanto destroyed and was unsure of where to look next. At Merheb’s
guidance, she chose to head to Landis and explore if her unique nature could be
tied to her human heritage in some way.
Dvilgaynon—Advisor to Krathis Gron
Dvilgaynon stands out as a human of Ca-
thay origin among the ork tribes of Cara Fahd.
Despite her race, she is Krathis Gron’s chief
advisor and serves as a loyal right-hand work-
ing diligently to found a nation. Unknown to
all but a few, Dvilgaynon is the human guise
of a Cathay great dragon. Why she expended
so many resources helping Krathis found a
nation in Barsaive is a mystery.
While Dvilgaynon was critical in estab-
lishing Cara Fahd, she also worked with the
native dragons during the Second Theran
War and her knowledge was pivotal in secur-
ing Barsaive’s victory (Dvilgaynon, Draconi-
an Solution p. 189).
Dvilgaynon spends much of her time
investigating unique magical phenomena

118
throughout the region, but continues to advise Krathis Gron. When the threat of
war looms on the southern border, Dvilgaynon goes to see the situation resolved,
quickly finding herself with access to unexpected resources.
Gur Crackhorn—Freewater Councilor
Gur is the only troll on the council. He’s easily
recognized on the street by his cracked right horn.
Rumors say the horn was partially shorn during his
days amongst the Crystal Raiders, but it was cracked
when he fled from his lowlands home. Crackhorn
happily pushes the idea that he once worked along-
side the Crystal Raiders. He talks a big game about
honor and the need for inner strength to protect
what is yours. He is also quick to spread rumors of
the Council’s racial divide to explain why it is
difficult for him to affect any change. In truth,
Gur is as corrupt as they come, always looking
for a way to make a few extra silver, and votes
with any councilor who promises him suffi-
cient favors.

Troll Third Circle Thief


DEX: 6 STR: 6 TOU: 6
PER: 5 WIL: 4 CHA: 4
Ilfehena Star—Iron Legacy
Ilfehena Star is a stain on Freewater’s turbulent history and a memory most
would rather forget. A member of the Iron Legacy and questor of Raggok, she was
once hailed as a beacon of freedom in the face of ork aggression. When Calen dis-
covered her true affiliations, she and her thugs were exiled, forced to disappear
into the Landisian jungles.
Ilfehena has never forgiven the people of Freewater for their “betrayal” and
works to punish them. She haunts the ruins of Landis with her pack of skeorxes
(Gamemaster’s Guide, p. 334), ambushing any Namegivers she comes across.
Her favorite targets are orks, taking great pleasure in displaying the bodies of any
who cross her path.
Ilfehena’s actions often have dire consequences for relationships in southern
Cara Fahd. Many doubt that she remains alive that are quick to pin the blame for
her atrocities on other convenient scapegoats. She makes an obvious, albeit dan-
gerous, ally to anyone looking to stoke trouble between Landis and Cara Fahd.
Reman is trying to contact Ilfehena, hoping to convince her to assassinate both
Zarass Icethought and Tinsith Oathtaker, but so far he hasn’t been successful.

119
Dwarf Ninth Circle Beastmaster and Rank 6 Questor of Raggok
DEX: 8 STR: 6 TOU: 7
PER: 6 WIL: 4 CHA: 7
Merheb Tah—Matron of the Downtrodden
All the stories of Darla’s assistance have Merheb standing by her side. Many
describe Merheb as Darla’s mother, while the woman is matronly, her coloration
and accent place her origin as somewhere south of the Selestrean Sea
Merheb appears to be in her sixties, but doesn’t let it
slow her down.
She was born and raised in Creana, but Merheb
took the plight of Landis’s people as her own. She
spends many hours tending to the sick and wounded,
using unusual treatments and tinctures from her na-
tive land. She doesn’t talk much about her homeland,
nor does she mention that she used to work along-
side the Therans. She did vile things for the Empire
in her youth and is now driven to make up for
those past misdeeds, with “Darla” becoming
her life’s work. Merheb knows more than she
lets on about Darla’s origins. She knows the
magic running through her ward is more akin
to dragon magic than Namegiver. Further-
more, she fears what might happen if Darla
comes face to face with Barsaive’s dragons.

Human Fifth Circle Elementalist


DEX: 6 PER: 8
STR: 4 WIL: 8
TOU: 5 CHA: 5
Okambri—Lahala of Kerup, Freewater
Councilor
Okambri has been the lahala of Kerup since
her predecessor was murdered by one of the
Cara Fahd tribes. She always supported unifi-
cation with Basstown and continues to repre-
sent her niall on the Freewater Council. Heart’s
Desire is evidence of the village’s rising fortune.
A capable Wizard, she has a mind for logistics
and strategy. She knows kinship between the
humans of Freewater and the traditionally hu-
man kingdom of Landis could undermine her

120
people’s interests, causing them to lose all they worked for. She trusts her fellow
councilors, Calen especially, though she fears for how her aropagoi might survive
if the two villages were to attempt to separate.
T’skrang Fifth Circle Wizard
DEX: 6 STR: 5 TOU: 5
PER: 7 WIL: 6 CHA: 6
Tinsith Oathtaker—Chief Proclaimer of Cara Fahd
One of the most well traveled orks in Cara
Fahd, Tinsith journeyed the Empire recruiting
adepts to join the ork nation. Well versed in
many ujnort languages and customs, Tinsith is
sent by Krathis Gron to investigate Freewater’s
ties to King Reman and determine if the town
is a threat to peace in the region.

Ork Fifth Circle Warrior and Rank 3


Questor of Astendar
DEX: 6 PER: 5
STR: 6 WIL: 5
TOU: 5 CHA: 5

Reman Prontis—Theran Manipulator


Reman was unknown in both Landis and
Cara Fahd few short years ago. He claims his tribe was wandering the ruins of
Landis and the southern jungles in search of lore regarding “his people,”
the Galeb. Reman claims he discovered evidence in Kaer Er-
ythen proving his tribe used to own the land where
Freewater now stands, saying it’s his birthright.
This is a lie. Reman and his tribe are Theran sol-
diers from Jerucz.
Reman formally served the Empire as a
strategos in Indrisa before his ruthlessness
and cruel treatment of the local Indrisans
earned him an assignment to the Jerucz Ir-
regulars. Like his fellows serving at Jerucz,
Reman and his men are violent, referring to
themselves in private as the Tyrants. They’ve
operated deep in Landis’s jungles for several
years, sowing terror and reporting back to Gener-
al Dagendren in the citadel of Jerucz (Sky Point and
Vivane, Vivane Province, p. 40).

121
After the Therans withdrew from the region, Reman was left to his own devic-
es. He still operates out of Jerucz where possible, but recently set up a remote base
of operations in Erythen. While investigating the ruined kaer, he ran into Kine
Denairastas (p. 17) under the guise of a ranking Theran agent. Kine convinced
Reman to clean up the kaer and turn the area into a viable village. As predicted,
the fanatical devotion of the locals quickly went to Reman’s head. Kine continued
to help Reman where possible and earned his trust. Kine is now abusing that trust
by convincing Reman to announce himself as the King of Landis and sow chaos
throughout the southwest.

Human Tenth Circle Archer


DEX: 8 STR: 6 TOU: 7
PER: 7 WIL: 5 CHA: 6
Zarass Icethought—Chieftain of Zarass’s Chargers
Contrary to her name, Zarass’s personality is as fiery as they come. She is
the daughter of Terath the Contemplative, leader of the ork mercenary company
Terath’s Chargers. Zarass once rode alongside her father and her brother, Earal
Bloodstroke, but grew increasingly jealous of their close relationship. She eventu-
ally led a detachment of the Chargers away from her father and into Cara Fahd. She
believes herself superior to most of Krathis’s generals and is
obvious in her desire to climb the ranks of command. Un-
fortunately, while the chieftain has significant drive,
she doesn’t play well with others, frequently stepping
on her neighbors’ toes, upsetting the delicate bal-
ance in Cara Fahd.
Zarass believes magical artifacts are hid-
den in the area and taking them will aid in her
ambitions to claim the ork nation. Many of her
followers worry she has fallen under the in-
fluence of a Horror whilst living in the jungles,
but they are too fearful to express their con-
cerns aloud.
In her search for lost artifacts, she has run
afoul of both the Tyrants and Landisian Lands.
She paints both organization with the same
brush and is eager to assault the groups when-
ever possible. Krathis Gron has her eye on the region and is preparing to dispatch
trusted advisors once the situation gets out of control. She knows that Zarass’s
men are either too fearful or psychopathic to listen to reason, with many of them
eager to spill blood.

122
Ork Ninth Circle Cavalryman
DEX: 7 STR: 6 TOU: 7
PER: 4 WIL: 4 CHA: 7
Zuto—Kerup Troubleshooter
Okambri’s right-hand woman, Zuto is one of Free-
water’s most capable adepts and a former council mem-
ber. Zuto was called out of early retirement to investigate
Landisian Lands and its relationship to Reman Prontis
and became involved with the foreign agents flooding
into Freewater. She cares little for violence and wish-
es to ensure her home remains as independent
as possible. Aiding and abetting enemy com-
batants wouldn’t help this task. She’s hoping
to gather all of the relevant information and
get it sent off to someone who can handle the
problem, as she knows it’s well beyond her pay
grade.

T’skrang Fourth Circle Scout


DEX: 6 STR: 5 TOU: 5
PER: 6 WIL: 4 CHA: 4

Kine’s Plan
One of Uhl’s final living acts was to exile Kine Denairastas
(“Biting the Hand,” p. 44). Neither of the two spend time with the
characters and the full extent of their plans are unlikely to be en-
tirely understood by the group. The information presented here
is meant to be used by a gamemaster to design further adven-
tures.
Kine served his uncle well during the Second Theran War,
many of the successful operations in Barsaive’s western lands
could be laid at the Illusionist’s feet. Publicly, Argo Denairastas
(p. 14) gained most of the glory for securing Jerris, but the First
Minister knew who was truly responsible. With Jerris under heel
and Vivane’s leadership shattered, Kine needed to establish new
identities for further work. Uhl believed an exiled Kine could act
as a free agent, using his adept powers to make inroads with Io-
pos’s targets more quickly than might otherwise be possible.
After Uhl died, Kine’s exile-in-name became exile-in-fact and
he knew his plans must shift. He believed he could further or-

123
chestrate war between the disparate groups in southwest Bar-
saive and soften up the region for Iopos’s inevitable attack. He
worked under assumed identities to aid Reman Prontis over the
past several years and was instrumental in establishing Erythen.
Kine determined it was time to bring his Theran toys back out
to play.
Kine’s initial plan is for Reman to take over Freewater, forc-
ing Cara Fahd to take violent action against the town, restarting
the racial wars slowed by the Theran threat. Kine is surprised
when the soldiers of Cara Fahd demonstrate restraint and in-
stead besiege the city. From there, he begins to focus on assas-
sinating high-profile targets. He knows Krathis Gron’s advisor,
Dvilgaynon, is a dragon in disguise and as such is not one to be
trifled with.
Kine is again surprised to discover Dvilgaynon is quite tak-
en with Darla of Landisian Lands. He sees an opportunity in the
young woman and intends to kidnap her or, failing that, have her
killed. This should force Dvilgaynon into an attack and turn pub-
lic opinion across Barsaive against Cara Fahd.
While Kine plans a kidnapping, he sets Reman up for a final
fall by setting him on the course to assassinate Darla. Howev-
er, Kine doesn’t reckon Darla is something more than human.
When his magic fails, he is forced to give up the entire plan and
flee into the jungles.
He then attempts to make good his escape, but finds himself
betrayed by Jada Denairastas and is removed from the board.

The Events
Royal Summons
Premise
In whatever manner the characters have found their way to southwest Bar-
saive, they quickly become aware of a skilled military force cutting a swathe
through the region. As the group attempts to make their way toward Freewater,
they learn of “King Reman” and his claims to the throne of Landis. They determine
Reman is working alongside the Therans, and any power he gains strengthens the
Empire. The characters eventually find their way to a small village coerced into
assisting Reman. They arrive at the village just ahead of Zarass’s Chargers and
need to convince the vengeance fueled orks the village has no ill-intent toward
the kingdom of Cara Fahd.

124
Setup
The characters could be traveling to Freewater for any reason (including
those listed in “Introducing the Characters” at the beginning of this chapter). Like-
ly, the characters were dispatched to contact the Landisian Lands movement, but
any reason to take them to the town is sufficient. Ideally, the characters should
find their way to the Greenheart River and work their way along its banks until
arriving at the town.

Challenge 1: The King Has Come


The characters near the village of Lelisthala (p. 114) and it’s obvious from a
distance it was attacked. Some fires still burn near the city’s exterior and bodies
lie where they fell during the conflict as shell-shocked Namegivers look on.

Adventure Hooks
Star Hunting—The Freewater
Council hires the characters to
hunt down and slay Ilfehena once
and for all. The hateful dwarf and
her cronies have been causing
trouble in Cara Fahd and Landis
for years, consistently increasing
tensions. The ork nation or other
powers may also hire the group
for this task, neither trusting
the other to see the matter to a
satisfactory conclusion. Ilfehena
challenges any group. Not only
does she work with the Iron
Legacy, she also hunts with a pack
of trained skeorxes. Quick wits
and a strong sword are required
to defeat her.
Assisting Tribas Koar—
Tribas Koar spent the last few
years hunting Therans in Landis.
Throughout the plot, Koar gets
involved in the effort to defeat
Reman, but Reman isn’t the only
Theran in southwest Barsaive.
There could be Theran agents still
operating in Grimeye’s Crossing
and the fate of the Theran

125
Speaking with the locals, the char-
acters learn a group of well-equipped magician who once befriended
adepts arrived, demanding food and the Legion of Damnation is still
wealth on behalf of “King Reman Pron- unknown. As the characters
hunt down a number of Therans
tis of Landis.” While some in the village
who have gone to ground, they
heard there was a human laying claim become aware of a Heavenherd
to the long disused title, they never ex- dispatched to the area to
pected any of his force to arrive so far investigate Darla’s true nature. To
northwest. protect the identity of the Child
The leadership of Lelisthala re- of Blue Spirits, the characters are
fused these soldiers and were met forced to scour the jungles for the
with violence. The town attempted to powerful Wizard’s laboratory.
take up arms against Reman, includ- The Second Library—Before
ing a handful of Zarass’s Chargers who the Scourge, Landis was known
stopped into town for a resupply. Many for its troves of accumulated
of these Chargers are now dead in the knowledge. Most of this magical
streets. learning was stored in the Twin
Libraries. The first library was
Several high-profile persons as discovered after the Scourge
well as the few surviving combatants in the old capital of Trisrora,
were then locked in irons and marched but the location of the second
south of the river, likely to be sold into eludes scholars—until now. A
slavery. If the characters pursue, they local magician claims to know
have a chance of catching up to the the location of the second library
scouts before they reunite with the and hires the characters to escort
rest of Reman’s forces. After a battle him through the jungle. The
they can free the captives and earn the magician believes maps from the
gratitude of the village. Alternatively, library reveal the boundaries of
old Landis and Cara Fahd, settling
they could leave the captives to their the land disputes that plague the
fate, a solution that greatly displeases area. Unfortunately, Landis’s
Zarass when she arrives later in the jungles are not welcoming and
framework. a powerful Horror currently
resides within the second library.
Challenge 2: Cycle of Violence The group must contend with the
The characters stumble upon a Horror and its spawn to acquire
tiny village a few hour’s travel from what they need—and who can
Freewater. Within the small clearing say if their patron can be trusted?
is a single wooden building serving as
a town hall. It’s surrounded by several
large yurts, each housing a human family who lived in the area for generations.
Any trackers in the group can easily determine a large group of soldiers
passed this way recently, though there are no obvious signs of battle. As soon as
the villagers are aware of the characters, they rush out of the homes, offering their

126
meager food stores and silver to the group. They believe the group are more of
Reman’s men come to exact further “taxes” from the village.
After some discussion with the villagers, the characters discover a group of
Reman’s men came through here recently. The town knew they could not resist,
so they opted instead to give all they could spare to Reman’s forces. The soldiers,
in turn, left them in peace. The villagers truthfully claim they have no love for this
“King of Landis.” They hope to never see his kind again, but if he were to return,
they have little choice but to give in to his demands.
Before the characters have the opportunity to leave the village, horns sound
in the distance as a sizable force approaches.

Climax
Zarass’s Chargers arrive at the village in force. They discovered what hap-
pened to their people at Lelisthala and are looking to even the score. Unfortunate-
ly, they are unable to locate the bulk of Reman’s forces.
Zarass and a few of her lieutenants approach the village and demand to know
Reman’s whereabouts. The villagers know nothing of Reman’s current location,
they admit to supplying a significant amount of food and silver to the forces. Zarass
curses them for aiding the enemy. The villagers beg forgiveness, but Zarass’s rage
is difficult to console.
If the characters don’t step in, Zarass accuses the entire village of being too
cowardly to survive and seeks to make an example of the most able-bodied Name-
givers in the village, leaving the townsfolk even more vulnerable in the coming
years. Zarass may also believe the characters are natives to the village and must
therefore pay for the village’s crimes.
The party can attempt to calm Zarass down and make her see reason. If they
were responsible for freeing her captured soldiers earlier, it’s much easier to con-
vince her to give the group the benefit of the doubt.
Alternatively, the players can break through the
Chargers’ lines and flee the village or as-
sist the village in mounting a defense
against the seemingly overwhelming
numbers.
Whatever the case, Zarass re-
ceives reports of Reman’s forces
near Freewater the following
morning and abandons
this small village to pur-
sue her quarry.

127
Unwarranted Demands
Premise
Reman is attempting to unite the town of Freewater under his banner of hate.
His lies and unachievable promises prove attractive to many who still remember
the pain of Cara Fahd’s founding. While Reman agitates, the council works to find
a way to remove his forces from the city. The characters are thrown into the con-
flict and are likely to find themselves acting on behalf of the town at Pevil’s annual
axe throwing competition.

Setup
Pevil’s Tavern (p. 111) is hosting its tenth annual axe throwing competition.
Over the past decade, this competition has grown in both size and spectacle be-
coming a popular event throughout the region. Reman’s troop movements and
the attack on Lelisthala put a damper on the festive mood, but Pevil is pushing on
despite everything going on in the province.
The winner of the competition is offered a substantial cash prize, which could
provide motive enough to become involved. However, it’s also well known Pevil’s
family was slain by orks during the Second Theran War and he would like nothing
more than to return to war with Cara Fahd. Rumors circulate that Reman was

Cross-Purposes
The events of “Royal Summons” are meant to get your table
into the town of Freewater and interested in Reman Prontis’s
motives. Many other Namegivers arrive in Freewater with
similar goals. Details for many of these personalities can be
found in this chapters The Figures section Cara Fahd is aware
of Reman’s agitating and sent one of their Chief Proclaimers,
Tinsith Oathtaker (p. 121) to investigate. Zarass’s Chargers are
already in the area with an axe to grind against Reman. Zarass is
looking for a good excuse to attack the city and dispatched one
of her advisors, Aurin, to create a report she will approve of. The
damage Reman is causing along the Greenheart has gotten the
attention of the Landisian Lands movement. Tribas Koar arrived
in the town to determine whether Freewater would be a safe
bastion for the many refugees the movement has taken in. He’s
currently operating under his assumed identity (Boril of Landis).
The leadership of Freewater is not entirely passive in Reman’s
approach either. Calen Ghrun and Okambri are very concerned
about this warmonger approaching their gates and wish to do
everything in their power to prevent violence in their town.

128
making overtures to Pevil and is likely to have representatives present at the com-
petition
The council of Freewater would like to form a wedge between Pevil and Re-
man. They hope that, without Pevil’s support, Reman will turn his gaze on a dif-
ferent village and leave theirs alone. As listed in the Cross-Purposes sidebar, there
are many other parties interested in getting to the bottom of the situation, any of
which might be willing to hire on adepts to help keep their eyes on the crowds at
Pevil’s.

Challenge 1: Drink It All Away


All Namegivers interested must sign up the day before the competition and
pay the small deposit to compete for the chance to win the big purse at the end.
Pevil’s is packed on this day with all manner of revelers. At various points through-
out the day, Pevil takes the opportunity to address the crowd. He claims “King
Reman bought a round,” and provides free drinks to all the Namegivers within the
tavern. An act always met with enthusiastic cheers. When the time seems right,
he takes the opportunity to talk about King Reman’s “noble plans” to “defend the
people of Landis from Cara Fahd.” He takes every opportunity to convince his cus-
tomers that officially joining Reman would be a good choice for Freewater.

Freewater’s guard would not last long in a protracted battle


with Reman’s forces and the council knows it. Instead of a direct
confrontation, their senior scout, Zuto wishes to determine
Reman’s goals in the region and determine how best to steer him
away from the city.
Behind all of this, Kine attempts to manipulate the information
received by each group and keep everyone at each other’s throats.
Kine wishes for conflict and instability to spread throughout the
region and is an expert in spreading misinformation.
Gamemasters are encouraged to introduce these four
investigations to the characters prior to Reman’s arrival
in Freewater. While these personalities have a common
cause in wanting to stop Reman, they have a variety of
different goals. Some merely wish for Reman to leave
Freewater alone while others prefer to see Reman killed
and give little regard for collateral damage to the town.
Should those seeking peace begin to tip the scales away from
Reman and Zarass’s hostile attitudes, Kine removes the key
players and frames their closest allies. If possible, he designs a
secret meeting between “Boril,” Tinsith, and Zuto in an attempt to
remove all of them simultaneously.

129
The characters should realize that getting into a disagreement with Pevil at
his bar while he is handing out free drinks is unlikely to win hearts and minds.
Instead, they should look into his past and find his motivations for supporting
Reman.
It’s public knowledge Horus Pevil has run Pevil’s Tavern since the earliest
days of Freewater. He grew up as a citizen of Basstown and took up arms against
the vicious raids that took place in the early days of Cara Fahd’s resurrection; at-
tacks that claimed the lives of both of his parents.
Anyone who more closely investigates Pevil’s life discover he is married, but
he and his wife have no surviving children. While only known to the city council
and other long-standing citizens for Freewater, Pevil used to have a daughter. This
daughter, Heather, joined the Iron Legacy. Heather was killed while attacking a
peaceful ork village just as public opinion began to turn against Star.
The loss of his daughter broke Horus, who was a strong voice for peace until
then. Horus blamed the orks for his daughter’s death. Should the barman get a
sympathetic ear and a reminder of the pain that comes with war, he can be per-
suaded to take a more cautious stance. Less scrupulous characters could black-
mail Horus into changing his mind by threatening to tie his daughter to the infa-
mous Ilfehena Star. This would be terrible for Horus’s bottom line, making him
willing to keep his opinions to himself.

Challenge 2: Axe in the Back


Throughout the competition, several key figures come and go. While many
councilmen are present on one or two of the days of the competition, Gur Crack-
horn (p. 119) is a guest of honor every day. He loudly takes bets on the action and
makes distasteful comments about the competitors being a threat to Cara Fahd’s
future. Keeping an eye on Crackhorn,
he has two preferred competitors: Fern
The Return of
Romnin and Willard Gowen. These two Olichus Druff
are unknown to the people of Freewater
and prefer to keep to themselves. Gamemasters who already
These two are members of Reman’s played through Public
Tyrants and are responsible for tak- Execution’s “Biting the
Hand” may wish to tie the
ing the city’s temperature before the
mysterious benefactor in Fern
would-be King’s arrival. If Pevil was al- and Willard’s note to earlier
ready turned against Reman, the two are events. This benefactor is Kine
more desperate in finding allies. When it in disguise, continuing to push
seems they have a councilor in their cor- his war agenda. He could be
ner, they take that as a good sign. By the using the identity of Olichus
third day of the competition they grow Druff, the same he used during
the earlier framework.

130
comfortable enough with Gur to sit at his table and openly discuss the possibili-
ties of war.
If confronted by the characters, Fern and Willard admit to being affiliated
with Reman’s forces. They claim, falsely, they know nothing about Reman’s slav-
ery or other war crimes elsewhere in the province and they wish to ensure the
entire region doesn’t fall to Krathis Gron’s greed.
Fern and Willard initially avoid confrontation with the characters. If it’s clear
the group has its sights set on them, they gather together some local allies and
ambush the characters in an alley, removing them from the equation.
If Fern and Willard are incapacitated, or their belongings pilfered in some
other way, the characters find two interesting missives. One is a note addressed to
Reman. This note claims “Reman’s intelligence was correct,” and a “middle aged
and portly man from Jerris” made contact with Gur, offering him a significant sum
of silver to support King Reman. The second note is one they are drafting to Gur
warning him to stay far away Pevil’s or the town hall on the final day of the com-
petition.

Climax
If the characters bring these notes forward to the city council, they’re quick
to remove Gur from power and brace for a potential attack. The council requests
the group forego the final day of the competition and instead protect the capital
building. They’re willing to offer an acceptable wage for the task. If the characters
do not pass this information on, the town continues to run business as usual until
the final day of Pevil’s competition.
As the final few axe throwers prepare for their trick shots in the field, Reman’s
forces arrive in unison at the eastern and western gates. The guards at these gates
have no chance of resisting Reman’s forces. If Pevil and Gur were given free reign
to talk up Reman’s activity, the guard don’t sound the alarm, instead joining forces
with this new king. Reman’s forces spread throughout the town to capture critical
points of interest, dispatching sizable forces to both Pevil’s and the town hall.
If the characters aligned with the council, Okambri (p. 120) suggests they
launch a fighting retreat to the italicize vessel on the pier and attempt to escape
the town. Calen Ghrun (p. 117) prefers to stay with his people and attempt to
prevent as much bloodshed as possible. Characters who instead chose to contin-
ue the competition at Pevil’s find themselves in a chaotic mass of Namegivers. If
they formed an alliance with Pevil, he may rally the crowd into resisting Reman’s
forces, but it’s only a matter of time until the Tyrants manage to corral the crowd.
In such a scenario, Pevil suggests the characters make contact with the council or
other outside aid.
If the council had no warning, its number is split between both locations and
some are certain to be captured.

131
Strategos Warfare
Premise
Reman Prontis is genuinely surprised the banners of Freewater haven’t un-
furled on his behalf. Hearts and minds throughout Freewater are likely to be
against war with Cara Fahd, especially with the characters working against him.
Reman refuses to be deterred and attempts to claim his rights to the town as the
lost King of Landis. He orders his detachment of soldiers, some of which are obvi-
ously Theran, to secure the walls. The characters are joined by Zuto outside of the
city with the aim to request aid from the Landisian Lands movement. As they flee,
they encounter Zarass’s Chargers and the ork tribe enflames the situation.

Setup
At the end of the previous framework, some or all the council were captured
and the characters were likely fleeing Freewater. Characters accompanied by the
remaining members of the council make their way to the Heart’s Desire. Zuto is
also present and the council encourages them to reach out to potential nearby
allies, namely Cara Fahd at Claw Ridge and the Landisian Lands at the ruins of
Kelensk.
If the characters are on their own, they could run into Boril (p. 116) on his
way back to the Landisian Lands who may see the characters useful in an extend-
ed operation against Reman.

Challenge 1: Return of Zarass


Whether accompanied by Zuto or Boril, just north of the Ford of Corpses, the
group is once more confronted by Zarass’s Chargers. Depending on how they
treated this group in “Royal Summons,” they might find themselves face to face
with hostile orks or they may see potential allies.
Zarass’s forces moved en masse toward Freewater when they heard Reman
was nearby. When her councilor, Aurin, failed to return from Freewater with a re-
port, she sent her troops into the town to demand answers. She suspects Freewa-

132
ter joined with Landisian Lands and intends to reignite violence with Cara Fahd.
She also suspects an organized operation was responsible for Aurin’s death and
those responsible must be “brought to justice,” which to her means summary ex-
ecutions of those who admit any level of involvement.
Zarass can be convinced the Landisian Lands movement was uninvolved, but
any mention of Reman’s whereabouts has the potential to stoke her gahad as she
seeks vengeance for her fallen comrades. She vowed to see his head placed on
a pike. Once her gahad is triggered, she’s inconsolable and intends to move her
forces to Freewater to oust the “Theran scum.”
She demands the group accompany her back to Freewater and aid her in the
assault, though she’s not in much of a position to enforce these demands. If the
characters refuse her, she views them as untrustworthy cowards, likely causing
difficulty for them down the line. Zuto wants to continue on to Claw Ridge to get
more stable allies (and Boril to reunite with Landisian Lands), but the characters
can do as they wish.

Challenge 2: A Tricky Assault


If the characters return with Zarass to free the town, she eagerly makes use
of the adepts. She intends to launch a lightning raid on Basstown Bluff while the
adepts commit to a flanking action on Kerup Ridge. Zarass expects the city is still
in disarray as the Tyrants attempt to cement their control.
Unfortunately for Zarass, the Tyrants moved quicker than any suspected.
They already man the palisades on Basstown Bluff and are working on moving
the town’s resources to this defensible position. Zarass’s attack is doomed to fail-
ure as the trained Theran forces attack from defensible positions supported by
magic. In addition to the loss of several of her most skilled soldiers, her attack
galvanizes large portions of the town who see history repeating itself in the form
of ork raids. Several minor councilors come to believe a new war is already upon
them and Reman forced Freewater to his side.
At Kerup Ridge, the flanking adepts face less resistance. Only a token force
is manning the walls here as the rest of the Tyrants in the area are rounding up
wealth and people of interest to withdraw them to Basstown Bluff. The characters
become aware of an impending attack on a wagonload of valuables. At the same
time, a group of citizens is about to be captured (possibly including a councilor).
They only have time to confront one of these groups, while the other makes it to
the safety of a reinforced position.
After the failed attack, Zarass settles down for a longer siege, dispatching run-
ners to Claw Ridge. She believes she committed her forces to the first step of a
righteous battle against Theran agitators. Whether the leadership of Cara Fahd
agrees with her remains to be seen. While Zarass prefers the characters stay with
her forces, she sees the value in uncovering the truth about the Landisian Lands

133
movement and gathering further intelligence, especially as there’s unlikely to be a
renewed offensive in the next several days.

Climax
As the characters turn their attention to the Landisian Lands movement, they
are forced to travel several days overland. In the middle of the night in the wilds,
they’re ambushed by an exiled Nethermancer assassin (p. 232) and his slayer
spirit thrall (p. 237). This assassin does whatever she can to prevent being taken
alive, though if she is captured, she can be coerced into revealing she was sent
after the group by Kine to ensure they don’t make contact with the refugees.
A Queen by Any Other Name
Premise
The characters meet Landisian Lands, their charismatic leader Darla. The
movement disavows any ties to Reman or the Tyrants. After some debate, they
agree to come to Freewater’s assistance. Their hope being they can convince the
forces of Cara Fahd that Reman is a renegade leader with little support. Hopefully,
this prevents a massacre in Freewater
and minimizes loss of life. As the group
makes their way back to Freewater,
they learn more about the movement
and its motives, as well as Darla’s mys-
terious past. Arriving in Freewater,
Darla and Dvilgaynon come face-to-
face.

Setup
When the characters follow ru-
mors of Landisian Lands where-
abouts, they arrive in ancient ruins
where they find a few hundred Name-
givers in varying states of malnutrition
and injury. These are refugees from
nearby villages. Some fled south from
the remnants of the Legion of Dam-
nation. Others encountered Reman to
the west and refused to acknowledge
his claim. However they arrived, those
who remain have nowhere else to go.
Guards are quick to notice the
well-equipped, healthy characters and

134
question their intentions. The guards take them to their commander, Tribas Koar
(under his alias Boril Moav).

Challenge 1: The Landisian Leadership


The group is taken to the remains of a once grand temple of the Passions.
Within are the informal heads of the Landisian Lands movement, approximately
twenty Namegivers including Darla, Tribas, and Merheb. At this point, the char-
acters have likely already met Tribas and how the group has treated him plays a
significant role in his initial opinion of them and how willing he is to vouch for
them to Darla
After the characters lay out the situation, Darla sits quietly fearing for the
fate of all within Freewater. Tribas urges caution and points out their group is not
ready for a military engagement, especially not against specialists like the Tyrants.
Even if they were able to oust the Tyrants, they have no assurances Cara Fahd will
resist the urge to claim the town to secure their borders. Merheb (p. 120) points
out leaving the citizens of Freewater to the depredations of the Therans is repre-
hensible and allowing them to be forced into combatants against avenging orks
is just as bad. Though she also admits the Namegivers here in Kelensk are still far
from a stable position, with many unfit to journey back into the jungles. She be-
lieves that abandoning them also does not feel like the proper solution.
The characters can address these opinions as they come as well as present
alternatives. Depending on their relationship with the ork forces and the mes-
sengers sent back, they might reasonably believe they could control the situation
as long as they can prove that Reman doesn’t have ties to Landisian Lands. The
characters might also be able to assist with the temporary residents of Kelensk,
treating their wounds or securing food and beasts of burden for them from the
surrounding environment.
Depending on the arguments the characters put forth, as well as Tribas’s initial
opinion of them, Landisian Lands formulates slightly different plans. Darla knows
she cannot ignore Freewater’s plight, if left unaided it could spark war throughout
the region. She believes her movement should meet with Cara Fahd’s leadership
and work together to find the most peaceful solution possible. She believes she’s
the most qualified to speak with the group and put forward the alliance, so she
must go. Merheb is left behind to keep the civilians as safe as possible. Tribas may
or may not accompany the party depending on whether or not he trusts the group
will see to Darla’s safety in his absence.

Challenge 2: The Sick and the Meek


As the group travels back to Freewater, they have an opportunity to speak
with Darla away from many of the others. Darla is cagey when it comes to talking
about her past, though she sticks close to the truth. She talks wistfully about her
home village in the lowlands of Barsaive. She wears her emotions on her sleeve

135
when discussing its destruction in the early days of the Second Theran War. She
says she was enslaved and brought beyond the Selestrean Sea. Though she dances
around several facts. She doesn’t want to admit her home village was Hanto or
that she was removed from the village before its destruction. She is especially
tight-lipped about where she was taken and refuses to discuss the Theran labora-
tory in Cathay. However, she is not much of a liar and it’s easy to tell she’s holding
back on the details. If Tribas is present, he shields Darla from too many prying
questions. Instead bringing the discussion to the characters’ pasts or his history
working with the rebellion in Vivane.
The characters eventually encounter a group of refugees who fled Freewater.
If the characters didn’t accompany Zarass back to the town, the refugees bring
them up to speed on her attack
When Darla encounters the refugees, she asks the characters to help tend the
wounded. She uses her healing abilities which most assume is some form of Blood
Share. Though any adepts who possess Blood Share know she either possesses a
unique knack she’s unwilling to discuss, or it’s something else. If questioned, Dar-
la simply says she’s always had healing gifts. If pressed, claims ignorance about
the source of her powers and mentions that investigating ancient human magic
and the Journeyman Path is what brought her to Landis in the first place.

Challenge 3: The Quick and the Dead


While moving through the underbrush, the group is assaulted by a clutch of
jungle griffins (Gamemaster’s Guide, p. 294). Darla joins the battle against the
creatures, turning her hands to claws. She makes no effort to hide she’s a skilled,
resilient combatant, only backing off after taking multiple Wounds or nearing un-
consciousness.

Climax
When the group arrives at Freewater they find a few hundred ork warriors
encircled the village, far more than the several dozen who accompanied Zarass on
the initial foray. They built makeshift ferries and installed ropes across the river
to make any escape via the Greenheart more difficult. The characters are quickly
challenged by a patrol.
Depending on how the players left Zarass, their reputation is likely to pro-
ceed them. If Zarass has a negative impression of the characters, the group is com-
manded to lay down their arms before being escorted into the camp. This is an
idea Tribas is very uncomfortable with as he doesn’t trust the orks to act fairly.
Once within the camp, they are brought to Proclaimer Tinsith. If Tinsith be-
lieves the party is full of scheming liars, he’s unlikely to believe Darla is the head
of the Landisian Lands movement. To confirm her story, he pushes Darla to reveal
the whereabouts of her refugees, but she doggedly refuses. The situation is diffi-
cult to diffuse without the characters’ interference.

136
Once they earn Tinsith’s trust, he’s willing to escort the group to the current
head of the camp, Krathis Gron’s advisor, Dvilgaynon. Moving further within the
camp, it’s immediately obvious which of the tents is Dvilgaynon’s. It’s enormous
compared to the others and covered with exotic patterns. If that wasn’t enough
to call attention to that portion of the camp, the slight human woman of Cathay
heritage is also immediately out of place.
They see Dvilgaynon giving orders to several groups. As the party approach-
es, Dvilgaynon turns and immediately locks eyes with Darla. The two freeze in
obvious shock for several moments. After a bit of a stuttering start, Dvilgaynon
regains her senses. She turns to the others and says she’ll speak with the leader of
the Landisian Lands in private.
Darla immediately agrees to the audience and there is little the characters
can do to stop the meeting. Any camp orks (such as Tinsith) who witnessed Dvil-
gaynon’s reaction are clearly surprised by the advisor’s reaction. They say they’ve
never seen the woman at a loss for words.

Cleaning Up the Streets


Premise
After a meeting, a plan is enacted involving a false flag of truce. The people of
Freewater rise to the occasion, refusing to work alongside the Tyrants. The swift
turn results in the capture of many of the Theran forces.

Setup
After a protracted private conversation between Darla and Dvilgaynon, the
available commanders and their advisors are gathered to determine the course of
action. Darla, Dvilgaynon, Tribas, Tinsith, Zarass, any Freewater councilors who

137
escaped Reman’s siege, as well as the characters are among those who could be
called to attend.
Dvilgaynon opens the meeting by discussing the size of Reman’s force and
their disposition tucked into Basstown Bluff and the caves below. Addressing the
gathered Carad orks, she tells them that Darla has earned her unquestioning trust,
and Landisian Lands is to be treated as a respected ally. Dvilgaynon’s sudden deci-
sion is surprising to those that know her well, but her tone brooks no argument.
Darla and any who made it out of Freewater are to work in concert and are to be
fully supported by the forces of Cara Fahd. The goal of the operation is removing
the leader of the Tyrants while minimizing civilian casualties.
She then opens the floor for any, including the characters, to bring forward
options for how best to accomplish their task.

Challenge 1: Take the Charger by the Tusk


Soon after the talks begin, Zarass is unable to keep her anger in check. She’s
furious with Dvilgaynon’s decision to trust the people of Freewater. She staunchly
believes Freewater purposefully aided and abetted raids throughout Cara Fahd
since the Second Theran War. Going in with an effort to minimize casualties only
serves to put orks at risk and refusing to accept Zarass’s opinion in this disregards
her rights as a general and tribal leader.
Dvilgaynon is unmoved by Zarass’s emotional outburst and she does not ac-
knowledge the chieftain’s rage. If the characters have established a rapport with
Zarass, they might be able to convince her to continue to work alongside the
group, though Dvilgaynon will disapprove of any plan that brings the Chargers
into close proximity to the citizens of Freewater. If the group can concoct a plan
with reasonable chance of success, she is willing to follow their lead. If no such
plan is forthcoming, Dvilgaynon orders Zarass to move her soldiers to the south
bank of the Greenheart and into a loose formation designed to catch any who may
attempt to escape. Zarass curtly nods in agreement to the plan before departing,
but there’s clear rage in Zarass’s eyes.
After Zarass leaves the meeting, the others turn to further discussing a plan.
Early on in the discussions, Dvilgaynon recommends the outsiders can approach
Reman under a banner of truce. These outsiders distract Reman, claiming they
represent the Landisian Lands and wish to join forces with the “King of Landis.”
With a significant distraction at the front gates, a smaller contingent sneaks into
the caves from the river, handling the Tyrants he leaves behind to hold the town.
As plans continue to take shape, Dvilgaynon angles the conversation to place
Darla at the head of this truce delegation. While this distraction occurs, the char-
acters will lead a foray into Flat Town.
As long as there are no unexpected delays, it’s possible for the characters to
catch up to Zarass before her group departs from the siege. If they earn her re-
spect, they discover Zarass intends to seek bloody reprisal on any Tyrants she’s

138
lucky enough to capture. Also, she’s seriously considering leading her troops on
to Erythen to ensure the Tyrants have nowhere nearby to go to ground. It’s pos-
sible, though difficult, to advise her to be cautious before launching into another
attack and any assertions that she’s being a fool or a coward are likely to put an
abrupt end to the conversation with her Chargers going rogue until the operation
is complete.

Challenge 2: False Flag


Darla and any of the escaped Freewater leadership, under a banner of truce,
approach the main gates. Her goal is to draw Reman to the negotiating table. Darla
intends to delay Reman. She’s not a skilled liar and Dvilgaynon’s plans don’t take
this into account. Instead, she gets Reman to open up about his plans and how
they could help the people of Landis together, strongly intimating they can enter
into a secret alliance.
In the meantime, the characters sneak into the town from the river. Once
within the palisade, they are should organize a resistance and free any captured
councilors. Once freed, the group sends a prearranged signal. Reman and the re-
maining Tyrants negotiating with Darla can be captured or killed.

Climax
When the characters come to blows with Reman’s men, they find the citizens
of Freewater eager to resist the Tyrants. The Tyrants were abusing their position:
demanding bribes, looting businesses, and worse. Even those previously con-
cerned about Cara Fahd now know Reman cannot be allowed to hold the town.
While the majority of the citizens are far from qualified, many are willing to die
for their freedom.
The characters need to move across the city, killing or capturing the remain-
ing Tyrants. They do battle to defend the locations in Freewater they frequented

139
earlier in the plot. Of particular note, Pevil is a Warrior and gifted tactician who
begins leading forays against the Therans from his tavern.
Zarass’s advisor, Aurin, is discovered amongst the captives and is happy to
return to Dvilgaynon’s camp. This is secretly Kine in disguise, but noticing the
illusion requires a very difficult Sensing test.
By the time the characters rejoin Darla and Dvilgaynon’s troops, they cap-
tured Reman and a dozen of his closest lieutenants. They turn these captives over
to Freewater’s council, who request Dvilgaynon continue to show the city military
support until the Tyrants are sentenced and their threat ended.
Wild Accusations
Premise
Darla, Dvilgaynon, and the Freewater Council discuss the future of the town.
They also discuss the fate of Reman and whether or not he was sent by Theran
forces. While the group debates, Kine re-emerges. He frees the captured Tyrants,
encouraging them to remove Darla, who oversaw their capture before making
good their escape. The players learn of the jailbreak and pursue the Tyrants, only
arriving in time to witness Reman attempt to assassinate Darla. The assassination
attempt fails spectacularly, resulting in Reman’s death. Dvilgaynon sends the play-
ers after Kine to bring him in, dead or alive.

Setup
The group is summoned to another meeting between the representatives of
Cara Fahd, Landisian Lands, and the surviving council of Freewater. The prima-
ry purpose is to determine the fate of the captured Tyrants. Both Cara Fahd and
Freewater are taking this opportunity to forge more permanent alliances. For her
part, Darla claims her work to help Freewater is done and she should return to
those who rely on her. It’s only when Dvilgaynon mentions the possibility of send-
ing the people aid and having further one-on-one meetings with Darla that the
young human grudgingly agrees to a more long-standing relationship.
After all three parties are satisfied their desires are met, the topic turns to the
matter of Reman and what should be done with his Tyrants. Dvilgaynon and the
Council both believe he and his people should be put to death. Darla is not excited
about the prospect of further deaths. The characters can sway the fate of Reman’s
forces, perhaps turning them into prisoners of war for Cara Fahd or even securing
their ransom to Jerucz.
Once their fate is determined, the characters are sent to retrieve the captives
so judgment may be passed upon them.

140
Challenge 1: Jailbreak
As the characters approach the makeshift jail holding the remaining Tyrants
(possibly Pevil’s Tavern), it’s immediately apparent something is wrong. The
guards outside are collapsed in the streets and it doesn’t take long to realize the
Tyrants have escaped. An investigation uncovers one of the guards is merely un-
conscious. Reviving him reveals he was attacked by an older human in a robe.
If the characters were involved in “Biting the Hand” (p. 44), they recognize this
description as Olichus Druff, which they may or may not know is an alter ego of
Kine Denairastas.
The guard describes several spells making it clear the Tyrants were aided by
a powerful Illusionist. Pursuing the escapees, at first it appears they fled into the
woods but the trail soon turns back, heading towards the ork camp.

Challenge 2: Broken Arrow


If the group is pursuing the escapees, they have a chance to notice an ambush
set up by the Tyrants at the tree line. These Tyrants are attempting to prevent the
characters’ pursuit while Reman lines up his shot against Darla in the valley be-
yond. A valley likely being prepared with nooses intended for the Tyrants.
If the characters spot the ambush, they have the chance to circumvent it, but
doing so delays their approach and gives Reman a chance to take the shot (Reman
Prontis’ Game Information, p. 225). Running headlong into the ambush puts the
characters in a difficult tactical position. The group only has a few rounds to make
it to Reman before he can take his shot.
As the skirmish proceeds, those present in the ork camp realize what is going
on and rush to assist. If the characters cannot get there in time, Reman makes the
perfect shot with a glowing arrow and pierces Darla through the heart.
If the characters stop the assassination attempt, Kine, under his guise as Au-
rin, attempts to kidnap Darla. He grabs her and attempts to magically swap their
position with guards (or characters) along the perimeter of the conflict. However,
the spell interacts with Darla in an unexpected way, causing a thunderous boom
and flash of light, moreover the spell fails with Kine’s disguise rapidly unraveling.
In either event, Dvilgaynon flies into a rage at the attack and transforms into
an immense bronze Cathay dragon. She unleashes a torrent of flames at the at-
tacker. If Reman took his shot, he’s dumbfounded by this new state of affairs; but
not for long when he’s engulfed in flames and burned alive.
Kine, unaware of what Darla is and what she means for Dvilgaynon, didn’t
expect the dragon to react this strongly. Whether Reman struck the blow or Kine’s
failed swap spell provoked Dvilgaynon, Kine flees the field immediately (using
Illusionist spells such as Other Place and Form Exchange).
Before Dvilgaynon gives chase, Darla coughs and struggles back to her knees,
inexplicably surviving what should be a lethal wound. This draws the dragon’s
attention and she returns to her human form. She immediately takes to caring

141
for Darla. She charges the charac-
Sequel Hooks ters with tracking down Kine, see-
ing him brought to justice, making it
Passing Cloud—After battling clear dead is as good as alive.
the wisps at the end of “Wild
Accusations,” the characters Challenge 3: Hot Pursuit
may be tasked with procuring a Kine’s Illusionist tricks are quite
sample of the Horrorspawn in
potent and catching up to him as he
the wisp, either by Dvilgaynon
or another interested mage. flees through the jungle is no easy
The group must return to the task. He circles the city and crosses
forests with an orichalcum at the Ford of Corpses before mak-
sampling kit to secure a piece of ing a beeline southwest towards Er-
the Horrorspawn. Once trapped ythen.
within the vessel, it calls out to Guards posted at the Ford admit
the nearby things that go bump they let a lone traveler through the
in the night and threats pursue ford and even sold him the horse of
the group through the woods. a fallen comrade. They don’t know
This plan could act as a followup
where he was heading, but Erythen
to Reap the Whirlwind (p. 84)
as it will conclusively gather and Kelensk are the only destina-
evidence that the Horrorspawn tions particularly close.
are moving and can be lured Further pursuit south of the riv-
through a variety of means. er sees the group run into Zarass’s
Rage of Lelisthala—The Chargers once more. Depending on
village of Lelisthala suffered how the characters treated Zarass
greatly at the hands of Reman so far, she might be willing to sell
Prontis and those who survived them extra steeds or join in their
want revenge. While some have pursuit of Darla’s would-be assas-
joined with Landisian Lands to sin. Zarass proves to be a speedy
get vengeance on the Therans, and skilled tracker and with her at
others came to believe Reman
their side, catching up to Kine in an
was forced into his actions by the
rise of orks to the north. These abandoned ruin is a trivial task.
misguided Namegivers attempt to
prey on the sympathies of others. Climax
They try to turn local villages and Kine had a ruin prepared in case
trading partners against Cara he needed to make a hasty retreat
Fahd, perhaps even coming to from the region (Kine’s Illusory Re-
work with surviving Tyrants who doubt, p. 226). The low clouds over
were truly responsible for the the ruin matter little to Kine as he
deaths within the village. enters the ruins, making his way to
the his inner sanctum. Once within,
he makes contact with the other exiles and learns of Jada’s activity elsewhere in

142
Barsaive. As the characters navigate Kine’s traps, he arrays his forces for a final
battle.
As the fight turns against Kine, clouds descend upon the ruin. The clouds are
several wisps of the Horror cloud that once loomed over Stormhead which Jada
guided to the ruin to eliminate the competition (Wisp Broods, p. 238). Escaping
the cloud becomes the chief concern of the characters, granting Kine additional
leeway to make his escape.

Loose Ends
Regardless of the outcome of this scenario, Reman’s attack on Freewater has
a significant impact on history.
Thera is likely to shoulder much of the blame for the attack. Cara Fahd and
Landisian Lands are keen to join forces to remove Theran influence from the re-
gion. The fortress of Jerucz (p. 113) remains beyond their reach, but smaller set-
tlements such as Erythen or Grimeye’s Crossing may be removed from the map as
the Therans are chased west.
The citizens of Freewater likely gain a fresh perspective on war. Their
long-standing enemy, Cara Fahd, took significant risk to resolve the siege without
bloodshed. The orks of Cara Fahd are likely to have found newfound respect in the
villagers of Freewater who risked their lives to resist Reman’s oppressive regime.
The town’s geographical location makes it a continued potential threat to the ork
nation, but Krathis Gron and Dvilgaynon both agree a formal alliance between the
two groups should be cemented.
The Tyrants were scattered after the re-taking of Freewater and subsequent
jailbreak. While they may no longer be united under King Reman, each is still a
threat. Wherever they can find like-minded people to continue the cycle of hate,
they have the possibility to forge a new army.
Word spreads quickly of Dvilgaynon’s true nature as a great dragon, but
there’s no obvious and immediate backlash as Kine hoped. Krathis is the most
concerned about this reveal, as she now fears her people may lose faith in her and
instead place their trust in Dvilgaynon. Whether her fears bear any semblance to
reality remains to be seen.
Behind the scenes, the dragons of Barsaive are interested in Dvilgaynon’s out-
burst. It doesn’t take them long to determine Darla is the lost Aardelea returned
to them. They immediately begin to plan on how best to bring her under their
protection and set to orchestrating the summit discussed further in (p. 194). Dvil-
gaynon, suspecting the other dragons’ motives, immediately works to place Darla
on high profile assignments where she works against Theran operatives. Dvilgay-
non isn’t sure what to make of the Child of Blue Spirits, while she concocts her
plan, she keeps Darla loyal to her by slowly revealing the truth of Darla’s heritage.

143
144
Pirates and Thieves
The Story So Far

T
he Serpent River network has been pivotal to trade throughout Barsaive
since the province’s earliest days. Many tributaries enter the Serpent as it
makes its trek from the north down to the Scarlet Sea in the south. Along
this complex network, t’skrang aropagoi formed to capitalize on the silver to be
made by plying the waters. These aropagoi, sometimes referred to as the Great
Houses, clashed over territory for some time. Flourishing independently, they
eventually took to attacking one another to secure lucrative locales for their own
aropagoi. Eventually, the Great Houses determined violent conflict along the river
hurt bottom lines across the board, and they decided battle between the Houses
would be limited as much as possible, with many conflicts along the rivers turned
into rituals and fees the aropagoi could negotiate amongst themselves at a later
date.
Centuries before the Scourge, House K’tenshin sought to secure their control
over the southern Serpent and its many tributaries. Also known as the House of
Nine Diamonds, K’tenshin formed an alliance with the Theran Empire and se-
cured the lower Serpent as well as the Iontos and Byrose tributaries. However,
they faced resistance along the Tylon from House T’kambras. Instead of negoti-
ating and finding a peaceful way to acquire the Tylon, House K’tenshin and their
Theran allies attacked and destroyed this rival root and stem. They demolished
the T’kambras Foundation leaving its shivalahala to watch from the shores as her
family was destroyed. From the banks of the Tylon, Shivalahala T’kambras sang
her final ghost song. She and her aropagoi faded into memory with nothing but
the Shattered Towers left behind to mourn their passage.
After the Scourge, Namegivers returned to the world. Having gained a reputa-
tion across Barsaive, the legendary Thief Garlthik One-Eye cemented control over
Kratas, the City of Thieves. His Force of the Eye proved remarkably organized,
equipped, and informed. As those who operated in the city began to pay their
dues, it quickly became apparent to the brigand-cum-magistrate he needed a way
to fence his growing inventory of illicit material. Knowing House K’tenshin was
more interested in profits than ethics, he founded a port. Daiche, along the nearby
Tylon River and a trade relationship between the two parties began.
Over the next forty years, Daiche established itself as the most prominent
trade port on the Tylon and the vast majority of those profits made their way into

145
the Force of the Eye’s coffers. However, House K’tenshin was becoming an unreli-
able trade partner as they constantly attempted to secure a bigger piece of the pie,
increasing costs and enforcing their trading monopoly along the river.
All private industry was forced to pay large fees to both the Force of the Eye
and House K’tenshin. This called the future profitability of Daiche into ques-
tion. Garlthik refused to be outmaneuvered and sought shipping partners who
wouldn’t be cowed by the Nine Diamonds. He discovered three separate groups
willing to run products for the port: Dinganni nomads, Scavian barges, and Jedai-
yen Westhrall’s smugglers. While the Force of the Eye never endorsed any of these
routes, it wasn’t long before every citizen of Daiche knew how to make contact.
Dealing with the Dinganni was the slowest option, but also the least costly
and one the K’tenshin couldn’t easily dispute. Unlike the local scorchers, Dingan-
ni nomads were almost all united by a code and an offer accepted by one group
would be respected by all. This slow, overland option allowed Throal and oth-
er governments to move goods to and from Daiche without relying on K’tenshin
shipping.
The Scavians were an option for businesses willing to take on a small degree
of risk. These humans long plied the rivers in their enormous stone barges. Unlike
the aropagoi, the Scavian people have never been interested in economic monop-

For Reference
This arc takes place in central Barsaive with most of the
events taking place in the village of Daiche on the banks of the
Tylon river in the shadow of Kratas. Gamemasters who wish to
expand this arc can find additional information in Kratas: the
City of Thieves and The Serpent River.
If used as part of an epic campaign, the events of “In and Out”
are assumed to happen at least a few weeks after A Public
Execution (p. 21). Zahm Denairastas left Iopos and joined the
forces moving on Kratas. The events in this plot generally occur
after the events described in Long Live the King, allowing
gamemasters to introduce Terricia (p. 164) as a minor player in
Freewater before she plays a more significant role here.
While this arc is expected to occur chronologically later in the
story, it has little overlap with Riotous Bloom and Long Live the
King and its events can be placed anywhere in the timeline that
makes sense for your table. However, the events of this chapter
should conclude before the frameworks described in Draconian
Solution.

146
olies. Instead they are insular, relying on ventures like True Element mining when
they required an influx of silver to support their vessel. As the Scavians proved no
threat to the Great Houses’ economic maneuvers, the aropagoi opted to allow the
Scavians free reign to ply Barsaive’s waters without entering into the same pacts
that bound the t’skrang. However, the K’tenshin abused the Scavians in their ter-
ritory much as they now threatened the Daiche. With common cause and seeing
trade as a safer alternative to mining, some Scavians were willing to take goods
on the port’s behalf. While this technically broke a few treaties, it was a difficult
crime to trace.
Finally, there was a group of pirates and smugglers who long thumbed their
beaks at House K’tenshin, eager to run goods through enemy lines. This group, led
by Jedaiyen Westhrall, took up the Name of the long defunct aropagoi T’kambras.
By using the Name of this lost House, Captain Westhrall hoped to grant her vio-
lent actions against K’tenshin an air of legitimacy. However, few took her spurious
claims seriously. These vessels flew false flags and mounted attacks on any crew
that appeared vulnerable. Even with this sinister reputation, they proved capable
of moving goods quickly for a reasonable cost.
K’tenshin quickly noticed their falling profits along the Tylon and knew Dai-
che’s “illegal business practices” were responsible. While true, Daiche’s Justice of
the Peace, a dwarf Named Sagramon Steeltoe, took every opportunity to refute
these charges. It didn’t take long for the House of Nine Diamonds to dispatch a
warship to ensure the port’s “safety.” As the ship drew close to the port, Captain
Westhrall appeared aboard Astendar’s Desire. This enormous, split-paddle river-
boat was loaded with Scavian fire cannons. It moved with impressive speed and
made short work of the K’tenshin vessels by boarding them and forcing their sur-
render. From then on, Daiche was—unofficially—under the protection of the re-
formed T’kambras.
In 1509 TH, when the Therans landed Triumph, K’tenshin was quick to rejoin
their old ally. Violence along the Tylon followed, but Westhrall and her Council of
Captains refused to give ground. When the free peoples of Barsaive threw off the
Theran yoke, K’tenshin was forced to surrender to the other Great Houses, mak-
ing numerous concessions, including relinquishing the majority of the Tylon to
the newly recognized T’kambras.
Many scholars consider the peculiar alliance between the Force of the Eye,
House T’kambras, local human tribes, and businesses of all stripes to be emblem-
atic of Barsaive’s strength through diversity. This pact didn’t go unnoticed by the
Denairastas, who knew such an alliance posed a threat to their designs for the
province. As the Second Theran War ended, the Holders of Trust set their sights
on turning the operation to different ends.
Today, violence along the Tylon is on the rise once more. A torga led by Zahm
Denairastas (p. 18) spent years manipulating local relationships. They learned

147
members of the Force of the Eye repeatedly snuck into the Shattered Towers to
commit minor thefts and espionage. The torga manipulated these little raids and
ensured the Force members got their hands on one of T’kambras’s critical cultur-
al artifacts: the gem Named The River Song (p. 172).
Forced to respond to the accusations or lose face, Jedaiyen moved Astendar’s
Desire to Daiche. As Garlthik looked for a way to unravel the situation and return
the stolen gem without losing face, he left Justice Steeltoe in the same position
he had been in two decades earlier. While he was keenly aware of T’kambras’s
implied threat, he had no option but to employ the delaying tactics he employed
against the K’tenshin. Tactics with which Westhrall was quite familiar.
As tensions between the two groups teetered on the edge of disaster, Zahm
gave it one further push. Impersonating members of the Force of the Eye, he hired
an assassin. This assassin nearly slayed Westhrall aboard her vessel, but was in-
stead captured and broke to interrogation. Under cover of the morning mists, the
t’skrang blitzed the docks and secured the port before an organized resistance
emerged. The attack was an immense blow to the perceived power of the Force of
the Eye and Garlthik’s response remains to be seen.

The Plot
The characters are recruited by Terricia to take her to the port of Daiche and
make contact with Justice of the Peace, and “former” Force of the Eye member,

The Scavians and the Dinganni


The Scavians and Dinganni (covered in more detail in Denizens
of Barsaive vol. 1/Namegivers of Barsaive) are two separate
communities of humans who live close to Daiche and the Tylon
River. The Scavians are renowned sailors, traveling the Serpent
River in immense stone barges. These vessels are so large they
resemble floating villages rather than boats and can house up to
one hundred Namegivers. The secrets of the barges’ construction
were lost during the Scourge and none were built since the
Horrors retreated. It’s currently estimated there are forty or so
barges plying the Serpent. Most on the Tylon, Iontos, and Byrose
tributaries.
The Scavians tend to be flamboyant and ostentatious in their
actions, much like the t’skrang with whom they share the river.
They favor colorful scarves and clothing, as well as copious
jewelry. Both men and women wear their hair long and can serve
as the “helmsman” of a village. Scavians are known for their

148
Sagramon Steeltoe. Once they discover the situation in the port, they are to help
Garlthik organize a Force of the Eye response to the T’kambras takeover. When
the group arrives, they encounter their old patron, Zahm Denairastas (p. 18), who
tries to recruit them to his side. The characters are asked to choose a side and
must deliver terms to Garlthik One-Eye.
The group returns to Daiche and undertakes “Captains’ Council,” where they
meet the various T’kambras captains involved in the attack. They get the opportu-
nity to ingratiate themselves to either the t’skrang or the Force of the Eye as they
patrol the streets and discover Steeltoe’s whereabouts.
As they investigate the truth behind the T’kambras accusations against the
Force of the Eye, the characters find their way into Sagramon’s Estate during “All
Who Wander Are Lost” and recover River Song, which the t’skrang are seeking.
While they obtained the focus of the dispute, in “Follow Through” they discov-
er Steeltoe was assassinated and nobody seems to care. The group must decide
who to approach with the relic and where to hang their hat for the coming conflict.
With the pieces set, “Intelligence Failure” sees Terricia and an ogre start a
rampage and a jailbreak. They learn of the Force of the Eye’s attack and the Force
is being outmaneuvered at every turn.
Garlthik’s humiliation is made complete as members of the Force throughout
Daiche and Kratas turn in their amulets, swearing allegiance to House T’kambras.
Garlthik discovers his intelligence network was compromised. In “Gone Fishing,”
the characters are either recruited to aid his escape or prevent it at any cost.

mastery of True Fire and were instrumental in supplying the


returned T’kambras with the raw material for their engines
and cannons. Scavian communities are not homogeneously
human; small numbers of dwarfs and elves frequently live
among them. House T’kambras formally accepted several
Scavian barges into their aropagoi, an unconventional move
even for a t’skrang house renowned for unconventional ways.
The Dinganni are quite different from their Scavian cousins.
They’re nomadic tribes wandering the plains around Kratas.
Each band consists of around two hundred and they are well
trained in horsemanship and warfare. Even Dinganni children
are trained in weaponry. The tribes hold birds of prey in
the highest regard with feathers featuring prominently in
their attire. They often fight in elaborate headwear meant to
resemble the heads of raptors. Despite their capabilities, the
Dinganni are a peaceful people, unlike many of the scorcher
bands they compete against. They live by a simple but strict
code that forbids them from robbing or killing other Dinganni,
as well as harming “creatures of the air.”

149
Introducing the Characters
If playing Pirates and Thieves as
A Series of part of an epic campaign, the group
Favorable should ideally have met a few members of
Conditions
the Force of the Eye in southwest Barsaive
The T’kambras assault of during the events of Long Live the King.
Daiche was a surprisingly One member, the windling Terricia, serves
easy endeavor. The T’kambras to get the characters involved in the plot.
are quick to attribute the She seeks out the group while they take a
success to their superior break at a well traveled port. She wants to
fighting ability, but the truth
is the Denairastas were subtly contact Sagramon Steeltoe in Daiche and
preparing for the attack. Thick then continue on to Kratas.
mists obscuring their vessels, Even without this introduction, Terri-
locals willing to submit to the cia is an enterprising young windling
invading t’skrang, and the whose reputation precedes her. She’s
mysterious disappearances looking for some neutral adepts who can
of several prominent Force be trusted to do the job for which they’re
members were carefully paid. She’s confident in her ability to keep
planned and executed by one step ahead of any double-crosses and
Denairastas magic and Iopan is a good resource for characters looking
silver.
to shift goods of questionable provenance.
Jedaiyen realizes her troops
faced less resistance than
expected, but she currently The Stage : The Village
attributes it to double-bluffs
by Garlthik and his spies of Daiche
rather than outside influence.
The Denairastas find this Daiche’s History
belief most pleasing. Resting on the western bank of the Ty-
lon River, Daiche is easily accessible to the
people or Kratas, about a day’s walk from
the infamous City of Thieves. Despite this, there are many traders who conduct
business in Daiche because they’re unwelcome or unwilling to do so in Kratas.
Some believe the physical distance allows them to escape Garlthik’s cyclopean
gaze, but in truth Daiche is firmly under the control of the Force of the Eye.
Garlthik didn’t take an active role in Daiche’s planning or construction, pass-
ing those responsibilities to Sagramon Steeltoe, one of his most trusted lieuten-
ants. Steeltoe proved to be the best dwarf for the task and took to administration
with aplomb, personally involving himself with every aspect of the port’s devel-
opment. Buildings were constructed on thoroughly planned lots, owned by the
Force of the Eye and leased out to interested parties. Plenty of businesses were

150
Alternate Takes
This arc assumes the characters avoid taking sides for as long as
possible while they determine the truth about what is going on.
The group likely established a relationship with Zahm Denairastas
and may be interested in continuing the arrangement they started
during the events of A Public Execution.
Between House T’kambras and the Force of the Eye, characters
are likely to spend much of the plot unsure of whether the stolen
relic even exists. If it does exist, who stole it and when. Without
that information, the characters are unlikely to know which side,
if any, is in the right and may choose to play both sides against the
middle.
These frameworks assume the table eventually chooses to aid
either the Force of the Eye or House T’kambras. Those continuing
to play both sides find themselves making an enemy of both. If the
group burned too many bridges, it’s difficult for them to become
involved in “Gone Fishing.” In such a scenario, there are likely
many Namegivers roaming the streets looking to even the score
with the characters. This presents the opportunity for an entirely
different climactic battle.

eager to secure a foothold along the Serpent River network in central Barsaive.
The easy access to Kratas’s gray markets served as a bonus.
Technically, Steeltoe owns all the property in the port, leasing the property
and funneling the coin back to his old boss. Every tavernkeep, blacksmith, dock-
worker, and beggar living in Daiche sees their coin touch Garlthik’s enterprise in
one way or another. While many visi-
tors may convince themselves their fa-
Who is Currently
vorite barmaid working at the Giggling Confined at Daiche?
Smirk is nothing more than a friendly
flirt, she’s likely also one of Steeltoe’s The local Dacians weren’t
many eyes and ears gathering informa- the only Namegivers caught
tion on behalf of the Force. unaware by the dawn raid.
Earlier this year, T’kambras boat- Several independent riverboats
and traveling merchants were
men swarmed Dockside, securing the forced to stay in port against
piers in under an hour. From there, their wishes. Chief among them
they moved to claim nearby business- is V’leshi Quickbeak, captain of
es and gained control of the port in a the Luscious Lamprey and one of
single day. Few businesses stood firm the few K’tenshin still shipping
against the T’kambras forces. Many goods into Daiche. V’leshi

151
owners realized without pressure
worked hard to maintain her from the Force of the Eye, they would
shipping contracts with Houses avoid Garlthik’s exorbitant lease
Mikul and Ueraven of Throal.
rates. Official members of the Force
She’s currently just one mug
of ale away from challenging were quick to go to ground as Daic-
Jedaiyen to a duel. V’leshi and her he turned against their founder, with
crew make an unlikely alliance most unofficial members dragging
for any characters looking to their feet to see how the situation was
unmask the Denairastas plot likely to shake out. Few believe the old
in Daiche. She despises the trickster Garlthik could be taken by
Iopans and vehemently opposes surprise for long. Most expect the port
working with them or their will be returned to the Force’s control
“Ishkarat pets.” before long.
Another potential ally is
Osiann Ilsyn of Travar’s House The Port’s Layout
Achura, who was planning to In the seventy years since Daiche
leave Daiche on the day of the was founded, the port grew from its
attack. The windling Scout could humble beginnings as a smuggler’s
easily slip past the T’kambrian paradise into the most important
blockade and make his way trading settlement on the Tylon River.
back to Travar, but his curiosity
A lot of the business in Daiche remains
regarding the current events
has got the better of him. With focused around fencing stolen goods
contacts in both the Force of the from Kratas, but legitimate trade
Eye and House K’tenshin, Osiann grew alongside the illicit. Long-term
is on the verge of uncovering the residents sometimes balk at the idea
Iopan involvement in Daiche. As of Daiche being used for lawful trad-
a Scout, self-preservation is one ing and shipping, but they’re proud of
of his main priorities. He would what their community achieved.
much rather feed information to The population of Daiche is in-
some do-gooder adepts than get credibly diverse for such a small town,
involved himself.
though most permanent citizens di-
Gamemasters should feel vide themselves into two camps: the
free to create characters who
Old Guard and Fresh Blood. The Old
were also in Daiche when the
T’kambras attacked. Throalic Guard generally have ties to the Force
trading houses; Messengers of the Eye and the port’s founding:
working with the Overland proud of their sketchy past. Howev-
Trading Company (The Adept’s er, the Fresh Blood generally eschew
Journey: Mystic Paths, p. 73); criminal trappings, at least publicly
and representatives from Jerris, proclaiming a desire to move Daiche
Travar, and Urupa are all likely into “civilized company.”
candidates. Numbers-wise, Daiche is small in
comparison to trading hubs like Jerris,

152
Lake Ban, or Bartertown. It isn’t even large enough to warrant individual districts,
but locals divide Daiche into four loosely defined neighborhoods with significant
overlap. These are: Dockside, Cache Town, Sagramon’s Estate, and Rascal Avenue.

Dockside
Daiche was built to ship goods and the town’s lifeblood remains in its docks.
Large enough to anchor a dozen t’skrang riverboats in addition to numerous
smaller vessels, Dockside pulses with activity night and day.
Most visitors only stay in Daiche long enough to drop off or load up goods, as
the various piers are in constant demand and time spent in port is leased by the
hour. Throalic trading houses offered to buy portions of Dockside, but Sagramon
politely refused. Numerous taverns cater to the many river-bound visitors, with
many attempting to stand out by offering unique cuisine or custom house ales.
Some taverns cater to a particular group, such as different riverboat crews,
Scavian barges, or other factions. Brawls are common between rivals along the
wooden boardwalks lining the banks. The southern Dockside taverns have a rep-
utation for being “rough and ready” compared those to the north. The truth is no
establishment in Dockside is free from the constant bickering of the various crews
drinking there. Most Dockside taverns don’t offer much in the way of lodging as
most visitors have quarters on their boats and are uninterested in renting a room
on land. Visitors looking for a place to rest their heads, or lay low, are advised to
try the taverns further west along Rascal Avenue.

153
Apart from the taverns, a small shipyard lies just beyond the docks, towards
Rascal Avenue. Capable of minor repairs and maintenance, few visitors are des-
perate enough to pay its fees and, as such, the facilities are in a state of disrepair.
Sagramon considered dismantling the shipyard to gain more docking space, but it
has yet to become a pressing matter.
Before the T’kambras occupation, businesses in Dockside played ball with the
Force of the Eye, with the taverns reporting to Sagramon with interesting gossip.
Individual tavern owners were unlikely to be amulet-carrying members of the
Force. Still, they enjoy protection and silver for any information they gathered on
sinister goings-on in Daiche, especially those involving Therans, Iopans, or slavers
of any stripe. This opportunistic loyalty evaporated when T’kambras sailors ar-
rived with weapons in hand.

A Drinker’s Guide to Dockside


Dockside boasts dozens of bars ranging from tiny three table
hole-in-the-walls to multi-story structures featuring live music
every day of the week. Many of these establishments frequently
change ownership and name, but just as many are popular
steadfast institutions. Here are some bars worth a visit while
resting your anchor in Daiche, sorted from north to south on your
journey down the Tylon.
Oar and Rope—A tall and narrow building on the north edge
of town, the Oar and Rope is one of the few local establishments
offering rooms to their patrons. On a clear day, one can barely
make out the Shattered Towers (p. 158) from their widow’s walk.
The number of people who went missing while staying at the Oar
and Rope is a matter of local legend. Legend which the leasing
t’skrang family (the Goils) are happy to play up, selling ever-
changing tall tales at exorbitant rates.
Broken Paddlewheel—A man of Dinganni origin named
Jurgen runs this establishment along with four of his brothers.
Their food and drink is a standard affair, but their shows are
something to behold. A large stage dominates the center of the
tavern, surrounded by a circular bar. If the bar is open, so is the
stage and they accept many unusual performers.
The Fire Engine—Barely within the confines of Northside,
a t’skrang Named J’kori has run this establishment for years.

154
Cache Town
A short walk west from Dockside takes visitors into Cache Town. This neigh-
borhood of Daiche encompasses the warehouses used by Barsaivian traders.
While there are many recognized warehouses in Cache Town, space is growing
increasingly tight and lease rates are sky-rocketing. Sagramon is patiently waiting
for the price of warehouse space to peak before offering to build, and subsequent-
ly lease, more.
Many caravan companies lease space in the warehouses, including the
Dreamspire Company and the Last Cause Caravan. The Overland Trading Compa-
ny leases the largest, a huge three-story structure patrolled by mercenaries. Each
of the Throalic trading houses with business in Kratas leases single story ware-
houses. Three more warehouses belong to the T’kambras, K’tenshin, and V’stri-
mon aropagoi. Since taking the town, Jedaiyen has given serious consideration to
opening the K’tenshin stores to see what they have hidden inside.

J’kori traveled with Jedaiyen in the old days of the Tylon. He


still has the flamboyant nature and nimble grace associated
with t’skrang boatmen. While no longer a member of the
T’kambras aropagoi, J’kori doesn’t allow any within his bar to
cast aspersions on Astendar’s Dream or her captain.
Rusty’s Hook—The elderly troll Venhem who tends bar is
not one to be taken lightly. Rumors say he’s a respected Warrior
from Vasgothia. He speaks little of his past, but his home-
brewed mead is highly regarded and is a local favorite among
the Fresh Bloods.
Green Boatman—Run by a Scavian Named Fidyn, none
know why she chose to part ways with her home barge, Cinder’s
Crag. Her rotating dinner spread of exotic fish, particularly
pergill from the distant Greenheart, is the talk of the town. Her
dim view on violence within her establishment keeps the place
from becoming too crowded. If any show up with a chip on
their shoulder, they soon find themselves escorted to an alley
by members of the Force who were enjoying a free meal.
Duari of Blood—The superficially Indrisans accoutrement
of this bar is cheap and dingy, clearly placed by one who never
ventured to the distant province. However, their dark red mead
makes one forget the clumsy theming. Their custom drink
“Luck Blood,” is said to be made of water from a special inlet
and all who drink it will experience good luck until the new
moon. While this remains unverified, the unique mixture of
spices makes this hearty brew very popular with the Old Guard.

155
The rest of Cache Town is occupied
Keeping Order in by independent traders, most of them
Daiche are shallow fronts for Garlthik’s illicit
There’s a reason most traders operations. Businesses with colorful
prefer Daiche to Kratas: violent names like “Respectable Mercantile”
crime is much lower in the and “the Wink and Nod Brothers”
port compared to the City of serve as bases for the Force of the Eye.
Thieves. Pickpockets still work Most locals know better than to ask too
the taverns, but they rarely use many questions about what’s inside.
violence while practicing their Due to the prevalence of Force
craft. Burglaries of Cache Town members in Cache Town, there are
warehouses are a pastime for
all manner of rumors about the place.
Daiche’s criminal element, but
bloodshed rarely results from Some say the Force uses the ware-
after-hours heists. As each houses to torture its rivals after dark,
warehouse’s tenant is responsible summon spirits to spy on the rest of
for their own security, Sagramon Daiche, or broker assassinations with
leaves that part of Daiche to dark cults. Most of these are fanciful
look after itself. On occasion, he imaginings, but there’s no denying
deals with troublesome tenants Cache Town has its fair share of skele-
by “reclaiming the space” and tons tucked away in closets.
seizing whatever was left behind.
Such seizures are uncommon, Rascal Avenue
however, as any trade disruption
Rascal Avenue is the main road
needs to be explained to Garlthik.
that runs from Dockside, through
Despite the port’s perceived Cache Town, and beneath the watch-
security, a few lethal cults, like
ful gaze of Sagramon’s Estate before
the Keys of Death and the Hand
of Corruption, have a presence. continuing west toward Kratas. While
These groups keep their activities there are other east-west roads, none
to a minimum, mostly passing are as convenient or large as the Ras-
along information to fellow cal. The avenue is spacious enough for
members in Kratas. Still, a couple several wagons to pass each other with
of times a year a Namegiver minimal fuss. It’s lined with businesses
vanishes from the streets and and taverns, the latter more hospitable
Sagramon is forced to produce than those in Dockside.
a perpetrator. When this need These establishments function
arises, the old dwarf prefers to
like their Dockside counterparts,
hire out-of-towners rather than
get the Force of Eye involved. leased to their proprietors by Steel-
After all, plausible deniability is toe. The T’kambras are rarely found in
always welcome when dealing these taverns, preferring to stay close
with death cultists and religious to their riverboats. The most promi-
nihilists. nent of these watering holes is Steel-
toe’s Pub, which sits at the gates of the

156
Justice’s estate and is run by the “city,” with proceeds lining Sagramon’s pockets.
Jedaiyen keeps an eye on Steeltoe’s Pub to see if Sagramon or his associates show
up there, but so far little has come of the stakeout. Other shops can be found along
Rascal Avenue, with many willing to buy or sell goods without looking too closely
at the origins. Blacksmiths, alchemists, general stores, and tailors make up the
bulk of these businesses, but a wily shopper can find specialists like alchemists,
smiths, and hired muscle.
West and south of the Avenue, more buildings are dedicated to housing Dai-
che’s residents, there’s little reason to tread these streets unless visiting a friend
or contact. This area remains a blind spot for the T’kambras, as they don’t wish
to antagonize locals by patrolling outside their homes. Dozens of members of the
Force of the Eye live in Daiche, with access to a variety of local safehouses. So far
there’s little organization between these groups, Sagramon Steeltoe, or ranking
members from Kratas.

Sagramon’s Estate
Atop a rise to the north of the port
stands Sagramon’s Estate, an impres- Sagramon’s Secret
sive walled-off stone complex. The Many of Daiche’s Old Guard
eastern gatehouse straddles a winding remember when construction
road down to the port while another began on the Estate. It was
opens south directly onto Rascal Av- assumed magic was involved
enue. Built on an earthen mound and during the castle’s development
surrounded by stone walls twenty feet and these elders remark how
quickly Steeltoe completed
high, Sagramon’s Estate includes few
his residence. All manner of
other defenses. Half a dozen watchtow- gossip spread in the years since,
ers each house a fire cannon, but most including rumors large amounts
of these have fallen into disrepair. The of blood magic was involved.
four-floored manor in the center of the Some whisper Sagramon is a
property serves as Justice Sagramon powerful questor of Upandal
Steeltoe’s personal residence. who designed the palaces
The numerous smaller structures of Throalic nobles before a
house visiting members of the Force of salacious love affair with a
the Eye as well as Sagramon’s many ser- courtier forced him to leave and
adopt a new name. One of the
vants.
most outrageous stories is the
Jedaiyen’s assault breached the central keep is actually a Theran
eastern gatehouse before a defense kila, stolen by the Force of the
could be mustered. Of the few Force Eye and hidden in plain sight
members captured, most were surren- in Daiche as a secret weapon
dering guards caught by surprise. In- should the Empire ever decide
stead of pushing the attack and clearing to attack Barsaive again.
the buildings room by room, Jedaiyen

157
took control of the walls, placing all within the estate under a de facto house ar-
rest. Captain Westhrall was surprised when Steeltoe didn’t emerge and surrender,
instead leaving the task to his eldest son, Barada.
In fact, the Justice hasn’t been seen since the T’kambras invasion, and those in
the estate claim he wasn’t present the morning of the attack. Though, if he’s hiding
elsewhere in the port, nobody has expressed knowledge of his whereabouts. For
now, Jedaiyen doesn’t have the manpower to search every nook and cranny, so
she continues to buy relevant information from local Dacians.

Beyond Daiche
The Shattered Towers
The aptly named Shattered Towers are all that remains of House T’kambras’s
pre-Scourge Foundation. On a clear day, the ruins are barely visible from Dock-
side. The hexagonal towers jutting from the surface of the Tylon still show signs
of damage from a battle centuries past. The rest is nothing but ancient ruins slum-
bering beneath the Tylon. The towers were destroyed as part of House K’tenshin’s
concentrated effort to annihilate their T’kambras rivals—a task considered suc-
cessful until Jedaiyen’s recent appearance.
Since the end of the Scourge, the Shattered Towers were partially explored by
both the thieves of Kratas and House K’tenshin, the latter interested in locating
the T’kambras’s central tower and dome. Exploration of the towers stalled since
House T’kambras’s return. The newly emerged aropagoi is keen to deter outsid-
ers from pilfering what remains of “their” legacy and T’kambras boats take mea-
sures to drive would-be treasure hunters from the towers. The council of captains
have begun to restore the ruin, but the exact extent of their work is unknown. At
the very least the tower-mounted fire cannons and True Water spikes known as
refs are operational, as several K’tenshin captains learned to their detriment.

158
The T’kambras are exceptionally protective of the Shattered Towers. They
don’t permit outsiders to dock near the ruins, instead preferring to conduct trade
at ports like Daiche. The K’tenshin would love to know how much of the old set-
tlement remains intact and how strong a presence the T’kambras keep at the
Shattered Towers, but remain frustrated in their efforts. Rumors claim treasure
hunters mapped out portions of the Towers before the T’kambras re-settled along
the Tylon. If true, such maps are worth a fortune in K’tenshin or T’kambras silver.
Another favorite story the Old Guard in Daiche likes to tell is the spirit of the
old Shivalahala T’kambras haunt the waters around the Shattered Towers. Leg-
ends say the shivalahala, a powerful Troubadour and Elementalist, sang her ghost
song into the Tylon River while the K’tenshin slaughtered her aropagoi. Some
suggested the shivalahala did this so the T’kambras’s collected memories weren’t
lost. On starless nights, some claim her spectral melodies can be heard echoing
on the winds.

Upriver
The Tylon Mountains dominate the landscape north and west of Kratas and
Daiche. Local legends hold the twelve impossibly tall peaks are the twelve Pas-
sions, frozen in stone as a result of the Scourge. The source of the Tylon River
lies deep in the mountains where it flows towards the 130-yard drop of Passion
Falls. Past the falls, the river expands into a series of shallow white-water rapids
known as the Tylon Cataracts before the riverbed deepens sharply permitting
boats to navigate its waters. The Tylon range is renowned for its verdant glens
and the many species of wildlife that roam its valleys. Unlike other ranges such
as the Delaris or Twilight Peaks, the Tylon tree line ascends a great distance up
its slopes before abruptly giving way to craggy stone, which even the most skilled
climbers find difficult to traverse.
It’s rumored Garlthik established several small communities of thieves and
bandits in the foothills who prey on merchants and bring their stolen goods back
to Daiche. Whether these brigands are members of the Force or merely pay them
their cut is anyone’s guess, but the truth matters little to local traders.
Aside from the bandits, this rough area also hosts a large population of indige-
nous ogre clans. These clans tend to keep to themselves, though a troll Beastmas-
ter, Earak, has been traveling from group to group. She believes the ogres were
once Namegivers, but lost their status and much of their intelligence sometime
before the Scourge. She goes so far as to claim the Tylon Mountains were once the
seat of a vast “ogre kingdom.” She claims her aims amongst the ogres are peaceful,
but their increasingly aggressive attacks against the local villages have thrown
this into question.

159
The Figures
Jedaiyen Westhrall—Captain of House T’kambras
Unlike the other Great Houses, T’kambras
isn’t governed by a shivalahala, rather it has a
Council of Captains that votes on all important
decisions. These two dozen captains, which in-
cludes a handful of Scavians, are largely auton-
omous. Free to trade and profit along the Ty-
lon, they’re each expected to work towards the
benefit and prosperity of House T’kambras.
The most prominent member of the council
is the illustrious Jedaiyen Westhrall, former
member of House V’strimon and scourge of
the K’tenshin.
Jedaiyen never offered an explanation for
her changed allegiance to the T’kambras, but
many cite the historical disputes between her
family and Shivalahala V’strimon as reason
enough. Others whisper she’s a V’strimon spy
sent to keep tabs on the Therans and their
K’tenshin lackeys. The truth is somewhere between as V’strimon didn’t officially
support Jedaiyen’s quest for vengeance but were well aware of her desire to leave
the aropagoi long before she took that step toward piracy.
T’kambras’s recent fortunes increased Jedaiyen’s popularity and she swiftly
became the most renowned captain in the province. Her boat, Astendar’s Desire,
is one of the most dangerous vessels on the Serpent, outfitted with Scavian fire
cannons and a unique double paddlewheel.
When the T’kambras council discovered the River Song was missing after
the Force of the Eye’s heist, they immediately met to discuss what action to take
against the Force. Jedaiyen was naturally selected to lead a contingent to Daic-
he. While headstrong and brash, the loyalty she commands from her crew, not to
mention the fear her name inspires, makes her a force to contend with.
While unshakable in public, Jedaiyen is growing nervous. No word came from
Garlthik regarding the blockade and occupation of Daiche. Even more disconcert-
ing, Steeltoe’s whereabouts remain a mystery. Although capable of commanding
a riverboat crew, Jedaiyen has no experience governing a town and she dreads the
day when the people of Daiche rise up against her.

T’skrang Ninth Circle Boatman


DEX: 8 STR: 6 TOU: 5
PER: 5 WIL: 5 CHA: 8

160
Milos—Crewman of Astendar’s Desire
One of Jedaiyen’s most trusted crew mem-
bers, Milos is a fanatical questor of Floranuus
and is correspondingly a bundle of energy. He’s
usually responsible for using his devotions to
bolster the Desire’s already formidable capa-
bilities. In Daiche, Jedaiyen found another use
for him: moral support. As a questor, Milos has
a natural affinity for the common Namegiver,
eager to discuss and display the benefits of Flo-
ranuus’s favor. Milos’s amicable, friendly pres-
ence goes in Jedaiyen’s favor when she meets
with Dacian citizens and visiting merchants
regarding the blockade. Eternally optimistic,
Milos has a way of reassuring the people of
Daiche the dispute can be resolved swiftly and
it’s Garlthik’s reluctance to engage causing the
real damage.

T’skrang Rank 7 Questor of Floranuus.


DEX: 6 STR: 4 TOU: 5
PER: 6 WIL: 6 CHA: 6
Gorana Hilloman—Scavian Helmswoman and T’kambras Captain
Gorana is the esteemed descendent
of the fabled Prince Hilloman of old Scavia
and current “Helmswoman” of the Scavian
barge-town, Cinder Crag. Her grandfather
was a common fixture in Daiche during its
founding and her father gained wealth for
the barge by running goods for the Force
of the Eye. In her childhood, she frequent-
ed Dockside bars and spent time venturing
across central Barsaive. Unknown to most,
during these adventures she and Garlthik
developed a close personal rapport while
saving one another’s life on multiple occa-
sions.
She eventually returned to the Cinder
Crag and took over the barge from her fa-
ther. Gorana continues to use the cultural
title of Helmswoman, despite being one of

161
the few humans granted the title “Captain” by the T’kambras council. Hers was
among the first of the Scavian barge towns to accept membership in the aropagoi.
Gorana has a long history with the K’tenshin, losing several family members to
the predations of the House of Nine Diamonds and her animosity towards them
nearly included all t’skrang. Only when a T’kambras craft came to her aid during
a K’tenshin attack did she accept not all aropagoi were violent pirates—an ironic
conclusion given the origins of House T’kambras.
Due to her ancestry, other Scavian barges followed suit and worked with the
T’kambras, with some offered membership in their own right. When Jedaiyen as-
sembled a force to blockade Daiche, Cinder Crag was the first vessel she chose.
Some say Gorana was selected because of her ability, it is her enormous vessel
that makes it perfect to anchor downstream of Daiche. Now it dominates the river
and inspects all vessels heading in either direction.
Gorana spends most of her time aboard the Cinder, but comes to Daiche once
a week to meet with Jedaiyen and the other captains. Her alliance with the t’sk-
rang is something the Denairastas want to disrupt, though taking Garlthik down
remains the current priority.
Like all Scavians, Gorana dresses in brightly colored clothing and wears her
graying hair in long braids, usually tied back with strips of sky-blue cloth. Despite
her age, her green eyes still sparkle like polished jade. Her wickedly curved scim-
itar, Blaze, is suspected to be a treasure of the Hilloman royal family.

Human Sixth Circle Boatman


DEX: 7 STR: 6 TOU: 6
PER: 6 WIL: 5 CHA: 7
Sagramon Steeltoe—Justice of the Peace
The dwarf Steeltoe was in Daiche since the very beginning, appointed by Gar-
lthik to oversee the port’s construction and govern it as an extension of old One-
Eye. Steeltoe has been nothing less than an incredible success and Garlthik’s trust
in him appears unwavering. He appointed himself “Justice of the Peace” early in
Daiche’s history, exchanging his position within the Force of the Eye for the title.
His loyalty to Garlthik’s gang remains obvious, though the deniability afforded by
his title allows him to treat more openly with the governments of Barsaive. He
maintained his role as Justice for the last seventy years. At age 97, he shows no
signs of deteriorating and his mind remains as keen and sharp as ever.
There isn’t a single block of Daiche Sagramon isn’t familiar with. Dozens of
Dacians report directly to him or his extended family of eight children and four-
teen grandchildren. Few locals are capable of naming all of Steeltoe’s familial re-
lations and that’s the way that he likes it. Daiche’s Justice of the Peace has been
placing his brood in increasingly prominent positions throughout the city. He
grooms them for leadership believing one of his descendants will take the old

162
ork’s place as Magistrate of Kratas when
the time comes.
Steeltoe was taken by surprise by
the T’kambras attack and this troubles
him greatly. He suspects a third party
turned the aropagoi against Kratas, as
Garlthik assured him the Force sent no
expeditions into the Shattered Towers.
Steeltoe’s conclusion is correct about
a third party’s involvement. What he
doesn’t realize is Garlthik is well aware
of the unsanctioned operation his peo-
ple ran on the T’kambras. Sagramon’s
primary concerns are uncovering the
identity of this third party and present-
ing the information to the T’kambras,
while keeping their beaks out of his Es-
tate. He has no desire to engage the t’sk-
rang in open conflict, as he doesn’t want
any lasting damage to his relationship
with them. A talented Thief, Sagramon
has little trouble sneaking in and out of Daiche, splitting his time between the port
and Kratas looking for evidence of the outside interference.
Sagramon has yet to discover the Iopan involvement in Daiche, but he’s no
fool. If a powerful organization like the Holders of Trust is responsible, he would
rather send clueless adepts to do the dirty work, lest he poke the wrong hornet’s
nest and stir up trouble for Garlthik.

Dwarf Eighth Circle Thief and Fifth Circle Warrior


DEX: 7 STR: 5 TOU: 5
PER: 7 WIL: 6 CHA: 7
Barge—Ogre Dockworker
Even in a place like Daiche, Barge is an oddity. An ogre (Gamemaster’s Guide,
p. 320) from the nearby Tylon Mountains, he works on the docks lifting heavy
cargo on the behalf of visiting traders. Most newcomers are unnerved at the sight
of an eight foot ogre grinning at them, but their fears soon fade when they see how
calm the other dockworkers are around the giant.
Steeltoe encountered Barge while traveling in the Tylon Mountains. As the
Justice tells it, he found the ogre fighting off an attack from a rampaging brithan
and decided to help on a whim. In broken Throalic, the grateful ogre thanked the
dwarf and insisted on following Steeltoe during his journey. Sagramon discovered
an ogre makes a fine deterrent to both beasts and Namegivers. Hence, he per-

163
mitted his newfound friend to follow him back to
Daiche.
The residents of the port were bewil-
dered by Sagramon’s decision to allow
the ogre into their community. Once
they realized how handy it was
to have an ogre around to help
move their cargo, they warmed
to him. The locals took to calling
the ogre Barge in honor of his size
and his love of the Scavian ves-
sels. As an ogre, Barge is natu-
rally attracted to the True Earth
used in the Scavian craft and ea-
gerly assists Scavian crews with
their shipments.
Barge vocally complains
about the T’kambras incursion,
though he has yet to come up with
a way to combat the situation to aid his
“friends.” For their part, the T’kambras don’t know
how best to handle the ogre and attempt to supply him with plenty of ale to keep
him out of the way.
Terricia—Second-In-Command of the Force of the Eye
Sometimes referred to by the rank “Su-
preme Slasher,” Terricia worked alongside
Garlthik for decades, excelling at remov-
ing problems to his command quickly and
quietly. She’s devoted to Garlthik and gives
every ounce of effort to ensuring the ork’s
continued success.
She wears leathers the color of night
to blend in with her black and gray wings.
With pale hair and dark tattoos, Terricia is
a significant departure from the stereotyp-
ical flighty windling. She’s cool and collect-
ed, tending not to waste words. When off
the job, she has the odd quirk of threaten-
ing to kill people around her as a joke. Her
deadpan demeanor and reputation as a
troubleshooter often makes these jokes in-

164
credibly uncomfortable. Though any who know Terricia well also know she never
gives her targets any warning.

Windling Ninth Circle Thief


DEX: 9 STR: 4 TOU: 5
PER: 7 WIL: 5 CHA: 6

Zahm’s Plan
The Holders of Trust knew dealing with Garlthik would be the
second tile in their mosaic of conquering Barsaive. Once their
forces secured Jerris, they set their sights on Kratas. Garlthik
always claimed he had no desire to permanently ally with any
external force, but his actions against the Therans during the
Second War made his motivations clear as far as Iopos was
concerned. He must join their side or be removed from power.
They knew the powerful Thief with a reputation for outsmarting
his foes and cheating Death itself wouldn’t be an easy target.
Instead, they focused on turning the growing power of House
T’kambras against the Force of the Eye. If T’kambras could
be pushed into destabilizing Daiche’s economic viability, the
Denairastas can offer Jerris’s airships as an affordable alternative.
Ideally, this brings Garlthik to their side. Failing that, it brings him
into conflict with House T’kambras and perhaps the problem
takes care of itself. Uhl assigned Zahm to the task of befriending
the powers of the river years ago. He since shifted his focus
to ingratiating himself with the newest economic force on the
Serpent. The aropagoi is aware of his bloodline as well as Iopos’s
attempts to court the House of Nine Diamonds. These details
work against him, but Zahm manipulated the group in much the
same way he did the characters during A Public Execution. His
act as the black sheep of the family earned him some degree of
leeway. After Uhl’s death, House T’kambras brought Zahm into
the Shattered Towers to aid their business prospects in northern
Barsaive.
Through diligent study and a bit of luck, Zahm learned how the
amulets worn by the Force of the Eye allow Garlthik to maintain
his intelligence network. He has also found a way to piggy-back
on that magic, gaining access to nearly all the information at One-
Eye’s disposal.
Through this access, Zahm learned members of the Force of the
Eye were planning a heist on the Shattered Towers. He ensured
the group procured the gem River Song, a critical item to the

165
ancient lineage of the T’kambras. He manipulated the T’kambras
guard to guarantee the thieves met with success. He watched with
glee as Garlthik learned what his men did and chuckled as he
convinced the T’kambras Council of Captains to send Astendar’s
Desire to Daiche.
Before Garlthik could find a face-saving way to undo the damage,
Captain Westhrall was making very real threats on his assets. The
old ork knew he couldn’t show weakness in front of his Force.
While Garlthik and Steeltoe worked to undo the damage, Zahm
had his people hire assassins to impersonate members of the
Force of the Eye and sent them for Jedaiyen Westhrall. When one
of the assassins was captured and claimed to be sent by the Force,
peaceful negotiation became impossible.
The Holders were disappointed when their offer to aid Kratas
was summarily rejected. Zahm knew Garlthik wouldn’t let his
control slip easily and was able to monitor every development
of his plans to destabilize the T’kambras hold on Daiche. Only
Garlthik’s second in command, Terricia, is a blind spot, since she
doesn’t wear one of the Force’s amulets.
During this arc, Zahm is aware of nearly all information displayed
in front of Force Amulets, though he keeps this knowledge a secret
to avoid risking his position. He knows an attack is coming and
intends to disrupt Garlthik’s plans, leaving him humiliated.
Once Garlthik loses the respect of his people, Zahm believes
he can usurp control of the organization. Returning the lost
T’kambras relic should secure the aropagoi as strong allies,
allowing him to exert considerable influence in central Barsaive.
If he could place himself in control of the City of Thieves, he would
be but a breath away from the Malachite Seat.

166
The Events
In and Out Adventure Hooks
At World’s End—An Old Blood
Premise obsidiman Named Yonn wants to
Terricia recruits the characters take one last tour of the port’s
to aid in her plan to sneak into Dai- bars before returning home to
che and then back to Kratas. To the their Liferock. They hire the
group’s surprise, they run into their group to escort them along the
old patron, Zahm, and are forced to river and “ensure nobody takes
advantage of a stone drunk.”
pick a side. After discovering Justice On the night this pub crawl is
Steeltoe went to ground, Terricia vol- meant to begin, Yonn reveals they
unteers for a tour in imprisonment established lines of credit at all
while giving the characters access to the bars they’ll be stopping at
visit Garlthik at the walls of Kratas. and they plan to cash out every
copper. The group gets paid at
Setup the last stop where Yonn stashed
Terricia (p. 164) approaches the the silver. The lines of credit
group and wants to hire them, os- indeed exist, allowing Yonn and
tensibly to get her into Daiche. She the characters to drink freely. As
wants them to run cover as she makes they travel north from bar to bar,
it’s clear Yonn is a very aggressive
contact with the headman of the port
drunk. They try to get into a fight
before moving on to the capital and at every tavern, insulting the
speaking to Garlthik himself. She im- patrons in increasingly over-the-
plies Garlthik has plenty of need for top ways. The group needs to
skilled help and this could be the start decide whether Yonn is worth the
of a long, beneficial relationship. How- free drinks and eventual pay day.
ever, she knows Garlthik likely has his House Politics—V’leshi
hands full and is leery about trusting Quickbeak (p. 151) can wait
outside assistance. no longer and needs to get
sensitive goods out of the
Challenge 1: Smuggling a secured K’tenshin warehouse.
He knows the warehouse and
Smuggler
the water spirit the aropagoi
The characters plan their ap- frequently summon to guard
proach and Terricia makes sure all it quite well. What Quickbeak
reasonable costs get covered. As they doesn’t know is Jedaiyen already
travel up the Tylon, they must make had T’kambras boatmen sneak
their way past the Cinder Crag, an into the warehouse to examine
enormous stone barge. If the vessel the contents. This enraged
they are taking appears commercial in the spirit to the point where
any way, the Scavian crew boards for it aggressively attacks anyone
an inspection. The group can devise who enters. If the characters are

167
any scheme they want to circumvent
working with the Force, they the barge and get Terricia past the sail-
find their way onto Quickbeak’s ors. However, even if the Scavians man-
crew. If they’re working for the
aropagoi, they might be called age to search a room in which Terricia
down to the warehouse after is hiding, her skills as a Thief keep her
everything went wrong. from being noticed. Any reasonable
Life on the Crag—Characters cover story provided is sufficient to get
are called on to the Cinder Crag to through the blockade as long as they
follow a lead related to the River don’t come to blows with the guard.
Song or a person of interest. As
they investigate the lead, they Challenge 2: Capturing a Thief
discover the barge was attacked As the characters make their way
by a mysterious group of Sky to Rascal Avenue, they encounter a pa-
Raiders hidden in the Tylon trol of T’kambras sailors, accompanied
Peaks. A small drakkar crashed by Zahm Denairastas. He immediately
aboard the barge and the resident recognizes the group and approaches
wacky inventor, Fillor Hurnik,
them, asking them to deliver the aropa-
is working to get it refurbished.
When he encounters the goi’s terms to Garlthik.
characters, he requests they aid Zahm also falsely implies he cap-
him in securing the enchanting tured Sagramon Steeltoe and impris-
materials he needs to get the oned him in Steeltoe’s Pub, which was
drakkar running again. He need converted into a makeshift jail for Force
to secure some True Fire, Gorana of the Eye members. The group may de-
(p. 161) refused him so far, he cide they would rather work for Zahm
also needs magically prepared than Terricia at this point and give up
wood from the small Sky Raider their original employer. Doing so burns
camp deep within the Tylon.
their bridges with Terricia and any
Thing from the Warehouse— Force of the Eye members who become
The warehouses of Cache Town aware of the betrayal.
remain off limits to their owners
and this is changing from an However, if they take a moment to
inconvenience to a dilemma. discuss their options with Terricia, they
To make matters worse, there discover she’s willing to be imprisoned
are reports of strange feral if it means making contact with the Jus-
sounds coming from one of the tice of the Peace. She doesn’t believe
warehouses late at night. any jail is capable of holding her and
Some T’kambras boatmen she takes the moment to part ways with
are talking about a terrible the characters before turning herself in.
beast spotted leaping across the
rooftops of Daiche, attacking Climax
slumbering citizens. Behind The characters approach the
these rumors is a human Named cracked citadel of Kratas and are
stopped at the gates by two dozen

168
members of the Force of the Eye, each
bearing amulets. This group takes Nestor, a resident of Vivane, who
them within the city’s walls and into worked as a trader in exotic
animals during the Theran
a throne room where Garlthik awaits, occupation. Just before the
clearly expecting them. Garlthik takes attack, he secured several liblikas
the missive given to them by Zahm. He during a hunting trip to the
reads the note and shakes his head. Wastes (Elven Nations, p. 266)
He lies, claiming none of his boys and stowed them in a warehouse.
were responsible for the theft of the Nestor was hoping to deliver the
River Song and if it’s so important to creatures to a buyer in Rugaria,
the T’kambras, they should figure out but the T’kambras attack put
who really took it. He also tells the those plans on hold. The blockade
group if they can figure out who stole meant the nocturnal apes were
without food for longer than
it and where it is, he might be willing to expected and they broke free.
send some silver their way. The merchant needs a group who
Captains’ Council can help him round the beasts up
and keep the whole matter quiet.
Premise
The characters deliver Garlthik’s response to Jedaiyen Westhrall at the next
captain’s meeting. They meet with Gorana and Zahm, and are given the opportu-
nity to function as double agents. They settle a dispute amongst the Scavians in
Dockside and discover Steeltoe’s whereabouts in Cache Town.

Setup
When the characters return to Daiche, they are escorted to the weekly Coun-
cil of Captains in Dockside. The meeting is between Jedaiyen, Gorana, Zahm, other
captains in the area, and various lieutenants and guards.
The council is disappointed to hear Garlthik’s reply, but unsurprised and they
ask the group for their impression of the events. If the characters seem staunchly
on the side of the Force of the Eye, Zahm asks to meet with them privately once
the council is over to discuss work for them. If the group is more neutral or sup-
portive of T’kambras’s actions, Gorana broaches the topic of further work.
In either case, the characters are approached to investigate the Force of the
Eye. Zahm points out the Force must be fractured now, they need to ensure none
of the cells are planning attacks against innocent civilians. With their independent
status, the characters can investigate what the Force is up to and try to prevent
any potential violence. If the characters agree, they find their way onto the T’kam-
bras payroll, patrolling the streets to keep them safe. The characters are offered a
bonus for bringing in Force members, but making such arrests are not required.
As their first task on the streets, the group is asked to investigate the bars
alongside Dockside and ensure nothing gets out of hand.

169
Challenge 1: Punch-Drunk
A group of T’kambras boatmen decided to turn the Green Boatman (p. 155)
into their drinking hole of choice. While there, they take every opportunity to in-
sult the locals, especially Old Guard or any who worked for the Force of the Eye.
As the characters learn about these unsightly antics, they discover two older
non-adepts who plan a surprise attack against the sailors. The attack is unlikely
to succeed against the larger group of t’skrang. The characters must either find a
way to defuse the conflict or join in with the underdogs to ensure the insults stop.

Challenge 2: Watchful Eye


Zahm secured a room at Oar and Rope (p. 154). His Iopan contacts took to
meeting him at the bar before going up to his room to discuss private affairs. A
group of enterprising criminals decided to take the risk and attempt to rob his
quarters. These five low-ranking members of the Force frequent the bar to keep
tabs on Zahm. Often dispatching one of their number to tail the Denairastas while
he’s away. Once they learn his pattern, they will attempt the job.
Zahm is aware he’s being followed by these Namegivers and even uses his
ability to tap into the amulets to hear the group discuss its plans. However, he
keeps little of value in his room and views this as a good opportunity to test the
loyalties of all involved.
A party known to associate with the Force is brought into the job by the pro-
spective thieves. Alternatively, Zahm mentions he believes he’s being followed
and he wants the characters to handle the situation. If Zahm’s room is eventually
robbed, they find a fair amount of silver, but nothing damning. A ledger can be
found revealing Zahm frequented the House of Nine Diamonds recently. While his
presence there may raise eyebrows, it’s a large hub along the Serpent and easily

170
explained. What Zahm doesn’t explain is while he was there, he acquired the poi-
son he eventually uses on Steeltoe in “Follow Through.”

Challenge 3: The False Gem


Word gets around a mysterious ruby is being sold in the back alleys of Dock-
side. The ruby matches the description of The River Song (p. 172), a gemstone the
T’kambras claim the Force stole from the Shattered Towers. The characters dis-
cover a deal that took place before their arrival at one establishment. They must
follow a trail of leads from bar to bar, uncovering several disreputable fences who
moved the gemstone along.
All those who saw the gem reveal it looked valuable, but showed no obvi-
ous signs of magic. If traced back to its origins, the fence who first acquired the
stone reveals they were asked to sell it for a Force contact. From there, the stone
changed hands several times, as everyone looked for a better offer from someone
else, selling the River Song along within hours.
Eventually, the characters catch up to one of these deals. They can break up
this deal and get their hands on the gem. At which point they discover the ruby is
a fake and not magical in any way, though it’s finely cut and valuable. If the group
doesn’t break up the exchange and instead continues following the deals for the
rest of the evening, they find themselves in the Cache Town climax.

Climax
After several days acting as guards along Dockside, the characters earn a rep-
utation. If they seem sympathetic to the Force of the Eye, they’re approached by
one of their number to attend a secret meeting. If they’re trailing the mysterious
gemstone mentioned above, they can be brought to the same place.
One way or another, they find themselves at a warehouse with the knowledge
Justice of the Peace Sagramon Steeltoe is currently lying low within. If the char-
acters wish to apprehend Steeltoe, they must attack quickly to ensure he doesn’t
run.
If they are instead more likely to be sympathetic to Steeltoe’s plans, they find
themselves arriving just as a group of loyal T’kambras boatmen come to investi-
gate the area. The characters may want to organize Steeltoe’s escape or attempt to
secure a peaceful arrest for Steeltoe that doesn’t end in senseless death.
All Who Wander Are Lost
Premise
The characters make their way into Sagramon’s Estate and meet with the Jus-
tice of the Peace’s family. During the investigation, the group is forced to choose a
side in the conflict. Whether through help from the family or good old-fashioned
detective work, they manage to get their hands on the ancient River Song.

171
Setup
The River Song At the end of “Captain’s Council,”
the characters likely either spirited
The River Song is a Core Pattern Steeltoe to safety or saw him arrest-
Item (Player’s Guide, p. 217) to ed. Once the characters sit down and
the ancient House T’kambras. discuss things with Steeltoe, they learn
On top of these properties, this
more about the missing gemstone.
object also functions similarly to a
Memory Crystal (Gamemaster’s Steeltoe attempts to do everything in
Guide, p. 413). his power to ensure he and his family
are kept safe, though he’s loath to turn
Unlike a standard Memory
Crystal, The River Song does on Garlthik if he can avoid it. Steeltoe
not peacefully share organized knows he last left the stone with his
information with those who exert son Barada before he knew its true na-
their will on the gem. Instead, ture. Now, he knows it must be moved
it is filled with the anguish of out of the estate, if his family is to get
a shivalahala watching her through these events unscathed.
family perish. These heightened Steeltoe’s initial plan, and the
emotions bled into the object’s reason he sent for the characters in
essence and now coming into the first place, is to have them act as
contact with the stone inflicts the
double agents, investigating his estate
same pain.
on behalf of the T’kambras. They can
Anyone touching The River
keep their discovery a secret and get
Song must make a Willpower (16)
test. Those who fail are doubled the stone out of the area. After that, he
over with anguish, mechanically hopes the characters implicate some-
similar to a Step 16 Debilitating one else in its theft or put it in the
Poison (Gamemaster’s Guide, hands of other Force members willing
p. 171). This emotional pain to do the deed.
vanishes if the Namegiver and If placed under arrest, Steeltoe is
River Song are separated. willing to turn on Garlthik in exchange
Those suffering from this for the promise of safety for his family
intense anguish also act as an and himself. Jedaiyen readily agrees to
astral beacon to nearby Horrors. Steeltoe’s terms, though she suspects
Those who manage to overcome the dwarf is lying to her and doubts
the turbulent emotions see
she’ll have any need to keep the prom-
images in their mind of the
T’kambras of old and the ise.
Shattered Towers before they It’s easy to convince the T’kambras
were brought low. to follow up leads on the River Song,
All of the memories within especially if the characters volunteer
River Song and the exact nature to spearhead the investigation.
of the gem’s origin is not explored
in this product.

172
Challenge 1: Talking to T’kambras
When the characters approach the Sagramon Estate, they encounter some
gruff t’skrang sailors under orders not to let civilians on or off the grounds. If the
group is working with or sharing information with House T’kambras, they can
secure a captain’s permission to enter. If not, the characters must find a different
way in. The sailors can be distracted by wine or games of chance, bribed, fought,
or somehow convinced to let their guard down.

Challenge 2: Silencing the Steeltoe


Once on the estate, the characters need to convince Barada Steeltoe to play
along. If they’re working with the Force of the Eye, they can share information
about Steeltoe and convince his son to assist with the investigation. Otherwise,
they must threaten or trick the young Warrior. Barada hid the River Song in the
caves beneath the servant’s quarters before surrendering to the T’kambras.

Climax
Several caves are beneath the Steeltoe estate. In a location difficult to find
without foreknowledge, the River Song is hidden in a leather bag. Touching the
stone one’s bare skin activates the effects listed in the River Song sidebar. Those
suffering from the mental anguish described in that sidebar may attract spirits
that have been trapped within the caves since before Daiche’s founding. These
spirits could use the statistics presented for Spectral Dancers (Gamemaster’s
Guide, p.478).
The group may leave the same way they entered the estate. It’s possible for
characters to follow the tunnels and emerge from a well-concealed cavern near
the shipyards to the north of Daiche.

173
Follow Through
Premise
With the artifact in their possession, the characters are looking to hand the
gemstone over. They learn Sagramon is in T’kambras custody and being kept at
Steeltoe’s Pub. The Council of Captains should meet there soon to interrogate him
and discuss his fate. When they arrive, they discover Sagramon died while in cus-
tody and few seem concerned. The group needs to decide whether or not they
wish to ally with the T’kambras or attempt to extricate themselves from the situ-
ation and join forces with the Force of the Eye.

Setup
If the group proved itself loyal to the Force of the Eye, they’re probably look-
ing to get The River Song out of their possession. Should they run into any oth-
er Force member in their efforts to complete that task, they’ll learn Sagramon
was arrested and accused of having a personal involvement in the artifact’s theft.
Should Sagramon refuse to work with the T’kambras, it’s a very real possibility
the Council of Captains will sentence him to death.
A group loyal to the Force could find their way back to Terricia. The windling
knows Garlthik must respond to any attack made against Sagramon Steeltoe and
wants to prevent that from happening. As such, she suggests the group try to get
in contact with Sagramon, work out their story, and ensure River Song is placed in
an out-of-the-way location.
On the other hand, groups who wish to support T’kambras and return their
stone to them can easily learn the Captains are gathering in Steeltoe’s Pub to dis-
cuss their new prisoner.

174
Challenge 1: An Untimely Death
The characters arrive at Steeltoe’s Pub just as the Justice’s body is discovered
in his cell. Steeltoe was served poisoned food, but nobody claims responsibility
for the act. Jedaiyen, Gorana, and all the lieutenants seem unmoved by the death
that occurred under their watch. Instead they’re focused on recovering the River
Song.
If the characters were working for the aropagoi, they can hand over the gem-
stone. Once the captains have the artifact in hand, they begin discussing the best
future steps for Daiche and begin to opine on what Garlthik’s reaction to Steel-
toe’s fate might be.
If the characters repeatedly betrayed the T’kambras until this point, they find
themselves with the artifact the House is seeking and the hostage they wished to
secure deceased. At the behest of Zahm, the captains give the characters one final
opportunity to turn on Terricia and bring her in. The T’kambras know they need
to capture her to ensure the local members of the Force of the Eye have no clear
leaders to rally behind.
Groups that refuse or are unable to give up Terricia may need to fight their
way out of Steeltoe’s Pub. Though they may be able to convince the council to let
them go in exchange for the River Song.

Challenge 2: Unwanted Investigation


If the group investigates the crime scene within an hour of Steeltoe’s death,
they uncover helpful clues as to who was responsible. Alchemists and physicians
can uncover the poison used was made from a mixture of plants found along the
Serpent River near House K’tenshin’s holdings. The poison doesn’t remain potent
for long. However, tracking or discussing with other nearby prisoners reveals the
food was provided by a human, not a t’skrang.
The human who delivered the poison was Zahm in disguise, assassinating
Steeltoe to force Garlthik into seeking reprisal. If the group got their hands on
Zahm’s ledger in “Captains’ Council,” they have evidence Zahm had the motive and
the means to deliver the poison.

Climax
By this point, the characters were likely either arrested by House T’kambras
or they fully threw in their lot with the aropagoi. If working with the aropagoi,
they’re tasked with bringing Terricia in. This means uncovering her location in
the Dockside shipyard where she and several lieutenants are planning Garlthik’s
counterattack.
If the group is imprisoned, they’re challenged by the other prisoners. The
Force of the Eye thugs rounded up by the guard don’t look kindly on the group.
Even if the characters never took a silver from the aropagoi, the thugs don’t accept
they were acting as double agents. This could turn into a prison riot if the charac-

175
ters find no other way to convince the
Elsewhere... others of their loyalty.
While the jailbreak progresses, Intelligence Failure
attacks are kicked off throughout
Daiche. While the characters may Premise
become involved in one strike or
Garlthik was moving his pieces be-
another, the conclusion at the end
of the day is difficult to alter. hind the scenes since before the char-
acters arrived. With the death of Steel-
Zahm is aware of Garlthik’s
plan. He knows every enforcer toe and the probable loss of the River
and every one of their targets, Song, Garlthik lost reputation amongst
but so far, he hasn’t tipped his his forces. He knows he must make a
hand. In the hour leading up to counter strike against the T’kambras
the jailbreak, Zahm “discovers and remove them from the port. Gar-
documents” revealing the lthik can no longer rely on them as
operations and expediently trade partners, but that concern can
delivers them to the captains. only be addressed once he secures the
This causes Garlthik’s surprise port.
strikes to fail along with the
death or capture of many of his
Setup
best lieutenants. Even those who
flee are easily captured by Zahm The two most likely scenarios
if they continue to wear their going into this event are the charac-
Force amulet. ters were arrested by the T’kambras
Seeing how many of Garlthik’s or Terricia was arrested by the char-
skilled combatants were acters. If neither is true, Terricia is
removed, Jedaiyen launches her planning a jailbreak at Steeltoe’s Pub
crew in a counterattack against to maximize the chaos in the wake of
Kratas, leaving Gorana and the Garlthik’s attacks.
Cinder Crag to secure Daiche. If there’s time and trust enough to
Able to see the bigger picture, discuss the overall plan, Terricia tells
Garlthik knows nobody’s the players Garlthik dispatched sever-
intelligence network is that al crews throughout Daiche to retake
good—besides his. Realizing points of interest. They are coordinat-
this, he takes off his amulet, ing ambushes to lay claim to much of
demanding the others in his
the town over the course of an hour. As
throne room do so as well. Before
he can reorganize his scattered part of the plan, Garlthik starts a jail-
troops, Jedaiyan’s forces arrive break at Steeltoe’s Pub to draw much
and begin to take his scattered of the T’kambras rank and file down to
holdings. Garlthik feels the noose that area as a distraction.
tightening around him and Groups who allied with the aropa-
knows it’s no longer safe for him goi are recruited to work as extra secu-
to stay in the city. rity at the Steeltoe for a couple of days

176
while House T’kambras gets their affairs in order and determines a more perma-
nent solution for the town.

Challenge 1: Bash Brother


The ogre Barge (p. 163) has taken to drinking at the Steeltoe Pub since the
death of the Justice, his “best friend.” None of the T’kambras managed to convey
to him the Steeltoe Pub is not serving customers, but is acting as a jail.
When the time comes for the jailbreak to begin, the ogre is a significant wild-
card. Characters working alongside the Force of the Eye might foresee his useful-
ness and discuss matters with the ogre from their cells. Perhaps they can poise
the ogre to take vengeance on those who should have protected Steeltoe.
Characters functioning as guards at the pub-turned-jail must find a way to
convince the ogre to leave. The ogre is quite stubborn and is currently inconsol-
able with grief. Speaking to him is a challenge as his moods swing from self-pity
to undirected rage and back again.

Challenge 2: Sprung Free


A bell rings out from Sagramon’s Estate to signal Garlthik’s surgical strikes,
but everything falls apart for the Force of the Eye. Steeltoe’s Pub is the scene of a
pitched battle as assassinations throughout Daiche are foiled. The characters are
in the middle of a chaotic melee and are attacked from all sides if they were still
attempting to play both sides toward the middle.

Climax
Terricia, along with any still loyal to the Force of the Eye, falls back to Sa-
gramon’s Estate, perhaps via the passages discovered in “All Who Wander Are

177
Lost.” Those working for the aropagoi are inundated with messages from Zahm
full of information about the whereabouts of Force members going to ground.
Facts it seems impossible for Zahm to know. The characters either get wrapped
up in a fighting retreat or get pressed into rooting out some of these hidden en-
forcers. Either way, their night will be busy.

Gone Fishing
Premise
Garlthik now knows his intelligence network is compromised. As the noose
tightens, he hires a group to operate as unaffiliated escorts to the Cinder Crag
where he plans to cash in favors with Gorana and get out of town. The characters
could serve as these escorts. If they instead sided with the aropagoi, they’re sent
to put an end to the chaos and capture Garlthik.

Setup
Fleeing Kratas with only the equipment on his back, Garlthik knows he must
get as far from the city as fast as possible. He knows the T’kambras are expecting
him to hole up within “his city,” so he decided to sneak into Daiche and disappear
aboard the Cinder Crag.
If the characters are working with Terricia and fled to Sagramon’s Estate at
the end of “Intelligence Failure,” they meet with Garlthik. With Terricia’s approval,
Garlthik recruits the group to take him to the Cinder Crag that very night while
conflict on the streets of Daiche continues to rage.
Characters working with the aropagoi meet up with Helmswoman Gorana
after rooting out other Force members in Daiche. Gorana works with them to se-
cure Daiche, a relatively low risk assignment compared to the conflict raging in
the City of Thieves.

178
Challenge 1: Victory Lap
A ranking lieutenant of Garlthik’s who cast aside his amulet convinced a doz-
en of his men to do the same and keep the good fight going at Dockside. A group
of t’skrang soldiers are preparing to oust the group from the bar where they holed
up.
Characters working with Garlthik are encouraged to ignore the coming con-
flict and press on toward the pier. Though they may have misgivings about letting
the fight continue while they slink off into the night.
Those working for the aropagoi are encouraged to join the attacking force
and see the lieutenant removed. If taken alive, the lieutenant reveals he came from
Kratas along with Garlthik, who is making good his escape.

Challenge 2: Barge and in Charge


On the docks, a large band of former members of the Force of the Eye is wait-
ing for Garlthik and his escort. They were promised silver by Zahm Denairastas
if they can bring any member of their gang to justice, enough wealth to set them
up for life if they can bring down Terricia or Garlthik. Garlthik is surprised by this
betrayal and his forces are attacked in the open.
Those working for the aropagoi see this battle and can rush to capture Garl-
thik. The ork uses every one of his considerable tricks to flee the combat, leaving
Terricia (and the characters if possible) to clean up the growing riots started by
the thugs. Garlthik jumps into the river and swims to the Cinder Crag alone if nec-
essary.

Climax
When the group finally makes it to the Crag in the Tylon River, they encoun-
ter two Gold Branch members, Aurum
and Gilt (p. 247). They are the rest of
Zahm’s torga and they try to prevent
Sequel Hooks
Garlthik’s escape. As the battle begins, Family Adrift—While Sa-
Garlthik flees deeper into the massive gramon likely perished, his im-
vessel and makes contact with Gorana. mense family remains. Sagramon
The characters are left to handle the Steeltoe worked for decades
Gold Branch assassins on their own to get his family in positions of
while Garlthik disappears, possibly to great importance throughout
the far side of the river, one of the many the port and it’s proving difficult
smuggling compartments of the barge, for House T’kambras to provide
or the restored drakkar mentioned in replacements for every position.
Life on the Crag (p. 168). One such position is the head
land assessor, a role being per-
formed by Sarilla Steeltoe, Sa-

179
Loose Ends
The blockade of Daiche has an im- gramon’s granddaughter. House
pact on its history for years to come. T’kambras wants to be sure Sar-
The Justice of the Peace died under illa can be trusted with this fair-
mysterious circumstances and the ly important role and intends to
Force of the Eye is in disarray. House hire investigators to follow her.
T’kambras was unprepared for a long Characters investigating Sarilla
occupation and must grapple with find she’s doing a very good job
how best to handle the port. Likely, the and not skimming off of the top,
aropagoi seeks to turn Daiche into one an incredibly rare find in Daiche.
of their holdings, granting the House However, if they look deeper, they
further power along the Tylon. House discover Sarilla is funding the re-
K’tenshin is unlikely to allow such a furbishment of Steeltoe’s Pub
bold move from T’kambras and begins and attends private meetings ev-
to place a concerted effort on the town ery few evenings. Sneaking into
to agitate for its independence. one of these meetings, the char-
Even if Captain Westhrall becomes acters discover Sarilla and much
aware of Zahm’s duplicitous nature, of Sagramon’s family took to
it’s unlikely to make an impact on her. worshiping Raggok hoping to get
She hates being used and would be an- vengeance upon the T’kambras
noyed to discover Zahm was behind for the loss of their patriarch.
Steeltoe’s assassination. Be that as it Small but Fierce—Terricia
may, the situation mostly turned out is offended Garlthik abandoned
well for House T’kambras, as long as her and disappeared into the
they can hold onto the profits Daiche night. She spent decades building
represents. up the Force of the Eye at Garl-
Zahm works immediately to gath- thik’s request and she despises
er as many members of the Force of all those who let that work go to
the Eye under his command as possi- waste. In particular, she focuses
ble. Many flock to the silver he prom- on Force members who took to
ises, but he quickly finds Garlthik’s illegally running slaves. Terricia
complex web of informants incredi- ends up uncovering an operation
bly difficult to manage. Even if he can too big for her to take down and
keep his hold on the organization, it she recruits the characters to
will take him years before he has all assist. She may approach them
of Kratas under his thumb in the way openly if she feels she can trust
One-Eye did. them, or she may tip the group
If Terricia survived the events of off to the presence of slavers in
Daiche, she is very upset Garlthik de- Daiche anonymously.
cided to cut and run, likely abandoning
her in the process. Terricia continues

180
operating in the region, recruiting
former members of the Force, but Thieves and Ashes—As Kra-
eschewing their amulets and taking tas falls to Iopan influence, Jerris
on a new name. She positions herself is regaining a measure of freedom.
in direct opposition to Zahm’s goals. The rebellious forces in Jerris want
Whether she’s willing to work with to ensure their neighbor to the east
Garlthik again remains uncertain. doesn’t fall. An interested party re-
Garlthik is upset by his losses cruits the characters to run weap-
in Kratas and Daiche. However, he’s ons to Kratas for food in return.
mostly upset he was outmaneuvered. This exchange becomes complicat-
He always knew Kratas was a house ed when the group is told to deliver
of cards and the grift lasted longer goods to the Wink and Nod Broth-
than he expected. As Zahm rises in ers and wind up interacting with a
power from the ashes of Garlthik’s faction of the new Force. Perhaps
organization, it becomes clear that this group is led by Terricia, who
the Denairastas were behind every- may be displeased to run into the
thing. While vengeance is low on the characters. Alternately, this group
old ork’s list, it is a slight he will re- may be led by Zahm who may try
member for the rest of his days. Re- to use the group against the resis-
gardless, he needs to find a new oper- tance back in Jerris.
ation worthy of his skill. Zahm Nation—Zahm begins
to recruit captured or hiding lieu-
tenants of Garlthik’s Force of the
Eye. He prominently wears the am-
ulets and is eager to return Kratas
to “the way it was.” As he works to
secure the many scattered employ-
ees, Terricia works against him, re-
cruiting or assassinating those who
won’t join her cause. The charac-
ters get recruited to make contact
with a lieutenant who fled into one
of the remote villages of the Tylon
mountains. When they arrive, they
discover he has a family in the vil-
lage. He took on the role of head-
man, with no interest in rejoining
any gang. A choice unlikely to go
over well with either employer.

181
182
Draconian Solution
The Story So Far

T
he great dragons of Barsaive joined forces against Thera during the Sec-
ond Theran War and were instrumental in the assault on Sky Point. While
Vasdenjas publicly joined the armies of Barsaive in the attack, five other
great dragons worked behind the scenes to move a swarm of Horrors toward
the adjacent city of Vivane Sometime during the Scourge, this swarm coalesced
into a cloud of Horrors resting atop the mountain Stormhead. Using dragon mag-
ic infused with Dvilgaynon’s knowledge from distant Cathay, the dragon cabal
worked at the behest of Icewing. Dvilgaynon and Icewing were joined by Aban,
Mountainshadow, and Usun, together they each forged magical controlling rods
they dubbed “Stormhead Snares.” These rods worked in conjunction with a larger
scrying device and allowed them to lure the cloud from its resting point. They
pulled the cloud to Vivane, where it caused immense damage and ended count-
less civilian lives. The horrific slaughter of Vivane also isolated Sky Point and al-
lowed Barsaive’s forces to win the day against the superior foe.
The dragons agreed that, after the ritual, each participant would destroy their
Snare so the power of the Horrors could not be used against them in the future.
The dragons went their separate ways and the Horror cloud chaotically dispersed
throughout southwest Barsaive. While each dragon presumed the others did as
they vowed, at least one of the rods remained intact. Dvilgaynon sent her Snare
far to the east along with several other artifacts. A Denairastas intercepted the
shipment. The airship carrying the goods was believed lost over the Aras Sea.
Dvilgaynon never revealed to the dragons of Barsaive the sensitive nature of the
cargo.
When the cloud began to coalesce once more near Stormhead, the dragons
took interest. As the cloud gathered strength and rolled north, each dragon saw
the threat for what it was: someone was in control of the cloud. They knew the rit-
ual they performed was beyond the ken of the Young Races and their enemy must
be either a dragon or from one’s blood. They theorized Outcast was the power
making moves against them and intended to draw a line in the sand against him.
Dragons are prideful and territorial. Even once it became apparent they lost
control of the Horror cloud, it took months to organize a meeting at an agreeable
location. As these terms were being negotiated, Darla’s presence along the Green-
heart river became public knowledge (“A Queen by Any Other Name,” p. 134).

183
When Dvilgaynon physically met with the woman, she immediately recognized
her complex nature and knew she must be the girl Mountainshadow lost those
many years ago. Darla’s fate quickly became a key issue for Mountainshadow and
Icewing, her presence in Dvilgaynon’s domain complicated matters. It was de-
cided Dvilgaynon would bring the “Child of Blue Spirits” to the meeting’s neutral
territory and her fate would be determined from there.
The first meeting of the great dragons since the Second Theran War is orga-
nized and set to take place high atop the Delaris Mountains in one of Vasdenjas’s
former lairs. The area was accorded neutral territory and temporarily relieved
from Mountainshadow’s control. Instead, it temporarily rests in the hands of Vas-

For Reference
This arc serves as a climax to the events in Empty Thrones.
It sees the characters cross the breadth of Barsaive. From the
Delaris Mountains and Claw Ridge, up to Jerris, and east to the
City of Thieves, before finally arriving in one of Outcast’s lairs in
the Tylon Mountains. As such, any of the sourcebooks mentioned
in the other chapters may be relevant to gamemasters looking to
expand the adventure beyond the scope of this text.
This is expected to be the last arc in this book. The summit
assembled for “Promises and Threats” (p. 194) is a response to
the movements of the Horror cloud in “Wild Accusations” (p.
140). The great dragons assembled at the meeting are already
aware of the contents of the letter uncovered by the group during
“Meet the New Boss” (p. 92).
The Horror cloud’s attack on Claw Ridge in “Death is the
Beginning” and the fear Barsaive demonstrates toward Jada
Denairastas secures her Outcast’s permission to ascend to the
Malachite Seat. Once that decision is made, Kine (p. 17) and Zahm
(p. 18) are unable to achieve their original end goals. In an effort
to keep the Scions motives logical and consistent, the cloud’s
attack should only occur after Kine and Zahm are committed to
their plans.
This arc assumes the characters are already familiar with
Dvilgaynon and Darla (as met in Long Live the King), many of
the Scions (p. 14), Daiche (from Pirates and Thieves), and Jerris
(Riotous Bloom). If run as a stand-alone campaign, this chapter
likely require significant reworking to get the characters involved
in the epic strategy and long-term plans of Barsaive’s great
dragons.

184
denjas’s favored Namegiver, Tiabdjin. Each of the attendees has their motives and
expectations. All of them are about to be taken off-guard by Dvilgaynon’s schemes.

The Plot
This arc begins with the characters recruited by Dvilgaynon to attend the
dragon’s summit in Darla’s stead, likely because of the relationship they forged
with her during Long Live the King. Over the course of “Promises and Threats,”
the group journeys into the Delaris Mountains and attends the dragons’ summit.
While there, they learn of the fractures among the great dragons of Barsaive as
well as the generally dismissive view they have towards the “Young Races.” The
group should be drawn toward Dvilgaynon who seems the most sympathetic to-
ward their plight. She agrees to aid them in the task of destroying the cloud once
and for all.
Dvilgaynon and the characters return to Claw Ridge, intending to find and
study the cloud along with attempting to ascertain how it is being controlled. In
“Death is the Beginning,” the group descends the mountain and are attacked by
wisps of the cloud. Rushing to the ork capital, they arrive just after the Horror
cloud passed through the city, leaving behind a swath of destruction. Hundreds
died from the passing Horrors, leaving the city and its tribes in disarray. Even the
survivors didn’t necessarily escape the destructive touch of the cloud. It’s clear
the city will recover, but it will bear the scars for some time. The Cathay dragon
determines it’s her Stormhead Snare responsible for the cloud’s renewed vigor.
Wracked with guilt over the attack on the ork nation’s capital, Dvilgaynon de-
cides she cannot abandon the Namegivers of Claw Ridge. Instead, she constructs
a divining rod she claims will lead the characters to the Snare responsible for
the cloud’s movement. She tells the group in no uncertain terms the rod must be
found and destroyed before the cloud can strike out at another populated city. She
also suggests the group first make their way to Jerris to secure an airship and con-
firm that it is Jada and the Denairastas behind the attack. While the group travels
north, so too does the Horror cloud. If the group doesn’t act quickly, Jerris’s fate
is sealed.
In “Testing the Wind” the characters arrive in Jerris, but also catch the atten-
tion of Jada’s Gold Branch operatives. The rebels who owe the most allegiance
to the group are eager to provide assistance and protect their home. Each of the
three groups grants access to unique resources, as well as providing a small vessel
to follow the divining rod east. Prior to leaving Jerris, the group hears that Jada
Denairastas is Uhl’s successor, her ascension to the Malachite Seat is forthcoming.
The group continues east to the Tylon mountains. In the brief interlude “Sky’s
Terror,” they’re attacked near the mountains’ foothills by flesh-forged abomina-
tions and realize their plan was uncovered by the Holders. These flying monstros-
ities are an incredible threat and focus on destroying the characters’ vessel. This

185
could force them to ground or they could break off pursuit and rally support in
nearby Kratas and Daiche, beginning the events of “Fire Water.” If the group press-
es on or has no allies to call upon in one of the nearby cities, they may skip this
framework and move immediately on to “Final Steps.”
In “Fire Water,” the group sees while House T’kambras took hold of Daiche, it
operates much the same as it always has. Meanwhile, the Force of the Eye resur-
faced in Kratas as two disparate forces vying for control. The group is targeted
by Gold Branch assassins. By cleverly presenting the facts, the characters could
encourage a group to aid them in their final approach on the Tylon.
As the group approaches the Tylon, they see a dragon in the distance travel-
ing northwest. To cement his influence over the Malachite Seat, Outcast must be
present during Jada’s coronation in Iopos. It’s only while he is away the characters
have a chance of completing their assigned task. In t“Final Steps,” the group has a
small window to take control of the Horror cloud. With their rod, they quickly find
a concealed lair guarded by a camp of Firescale raiders masquerading as brig-
ands. Either through stealth or by utilizing their allies as a distraction, they make
their way into the caves and are faced with nefarious traps, roosting creatures
from the Flesh Forges, and powerful spirits. The group eventually makes it to the
inner sanctum. They discover their divining rod points not to the Snare, but in-
stead to one of Dvilgaynon’s pattern items kept in an adjoining chamber. Pushing
on, they discover the Snare slotted into the controlling scrying pool depicting the
cloud trundling toward Jerris. Outcast’s last line of defenses emerges to protect
the rod just as the dragon begins his journey home and the group has little time
to determine a course of action. As they remove the rod from the pool, the cloud
loses momentum and rains down upon the western Liaj Jungle. Large swathes
of the domain of Usun are turned into blasted and twisted scenes of destruction,
while disparate wisps of cloud melt away into the soil.

186
Introducing the Characters
The characters are likely roped into the events by Dvilgaynon. Wherever
they are in the province, they receive a message requesting their presence in
Claw Ridge. Dvilgaynon is leery about giving the group the whole story, prefer-
ring instead to simply request the characters act as escorts for her journey into
the Delaris Mountains. Should that meet with questioning, she admits the great
dragons wish for the group to be present at a secret summit. In truth, it’s Darla
the dragons wish to see, a wish Dvilgaynon intends to see thwarted. Dvilgaynon
dispatched Darla on several assignments to broker alliances between Cara Fahd
and the disparate people of Landis. Dispatching her throughout the region also
ensures neither Thera nor Iopos can secure influence in the region unchecked af-
ter the events of Long Live the King. Darla has agreed to play along with these as-
signments for now as she is interested in learning what Dvilgaynon knows about
her true nature. While she still has no desire to lead, Darla is willing to work with
the dragon if it means she learns more about her origins.
Dvilgaynon’s scheme is keeping Darla busy, yet the dragon cannot simply ig-
nore the demands of her hosts while acting in the general interest of Barsaive’s
dragons. As a concession to their wishes, she intends to bring the characters along
as “Darla’s representatives”. Once entangled in these machinations, it’s difficult
for the group to extricate themselves. Their fate may well become linked to Dar-
la’s. Yet Dvilgaynon is loath to reveal this final piece of the puzzle.

Alternate Takes
It is possible Zahm Denairastas secured the characters’ trust
over the course of A Public Execution and Pirates and Thieves.
If they wish to continue working alongside Zahm, the events
of this arc can be re-framed into a Denairastas family squabble
between Jada and Zahm. It’s possible Outcast hasn’t yet made
his decision on who should ascend to the Malachite Seat. Rather
he chose to sit out the ensuing battle between the Scions to see
which is most deserving of his favor.
In such a scenario, it’s unlikely the group would find their
way to the dragon summit or be present for the carnage of Claw
Ridge, thereby skipping the first two frameworks of this chapter.
However, Zahm is potentially present in the framework “Fire
Water.” He could encourage the group to seek additional allies in
Jerris before mounting an attack on his cousin to rid her of her
ultimate weapon.
For a particularly grim table, it could be the characters’ wish to
see Jada take the throne. Instead of working to remove the Horror

187
cloud, they’re working to ensure the coronation goes off without
a hitch. Perhaps this means the characters attend the summit on
behalf of Darla. But then they are picked up outside of Claw Ridge
and recruited to Jada’s side. The finale could see a battle between
drakes, dragon-kin, and perhaps dragons themselves outside the
city of Iopos.
If you wish to run one of these significantly altered takes of
events, you could have any number of dragon-kin rise to the
Malachite Seat. You might end the events with the Horror cloud
poised to be unleashed in the east. In lieu of a finale, this could be
your table’s “all is lost moment,” leading to an extended third act
designed to take the characters beyond Ninth Circle.
These options are left for you, as a gamemaster, to determine.
While the face of your Barsaive might differ drastically from the
one presented here, bear in mind that future FASA supplements
assume the events of this plot more or less occur as written, with
Jada taking the throne and the Horror cloud being cast down into
the western Liaj.

The Figures
Aban—Mistweaver
Aban is the youngest dragon to attend the summit and she was one of the
five dragons involved in luring the Horror cloud from its roost during the Second
Theran War. She cares little for the plight of the Young Races, rarely coming into
contact with them. Aban prefers to keep to herself deep
within the Mist Swamps where she protects ancient
ruins from prying eyes.
She seeks to secure respect from the rest of the
dragons at the summit and establish her status as
equal to the likes of Mountainshadow or Icewing.
These older dragons are far too wrapped up in their
schemes to devote much thought to this “newcom-
er”. Aban spends much of the meeting acting as a
silent observer, gathering information on the oth-
er dragons and contemplating her own path for-
ward in these unique times. Incensed by Outcast
taking advantage of their hard-earned sorceries,
she desires to see the Denairastas wiped out due
to their abhorrent nature. As much as she de-
sires extreme results, she’s comfortable with

188
the dragons biding their time, waiting for Outcast to expose a more easily exploit-
able weakness.
Aban cares little for nations and empires, and even less for the “Child of Blue
Spirits,” that has become so important to the others present. She’s unlikely to
pay adventurers any heed. Any characters wishing to get in her good graces find
themselves warned away once, then quite possibly devoured.
Dvilgaynon—Guest from Distant Cathay
For a general description of Dvilgaynon, see Long Live the King, p. 118. Since
the events of that arc, Dvilgaynon spends much of her
time working with Darla’s cadre while studying her
at every opportunity.
Dvilgaynon arrived in Barsaive alongside
Krathis Gron during the prelude to the Second
Theran War. This was not a hastily made jour-
ney. Dvilgaynon made sure to court Barsaive’s
dragons for many years prior to her arrival. An-
cient dragon custom requires a dragon to secure
permission before entering another’s domain.
Erring on the side caution, Dvilgaynon secured
permission to operate in Barsaive from nearly
all of the local great dragons; On the condition
she aid them against the Therans, if such ac-
tions proved necessary.
Due to this obligation, Dvilgaynon de-
scribed the ritual to Icewing that would even-
tually be employed. The many Young Race deaths in Vivane went against the drag-
on of Cathay’s publicly held beliefs. She held her tongue out of respect for her
hosts. However, Dvilgaynon didn’t trust the others involved in the ritual to give up
the reins of the cloud so easily. Rather than destroying her Stormhead Snare, she
sent it to a distant lair in her homeland.
Dvilgaynon spends much of this arc acting alongside the characters, taking
care of the Young Races who need her. Whether she truly believes dragons are
obligated to help these other Namegivers or her concern is a calculated gambit to
gain favor across Barsaive is left for the gamemaster to determine.
Icewing—Dollmaker
Icewing’s status among his peers plummeted since the start of the Second
Theran War. His control over the dwarf kingdom of Throal unraveled with the
deaths of King Varulus and King Neden- the end of the Avalus line. Additionally,
his prominent alliance with his brother, Mountainshadow, was on a steady de-
cline for decades. The loss of the “Child of Blue Spirits” during the war’s preamble

189
creating the most recent sore point between them.
A point magnified by Moutainshadow’s recent
rise in status when he inherited the role of Lore
Keeper for their kind.
The motion to become involved in the
assault on Sky Point, as well as the ritual
to move the cloud, was brought forward by
Icewing. Many thought he was primarily
motivated by protecting his pet kingdom,
Throal. When the battle resulted in Vasden-
jas’s death, it was easy to relate that death
to a failure of Icewing’s. Now that the Hor-
ror cloud re-emerged as a threat, the barely
restrained disdain Usun has for Icewing tee-
ters on the verge of offensive.
Still, one bad decade does not break a
millennia old dragon’s career. Icewing seeks
an edge that would see his power and influ-
ence return to where it was. He’s aware of the current opinion his peers have for
him, but brooks no open insult and none of the others are willing to challenge
him openly as of yet. Icewing is unlikely to be interested in the characters. If they
have ties to the new royal family of Throal, he seeks to turn that to his advantage,
possibly converting the Namegivers into his servants.
Mountainshadow—Lore Keeper
Where Icewing’s star has fallen in the past
decade, Mountainshadow’s has risen. Most
prominently, he earned the right to inherit Vas-
denjas’s title of Lore Keeper. By their tradition,
he gained the rightful claim to all of the ancient
dragon’s wealth and knowledge.
Although the last to agree to Icewing’s
motion, Mountainshadow was one of the five
dragons who took part in luring the Horror
cloud. He was hesitant about the resulting
loss of life, as well as the possibility the mag-
ic connection with the Horrors might taint the
dragons performing the ritual in unexpected
ways. He was only convinced after an extend-
ed private discussion with Icewing in which
his brother offered considerable concessions.

190
A large black mark on Mountainshadow’s reputation is the loss of the “Child
of Blue Spirits.” With her recent return to Barsaive, Mountainshadow is rethinking
the hands-off policy he championed a decade ago. Reversing the position entirely
and admitting failure would be a loss of face among his peers. How he intends to
proceed remains known only to him. However, he and his brother were both in
agreement the Child should attend this summit.
Mountainshadow considers Dvilgaynon’s dodge to keep Darla from the sum-
mit a shrewd and well executed maneuver, though it bristles him. Should the Ca-
thay dragon continue to stand in his way, he may move to rescind her invitation to
operate within Barsaive.
Nuu—K’stulaami Drake
Nuu is attending this summit as a representative for
her master Earthroot. Earthroot dwells beneath the King-
dom of Throal in the domain of the Pale Ones and rarely
ventures far from his favored lairs. Nuu is here only to
explain Earthroot’s opinions and return with the sum-
mit’s decisions. She has no power to vote or openly
disagree with the dragons in attendance, only con-
vey information as it stands.
As a drake, Nuu is fervently loyal to her mas-
ter and does nothing to move against Earth-
root’s wishes. For her current assignment, this
means she does nothing to upset the other
dragons in attendance. She has a keen interest
in the “Child of Blue Spirits” and was excited
to meet her at the summit. The amount of per-
sonal interest and emotion is unusual for Nuu,
who finds the experience fascinating. She be-
lieves Darla’s existence could reveal secrets concerning the nature of drakes. Nuu
feels an inexplicable kinship to the woman she’s never met and thinks of her as a
sister.
Physically, Nuu appears to be middle aged, though records indicate she’s been
active since the earliest days of re-opening. When not prim and proper in the
company of dragons, she acts with the energy of youth. Only the most observant
notice her vivacious attitude is not reflected in her distant eyes.
Tiabdjin—The Knower
Tiabdjin is an ancient dwarf who worked as a record keeper for Vasdenjas
for decades. Mountainshadow inherited Tiabdjin when he gained the title of Lore
Keeper. Unlike Vasdenjas, this dragon has little interest in fostering the same re-
lationship with the dwarf. Instead, Mountainshadow left Tiabdjin to live out his

191
T’skrang Variations
The Player’s Guide entry on t’skrang refers to the most common
t’skrang. These semi-aquatic “river t’skrang” spread throughout
the province and few Namegivers ever encounter another variety.
Beneath the Kingdom of Throal, a subspecies of t’skrang known
as the “Pale Ones” scratch out a living in complete darkness. These
t’skrang adapted other senses for surviving deep below ground.
It’s unclear if their unique variations encouraged Earthroot to
take an interest in this population, or if Earthroot purposefully
changed them to suit his needs.
On the opposite side of the spectrum, the k’stulaami are
t’skrang born with gliding membranes which grows from wrist
to ankle. These k’stulaami can be born among any t’skrang
population and many villages have legends and myths they refer
to in the unlikely event a k’stulaami is born in their hatcheries.
Even if these gliding t’skrang are accepted by their native village,
they develop a yearning to leave their homes and seek out high
roosts away from the river. Many stories tell of k’stulaami who
live atop the mountains of Barsaive and readily accept others
of their kind. How many of these villages survived the Scourge
remains unknown.
Even less is known of the t’skrang said to live entirely within the
Aras Sea. Rumors insist these t’skrang are entirely aquatic and
don’t require air like their river-bound cousins. These t’skrang
are said to aid vessels in need, but otherwise keep to themselves.
Whether these populations actually exist beneath the waves or
are merely a flight of sailor fancy is a matter for debate.

days in the lesser lair now host to the dragon summit. With-
in the lair, he catalogs the unique magic and history he can
glean from the present relics.
Tiabdjin is operating in a unique capacity at this
summit. He serves as an impartial host to the rest of the
dragons, treating the summit space as an unclaimed
lair. Tiabdjin was forced into a role where he may be
called to pass judgment on other dragons. This is an
unenviable task for any Namegiver.
Tiabdjin is still grieving the loss of his “best
friend,” Vasdenjas, and resigned himself to becom-
ing another one of Mountainshadow’s hidden curios.

192
He cares little for the plight of Barsaive around him, interested only in discover-
ing rare and esoteric knowledge. If the characters have access to any particular-
ly unique information, they can curry favor with Tiabdjin, perhaps trading their
knowledge for some of his. Even if the group gets on Tiabdjin’s good side, he isn’t
foolish enough to work directly against the dragons on their behalf. However, if
the characters bring something exciting to Tiabdjin, it might be enough to bring
him out of his melancholy, possibly turning the dwarf into a valuable ally.
Usun—Vast Green
Usun is perhaps the least scrutable of all
the dragons in attendance. He was against ac-
knowledging the Second Theran War, much
less participating in it. The petty squabbles
of the Young Races are not interesting to him,
though his hatred for the Therans burned
since well before the Scourge. This hatred mo-
tivated him to agree to participating in luring
the Horror cloud to Vivane. Once the genocide
in Vivane was complete, he counseled the oth-
ers to push the cloud into the Theran province
of Rugaria to the west, “furthering their ad-
vantage.” When the others refused, he voiced
his displeasure and returned to his lair in the
heart of the Liaj Jungle.
Usun attends this meeting with a chip on
his shoulder. He believes the threat of the Hor-
ror cloud only resurfaced because the others
refused to send the cloud away in the first place. He believes one of the dragons
secreted away their means of controlling the Horror cloud and are using this op-
portunity to blame the destruction on Outcast, a threat he believes has “long since
been removed.”
He believes the presence of the “Child of Blue Spirits” might serve to unite
forces against the dragons and pull away what few servitors they retain. If the
Therans or elves of Blood Wood can find a way to bring the woman to their side,
she could prove a threat to their cause. If her powers develop closely enough to
other drakes, the dragons may find their hold over these loyal servants weakened.
He believes the only certain way to avert this risk is to see the woman killed and
removed from the board entirely. However, he’s unwilling to act so openly against
the wishes of the rest of Barsaive’s dragons.
Usun refuses to acknowledge any member of the Young Races. Any foolish
enough to approach in all but the most groveling manner is quickly turned into a
tasty morsel.

193
Adventure Hooks
Clan Barge—While exploring
the Tylon Mountains (likely
before or after the events of
“Final Steps,” p. 208), the group
encounters a village of ogres. To
their surprise, the group also runs
into Barge (p. 163), who decided
to return to his home after the
death of Steeltoe. The hunters of
his village are disappearing and
the village is going hungry. While
Barge may suspect the characters
or the T’kambras for slaying these
ogres, it’s actually the Firescale
trolls who were hunting them
for sport. Depending on how the
group treated Barge in the past,
they may find themselves with an
angry tribe that blames them for
crimes they didn’t commit. If the
characters find evidence of who The Events
is hunting the ogres, they may be Promises and Threats
able to recruit a new ally to their
cause. Premise
Deal with the Drake—Talking This framework has the group re-
with Nuu around the events cruited by Dvilgaynon to attend the
of “Promises and Threats,” the
great dragon summit on behalf of Dar-
k’stulaami drake may become
fascinated with the characters. la of Landis. The characters and Dvil-
As that framework nears its gaynon in human form are the last to
conclusion, Nuu might ask the arrive and need to proceed cautiously
characters to go on a hunt with through the meeting. They become
her. In reality, she wishes to test aware of Nuu and Tiabdjin and are
their mettle in the harsh wilds forced to navigate the political land-
of the Delaris Mountains. If the scape of dragons without fully under-
group uncovers Nuu is leading standing the field.
them into a series of increasingly
dangerous traps, they must Setup
decide if they believe her excuse:
The characters’ presence is re-
“I was just curious.”
quested at Claw Ridge by Dvilgaynon.
When they arrive, they’re placed in

194
finely appointed quarters and meet with Dvilgaynon in her typical human guise.
Dvilgaynon explains that, due to the events outlined in Long Live the King, the
group earned the attention of forces
much larger than themselves. These Mysterious Flying Machine—A
forces are meeting in seclusion deep solitary drakkar was sighted near
within the Delaris Mountains and the the Ford of Corpses (p. 112). If
party’s “presence is requested.” Garlthik fled by air at the end of
Dvilgaynon leaves as many of the Pirates and Thieves or if the table
details out as possible until the group took part in “Life on the Crag” (p.
agrees to attend the meeting. The 168), they might recognize the
dragon offers to assist the characters vessel. Getting this ship up and
with obtaining key knowledge or in- running again would drastically
cut down the time it takes to travel
troducing them to masters of their to Jerris (a journey briefly touched
Disciplines for further training in ex- on in “Testing the Wind,” p. 202).
change for their time and trouble. If By the time the characters arrive
pressed, she acknowledges this meet- to investigate, Captain J’hrist of
ing is between dragons and also ad- Freewater’s Heart’s Desire has
mits these meetings can be quite haz- acquired the vessel and has big
ardous to a Namegiver’s health, but plans for bringing it into his
they will be under her protection for business. Chartering the vessel
the duration of the summit. She also for personal use requires dealing
cautiously admits the dragons wish to with the shrewd fisherman. Once
aboard the drakkar, the characters
know information about Darla. Dvil- are haunted by strange visions
gaynon doesn’t admit to the charac- depicting a crew’s violent deaths.
ters that they are attending the meet- The group must determine if these
ing in place of the young woman and visions are premonitions meant as
will therefore be bound to her fate. a warning, forlorn shadows of the
past, or the manipulative illusions
Challenge 1: Meeting of the of something left behind by the
Scales previous crew.
The characters take a ferry from
Claw Ridge across the Liaj River and into the southern Delaris Mountains. After
a long and arduous climb through the Delaris mountains, the group finds them-
selves among ornate open-air ruins. The ruins are built to Namegiver size. These
crumbling ruins had their roofs torn away and many of the interior walls removed
to allow for dragons to land. Dvilgaynon leads the group to one of Vasdenjas’s old
lairs, one built with the comfort of the Young Races in mind. Around the perimeter
of many of these structures, doors and stone furniture of normal size remain in
usable condition. Tunnels lead below ground into the chambers Tiabdjin uses as
his quarters along with several other rooms designed for guests.

195
Before the group is allowed
Tiabdjin’s Wish—Talking to wander about the area, they’re
with the dwarf Tiabdjin around brought to a high curtain-wall where
the events of “Promises and
Threats” may see the loremaster a portcullis gate once stood. Before
waxing philosophic about many passing through the opening, Dvilgay-
aspects of dragon magic. He may non divulges the information that she
even be coaxed into speaking was keeping from them. She warns the
of one of the great mysteries of group the meeting is chiefly to deter-
the dragon life cycle: their eggs. mine a course of action concerning the
Tiabdjin’s longing for a dragon wandering Horror cloud, though “oth-
egg is clear and if the characters er matters may be brought forward.”
can manage to get him access to She is also sure to explain the group is
one, they would spark new life attending as her guests and, as such,
in the old scholar. One possible
option during “Final Steps” (p. are under her protection. However,
208) could see the characters should they step out of line or disre-
discover an egg deep within spect any of the others in attendance,
Outcast’s lair, Returning the the matter will likely be taken out of
immense orb to Tiabdjin inspires her hands and handled according to
the old scholar. Of course, any custom.
dragons who discover the group Beyond an enormous crumbling
is in the possession of a dragon wall, the ground slopes away into a
egg will be far from pleased. beautiful valley. The area was expertly
landscaped to have eight symmetrical
roosts in a loosely defined circle. Of these roosts, four are already occupied with
huge and terrible dragons. Mountainshadow, Icewing, Usun, and Aban (see this
chapter’s The Figures, p. 188) sit as silent monoliths as the group arrives. In an
overwrought podium at the center of the valley, the dwarf Tiabdjin sits with a
mountain of tomes to keep him entertained throughout the proceedings. Least
noticeably, one of the seemingly empty plateaus has the t’skrang Nuu, camped out
along the nearest edge.
The dragons silently stare, almost immobile as Dvilgaynon ushers the party
to a nearby plateau to the left of the ruined wall. She instructs the characters to
make camp near the front and remain silent until addressed. She takes on her
true form as an enormous bronze Cathay dragon, her sinuous form standing a
stark contrast to the bulkier “common” dragons in attendance. Though calling
them that would be handled according to custom.
Hours pass in silence as the dragons communicate silently with their magic
speech. The presence of the characters ignored unless they step out of line. During
this time, both Nuu and Tiabdjin silently acknowledge the group with nods and
smiles, but nothing more intrusive for fear of disturbing the dragons.
Seemingly without preamble, the “voice” of Mountainshadow’s dragon speech
appears in the heads of the characters. “It seems we have no choice but to accept
196
those in attendance as the Child’s representatives. Our honored guest’s motion to
include these representatives in the rest of the discussion is also permitted. Their
fate is now expressly bound to the Child of Blue Spirits. Dollmaker, you may now
state your position.”
After a long moment of quiet, the silent voice of Icewing speaks, “It is clear
my Child proved useful against the Upstarts. To ensure our actions do not move
at cross purposes, she must be brought into the fold. As she was born from my
actions, she is my right and my responsibility. She was to be brought here and a
decision made. She should be brought directly to me. Immediately.”
The voice of Usun booms forward, the rage within making the listener’s blood
rush, “This Child’s value stemmed from luck, not plans. She went wayward and
returned of her own will. She is an unknown variable and must be removed. Our
Keeper of Lore was wise to keep her distant, we must ensure she does not return
to the stage at hand.”
Mountainshadow’s voice returns to the fore, “It is clear the presence of this
Child is a risk. A risk that must be mitigated and removed. Icewing’s claim has of
provenance never been confirmed by those present and her unique nature means

Dragon Talk
This scene puts the table in the presence of immensely powerful
dragons who are each pursuing their own goals and care little for
the characters directly. Some groups may chafe at being sidelined
during such a conference and gamemasters should consider how
they wish to run the meeting for their group.
As written, this scene mostly involves the dragons talking
amongst themselves and merely allowing the table to listen in.
Gamemasters who wish to skip through this interaction could
instead decide the entire meeting takes place via mental dragon
speech and doesn’t include the group. In this case, Dvilgaynon
makes most of the decisions for them and merely summarize the
discussion afterward.
Alternatively, the characters could be given more opportunity
to speak on Dvilgaynon and Darla’s behalf. Perhaps the Horror
cloud’s arrival in Claw Ridge (“Death is the Beginning,” p. 200)
occurs during this Summit and Dvilgaynon races to the scene to
lend a hand, forcing the characters to act as her representatives.
Such an approach requires the characters be given more
information prior to the meeting. This approach should give the
characters a moment to meet with Nuu and Tiabdjin ahead of time
to learn about the other dragons in attendance and establishing
everyone’s motives.

197
precedent is difficult to determine.
However, we seem to be in agreement
Mountainshadow’s she should be brought under our con-
Protection trol.”
How much the dragons With that Dvilgaynon speaks. De-
divulge to characters during spite not making a sound, the voice
their interaction is left up to the within the character’s minds is iden-
gamemaster, as is the disposition tical to the human voice familiar to
of the various dragons to the them, “With all due respect to my
group. The dragons have cause hosts, Darla has fallen into my plans
to be annoyed with Dvilgaynon’s and is difficult to extricate at this time.
charade and such annoyance can Her presence is currently required to
easily cause hostility between secure the burgeoning ork nation and
the dragons and the characters.
her swift removal would only serve to
However, Mountainshadow is no
fool and understands the value bolster our enemies. After a decade,
of Young Race pawns. He might we now know her location. I will see
be willing to put his annoyance she remains close. When the situation
aside and be inordinately helpful changes, we can revisit the matter. I
toward the group. request we delay judgment on this
If the group finds issue and instead turn to the matter
Mountainshadow more helpful for which we were summoned. The
than Dvilgaynon throughout Stormhead moves and it is surely Out-
this affair, they might agree cast in control of the weapon. It seems
to Mountainshadow’s offer of likely his pawn’s missive speaks true,
protection. The action causes he cannot be allowed to benefit from
Dvilgaynon to lose face as well
our rituals.”
as losing Darla’s representatives
to Mountainshadow. The dragon After several minutes of silence,
acts quickly and moves the Mountainshadow speaks, “It is agreed
characters to a different lair, then, we will discuss the Stormhead.
likely within the Twilight Peaks. Vast Green, your motion?”
Within this lair, he interrogates The rage-filled voice speaks again,
them about Darla and her current “Of the five Snares it seems at least
location. one remains. Outcast takes advantage
of our greed. We must construct new
Snares and take Outcast’s weapon from him once and for all. To do anything else
is to act with undue alacrity and put our plans at risk.”
Icewing speaks, “Mountainshadow and I do not believe we can wait out the
years necessary to craft new Snares. In that time we will lose Jerris and possibly
all the southwest. It seems likely we will lose the dwarfs as well.”
The fifth dragon speaks, “The dwarfs already seem lost to you, Dollmaker.
However, if this corrupting influence is allowed to move unchecked through Bar-

198
saive for years, the wreckage it leaves
behind will take decades, perhaps It’s likely Mountainshadow
centuries, to correct. Also, should the dispatches the group, perhaps
province prove weak, the Upstarts accompanied by Dark Tooth or
may return in force. Their presence in one of his other drakes, to bring
Jerris is already unseemly.” Darla back to him. Once the
“Agreed, Mistweaver,” Mountain- characters make contact with
shadow responds, ”I believe a major- Darla in western Landis, she
wants to be involved in stopping
ity here supports immediate action. the Horror cloud at any cost.
Dvilgaynon’s ritual to discover the She might be willing to return to
controlling source seems the most Mountainshadow to secure his
prudent move with the least impact on aid, or she might lie to the great
our goals. Vast Green’s dissent is noted dragon, help the characters stop
and accepted. Dvilgaynon’s presented the cloud, then flee from the area
plan is flawed; the Child was intended and go back into hiding.
to assist with the operation. We must
instead turn to her representatives.”
For the first time since the group entered the meeting, one of the dragons
makes a marked movement. Mountainshadow’s head pivots and stares directly
at the characters, “What say you then? What must be the fate of the Child of Blue
Spirits? Will you accept your place in Dvilgaynon’s machinations and risk your
lives to stop these Horrors? Your alternative is to fall under my protection, as we
await the Child’s return.”
The group may now address the dragons, though it’s unlikely they fully un-
derstand the situation they were thrown into. As mere members of the Young
Races, asking clarifying questions can be a double-edged sword for the group.
They might be able to learn important details and motivations for the dragons
present, or they might give offense to the most powerful entities in the province.
Should the Namegivers commit any faux pas, Tiabdjin interrupts, his voice
ringing out among the echoing silence left by dragon speech. He attempts to
smooth things over and to warn the group before they can make an enemy of any
of the dragons present.

Challenge 2: The Calm Before the Storm


Once the group agrees to aid Dvilgaynon, the meeting is adjourned and ev-
eryone is dismissed until the following morning. Dvilgaynon bids the characters
go with Tiabdjin and be escorted to private quarters. Tiabdjin asks them what
arrangement they desire for the evening and finds rooms to meet their needs. He
invites them to a dinner he organized for the “Namegivers in attendance.”
Nuu attends the dinner and eagerly asks for details about the characters’ lives
and plans, particularly any information they might have about Darla. Any infor-
mation they share with Nuu makes it back to Earthroot.

199
She reveals little about herself, keeping her nature as a drake private from
them and merely referring to herself as one of Earthroot’s “most trusted.” Both
Nuu and Tiabdjin are happy to take this opportunity to discuss dragon affairs, as
well as matters throughout Barsaive, foreshadowing upcoming events as needed.

Climax
The dragons discuss other matters through the night and for much of the fol-
lowing day. In the late afternoon, Dvilgaynon, again in human form, seeks out the
group and asks them to return with her to Claw Ridge. The group retraces their
steps, this time making the perilous descent in the dead of night. As the charac-
ters near the foothills, they are set upon by several wisps of the Horror cloud (p.
238). A sufficient number should arrive to force Dvilgaynon to dedicate herself
into battling a few with her magical abilities while still leaving a very real threat
to the characters.
After the group manages to defeat
the wisps, Dvilgaynon expresses concern.
When they departed a few days prior, the
clouds were not expected to be on the west
side of the Delaris Mountains. Venturing to
the east would delay their journey north,
but bring the cloud dangerously close to
Claw Ridge.
Death is the Beginning
Premise
The characters descend from the
Delaris Mountains to find a scene of death
and destruction before them. This moment
calls for heroes to act of their own accord
and assist where they can.

Setup
The group arrives in Claw Ridge sever-
al hours after the main body of the Horror
cloud passed through the city. The few per-
manent structures of the city remain more
or less intact, but the tent city of the roving
ork bands was flattened and many dead
and dying are scattered about the city
streets. Dvilgaynon rushes to the city’s aid,
leaving the characters to do as they will.

200
Challenge 1: The Fate of the Injured
Many orks were able to flee as the cloud approached, but hundreds of trib-
al orks suffered from wounds that will prove fatal this day. Characters capable
of healing others have ample opportunity to assist, though they soon find them-
selves overwhelmed with requests for their time. They need to triage: determine
how far gone is too far gone and who they wish to expend their time and resourc-
es to assist. The more they move to help, the more difficult assisting the people
becomes and the physicians find themselves making hard choices.
Even those incapable of tending to the wounds of others find themselves re-
cruited into various rescue activities. Whether fighting back fires from collapsed
tents, looking for missing Namegivers, or simply organizing the crowd and ensur-
ing the survivors all work together, there’s plenty of work to be done. The Carad
guard are not particularly keen on letting an obvious group of skilled adepts rest
on their laurels while the city is in disarray.
Groups who refuse to assist or put forward a mercenary attitude in this time
of tragedy find themselves making enemies of the survivors and may be forced
into confrontations with those desperate for their aid.

Challenge 2: The Torment of the Mad


Throughout the day, the group comes into contact with orks who seem to have
their minds shattered by the event. Astrally perceiving characters with significant
successes can detect residual magic on the maddened, though what that means is
difficult to determine. While aiding the city, the characters likely run into Zarass
Icethought (p. 122) and Tinsith Oathtaker (p. 121) acting on behalf of Krathis
Gron, who was away from the city at the time of the attack. Tinsith believes the
maddened should be comforted where possible but time and resources are better
diverted to the physically injured. Zarass believes these mad individuals are cor-
rupted by Horror magic and should be
put to the sword.
The Drakes
The characters on the front lines
of this tragedy are given the opportu- A gamemaster may wish to
nity to select the policy they wish to establish Nuu as a potential plot
enforce. Depending on their previous device later. If the group made a
engagements with Zarass and Tinsith, good impression with her, she
could arrive in the lead up to
they may be able to secure additional
“Final Steps” or after its climax
assistance in spite of the chaos around to help the table make good their
them. escape. She could also serve as a
future ally to bring the characters
Climax into the Warden tier and act as a
In the dawn after the attack, all conduit between the group and
the maddened Namegivers present in the dragons of Barsaive.
Claw Ridge suddenly become homicid-

201
al. Working in unison, they march on
Krathis Gron’s keep. If the characters
The Divining Rod
carefully isolated or callously killed all
of the lunatics they discovered, only a The divining rod Dvilgaynon
few dozen small cells of the mad re- provided to the group was
main to be dealt with. If they showed constructed in the wake of her
mercy, the city finds itself facing a large lost vessel. When she initially
used the item, it appeared to
force of Horror-marked citizens who
corroborate the reports the
might be capable of overwhelming the airship was lost in the Aras Sea.
remaining guard and inflicting a sec- Since then, she had neither the
ond tragedy on the city. time nor inclination to follow up
After the attack is stopped, Dvil- on her lost relics, believing them
gaynon meets with the group. She’s to be resting at the bottom of a
clearly aggrieved by the attack on Claw deep sea.
Ridge and she apologizes to the char- The divining rod actually points
acters for no longer being able to ac- to a jade globe of similar design to
company them on their mission. How- its own. Luckily for the characters,
ever, in the wake of the cloud’s attack the globe and the controlling
she was able to determine it’s being rod are only separated by a few
chambers when it could have just
guided by one of the dragon’s Snares.
as easily been hundreds of miles.
It’s up to the group to find and destroy
this lost Snare. She provides an ornate
jade wand two feet in length, which she claims points directly toward the missing
Snare. She may also provide the group with a set of magical items she counsels
them to wear “for their protection” (See Surviving the Assault, p. 211).
What Dvilgaynon doesn’t say is she knows it’s her Snare being used to wreak
this havoc. She also doesn’t reveal that she has no means of tracking the Snare
directly, but the wand she gave the group is actually tracking one of her minor
pattern items lost in the same shipment alongside her Snare. She believes it’s like-
ly the two objects remain in close physical proximity, but she has no way of being
certain. She has decided that easing Claw Ridge’s pain and risking Jerris’s future
is worth this enormous gamble.
While the divining rod currently points to the northeast, Dvilgaynon suggests
the group first secure air travel, likely from Jerris to the northwest.
Testing the Wind
Premise
The characters make their way to Jerris and endeavor to charter an airship.
While they wait for the details to finalize, they learn Jada is ascending to the Mal-
achite Seat. The remaining Iopan forces in Jerris are shoring up their position
within the tower. If the group participated in Riotous Bloom prior to this, their

202
actions have a significant impact on how
these events play out.

Setup
After the characters arrive in Jerris
they need to approach one of the rebel-
lious factions and convince the rebels of
the facts at hand. Their journey to Jerris
should be breakneck and arduous. They
had to catch-up and overtake the Horror
cloud early in the journey to ensure they
have sufficient time to discover the loca-
tion of the missing Snare and destroy it.
Gamemasters might consider fleshing
out the adventure hook Mysterious Flying
Machine (p. 195) as part of this journey.
If the characters allied with a faction
in Riotous Bloom, it should be a simple
matter for them to convince the group
to aid them. All the rebels have access to
small vessels and particularly convincing
parties can also be granted control over
a squad of their soldiers. However, gath-
ering these resources takes a day and the
characters need to lie low until then.

Challenge 1: Travar’s Champions


The Champions of Travar gained sig-
nificant clout in Jerris while the charac-
ters were away. The group is closely in-
tertwined with Jerris’s Brokers. They’re currently attempting to keep the peace
and establish a unified status quo for the city as the Horror cloud continues to
draw nearer. Due to their connections throughout the city, they become aware of
the characters’ return and seek them out.
If the characters are on peaceful terms with the Champions, the group wishes
to join forces against Iopan agents active in the Brokerage one last time. If the
Champions and the characters are not on good terms or never met, the Champi-
ons initially believe the characters to be working on behalf of Gold Branch spies
and demand the characters respond to their interrogation.
In either event, the Champions have no plans on keeping the presence of the
characters a secret. It isn’t long before anyone in Jerris could be aware of their
return to the city.

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Challenge 2: Golden Parachute
A Ticking Clock A torga loyal to Jada Denairastas
is attempting to re-establish trust be-
During “Testing the Wind,” the tween the loyalist forces within the
gamemaster has the opportunity Shipyard Tower and back in Iopos.
to set a strict time limit for
To do this, Jada worms this torga into
the characters. Outcast must
be physically present at Jada’s the city’s structure, determines the
ascension to bind the rituals key players in the resistance, and at-
within the Palace of the First tempts to see them killed. However,
Minister. It’s only while Outcast the Champions were aware of a num-
is away the characters have a ber of these suspicious individuals
chance of invading his lair to when they claimed to be business as-
disperse the Horror cloud. The sociates of known Iopan sympathizer
day of Jada’s ascension should be Rhen Trusk (p. 83).
on or around the day the Horror Asking around in the Brokerage
cloud is due to arrive in Jerris.
is enough to get the torga’s attention,
The exact time table of events at which point the characters are ap-
is left vague throughout this arc,
proached by a representative of the
so the gamemaster may set a
schedule that fits with their plans. torga. The Holder of Trust reveals to
Keeping the time limits too strict the characters Jada is soon to become
may force the table into a difficult the First Minister of Iopos and “all that
to win scenario, but removing the remains is to await the day.” The group
time limits entirely may make the is given one final opportunity to side
finale too easy as characters take with the “final Scion” or “feel the com-
their time exploring and looting a bined wrath of the Holders.”
great dragon’s lair. Another detail
not covered is the time it takes Climax
for Outcast to travel from the lair If the characters don’t side with
to Iopos and back. Gamemasters Jada, they’ll be ambushed by any re-
should feel free to have the
travel time take as much time as maining members of the torga before
narratively makes sense. they can leave the city via airship. If
the characters left Miska or Ulla alive
during the events of “Badged Entry”
(p. 98), they might be among the operatives arrayed against the characters.
In the unconscionable event the characters agree to work for Jada, the Cham-
pions of Travar attack the group before they can leave the city. See this chapter’s
Alternate Takes (p. 187) for more options of playing this arc on the side of the
Denairastas.

204
Why the Tylon ?
Evidence suggests Outcast’s normal dominion is centered
around the Scol Mountains. With that in mind, why is the linchpin
of his plan located within the Tylon Mountains? The answer lies
in the fact Outcast has only managed to secure a single Stormhead
Snare.
Having only one of these controlling rods means the distance
and speed at which he controls the cloud are rather limited. In
fact, this is not the location from which Outcast originally began
coalescing the cloud. That occurred on the shores of the Death’s
Sea on the stark cliffs of the Twilight Peaks. The operation since
moved to the western edge of the Tylon Mountains and the
magic was reinforced to make it capable of controlling the cloud
throughout much of the province.
Gamemasters who wish to present a more significant challenge,
or those who wish to encourage their table to return to Iopos and
Councilor Plaza, could remove this restriction and instead place
the finale in the Scol Mountains.
Those who wish to drag the finale out a little longer could have
the pattern item the divining rod is pointing to resting within the
defunct lair within the Tylon, forcing their group to follow clues
that pushes them on to the northwest. Gamemasters who wish
to pursue this option should consider the implications it has on
their timelines for the Horror cloud’s arrival in Jerris and Jada’s
ascension.

Sky’s Terror—An Interlude


The characters follow the divining rod east and into the foothills of the Tylon
Mountains. As they approach the jagged slopes, they see enormous flying mon-
strosities (Flying Abominations, Iopos: Lair of Deceit, p. 240) and are faced with
the option of turning back or pushing on.
If they push on, the group finds themselves in a hard fought battle against
foes working to ground their vessel. Should this battle turn against the characters,
they might be forced to turn back or crash in the isolated peaks of the Tylon. If
crashed, they need to continue with little in the way of resources, going straight
to “Final Steps” (p. 208).
If they turn back by choice or by force, the group can head to nearby Kratas
or Daiche and attempt to gather further allies. Approaching the hidden lair from
the ground is a safer, though slower, option. If the group chooses to gather their
strength, the framework “Fire Water” describes the events when back in Kratas.

205
Fire Water
Premise
The group makes landfall near the City of Thieves, in a final effort to gather
allies before their push on to Outcast’s lair. When they arrive, they find Daiche act-
ing much as it always has, though with crime rates slowly dropping. They uncover
two Forces of the Eye vying for control. If the group participated in Pirates and
Thieves prior to this, their actions have a significant impact on how its events
play out.

Setup
Much of the action in this framework is left for the group to instigate as they
request aid. They may seek from House T’kambras, Zahm’s Force of the Eye, Terri-
cia’s Force, or perhaps all three. Requesting aid from each group comes with its
own challenges and their odds of success are largely dependent on how the group
acted in the previous arcs.
Due to the earlier events in “Testing the Wind,” Jada’s forces are already look-
ing for the group and some assassins attempt to kill the characters at the first
opportunity.

Challenge 1: Woman Scorned


A torga of assassins attempts to ambush the characters the moment they
become isolated. Capturing any members of this torga, or thoroughly investigat-
ing their room at the refurbished Steeltoe’s Pub (p. 156), uncovers the torga was
also assigned to the area to make contact with Zahm. The torga was to determine
whether or not he would be willing to work under Jada Denairastas. If he was not,
they had orders to “replace him.”

206
Challenge 2: A Captain Counseled
Helmswoman Gorana of the Cinder Crag (p. 161) was left in charge of Daiche
for the time being. She sends regular reports back to the nearby Shattered Tow-
ers. If the characters are aware the Scavian captain aided Garlthik’s escape, they
could blackmail her with that information. If Captain Westhrall becomes aware of
the act, the captain of the Cinder Crag would no doubt be expelled from the House.
Alternately, the characters could be earnest with her and explain their dire
need for assistance. If the group proved trustworthy up to that point, she recruits
a few Scavian captains of smaller vessels to venture up-river and into the Tylon
Mountains. Even if the characters aided her in the past, Gorana is concerned
about dispatching forces to the Tylon. She heard of increased Force of the Eye
activities in Daiche and wishes to know the truth of the matter before reducing
her numbers.

Challenge 3: Eyes Divided


If the characters attempt to approach the Force of the Eye, they discover the
group no longer inhabits any of its old haunts. Zahm took Garlthik’s place as the
official leader of the group and took up residence in Kratas proper. Meanwhile,
Terricia is gathering as many of the Old Guard to her cause as possible and keeps
her people on the move. Sometimes they even venture into the foothills of the Ty-
lon to recruit retired soldiers (such as the one described in Zahm Nation, p. 181).
If the group worked with Zahm up to this point, they can easily secure an
audience with him. However, convincing him to work openly against his cousin
is a very difficult proposition. If the characters spin the evidence they discovered
from the failed attempt on their lives, they can convince Zahm to move against his
family. It’s hard to kid a kidder though and Zahm is likely to see through all but the
most convincing of ruses.
Whether he believes the characters or not, he refuses to help them unless
they help him first. He discovered where a number of Terricia’s lieutenants are ly-
ing low and wants the characters to bring them in (see Climax below). For all that,
if he doesn’t believe the characters, he turns on them after they finish this task on
his behalf, finally showing his true colors.
Alternately, if the characters track down Terricia, she attacks them on sight
unless they prove themselves loyal to Garlthik’s Force of the Eye. She will only
work with characters she completely trusts. Even then, her resources are already
stretched thin. She needs help retrieving a number of her lieutenants from the
area before she can assist (see Climax, below).

Climax
Investigating Gorana’s rumors of Force activities in Challenge 2, or volunteer-
ing to become involved in the operation for either side as in Challenge 3, sees the
group attacking one group of Force members alongside a different group. This

207
battle could occur in any reasonably established Force hideout, or perhaps in the
caves beneath Sagramon’s Estate.
If the group successfully completes the operation, they secure their allies.
This might be T’kambras boatmen, Force members, or even both.

Final Steps
Premise
The characters must now commit to moving into the mountains. They have a
variety of approaches and a number of possible allies at their beck and call. While
their approaches may vary, once within the lair the scene becomes more intimate
and dire as the group descends into the earth.

Setup
The characters gathered together all of the resources they can in the limited
time allotted. They must choose how best to approach the Tylon and discover the
whereabouts of Outcast’s hidden lair. They might approach by air, in which case
they will be challenged by Flying Abominations (“Sky’s Terror,” p. 205).
Alternatively, they may choose to approach via the river. Such a journey grows
increasingly challenging as the fire engines struggle to work their way up the
rapids. It eventually becomes impossible when the boats arrive at Passion Falls,
though vessels are likely challenged by a Firescale patrol before getting this far
into the mountains.
Venturing on foot is likely to take more time than is available to the characters,
but it’s the safest option. If the group manages to orchestrate a vessel’s approach
at the most opportune time to distract the Flying Abominations, the ground forces
may move through unmolested.

208
If the characters engage in battle with the abominations, their vessel of choice
is likely to be destroyed and they may lose access to many of their allies in the
chaos of the assault.
As the characters are running out of time and Jada’s ascension draws near,
they might see the faint shape of the dragon Outcast flying off to the northwest,
temporarily leaving the lair under defended.

Challenge 1: Hostile Contact


Eventually, by following the divining rod, the group discovers what appears
to be a bandit camp right above the tree line. In reality, this is a group of Firescale
raiders who were stationed at the cave mouth leading to Outcast’s lair.
The group must enter the cave beyond the Firescale warriors. There is a
break of good luck for the characters, the raiders are taking it upon themselves
to celebrate Jada’s ascension and the clear strength of their allies in Iopos. The
raging party amongst the trolls makes it easier to sneak through than one might
normally expect. The entrance is still tightly controlled. If the group makes it this
far with some of their allied forces intact, this is a perfect opportunity to use them
to start a distraction on the fringes of the camp while the group quietly advances.

Challenge 2: Navigating the Labyrinth


Miles of tunnels exist within the mountain and fully exploring them all would
take weeks if not months, time the characters don’t have. To make matters worse,
the curving nature of the tunnels make the divining rod However, Jada sent a
number of abominations to the inner sanctum several months ago, a trail a track-
er can follow.
Once they pick up the trail, it still takes the better part of a day for the group
to follow the route into the mountain. As they near the caverns that serve as the
actual lair, characters note the smooth stone all about them. Stone smoothed from
the countless tests of boulder traps. These boulders perfectly fit the enormous
tunnels and are launched through various tubes using a mixture of True Air and
Fire. The traps are triggered by Namegivers crossing various wards without first
speaking the password “Denairastas.”

Challenge 3: The Forged


Once beyond the boulders, the characters enter the inner sanctum. Within
they come face to face with any surviving Flying Abominations. Despite the large
size of the caves, the enormity of the creatures prevents them operating at peak
efficiency (perhaps imposing Harried penalties on them at all times). Nonetheless,
they are dangerous threats that work to outmaneuver the party, passing through
tunnels previously thought to be false-leads or too trap-infested to traverse.
One of these caves hosts the goods stolen from Dvilgaynon, it is discovered the
group’s divining rod actually points to an ornately carved globe clearly Cathayan

209
in origin (see The Divining Rod sidebar, p. 202). For the first time, the characters
have a strong reason to relate Dvilgaynon to the lost, potentially implicating her
all that has come to pass.

Climax
The group arrives in a final chamber open to the skies. In the center of the
chamber is a massive bowl of crystal clear water. Slotted into a dais along the edge
of the water, the Stormhead Snare is part of an arcane apparatus. As characters
near the Stormhead Snare, the pool of water becomes a scrying pool. In the still
water the characters see the Horror cloud and the writhing mass of Horrorspawn
within. It rages over the western Liaj Jungle, the city of Jerris on the horizon to the
northwest.
When the characters begin to investigate the apparatus, air spirits increasing
force manifest in the form of dragons and surge from the sky above. The spirits
triggered by Outcast when he sensed the interlopers within his lair.
Unable to spend time with the device, the group needs to destroy the appara-
tus or wrest the Snare free from the device some other way. Either causes a mas-
sive feedback loop that explodes the apparatus, damaging any nearby and causing
the entire chamber to quake. Within the scrying pool, the cloud is immediately
seen descending upon the jungle, corrupting a large swathe of Usun’s domain.
Soon after, the entire cavern collapses.

Loose Ends
With the Horror cloud removed, Jerris is no longer forced to lay down arms.
Unfortunately, their rebellion lost cohesiveness and the Denairastas still have the
opportunity to regain control of the city. Jada’s ascension to the Malachite Seat
went forward uninterrupted and she secured the title of First Minister. She works
closely with Outcast going forward, though there’s significant chaos in the city
that must be managed. Before the family’s attempt to conquer the province can
continue, Argo (p. 14) and Bruhl (p. 15) must swear loyalty to Jada. Yet once Out-
cast’s attention is elsewhere, they’re likely to test the young First Minister’s mettle
and see if they can unseat her.
Even if Zahm agreed to help the characters over the course of this arc, he con-
ceals his involvement and informs the new First Minister of the characters. Of
course, he claims any Force members involved in the assault were rogue mem-
bers not under his control. While Zahm is a schemer who chafes at the thought of
serving under his cousin, his hands are full attempting to bring Kratas to heel and
knows he couldn’t resist the Holders in any meaningful way in the near future.
After the events of this arc, the great dragons of Barsaive are divided. Usun is
incensed by the damage done to the western quarter of his domain. He blames
the damage on the other dragons of the summit who approved of the plan he

210
deemed too risky. Icewing and Mountainshadow care little for the damage caused
to Usun’s holdings. The brothers are instead focused on tracking down Darla and
determining if it’s worth crossing Dvilgaynon to secure the Child. Conversely,
Dvilgaynon now has her hands full seeing to Claw Ridge’s recovery from the Hor-
ror cloud attack and has little time to focus on keeping Darla out of the hands of
the region’s dragons. Her endgame remains a mystery.

Surviving the Assault


If the cloud’s controlling apparatus is stopped, a feedback loop
causes the cavern to become unstable and eventually collapse.
How the characters might survive this collapse and leave Outcast’s
lair is left up to the gamemaster, though a few possibilities are
listed below.
If the party was following the expected path and working in
concert with Dvilgaynon, she could have provided each member
a protective charm when she handed over the divining rod
(“Death is the Beginning,” p. 200). These charms are a means for
Dvilgaynon to track and protect the group from Outcast’s magic.
The airship manages to find its way to open air for a dramatic
rescue, perhaps lured by the manifested attacking spirits. If the
groups did not bring their own airship, perhaps allies in the form
of the Denairastas, Darla, or Nuu happen to arrive with an air
force of their own.
Gamemasters who don’t wish to give their groups an easy
out can have the chamber collapse only to fall into deep tunnels
beneath the Tylon. The explosion of the apparatus, uncontrolled
fall, and crush of rocks are likely to deal enormous damage to
the characters along with several wounds. After barely surviving
the event, the characters are now placed in tunnels that were
abandoned throughout the entirety of the Scourge. Finding their
way out of these tunnels could be the launching off point for an
arc of your design.

211
212
Game Information
Opponent Groups

S
ome opponents in Empty Thrones are groups of enemies who act as one
opponent. These groups are noted as such in their description (name and
challenge). This does not mean they are an appropriate challenge for an
entire group of player characters, just the single entry represents a group of oppo-
nents. Groups have special rules to make them easier for gamemasters to handle
at the table.
Each instance of a group is approximately the same challenge as an opponent
of the same Circle; a single Silver Branch triad is not a challenge for a group of
player characters. Multiple Silver Branch triads can be an appropriate challenge,
or they can support a more powerful triad of a Silver Branch aggressor, defender,
and magician sergeant.

Actions and Movement


While they act as one opponent, they still move and occupy space individual-
ly. This can cause Harried as usual. All group members must remain in the same
general area but are not required to be directly engaged in combat if there isn’t
enough room. They can use their actions against any target within range of any
member of the group.

Applying Damage
Group opponents do not track Current Damage and do not have Unconscious-
ness or Death Ratings. Instead, they only use Wounds. Group opponents can suf-
fer a number of Wounds as indicated in the stat block where their Unconscious-
ness Rating is typically listed. If an attack causes Damage but does not cause a
Wound, it gives +2 per Success from the Attack test to the next Damage or Effect
test against the group opponent.

Applying Bonuses and Penalties


Abilities that inflict a penalty on a single target (e.g. Mind Dagger’s Physical
Defense penalty) or abilities that provide a bonus against one opponent (e.g. Ma-
neuver, Pack Tactics) cost an additional success against the pack. If the penalty

213
is contingent on dealing damage (e.g. Earth Darts) and there was no additional
success on the test, it inflicts damage, but not the penalty.
The group opponent is considered a single target for abilities with a variable
difficulty based on the number of targets (e.g., Battle Bellow). A knocked down
member of the group automatically stands up and has no penalty to the group’s
action(s). Group opponents cannot be Harried due to multiple opponents but can
suffer Harried from other effects.

Area Effects
Area of effect abilities must be able to affect at least two members of the op-
ponent group to have the benefits associated with the area of effect abilities noted
below.
Attacks and spells with an area of effect may cause multiple Wounds, with
each full multiplier of the group’s Wound Threshold inflicting an additional
Wound. For example, if a Fireball spell causes 22 points of damage to a group
with a Wound Threshold of 10, the group suffers 2 Wounds. Inflicting a Wound is
the equivalent of downing a member of the group and when the full number of
Wounds is inflicted, the group is either eliminated or retreats.

Riotous Bloom
Silver Branch
Since Jerris’s occupation, it has become increasingly common for Silver
Branch soldiers to keep the peace throughout the city. These soldiers patrol in tri-
ads, dealing with perceived criminal activity quickly and harshly. Serving in Jerris
is an assignment reserved for veteran Silver Branch members who served outside
Iopos previously; many see Jerris citizens as simply another enemy to suppress.
Many Silver Branch members serving in Iopos use one of the different types
of blood charms Iopos is investigating to protect against varju poisoning (Elven
Nations, p. 255). None seem to be notably successful for their intended purpose
so far.
Silver Branch Triad (Group)
This group represents a combat-ready Silver Branch triad more capable than
the average guards found in Iopos. While these Silvers are more skilled in battle,
they also are less devoutly loyal to their home city. Their extended time away from
Iopos has caused the Oath of Affirmation’s grip over them to wane. See Iopos:
Lair of Deceit, p.195 for additional examples of Silver Branch members.

214
Challenge: Journeyman (Group Fifth Circle)
DEX: 7 Init: 6 Wounds: 3
STR: 7 PhyDef: 12 Wound
TOU: 7 MysDef: 10 Threshold: 13
PER: 6 SocDef: 9 Knockdown: 10
WIL: 6 PhyArm: 9 Recovery: 2
CHA: 6 MysArm: 2 Karma: 4 (8)
Movement: 12
Actions: 1; Broadsword: 16 (18)
Powers:
Awareness (10, Simple): As the talent, Player’s Guide, p. 130.
Distract (9, Simple): As the talent, Player’s Guide, p. 139.
Fearless (5): The Silver Branch triad gains +5 to their Defenses against fear-
based effects.
Mob Mentality: The Silver Branch triad cannot be Harried or Blindsided
from positioning. Abilities still cause these as usual.
Strength in Numbers: The Silver Branch triad gains +2 to Attack and Dam-
age tests against Harried targets, and +4 to Attack and Damage tests against
Overwhelmed targets.
Sworn to Iopos (15): Any action that forces the Silver Branch triad to act
against Iopos has the DN increased by +15. If the action succeeds, the Silver
Branch triad rationalizes it as being the best for Iopos.
Tactics (10, Standard): As the talent, Player’s Guide, p. 172.

215
Triad: Opponents are Harried by one less opponent if at least one other at-
tacker has this power. Each member of the Silver Branch triad is an individual
opponent for determining if a character is Harried.
Special Maneuvers:
Finish Them Off! (Opponent): If the attacker did not inflict a Wound on the
Damage or Effect test, each success gives a +2 bonus to the next Damage or
Effect test that inflicts damage against the Silver Branch triad. This special
maneuver is applied retroactively. Only additional successes spent to increase
damage can be used for this special maneuver.
Opening (Silver Branch Triad, Close Combat): The Silver Branch triad may
spend additional successes from an Attack test to give their allies a +1 bonus
per success spent to Attack tests against the opponent until the end of the
next round.
Shield Bash (Silver Branch Triad, Close Combat): The Silver Branch triad can
spend an additional success on an Attack test to force the opponent to make
a Knockdown test against a DN equal to the Attack test result. Additional suc-
cesses increase the DN by +2 and all additional successes must be spent on
this special maneuver if it is used.
Sweeping Attack (Opponent, Close Combat): The attacker may spend two
additional successes on an Attack test to treat the attack as an area of effect
attack; they must be adjacent to at least two Silver Branch triad members to
use this special maneuver. This special maneuver only costs one additional
success if the attacker is using a two-handed weapon.
Loot: Broadsword (Forged +2), chain mail (Forged +2), and footman’s
shield
Silver Branch Aggressor
These Silver Branch members specialize in knocking foes down and keeping
their opponents off guard. They are rarely stationed within Iopos—their partic-
ular talents are ill-suited for keeping the peace in a largely docile populace. Their
presence has been uniquely appreciated by the occupying forces in Jerris, helping
keep any resistance from the people in check. It is common for them to use Ag-
gressive Attack.
Challenge: Journeyman (Fifth Circle)
DEX: 7 Init: 9 Uncon: 46
STR: 8 PhyDef: 11 Death: 53
TOU: 7 MysDef: 10 Wound: 10
PER: 6 SocDef: 9 Knockdown: 13
WIL: 6 PhyArm: 9 Recovery: 2
CHA: 6 MysArm: 3 Karma: 4 (8)
Movement: 12

216
Actions: 2; Two-Handed Sword: 16 (20)
Powers:
Awareness (11, Simple): As the talent, Player’s
Guide, p. 130.
Battle Shout (11, Simple): As the talent,
Player’s Guide, p. 131.
Distract (11, Simple): As the talent,
Player’s Guide, p. 139.
Fearless (5): The Silver Branch aggres-
sor gains +5 to their Defenses against
fear-based effects.
Great Leap (12)
Overwhelming Force: The Silver Branch
aggressor gains +4 to Attack and Damage
tests when using Aggressive Attack, and re-
ceives two Karma Dice when a Karma Point
is spent on a Damage test while using Aggressive
Attack.
Sworn to Iopos (15): Any action that forces the Silver Branch aggressor to
act against Iopos has the DN increased by +15. If the action succeeds, the Sil-
ver Branch aggressor rationalizes it as being the best for Iopos.
Triad: Opponents are Harried by one less opponent if at least one other
attacker has this power. Additionally, an additional adjacent opponent is re-
quired to cause the Silver Branch aggressor to be Harried if there is another
character with Triad within 6 yards.
Special Maneuvers:
Momentum Attack (Silver Branch Aggressor, Close Combat): The Silver
Branch aggressor may spend two additional successes from an Attack test to
make an additional attack against that opponent. This special maneuver can
be used once per round.
Opening (Silver Branch Aggressor, Close Combat): The Silver Branch aggres-
sor may spend additional successes from an Attack test to give their allies a
+1 bonus per success spent to Attack tests against the opponent until the end
of the next round.
Overpower (Silver Branch Aggressor, Close Combat): The Silver Branch ag-
gressor may spend two additional successes on an Attack test to force the
target to make a Knockdown test against a Difficulty Number equal to the At-
tack test result. If the test fails, the target is knocked down and knocked back
a number of yards equal to the total number of successes on the Attack test.
Loot: Chain mail armor (Forged +3) and two-handed sword (Forged +4).

217
Silver Branch Defender
These Silver Branch members specialize in protecting their allies and draw-
ing out their opponents. They are versatile and their abilities are always in de-
mand, from the streets of Iopos to various Gold Branch operations.
Challenge: Journeyman (Fifth Circle)
DEX: 7 Init: 12 Uncon: 49
STR: 7 PhyDef: 14 Death: 57
TOU: 8 MysDef: 13 Wound: 12
PER: 6 SocDef: 10 Knockdown: 13
WIL: 6 PhyArm: 11 Recovery: 2
CHA: 6 MysArm: 3 Karma: 4 (8)
Movement: 12
Actions: 2; Broadsword: 12 (15)
Powers:
Awareness (11, Simple): As the talent, Player’s Guide, p.
130.
Danger Sense (12, Free): As the talent, Player’s
Guide, p. 137.
Distract (13, Simple): As the talent, Player’s
Guide, p. 139.
Fearless (5): The Silver Branch defender
gains +5 to their Defenses against fear-
based effects.
Sworn to Iopos (15): Any action that
forces the Silver Branch defender to act
against Iopos has the DN increased by +15.
If the action succeeds, the Silver Branch de-
fender rationalizes it as being the best for Iopos.
Tactics (11, Standard): As the talent, Player’s
Guide, p. 172.
Triad: Opponents are Harried by one
less opponent if at least one other attack-
er has this power. Additionally, an additional adjacent opponent is required
to cause the Silver Branch defender to be Harried if there is another character
with Triad within 6 yards.
Special Maneuvers:
Defender (Silver Branch Defender, Close Combat): The Silver Branch defend-
er may spend additional successes from an Attack test to give a +1 bonus per
success spent to the Physical Defense of adjacent allies until the end of the
next round.

218
Opening (Silver Branch Defender, Close Combat): The Silver Branch defender
may spend additional successes from an Attack test to give their allies a +1
bonus per success spent to Attack tests against the opponent until the end of
the next round.
Waterfall Slam (Silver Branch Defender, Close Combat): The Silver Branch
defender may spend an additional success on an Attack test to force the target
to make a Knockdown test against a Difficulty Number equal to the Attack test
result.
Loot: Broadsword (Forged +3), plate mail armor (Forged +3), and foot-
man’s shield.
Silver Branch Magician Sergeant
Silvers with multiple Disciplines are rare, but those capable of this necessary
perspective are highly valued. These veteran magician sergeants have seen signif-
icant and varied conflict and may not be seen as “suited” for command within Io-
pos itself. Perhaps they offended the wrong person or their extended family had a
subversive member they couldn’t turn in because they were deployed elsewhere.
Advancement through traditional means may be closed off, but proving them-
selves by serving Iopos is always an option. For many, Jerris is that opportunity.
Like all Silver Branch sergeants, magician sergeants have a horn to call reinforce-
ment as needed.
Challenge: Journeyman (Sixth Circle)
DEX: 7 Init: 14 Uncon: 51
STR: 6 PhyDef: 14 Death: 58
TOU: 7 MysDef: 13 Wound: 10
PER: 7 SocDef: 10 Knockdown: 11
WIL: 7 PhyArm: 11 Recovery: 2
CHA: 6 MysArm: 3 Karma: 4 (8)
Movement: 12
Actions: 2; Aura Strike (20 yards): 16 (12; Mystic), Broadsword: 15 (15),
Mind Dagger (20 yards): 16 (11; Mystic)
Powers:
Air Dance: If the Silver Branch magician sergeant’s Initiative result is 10
higher than the opponent they attacked this round, the Silver Branch magi-
cian sergeant may make an additional attack against that opponent after the
opponent’s action.
Astral Sight (12, Simple): As the talent, Player’s Guide, p. 129.
Aura Strike (Spell): Targets Mystic Defense and the target suffers a Wound
regardless of the damage dealt. Only one Spell ability can be used per round.
Awareness (11): As the talent, Player’s Guide, p. 130.

219
Fearless (5): The Silver Branch magician sergeant
gains +5 to their Defenses against fear-based effects.
Mage Armor (11): This power can be dispelled
with a Dispel Magic (11) test. If successful, the Sil-
ver Branch magician sergeant suffers -3 to Physical
Armor.
Mind Dagger (Spell): Targets Mys-
tic Defense and the target suffers -2
to Physical Defense until the end
of the next round. Only one Spell
ability can be used per round.
Sworn to Iopos (15): Any
action that forces the Silver
Branch magician sergeant to
act against Iopos has the DN
increased by +15. If the action
succeeds, the Silver Branch ma-
gician sergeant rationalizes it
as being the best for Iopos.
Tactics (13, Standard): As the
talent, Player’s Guide, p. 172.
Triad: Opponents are Harried by one less oppo-
nent if at least one other attacker has this power. Additionally, an additional
adjacent opponent is required to cause the Silver Branch magician sergeant
to be Harried if there is another character with Triad within 6 yards.
Special Maneuvers:
Momentum Attack (Silver Branch Magician Sergeant, Close Combat): The Sil-
ver Branch magician sergeant may spend two additional successes from an
Attack test to make an additional attack against that opponent. This special
maneuver can be used once per round.
Opening (Silver Branch Magician Sergeant, Close Combat): The Silver Branch
magician sergeant may spend additional successes from an Attack test to give
their allies a +1 bonus per success spent to Attack tests against the opponent
until the end of the next round.
Waterfall Slam (Silver Branch Magician Sergeant, Close Combat): The Silver
Branch magician sergeant may spend an additional success on an Attack test
to force the target to make a Knockdown test against a Difficulty Number
equal to the Attack test result.
Loot: Broadsword (Forged +4), chain mail armor (Forged +3).

220
Long Live the King
Tyrants
Tyrant Archer
Archers tend towards positions of
power in the Tyrants as they more read-
ily gain Reman’s favor. They can often be
found commanding mixed units from the
rear, pointing out hidden dangers and
keeping their unit focused on its prima-
ry objective. Sometimes units composed
strictly of Archers are deployed to the
outskirts of a Tyrant camp to keep eyes
on enemy forces and prevent hostile
scouting actions, taking down interlopers
quickly and quietly from concealed posi-
tions.
Challenge: Journeyman (Seventh Circle)
DEX: 8 Init: 14 Uncon: 56
STR: 6 PhyDef: 16 Death: 63
TOU: 7 MysDef: 15 Wound: 10
PER: 7 SocDef: 12 Knockdown: 11
WIL: 7 PhyArm: 6 Recovery: 2
CHA: 6 MysArm: 6 Karma: 4 (8)
Movement: 12
Actions: 2; Warbow (88, 136 yards): 22 (15)
Powers:
Awareness (14, Simple): As the talent, Player’s Guide, p. 129.
Bank Shot: The Archer ignores partial cover.
Combat Prescience (5): The Archer gains +5 to Attack tests against oppo-
nents with a lower Initiative result.
Distract (13, Simple): As the talent, Player’s Guide, p. 139.
Spot Armor Flaw: The Archer gains an additional point of damage for each
additional success on an Attack test (typically +3 instead of +2).
Stealthy Stride (15, Simple): As the talent, Player’s Guide, p. 170.
True Shot: The Archer receives two Karma Dice when a Karma Point is
spent on an Attack test.
Special Maneuvers:
Provoke (Opponent, Close Combat)

221
Tyrant Raider
During organized Tyrant operations, the Raiders act as shock troops, leaping
into the fray and engaging as many combatants as possible, while other forces
maneuver their way into a flanking position. Many of these raiders were trolls
pulled from tribes loyal to Thera, such as the Bear Striders of Vasgothia. All have
official disorderly reprimands that saw them ousted from their original units
during the Second Theran War.
Challenge: Journeyman (Seventh Circle)
DEX: 7 Init: 12 Uncon: 59
STR: 8 PhyDef: 14 Death: 67
TOU: 8 MysDef: 12 Wound: 12
PER: 5 SocDef: 12 Knockdown: 15
WIL: 6 PhyArm: 10 Recovery: 3
CHA: 6 MysArm: 4 Karma: 4 (8)
Movement: 16
Actions: 2; Greatsword: 20 (26), Hawk Hatchet (24, 48 yards): 20 (22)
Powers:
Battle Shout (13, Simple): As the talent, Player’s
Guide, p. 131.
Distract (13, Simple): As the talent, Player’s Guide,
p. 139.
Great Leap (12)
Overwhelming Force: The Raider gains
+4 to Attack and Damage tests when us-
ing Aggressive Attack and receives two
Karma Dice when a Karma Point is spent
on a Damage test while using Aggressive
Attack.
Special Maneuvers:
Enrage (Opponent)
Momentum Attack (Raider, Close Com-
bat): The Raider may spend two addition-
al successes from an Attack test to make an
additional close combat attack against that op-
ponent. This special maneuver can be used once
per round.
Opening (Raider, Close Combat): The Raider may spend additional successes
from an Attack test to give their allies a +1 bonus per success spent to Attack
tests against the opponent until the end of the next round.
Overpower (Raider, Close Combat): The Raider may spend two addition-
al successes on an Attack test to force the target to make a Knockdown test

222
against a Difficulty Number equal to the Attack test result. If the test fails, the
target is knocked down and knocked back a number of yards equal to the
total number of successes on the Attack test.
Pounce (Raider)
Provoke (Opponent, Close Combat)
Tyrant Scout
Tyrant Scouts are typically used to gather information about the size and dis-
position of enemy forces. The intelligence they bring back to their unit is critical
in providing an organized response to the challenges ahead. While they are quite
useful to Reman off the field, they are also skilled in battle as well. Before an en-
gagement, Scout patrols take up concealed positions around the enemy forces,
ambushing the foe once distracted by a frontal assault from the attacking forces.
Challenge: Journeyman (Seventh Circle)
DEX: 8 Init: 7 Uncon: 56
STR: 6 PhyDef: 16 Death: 63
TOU: 7 MysDef: 15 Wound: 10
PER: 8 SocDef: 13 Knockdown: 11
WIL: 6 PhyArm: 9 Recovery: 2
CHA: 5 MysArm: 6 Karma: 4 (8)
Movement: 16
Actions: 2; Broadsword: 19 (17), Warbow (48, 96 yards): 19 (17)
Powers:
Astral Sight (15, Simple): As the talent, Player’s Guide,
p. 129.
Awareness (15, Simple): As the talent,
Player’s Guide, p. 129.
Great Leap (12)
Spot Armor Flaw: The Scout gains an ad-
ditional point of damage for each additional
success on an Attack test (typically +3 in-
stead of +2).
Stealthy Stride (15, Simple): As the talent,
Player’s Guide, p. 170.
Surprise Strike (10)
Special Maneuvers:
Opening (Scout, Close Combat): The Scout
may spend additional successes from an
Attack test to give their allies a +1 bo-
nus per success spent to Attack tests
against the opponent until the end of
the next round.

223
Pounce (Scout)
Provoke (Opponent, Close Combat)
Tyrant Warrior
Warriors among the Tyrants are diverse and can be found in many roles
throughout the organization. They find themselves leading small squads, typical-
ly organized into larger platoons under the command of an Archer. While some
Warriors may prefer to lead from the rear or charge in at the first sign of conflict,
the most threatening Tyrant Warriors stay on the periphery of battle. While the
enemy is engaged, the Warrior determines which key assets must be removed,
flanks the position, and strikes the target with withering precision.
Challenge: Journeyman (Seventh Circle)
DEX: 8 Init: 21 Uncon: 56
STR: 7 PhyDef: 16 Death: 63
TOU: 7 MysDef: 14 Wound: 10
PER: 6 SocDef: 11 Knockdown: 14
WIL: 6 PhyArm: 9 Recovery: 2
CHA: 6 MysArm: 5 Karma: 4 (8)
Movement: 12
Actions: 2; Broadsword: 20 (20), Warbow (48, 96 yards): 20 (20)
Powers:
Acrobatic Defense: It requires an additional adjacent opponent to cause the
Warrior to be Harried.
Air Dance: If the Warrior’s Initiative result is 10 higher than the opponent,
they attacked in close combat this round, the Warrior may make an additional
close combat attack against that opponent
after the opponent’s action.
Distract (13, Simple): As the talent,
Player’s Guide, p. 139.
Tactics (13, Standard): As the talent,
Player’s Guide, p. 172.
Special Maneuvers:
Opening (Warrior, Close Combat): The
Warrior may spend additional successes
from an Attack test to give their allies a
+1 bonus per success spent to Attack tests
against the opponent until the end of the
next round.
Provoke (Opponent, Close Combat)

224
Waterfall Slam (Warrior, Close Combat): The Warrior may spend an addi-
tional success on an Attack test to force the target to make a Knockdown test
against a Difficulty Number equal to the Attack test result.
Reman Prontis
At the head of the Tyrants, Reman Prontis spent the years since the Second
Theran War gathering support in Jerucz and establishing the village of Erythen.
He assumed the title “King of Landis” under false pretenses and recently took to
abusing the Namegivers of southwest Barsaive, wringing as much silver from
them as possible. He’s a skilled Archer, though his leadership skills leave some-
thing to be desired. Reman prefers to rule through fear rather than respect and
rarely plans more than a few moves in advance, doggedly pursuing his aims.
Challenge: Warden (Ninth Circle)
DEX: 8 Init: 17 Uncon: 66
STR: 6 PhyDef: 18 Death: 73
TOU: 7 MysDef: 17 Wound: 10
PER: 7 SocDef: 14 Knockdown: 11
WIL: 7 PhyArm: 9 Recovery: 2
CHA: 7 MysArm: 9 Karma: 4 (8)
Movement: 12
Actions: 2; Warbow (108, 156 yards): 26 (20)
Powers:
Awareness (16, Simple): As the talent, Player’s Guide,
p. 129.
Bank Shot: Reman ignores cover.
Combat Prescience (5): Reman gains +5 to At-
tack tests against opponents with a
lower Initiative result.
Distract (15, Simple): As the talent,
Player’s Guide, p. 139.
Spirit Strike: Reman can target Mys-
tic Defense instead of Physical Defense
with an Attack test. This power can be
used once per round.
Spot Armor Flaw: Reman gains an addi-
tional point of damage for each additional
success on an Attack test (typically +3 in-
stead of +2).
Stealthy Stride (17, Simple): As the tal-
ent, Player’s Guide, p. 170.
Tactics (16, Standard): As the talent,
Player’s Guide, p. 172.

225
True Shot: Reman receives two Karma Dice when a Karma Point is spent on
an Attack test.
Special Maneuvers:
Ethereal Attack (Reman): Reman may spend an additional success from an
Attack test to affect Mystic Armor instead of Physical Armor.
Opening (Reman): Reman may spend additional successes from an Attack
test to give their allies a +1 bonus per success spent to Attack tests against the
opponent until the end of the next round.
Provoke (Opponent, Close Combat)
Kine’s Illusory Redoubt
Hidden a few days’ travel southwest of
the Greenheart, Kine discovered and re-pur-
posed a set of ruins as a bolt hole if plans
ever went horribly awry. He only planned
to use it if things took an irrevocable turn
for the worse. He knew he wouldn’t be
able to use the redoubt twice.
There are multiple avenues of en-
trance into the ruins, but many circle one
another or dead end. Only two arrive at
his sanctum located within a long-disused
shrine to Vestrial. In every passage, wheth-
er it allows for entrance to the shrine or not,
well-hidden and accurate fake wards are
scattered. These false wards are meant
to serve as a cost-effective method of
preventing random explorers from venturing deeper into his domain. It should
also serve the purpose of stalling even the most determined intruder.
Intruders lucky enough to find themselves on one of the two correct paths
must contend with complex wards meant to alert the facility while confusing the
interlopers and preventing them from gaining entrance. The first line of defense
is Chosen Path wards (Sensing Difficulty 14, Player’s Guide, p. 310) to keep in-
truders traveling in a large circle through the ruins, rather than continuing down
the proper path to approach the shrine. Astute observers will notice the familiar
scenery after a while and probably start asking questions. The next line of defense
is wards with illusions to conceal the presence of the paths required to find the
shrine (Sensing Difficulty 16). The third line of defense before reaching the sanc-
tum is wards that cause figments of voices when triggered to make it as though
the characters are overhearing a conversation regarding defenses. These voices
occur somewhere out of sight and discuss “upgraded defenses” that use a new
code phrase, “sinbad mandala shazaam.” Before the characters can approach the

226
voices, they hear the sound of people leaving. These wards also alert Kine when
they are triggered. The correct passages to take mentioned in these conversations
are correct, but details of the traps are not. Kine knows any intruders who have
gotten this far are not going to be deterred, so he instead attempts to lure and
deceive.
The two entrances to Kine’s sanctum are each warded with a Blinding Glare
ward, Fog of Jeer ward, and Mind Fog ward (pgs. 227-229). Kine’s few servants be-
lieve the phrase “sinbad mandala shazaam” allows them to pass through the traps
in conjunction with a magical piercing. The phrase actually does nothing other
than make Kine laugh on the inside. The piercing allows safe conduct through the
various wards and traps.
Four exiled Holders of Trust, two Nethermancers and two Silver Branch hunt-
ers, are permanently based out of this ruin and are almost always found within
this inner sanctum. When Kine Denairastas flees to this safehouse, he is quick to
join them and gather his forces for a plan. If Kine and his Nethermancer followers
are alerted to the group’s approach (which is likely, but not guaranteed), the three
magicians summon spirits to defend them: one genegee and two slayer spirits (p.
237). The spirits are not pleased to be summoned and are looking for any way
out, though the magic that brought them here also prevents them from volunteer-
ing this information. All attempts to free the spirits (including Banish tests, but
not Hold Spirit tests) gain a +5 bonus due to their willingness to leave.
If Kine and his followers are expecting the characters, they arrange defen-
sively behind the two hunters and the genegee is manifested within the ground
waiting to emerge behind the intruders, but not set off or get caught in the traps.
The two slayer spirits are manifested and invisible (Detection Difficulty 18) in
shadows spilled by the lighting, waiting to ambush and keep the group off guard.
Both Nethermancers bring their bone spirits into the conflict if necessary, but are
saving them in reserve.
While Kine makes a stand here, he is pragmatic enough to break off the attack
and flee if it becomes clear this is a fight he cannot win. Being a Denairastas and
an Illusionist on top, he turned paranoia into an art form. Regardless of how the
characters perform against Kine, Jada sends the nearby wisps to clean up what-
ever is left. These wisps likely arrive a few rounds into the combat in the inner
sanctum. Depending on how long the characters took to get through Kine’s wards,
the first throngs may already be arriving.
Blinding Glare Ward
This magical trap is designed to keep people from entering a specific area and
has a shaped effect to only affect an area away from the trigger.
Detection: 12 Disarm: 14
Initiative: 25/D20+2D12

227
Trigger: When an unauthorized character passes through the warded door-
way, the gamemaster makes one Step 15/D12+2D6 Spellcasting test against the
Mystic Defense of everyone within 4 yards. Success is determined individually
for each target in the area. If successful, the target is affected. This ward can be
triggered 5 times before the mana battery is spent.

Troubleshooting
This encounter is intended to be very difficult. The player
characters cornered a Denairastas scion in his safehouse. Based
on the family environment he grew up in, he has every expectation
they are here to kill him. If the player characters show a sincere
inclination towards parley rather than violence. Kine is paranoid
and an excellent judge of who is trying to manipulate him, but he
is willing to hear offers and strike a bargain if he can use it to his
advantage in the future. He is reluctant to engage in any form of
blood magic and believes he has the upper hand, in addition to all
his escape plans. His back isn’t against the wall. Yet.
If the encounter is too difficult for the player character group, a
gamemaster can remove some of the participants. One less exiled
Nethermancer also removes a slayer spirit and the potential for
a bone spirit to show up. It is also possible Jada, aware of Kine’s
redoubt, made contact with one of his servants and offered them
the chance to return to Iopos if they ensure Kine’s death. A well
executed betrayal by either a Nethermancer or a Silver Branch
hunter could swiftly turn the tide of battle. If the encounter seems
likely to be too easy, additional Silver Branch hunters can be
added. If they have more than an hour to prepare, the magicians
can summon additional spirits. Adjust the encounter to fit the
group, but be sure to reward groups who manage to quickly
resolve all Kine’s distractions. They earned an easier encounter
and more pliable Kine.
Kine is also willing to negotiate if things are going his way,
though he may extract advantageous blood promises from the
player characters. He’s not bloodthirsty and is always looking
for ways to build his power base and gain advantage from any
situation. Dead player characters are less useful than a new group
of pawns. While he is still in exile from Iopos, he is still a powerful
and useful ally. Depending on how the wind blows, after the
events of Empty Thrones fully unfold, the goals of all the parties
may be closer than they expect.

228
Effect: This ward creates a blinding glare within the area. Targets suffer a Full
Darkness penalty to sight-based Action tests for 1 round per success on the Spell-
casting test.
Fog of Jeer Ward
This magical trap is designed to keep people from entering a specific area and
has a shaped effect to only affect an area away from the trigger.
Detection: 10 Disarm: 12
Initiative: 20/D20+D8+D6
Trigger: When an unauthorized character passes through the warded door-
way, the gamemaster makes a Step 15/D12+2D6 Spellcasting test against the
Mystic Defense of everyone within 4 yards. Success is determined individually
for each target in the area. If successful, the target is affected. This ward can be
triggered 5 times before the mana battery is spent.
Effect: Illusion. A luminous, sparkling white fog coalesces into a 4-yard radius
sphere. All within are barraged by laughter, mocking voices, and figments of those
they know humiliating them. Those affected within are Harried and must declare
the Aggressive Attack option (even if they receive no real benefit) for all actions
while in the area of effect. All actions are Sensing tests (Sensing Difficulty 20). If
the Spellcasting test was not successful, they are unaffected if they leave immedi-
ately. They are affected if they remain in the fog. The fog lasts for 6 rounds.
Mind Fog Ward
This magical trap is designed to keep people from entering a specific area.
Detection: 10 Disarm: 12
Initiative: 20/D20+D8+D6
Trigger: When an unauthorized character passes through the warded door-
way, the gamemaster makes a Step 15/D12+2D6 Spellcasting test against their
Mystic Defense. If successful, the target is affected. This ward can be triggered 5
times before the mana battery is spent.
Effect: Illusion. The perceptions of those affected are clouded and they forget
what they were about to do. The target can only react to actions made against
them, until they remember what they want to do. They can appropriately defend
themselves, though why they are under attack is a mystery. The target may make
a Willpower (10) test each round as a Simple action to detect if they have reason
to suspect something is amiss. Each round in combat gives the target a cumulative
+5 to the Willpower test.
Kine Denairastas
Kine’s plans along Cara Fahd’s borders have failed spectacularly and he has
fallen back to the last bastion of Holders of Trust power available to him. He be-
lieves that his cunning traps and the allies at his disposal should be enough to stop
any Namegiver who might be pursuing him. As soon as he discovers that this is

229
Kine’s Sudden but Inevitable Escape
The characters will likely defeat Kine, but it’s unlikely they will
kill him. Kine didn’t get to his position by leaving things to chance,
even if he was overconfident in this instance—he has contingency
plans.
He prepared an additional hidden chamber within his
sanctum just in case everything goes wrong. Surrounded by
nearly two yards of stone and collapsed tunnel with no easy
access is a room known only to him. His Walk Through spell
(Player’s Guide, p. 314, his is always limited to one person
per round) is in an Armored Matrix for these occasions, he
just needs to touch the back wall. From there he can use Other
Place (Player’s Guide, p. 315) to complete the spell he cast earlier
in the day, escaping from the ruins with the large, folded cloth in
his pocket and a flying carpet spell. His plans are in shambles, but
he’s still alive. If Other Place isn’t working, he can continue using
Walk Through to escape the temple and live to scheme another
day.
In case he needs to hide out, the bolthole has some provisions,
a bed roll, light quartz, and a magical cylinder that keeps fresh air
in the small space. There’s only enough room for one person in
the chamber and it is barely taller than him. Anyone attempting
to follow Kine will need to occupy the same space as him—this
includes windlings—and anyone taller than him at 5’9” will at
least have to stoop.
The other options he has are Dead Fall (Sensing Difficulty 20)
and Graceful Exit (Step 17). These are last resorts because they
leave him with little control, but they’re certainly better than
ending up dead. If he uses Dead Fall, he disappears through one
of his many tricks when their attention is diverted. There are also
two exits from the sanctum and the one player characters didn’t
use to enter probably has functioning traps without drained
mana batteries.

not the case, he begins to seek a way to cut his losses. For more about Kine see The
Scions (p. 14) or Kine’s Plan (p. 123).
In this battle, Kine relies on the exiled Silver Branch hunters to give him and
the other magicians room to cast spells. He uses Shadow Spell to disable opposing
magicians if they are proving to be a threat and Dispel Magic to remove enhance-
ment. Although he prefers to leave that to the Nethermancers if possible. Kine
always uses both the illusory and true versions of his offensive spells (Ephemeral

230
Bolt and Lightning Bolt), maximizing the effect if they realize he’s casting illusory
spells. He saves Lightning Bolt for when he’s certain they’re likely to disbelieve.
Any opponents affected by Spirit Dart are likely to get an Ephemeral Bolt follow
up.
If things go wrong, he’s not one to fight to the end. Like any Denairastas, Kine
believes discretion is the greater part of valor. See the sidebar Kine’s Sudden but
Inevitable Escape.
Challenge: Journeyman (Eighth Circle)
DEX: 5 Init: 5 Uncon: 55
STR: 6 PhyDef: 13 Death: 60
TOU: 5 MysDef: 18 Wound: 7
PER: 8 SocDef: 15 Knockdown: 8
WIL: 7 PhyArm: 6 Recovery: 2
CHA: 8 MysArm: 9 Karma: 4 (8)
Movement: 12
Actions: 1; Ephemeral Bolt (20 yards): 20 (17), Lightning Bolt (20 yards): 20
(19), Phantom Lightning (20 yards): 20 (20), True Ephemeral Bolt (20 yards): 20
(14)
Powers:
Astral Sight (17, Simple): As the talent, Player’s Guide, p. 129.
Awareness (17): As the talent, Player’s Guide, p. 130.
Danger Sense (14, Free): As the talent, Player’s Guide, p. 137.
Dead Fall (20, Simple): As the talent, Player’s Guide, p. 137.
Dispel Magic (16, Standard): As the talent, Player’s Guide, p. 130.
Ephemeral Bolt (Spell): Illusion. This affects Mystic
Defense and Mystic Armor, and the target suffers
a -2 penalty to Willpower tests until the end of the
next round. This spell can be disbelieved (Player’s
Guide, p. 267).
Graceful Exit (17, Standard): As the talent,
Player’s Guide, p. 151.
Lightning Bolt (Spell): This spell affects
Mystic Defense.
Mind Fog (20, Standard): Kine makes a
Mind Fog test against the Mystic Defense
of a target within 10 yards. If successful,
they suffer the same effect as the Mind
Fog ward.
Phantom Lightning (Spell): Illusion.
This spell affects Mystic Defense and can be
disbelieved.

231
Shadow Spell (20, Spell, 2 Standard actions): Kine makes a Shadow Spell test
against the Mystic Defense of a target within 20 yards. If successful, the Effect
Step of all the target’s spells suffer a -11 Step penalty. The target can make a
Willpower (11) test each round to end this effect.
Stealthy Stride (14, Simple): As the talent, Player’s Guide, p. 170.
True Ephemeral Bolt (Spell): This affects Mystic Defense and Mystic Armor,
and the target suffers a -2 penalty to their next Sensing test.
True Sight (10): Kine gains a +10 bonus to all Sensing tests; this only applies
to detecting illusions, not performing the action.
Special Maneuvers:
Lightning Strikes (Kine Denairastas, Lightning Bolt or Phantom Lightning):
Kine can spend additional success-
es on a Lightning Bolt or Phantom
Lightning test to affect additional
targets. Additional targets from those
successes cannot cause additional
lightning bolts.
Exiled Nethermancer
One of the few followers Kine re-
tained in his exile. They remain with Kine
because they have little-to-no other op-
tions at this point. He represents their best
hope of returning to Iopos in glory. There
is no small fear over what became of their
families since their exile.
At least one Exiled Nethermancer be-
gins by using Death’s Head. The other may at-
tempt to dispel some obvious enhancement spells,
or start attacking. If the summoned spirits are de-
feated, an exiled Nethermancer with Death’s Head
uses Fog of Fear to disrupt the player characters’ back
line members.
Challenge: Journeyman (Seventh Circle)
DEX: 6 Init: 6 Uncon: 53
STR: 5 PhyDef: 12 Death: 59
TOU: 6 MysDef: 16 Wound: 9
PER: 8 SocDef: 12 Knockdown: 8
WIL: 8 PhyArm: 5 Recovery: 2
CHA: 6 MysArm: 8 Karma: 4 (8)
Movement: 12
Actions: 1; Astral Spear (40 yards): 18 (18), Spirit Dart (20 yards): 18 (16)

232
Powers:
Astral Sight (15, Simple): As the talent, Player’s Guide, p. 129.
Astral Spear (Spell): This affects Mystic Defense and Mystic Armor.
Awareness (15, Simple): As the talent, Player’s Guide, p. 130.
Death’s Head (Spell, Standard): The exiled Nethermancer can use Frighten
as a Simple action for the rest of the conflict.
Dispel Magic (15, Standard): As the talent, Player’s Guide, p. 130.
Fog of Fear (Spell, Standard): The exiled Nethermancer summons a mist
with 4-yard radius within 20 yards. The exiled Nethermancer can use Fright-
en against all targets within the affected area as a single action, causing their
menacing visage to appear formed from the substance of the fog. This lasts for
the rest of the conflict.
Frighten (15, Standard): As the talent, Player’s Guide, p. 149.
Pain (18, Spell, Standard): The target within 10 yards suffers the effects of 3
Wounds for the rest of the conflict.
Spirit Dart (Spell): This affects Mystic Defense and Mystic Armor, and the
target suffers -2 to Mystic Armor until the end of the next round.
Stealthy Stride (13, Simple): As the talent, Player’s Guide, p. 170.
Summon Bone Spirit (Spell, Standard): A bone spirit is summoned in front of
the exiled Nethermancer. This spell can only be cast once and lasts until the
end of the conflict.
Sworn to Iopos (10): Any action that forces the exiled Nethermancer to act
against Iopos has the DN increased by +10. If the ac-
tion succeeds, the exiled Nethermancer rationalizes
it as being the best for Iopos.
Special Maneuvers:
Enrage (Opponent)
Provoke (Opponent, Close Combat)
Exiled Silver Branch Hunter
The only way to leave the Silver Branch
is to fall in combat. Or join the Orichalcum
Branch. Or join the Gold Branch. Okay, there are
a few ways to technically leave the Silver Branch,
but Kine’s hunters ended up on the wrong end
of a scheme that took a hard turn into exile and
hasn’t been “going well” since. It doesn’t look
like it’s getting better anytime soon.
Still, they’re loyal to Kine by virtue of his
loyalty to Iopos and it seems like they lost
their opportunity to leave a while back. At
least that’s what Kine keeps on implying

233
and he’s the Denairastas in the situation. Pretty lucky for him, all things consid-
ered. However, if there was proof, they would be honorably accepted back by Io-
pos, there’s a chance they would take it.
Silver Branch hunters are trained to be part of a torga and perform all the
tasks expected of Silver Branch members, but with more subtlety than their rep-
utation indicates. Not quite Golds, not quite Silvers. In the encounter, these two
works in tandem to keep opposition off of Kine and the Nethermancers, providing
support for the spirits. Sometimes they forget they are only two and the third
member of the triad is no longer with them.
Challenge: Journeyman (Seventh Circle)
DEX: 8 Init: 20 Uncon: 56
STR: 7 PhyDef: 15 Death: 63
TOU: 7 MysDef: 14 Wound: 10
PER: 7 SocDef: 12 Knockdown: 14
WIL: 6 PhyArm: 8 Recovery: 2
CHA: 6 MysArm: 5 Karma: 4 (8)
Movement: 16
Actions: 2; Broadsword: 20 (20)
Powers:
Air Dance: If the Silver Branch hunter’s Initiative result is 10 higher than the
opponent they attacked this round, the Silver Branch hunter may make an
additional attack against that opponent after the opponent’s action.
Awareness (14, Simple): As the talent, Player’s Guide, p. 130.
Danger Sense (14, Free): As the talent, Player’s Guide, p. 137.
Distract (14, Simple): As the talent, Player’s Guide, p. 139.
Fearless (5): The Silver Branch hunter gains +5 to their Defenses against
fear-based effects.
Stealthy Stride (14, Simple): As the talent, Player’s Guide, p. 170.
Sworn to Iopos (10): Any action that forces the Silver Branch hunter to act
against Iopos has the DN increased by +10. If the action succeeds, the Silver
Branch hunter rationalizes it as being the best for Iopos.
Tactics (13, Standard): As the talent, Player’s Guide, p. 172.
Triad: Opponents are Harried by one less opponent if at least one oth-
er attacker has this power. Additionally, an additional adjacent opponent is
required to cause the Silver Branch hunter to be Harried if there is another
character with Triad within 6 yards.
Special Maneuvers:
Disarm (Silver Branch Hunter, Close Combat): The Silver Branch hunter may
spend two additional successes from an Attack test to disarm their opponent,
sending the weapon 6 yards in a direction of their choice. This attack causes
no damage and cannot benefit from any other special maneuvers.

234
Momentum Attack (Silver Branch Hunter, Close Combat): The Silver Branch
hunter may spend two additional successes from an Attack test to make an
additional attack against that opponent. This special maneuver can be used
once per round.
Opening (Silver Branch Hunter, Close Combat): The Silver Branch hunter
may spend additional successes from tan Attack test to give their allies a +1
bonus per success spent to Attack tests against the opponent until the end of
the next round.
Waterfall Slam (Silver Branch Hunter, Close Combat): The Silver Branch
hunter may spend an additional success on an Attack test to force the target
to make a Knockdown test against a Difficulty Number equal to the Attack
test result.
Bone Spirit (Ally Spirit)
See Gamemaster’s Guide, p. 377 for additional information.
Statistics are provided for a Strength Rating 7 bone spirit, but other variants
are possible.
Challenge: Journeyman (Seventh Circle)
DEX: 10 Init: 12 Uncon: NA
STR: 10 PhyDef: 16 Death: 54
TOU: 9 MysDef: 15 Wound: 14
PER: 9 SocDef: 14 Knockdown: 10
WIL: 9 PhyArm: 7 Recovery: 4
CHA: 7 Mystic Armor: 9
Movement: 12
Actions: 2; Unarmed: 14 (10), Surprise Strike: 14 (17)
Powers:
Astral Sight (16, Simple)
Curse (16, Standard): The bone spirit
makes a Curse test against the Mystic De-
fense of a target within 70 yards. If success-
ful, the target suffers a -2 penalty to one At-
tribute Step for one hour per success. The
penalty affects all tests based on that at-
tribute. A target can only be affected by
one use of this power at a time.
Confusion (16, Standard): The bone
spirit makes a Confusion test against
the Mystic Defense of a target within 70
yards. If successful, the target suffers a
-1 penalty to all Perception and Willpow-

235
er-based tests for each success for 7 minutes. Modifiers from the same ability
do not stack unless otherwise noted.
Invisibility (17): As the spirit power, Gamemaster’s Guide, p. 373.
Manifest (Standard): As the spirit power, Gamemaster’s Guide, p. 373.
Surprise Strike: As the talent, Player’s Guide, p. 172.
Genegee (Earth Spirit)
Genegees have an unusual temperament for earth
spirits; they possess a frighteningly pragmat-
ic and logical outlook which often leads
them to swift, merciless violence. They
take great enjoyment from raiding or
ambushing unsuspecting enemies.
Standing upwards of 10 to 14 feet
tall as a six-armed humanoid, they are
formed from a variety of different ma-
terials, from crystal, metal, rocks, sand,
etc. Despite the specific type of earth
they are composed, there is a remarkably
fluid quality to their movements compared
to other earth spirits. Many opponents are
surprised by this characteristic, something
genegees capitalize on whenever possible.
As some of the few spirits not extreme-
ly reluctant to engage in violence, there must
be significant payment for such a service. Similar to other earth
spirits, genegees prize physical objects of natural beauty, but also accept offerings
of True earth and karma. It’s common for genegees to take trophies from any con-
flict they’re involved in and negotiate for such prizes.
They have convoluted views on whether people are worthy to possess objects.
These are internally consistent with genegees as a whole, but incomprehensible
to Namegivers. The simple answer is: they won’t accept a task to recover items
unless forced. Which is never a proposition to take lightly with a violent spirit.
Statistics are provided for a Strength Rating 7 genegee, but other variants are
possible.
Challenge: Journeyman (Seventh Circle)
DEX: 9 Init: 8 Uncon: NA
STR: 10 PhyDef: 8 Death: 66
TOU: 11 MysDef: 16 Wound: 17
PER: 8 SocDef: 10 Knockdown: 17
WIL: 9 PhyArm: 11 Recovery: 5
CHA: 7 Mystic Armor: 9

236
Movement: 10
Actions: 3; Unarmed: 15 (18)
Powers:
Astral Sight (15, Simple)
Earth Movement: Earth spirits can move freely through dirt, earth, and
stone at their normal Movement Rate, with only a slight disturbance on the
surface if they are nearby.
Engulf (17, Free): The target is engulfed with earth and stones, and takes
damage equal to the Engulf result on the genegee’s turn each round if the
target is grappled. Physical Armor reduces this damage.
Hardened Armor
Manifest (Standard): As the spirit power, Gamemaster’s Guide, p. 373.
Manifestation Restriction: Earth spirits require the presence of earth to
manifest. This requirement can present a problem when the spirit attempts
to manifest aboard a ship, on the upper floor of a wooden building, or under
other special circumstances. Earth spirits may manifest as pools of mud, large
rocks, clods of dirt, or many other forms.
Manipulate Element (16, Standard): As the spirit power, Gamemaster’s
Guide, p. 373.
Vulnerability to Wood: Wood-based attacks against earth spirits ignore any
protection provided by armor.
Special Maneuvers:
Engulf Opponent (Genegee, Unarmed): The genegee can spend an additional
success on an Attack test to automatically grapple the target. Once
grappled, the opponent is affected by the Engulf power.
Pry Loose (Opponent, Close Combat)
Slayer Spirit (Ally Spirit)
Most Nethermancers consider
slayer spirits to be a subset of guard-
ian spirits when going about the
tedious process of categorizing
spirits into tiny boxes. Howev-
er, some Nethermancers claim
spirits well understood to be
guardian spirits, such as the
legendary Greyswain, don’t as-
sociate with slayer spirits. On the
ill-advised path of asking guardian
spirits about slayer spirits, those

237
more familiar with the vernacular may use terms unsuitable for all but the most
morally bankrupt scholarly texts.
These spirits aren’t murder spirits either, who take more pleasure in their
activities, such as the legendary Butcher-with-a-Smile. Slayer spirits are associ-
ated with guardian spirits due to their pragmatic acceptance of violence. Their
services are never cheap and they do not engage in it lightly, but they also don’t
have the same reluctance typical guardian spirits possess. Slayer spirits perform
their tasks with a grim finality. They are also no fun at parties.
Statistics are provided for a Strength Rating 7 slayer spirit, but other variants
are possible.
Challenge: Journeyman (Seventh Circle)
DEX: 11 Init: 13 Uncon: NA
STR: 10 PhyDef: 16 Death: 54
TOU: 9 MysDef: 16 Wound: 16
PER: 9 SocDef: 16 Knockdown: 12
WIL: 8 PhyArm: 7 Recovery: 4
CHA: 6 MysArm: 9
Movement: 12
Actions: 2; Unarmed: 16 (20); Surprise Strike: 16 (27)
Powers:
Astral Sight (16, Simple)
Curse (15, Standard): The slayer spirit makes a Curse test against the Mystic
Defense of a target within 70 yards. If successful, the target suffers a -2 penal-
ty to one Attribute Step for one hour per success. The penalty affects all tests
based on that attribute. A target can only be affected by one use of this power
at a time.
Manifest (Standard): As the spirit power, Gamemaster’s Guide, p. 373.
Invisibility (18): As the spirit power, Gamemaster’s Guide, p. 373.
Surprise Strike: As the talent, Player’s Guide, p. 172.
Wisp Broods
Fragments of the Horror cloud that ravaged Vivane during the Second Theran
War can be found throughout southwest Barsaive. Known as “wisps,” they vary in
size and look like dark smudges or erratic clouds in the distant sky. Woe be to any
who attract a wisp’s attention as it travels inexorably in their direction. Drawing
near, the nature of the wisp becomes clearer as some of the flock of Horrorspawn
within break off to intercept anything nearby.
As wisps approach each other they can merge into larger clouds, slowly re-
forming. Some who encounter them claim the larger clouds possess a malevolent
intelligence that only grows as it collects more wayward wisps. However, there is
nothing beyond stories to back up these claims and all indications are the wisps
move mostly at random, though as a collective.

238
Gaggle
This is a collection of 3-4 various Horrorspawn from the wisp. They come in a
nightmarish variety of forms and attack with teeth, claws, tentacles, tails, etc., but
are collectively represented by the following:
Challenge: Journeyman (Group Sixth Circle)
DEX: 9 Init: 13 Wounds: 3
STR: 7 PhyDef: 13 Wound
TOU: 6 MysDef: 11 Threshold: 12
PER: 7 SocDef: 11 Knockdown: 7
WIL: 7 PhyArm: 5 Recovery: 2
CHA: 5 MysArm: 5
Movement: 12 (Flying 18)
Actions: 2; Unarmed: 21 (20)
Powers:
Awareness (12, Simple): As the skill, Play-
er’s Guide, p. 130.
Dive (10)
Enhanced Sense [Sight] (4): The wisp
brood does not suffer penalties to vi-
sion-based Awareness tests.
Enhanced Sense [Smell] (4): The
wisp brood does not suffer penalties to
smell-based Awareness tests.
Immune to Fear
Mob Mentality: The wisp brood
cannot be Harried or Blindsided
from positioning. Abilities still cause
these as usual.
Strength in Numbers: The wisp brood
gain +2 to Attack and Damage tests
against Harried targets, and +4 to
Attack and Damage tests against Over-
whelmed targets.
Teeming Violence: Grappled opponents take Damage Step equal to the num-
ber of adjacent members of the wisp brood. Armor does not protect against
this damage.
Special Maneuvers:
Enrage (Opponent)
Finish Them Off! (Opponent): If the attacker did not inflict a Wound on the
Damage or Effect test, each success gives a +2 bonus to the next Damage or
Effect test that inflicts damage against the wisp brood. This special maneuver

239
is applied retroactively. Only additional successes spent to increase damage
can be used for this special maneuver.
Provoke (Opponent, Close Combat)
Pry Loose (Opponent, Close Combat)
Sweeping Attack (Opponent, Close Combat): The attacker may spend two
additional successes on an Attack test to treat the attack as an area of effect
attack; they must be adjacent to at least two wisp brood members to use this
special maneuver. This special maneuver only costs one additional success if
the attacker is using a two-handed weapon.
Teeming Attack (Wisp Brood, Close Combat): The wisp brood may spend
three additional successes on an Attack test to automatically grapple the tar-
get. This special maneuver costs two additional successes if the target is Har-
ried and one additional success if the target is Overwhelmed.

Throng
This is a collection of 5-7 various Horrorspawn from the wisp. The powers
and special maneuvers are unchanged from the Gaggle entry with the exception
of Resist Pain as listed below:
Challenge: Journeyman (Group Seventh Circle)
DEX: 9 Init: 13 Wounds: 5
STR: 7 PhyDef: 13 Wound
TOU: 6 MysDef: 11 Threshold: 12
PER: 7 SocDef: 11 Knockdown: 7
WIL: 7 PhyArm: 6 Recovery: 2
CHA: 5 MysArm: 6

240
Movement: 12 (Flying 18)
Actions: 3; Unarmed: 22 (21)
Powers:
Resist Pain (2)

Flock
This is a collection of 8-12 various Horrorspawn from the wisp. The powers
and special maneuvers are unchanged from the Gaggle entry with the exception
of Resist Pain as listed below:
Challenge: Journeyman (Group Eighth Circle)
DEX: 9 Init: 13 Wounds: 8
STR: 7 PhyDef: 13 Wound
TOU: 6 MysDef: 11 Threshold: 12
PER: 7 SocDef: 11 Knockdown: 7
WIL: 7 PhyArm: 7 Recovery: 2
CHA: 5 MysArm: 7
Movement: 12 (Flying 18)
Actions: 3; Unarmed: 25 (24)
Powers:
Resist Pain (6)

Pirates and Thieves


House T’kambras Boatmen
Loud and showy, House T’kambras
Boatmen are in their element as they
move from bar to bar in Daiche. When it
comes to policing an occupied city, they
leave much to be desired.

As Enemies
The t’skrang attempt to brow-beat
potential threats into backing down; when
that doesn’t work, they rush in and over-
whelm their opponents, frequently using Aggres-
sive Attack and attempting to get their tail involved in
the combat.
Challenge: Journeyman (Group Seventh Circle)
DEX: 7 Init: 7 Wounds: 5
STR: 6 PhyDef: 13 Wound
TOU: 7 MysDef: 11 Threshold: 13
PER: 7 SocDef: 11 Knockdown: 12

241
WIL: 6 PhyArm: 8 Recovery: 2
CHA: 7 MysArm: 5 Karma: 4 (8)
Movement: 12
Actions: 3; Broadsword: 22 (19), Dagger (10, 20 yards): 22 (17); Tail with
Short Sword: 22 (18)
Powers:
Awareness (12, Simple): As the talent, Player’s Guide, p. 130.
Mob Mentality: The boatmen cannot be Harried or Blindsided from posi-
tioning. Abilities still cause these as usual.
Resist Pain (2)
Strength in Numbers: The boatmen gain +2 to Attack and Damage tests
against Harried targets, and +4 to Attack and Damage tests against Over-
whelmed targets.
Taunt (12): As the talent, Player’s Guide, p. 173.
Special Maneuvers:
Finish Them Off! (Opponent): If the attacker did not inflict a Wound on the
Damage or Effect test, each success gives a +2 bonus to the next Damage or
Effect test that inflicts damage against the boatmen. This special maneuver is
applied retroactively. Only additional successes spent to increase damage can
be used for this special maneuver.
Opening (T’kambras Boatmen, Close Com-
bat): The boatmen
may spend additional
successes from an At-
tack test to give their
allies a +1 bonus per suc-
cess spent to Attack tests
against the opponent until
the end of the next round.
Provoke (Opponent,
Close Combat)
Sweeping Attack
(Opponent, Close
Combat): The
attacker may
spend
t w o

242
additional successes on an Attack test to treat the attack as an area of effect
attack; they must be adjacent to at least two boatmen to use this special ma-
neuver. This special maneuver only costs one additional success if the attack-
er is using a two-handed weapon.
Tail Attack (T’skrang Boatmen, Close Combat): The boatmen may spend one
additional success on an Attack test to make an additional attack against their
opponent with their tail. This special maneuver may be used once per round.

As Allies
As allies, the boatmen can perform actions each round to support the char-
acters. They can perform one action for each full group of five boatmen. These
actions are selected during action declaration and performed before any other
actions in the round. A target can only be affected by one instance of an ability
each round. The following list is their available actions:
Defend: Target ally gains +2 to their Physical, Mystic, and Social Defense un-
til the end of the round.
Harass: Target opponent is Harried until the end of the round (requires two
actions).
Inspire: Target ally gains +2 to their Action tests until the end of the round.
Opening: Allies gain +2 to Attack and Spellcasting tests against target oppo-
nent until the end of the round.
Provoke: Target opponent loses one Action this round.
Force of the Eye Enforcers
Force of the Eye enforces are scattered throughout Daiche, looking for an
opportunity to strike back against the occupying T’kambras forces. While more
brutish and direct than most other members of the Force, these thugs are wise
enough to know any prolonged street-fighting only allows the more numerous
T’kambras forces to gather and overwhelm.

As Enemies
Enforcers focus on lightning fast attacks from the shadows, quickly removing
threats before disappearing once again into the twisting back alleys.
Challenge: Journeyman (Group Seventh Circle)
DEX: 7 Init: 7 Wounds: 5
STR: 6 PhyDef: 12 Wound
TOU: 7 MysDef: 10 Threshold: 13
PER: 7 SocDef: 9 Knockdown: 8
WIL: 6 PhyArm: 10 Recovery: 2
CHA: 6 MysArm: 5 Karma: 4 (8)
Movement: 12
Actions: 3; Broadsword: 21 (23), Warbow (48, 96 yards): 21 (23)

243
Powers:
Awareness (15, Simple): As the talent, Play-
er’s Guide, p. 130.
Distract (14, Simple): As the talent,
Player’s Guide, p. 139.
Mob Mentality: The enforcers cannot
be Harried or Blindsided from position-
ing. Abilities still cause these as usual.
Resist Pain (2)
Strength in Numbers: The enforc-
ers gain +2 to Attack and Damage tests
against Harried targets, and +4 to Attack
and Damage tests against Overwhelmed
targets.
Surprise Strike (10)
Stealthy Stride (15, Simple): As the talent,
Player’s Guide, p. 170.
Special Maneuvers:
Enrage (Opponent)
Finish Them Off! (Opponent): If the attacker did not inflict a Wound on the
Damage or Effect test, each success gives a +2 bonus to the next Damage or
Effect test that inflicts damage against the enforcers. This special maneuver is
applied retroactively. Only additional successes spent to increase damage can
be used for this special maneuver.
Provoke (Opponent, Close Combat)
Sweeping Attack (Opponent, Close Combat): The attacker may spend two
additional successes on an Attack test to treat the attack as an area of effect
attack; they must be adjacent to at least two enforcers to use this special ma-
neuver. This special maneuver only costs one additional success if the attack-
er is using a two-handed weapon.

As Allies
As allies, the enforcers can perform actions each round to support the char-
acters. They can perform one action for each full group of five enforcers. These
actions are selected during action declaration and performed before any other
actions in the round. The following list is their available actions:
Ambush: Target opponent suffers a Wound. If the opponent is not Blind-
sided or Surprised, this action fails. This can be used once per opponent, and
cannot be used in the same round as Distract.
Cripple: Target opponent suffers -2 to their Action tests until the end of the
round.

244
Debilitate: Allies gain +2 to Damage and Effect tests that cause damage
against target opponent until the end of the round.
Distract: Target opponent is Blindsided until the end of the round. This can
be used once per opponent and cannot be used in the same round as Ambush.
Harass: Target opponent is Harried until the end of the round (requires two
actions).
Provoke: Target opponent loses one Action this round.
Gold Branch Assassins
Holders of Trust typically operate in torgas and serve in multiples of three.
Under special circumstances, duos or even Lone Wolf operatives can be sent on
assignment. Aurum and Gilt are no strangers to these special circumstances. Typi-
cally, these two assassins are temporarily assigned to another member of the Gold
Branch in dire need of problem solvers. These go-getters move out, kick bubble-
gum, and chew through the opposition. Then they return to their Ministry con-
tacts for a new assignment. Zahm Denairastas managed to pull a few strings and
secure the use of this duo. The three have been loosely operating as a torga since
Zahm arrived in Daiche. They are only tapped for field work when Zahm believes
he finally has a chance to end Garlthik One-Eye once and for all.
Note: These opponents are intended to oppose a group together and not rep-
resentative of typical Tenth Circle opponents.
Aurum
A man with a slight, wiry build, blonde hair, and blue eyes. He goes by “Aurum”
when he’s working and is equally quick with his wit, smile, and blades. More so
around Gilt, whom he is always attempting some ploy to pry a smile from her,
never noticing it’s only present when he’s not looking. Aurum’s garb is whatever
is required to blend into the area, supplemented by his heavily enchanted smoky
blue-gray crystal ringlet whenever possible. Given a preference, he likes to wear
bright colors in contrast to the shadows he lives in. Also, Gilt once said he looks
better when it’s bright than the shadow.
Aurum’s talents were identified at a young age and he was subsequently
trained by the Gold Branch where he excelled. His loyalty to Iopos is unquestion-
able, nonetheless he prefers working outside of it due to the dour paranoia within
the walls. Especially with Gilt. He’s harbored unrequited love for her for years.
There’s nothing quite like killing people in the name of the city you love with the
person you love.
He enjoys their easy playful banter while they work and wonders if his only
genuine smiles are for her alone. Most of their lives are an act. While she returns
all his flirting, he’s afraid it’s just for the sake of the job and part of that act. The
only thing he fears is being replaced as her partner. Sometimes he dreams of run-
ning away to some far off land like Arancia with her, where the Denairastas hold

245
no sway. Though, as a former Silver Branch, her loyalty is absolute. Instead, he
enjoys all the moments they still have. The only thing that could get him to betray
Iopos is the promise to be with her.
In combat, Aurum is aggressive, taking down opponents who try to stay out of
reach with his movement and ranged attacks. He relies on Gilt to occupy the more
powerful defenders and distract his targets to give him an opening. Typically he
is quite friendly with his quarry, engaging with them during combat. He is even
apologetic for the circumstances and tries to get everyone to have fun (he certain-
ly is). If anyone manages to Wound Gilt, they just entered into a world of hurt from
which there is no return.
Challenge: Warden (Tenth Circle)
DEX: 9 Init: 18 Uncon: 178
STR: 6 PhyDef: 20 Death: 195
TOU: 7 MysDef: 18 Wound: 15
PER: 7 SocDef: 18 Knockdown: 13
WIL: 7 PhyArm: 12 Recovery: 2
CHA: 7 MysArm: 9 Karma: 4 (8)
Movement: 20
Actions: 3; Dagger (40, 60 yards): 30 (22)
Powers:
Acrobatic Defense: It requires an additional adjacent opponent to cause Au-
rum to be Harried.
Acrobatic Recovery (Simple): Aurum stands up.
Astral Sight (17): As the talent, Player’s Guide, p. Aurum.
Awareness (17): As the talent, Player’s
Guide, p. 129.
Black Blood Charm (Simple): Aurum
recovers a Wound. This costs a Recovery
Test and can be done once per round. If
Aurum is under his Unconsciousness
Rating for 1 minute (10 rounds) or
ever below his Death Rating, he
melts into a pile of black viscera.
Cat’s Grace (Free): Aurum stands
up. This can be used once per round.
Danger Sense: Aurum cannot be am-
bushed.
Enhanced Sense [Sight] (3): Aurum is un-
affected by all darkness penalties,

246
including magical, and gains this bonus when darkness penalties would oth-
erwise apply.
Great Leap (12)
Resist Pain (2)
Shadow Blades (Free): Aurum creates a new dagger made from shadow
whenever needed. Any such dagger dissipates at the end of the round if not in
contact with Aurum.
Spirit Strike: Aurum makes an attack against the target’s Mystic Defense in-
stead of Physical Defense. This power can be used once per round.
Spot Armor Flaw: Aurum gains an additional point of damage for each addi-
tional success on an Attack test (typically +3 instead of +2).
Stealthy Stride (19, Simple): As the talent, Player’s Guide, p. 170.
Surprise Strike (15)
Sworn to Iopos (5): Any action that forces Aurum to act against Iopos has
the DN increased by +5. If the action succeeds, Aurum rationalizes it as being
the best for Iopos.
Taunt (17, Simple): As the talent, Player’s Guide, p. 173. This lasts for 10
rounds.
True Sight (10): Aurum gains +10 to all Sensing tests.
Unflinching (15): Aurum gains +15 to resist ongoing effects.
Special Maneuvers:
Ethereal Attack (Aurum): Aurum may spend an additional success from an
Attack test to affect Mystic Armor instead of Physical Armor.
Pounce (Aurum)
Soul Strike (Aurum): Aurum may spend additional successes from an Attack
test to give their target a -1 penalty to Physical and Mystic Defense until the
end of the next round. If used on a target with separate attacks, only the high-
est total penalty applies; e.g., three successes and two successes are spent
against a target for a -3 and -2 penalty respectively, only the -3 penalty applies
to the target.
Gilt
A tall, powerfully built woman with dark hair and matching eyes. She goes
by “Gilt” when she is working and often has a slight frown of disapproval on her
face at Aurum’s antics. Though it fades quickly enough when he’s not looking. Gilt
attempts to blend in, but loathes to be out of her enchanted crystal armor de-
signed to look like dragon scales. Beyond that, clothes are irrelevant. Although she
finds eternal amusement in the ridiculous colors Aurum dresses in. Whenever
she wants to make him pause and frown, referring to him as the “jester assassin”
seems to do the trick.
She won the Founding Tournament on her second attempt in one of the most
brutal years. Gilt attempted a wholly honorable victory in her first year, but made

247
certain to remember all those who used underhanded tactics or bullying to stand
in her way. None who made it out were unscathed. She learned an important les-
son that day, one which ultimately led her out of her decorated, albeit tumultuous
time in the Silver Branch to the Gold Branch who greatly appreciated her icono-
clastic outlook. It was there she discovered and nurtured her talents for Nether-
mancy, that unique blend took her outside Iopos where she was eventually joined
by Aurum.
Gilt finds comfort in their easy banter and she’s harbored an unrequited love
for years. Yet, she sees how easily he flirts, laughs, and smiles. She knows it could
all be an act. Something to build trust between them, without any true founda-
tion. If she ever admitted it to him, he could use that against her. Gilt once tried to
hint to him how she’d rather they be honest with their feelings, how she prefers
things to be bright than in the shadows. There was no real response. Still, she
sometimes dreams of running away with him, leaving behind the Denairastas
and their scheming. She spent enough time away from Iopos for the Oath to lose
almost all its power and she has no desire to return. Her feelings for him and her
assignments are all she knows, they are what keep her where she is. This life with
Aurum is better than anything she could imagine without him.
In combat, Gilt keeps the stronger combatants occupied, while Aurum elim-
inates other threats. She distracts his targets to give him the opening he needs.
Whenever she hears him chatting up their opponents, Gilt cannot help but laugh.
As she banters and flirts with the silly man and his curious antics. If anyone man-
ages to Wound Aurum, they just entered into a world of hurt from which there is
no return.
Challenge: Warden (Tenth Circle)
DEX: 8 Init: 25 Uncon: 185
STR: 8 PhyDef: 18 Death: 205
TOU: 8 MysDef: 18 Wound: 17
PER: 7 SocDef: 16 Knockdown: 23
WIL: 7 PhyArm: 13 Recovery: 3
CHA: 6 MysArm: 12 Karma: 4 (8)
Movement: 12
Actions: 3; Broadsword: 24 (23+3), Spirit Dart (20 yards): 24 (18), Spirit
Grip: 24 (18)
Powers:
Acrobatic Defense: It requires an additional adjacent opponent to cause Gilt
to be Harried.
Acrobatic Recovery (Simple): Gilt stands up.
Air Dance: If Gilt’s Initiative result is 10 higher than the opponent they at-
tacked in close combat this round, Gilt may make an additional close combat
attack against that opponent after the opponent’s action.

248
Astral Sight (14, Simple): As the talent, Player’s Guide, p. 129.
Awareness (14, Simple): As the talent, Player’s Guide, p. 129.
Black Blood Charm (Simple): Gilt recovers a Wound. This costs a Recovery
Test and can be done once per round. If Gilt is under her Unconsciousness
Rating for 1 minute (10 rounds) or ever below their Death Rating, she melts
into a pile of black viscera.
Danger Sense: Gilt cannot be ambushed.
Distract (13, Simple): As the talent, Player’s Guide, p. 139.
Ethereal Darkness (Standard, Spell): A 4-yard radius hemisphere of magical
darkness surrounds Gilt until the end of the next round. Anyone with knowl-
edge of Nethermancy is unaffected. Only one Spell ability can be used per
round.
Fearless (5): The Gilt gains +5 to her Defenses against fear-based effects.
Indomitable (Simple): Gilt ends one ongoing penalty a target is suffering.
This can be used once per round.
Night’s Edge (Spell): Her broadsword is surrounded by an inky frost and
adds Step 3 cold damage to the attack (noted above) and the target suffers -2
to Mystic Defense until the end of the next round.
Resist Pain (6)
Spirit Dart (Spell): This affects Mystic Defense and Mystic Armor, and the
target suffers -2 to Mystic Armor until the end of the next round. Only one
Spell ability can be used per round.
Spirit Grip (Spell): This affects Mystic Defense and Mystic Armor, and the tar-
get suffers -2 to Physical and Mystic Defense until the end of the next round.
Only one Spell ability can be used per round. This cannot benefit from close
combat special maneuvers.
Stealthy Stride (13, Simple): As the talent, Player’s Guide, p. 170.
Unflinching (15): Gilt gains +15 to resist ongoing effects.
Special Maneuvers:
Dispelling Strike (Gilt, Close Combat): Gilt may spend an additional success
on an Attack test to make a Dispel Magic test against one spell affecting the
target. Use the Attack test result as the Dispel Magic result. This special ma-
neuver may be used once per round.
Opening (Gilt, Close Combat): Gilt may spend additional successes from
an Attack test to give her allies a +1 bonus per success spent to Attack tests
against the opponent until the end of the next round.
Waterfall Slam (Gilt, Close Combat): Gilt may spend an additional success on
an Attack test to force the target to make a Knockdown test against a Difficulty
Number equal to the Attack test result.

249
Draconian Solution
Triskaris (Legendary Abomination)
This abomination is difficult to take in all at once. It has three heads, one is
fully scaled, while the other three are partially scaled, though mostly hairless. All
three feature rows of jagged teeth and distended jaws. Its body is a patchwork of
parts grown and fused together in some macabre impression of a humanoid. Two
massive sets of draconic wings emerge from its shoulders, while a smaller pair is
set on its lower back. Multiple sets of twisted arms are fused to the abomination’s
torso, densely muscled with scything claws. Paired tails trail behind it as it flies,
though move with deliberate anticipation while it waits for its next opportunity
to inflict violence and pain.
Challenge: Warden (Legendary Tenth Circle)
DEX: 9 Init: 21 Uncon: 445
STR: 13 PhyDef: 21 Death: 510
TOU: 13 MysDef: 20 Wound: 24
PER: 7 SocDef: 15 Knockdown: 32
WIL: 7 PhysArm: 20 Recovery: 4
CHA: 8 MysArm: 17 Karma: 4 (16)
Movement: 12 (Flying 20)
Actions: 3 (Special); Bite ×3: 25 (29), Claws ×6: 27 (27), Tail ×2: 28 (26)
Powers:
Awareness (20): As the talent, Player’s Guide, p. 129.
Enhanced Sense [Hearing] (2)
Enhanced Sense [Other] (10): Astral Sight, as the talent, Player’s Guide, p. 129.
Enhanced Sense [Sight] (6): Triskaris does not suffer penalties from distance
to vision-based Awareness tests.
Draconic: Triskaris can be affected by abilities that target dragons, though an
additional success is required.
Enhanced Sense [Smell] (2)
Fury (4)
Fear (25, Simple): Triskaris projects a terrifying presence that makes reality
shudder, makes a Fear test, and compares the result against the Mystic Defense
of all characters within 40 yards. If successful against a given character, the vic-
tim sweats, stammers, and exhibits other signs of fright. Any tests the character
makes against Triskaris suffer a -2 penalty per success until sunrise. This power
cannot be used against a target again until the duration has expired, even if it was
initially ineffective.
Indomitable: The absolute value of Action test and Defense penalties applied
to Triskaris are halved (e.g., half of -3 is -2 since the absolute value of -3 is 3 and
half of 3 is 1.5, which rounds to 2). This includes penalties from Harried and ex-

250
plicitly does not include bonuses applied against Triskaris. This does not include
penalties inflicted from Enrage.
Invincible (Simple): Triskaris recovers from one Wound.
Karma Cancel (25, Simple): The Triskaris makes a Karma Cancel test against
the Mystic Defense of a target within 50 yards. If successful, the Triskaris may
cancel Karma Points spent by the target up to the successes as a Free action until
the end of the next round. This power can be used once per round.
Mighty Bitey: Triskaris can make up to three bite attacks in a round.
Regeneration (21, Simple): Triskaris makes a Regeneration test and reduces
its Current Damage by the total. Using this power costs a Recovery Test and a
Karma Point; the Karma Point does not add to the result.
Shatter Patterns (25, Free): This is triggered the first time one of the follow-
ing happens: Triskaris has 5 Wounds or Triskaris’s current damage is over 223.
Triskaris’s heads scream in agony and its form twists further as mystic energy
wracks its damaged body. The psychic shock and corrupted power issues forth
from the abomination in a wave in all directions that stretches reality, affecting
everything within 50 yards. All opponents must resist Knockdown at Difficulty 25
and the wave dispels any spells with a Dispel Difficulty less than 25. This can be
used once per encounter.
Too Many Heads and Limbs: Triskaris cannot be Blindsided or Harried through
positioning or mundane means. This does not affect magical abilities that inflict
these statuses (e.g. Distract or Wood Spear).
Unconquerable (Simple): Triskaris ends an ongoing effect that functionally
prevents them from taking actions. These effects include grappling, spells like
Crushing Hand of Earth, Spell Cage, talents like Spirit Hold, etc. This power can
also be used when Triskaris takes a bonus action as part of Unrelenting, but they
must make a test as normal. Unflinching applies to this test.
Unflinching (3): Triskaris gains a +15 bonus to any test to resist ongoing ef-
fects.
Unrelenting (2): After a character opposing Triskaris takes their turn,
Triskaris may take two Standard actions and a Movement action (at half move-
ment rate) against that character. These cannot be continuations of actions taken
on Triskaris’s turn (e.g., continuing to weave threads for a spell) and must include
the character as a target (though the action can affect multiple targets). If Triskaris
cannot reach or affect the character, they may target a different character.
Unyielding (Simple): Triskaris stands up. This can be used once per round at
the beginning of their turn or before they take a bonus action as part of Unrelent-
ing.
Special Maneuvers:
Enrage (Opponent)

251
Ethereal Attack (Triskaris): Triskaris may spend an additional success on an
Attack test to cause an attack to affect Mystic Armor instead of Physical Armor.
Provoke (Opponent, Close Combat)
Tail Sweep (Triskaris, Tail): Triskaris may spend additional successes from
an Attack test to throw its opponent. Each success spent in this way throws the
opponent 2-yards and the opponent treats this distance as falling (see Gamemas-
ter’s Guide, p. 167).
Gold Branch Killer
These killers aren’t members of the Denairastas family and often start as
Copper Branch Lone Wolves before finding their true calling. While many justify
their actions through service to Uhl and Iopos, the truth is many of them simply
love their work. These psychopaths may work individually or in small groups, de-
pending on the task, but they either come home successful or don’t come home
at all. This doesn’t mean they never retreat from a conflict—they will retreat and
regroup if necessary based on the circumstances. However, they are relentless in
their pursuit.
Gold Branch killers come in many different varieties and backgrounds. This
is just an example. The Gold Branch killer doesn’t list abilities players are unlikely
to come in direct contact with, but possess them as appropriate for their purpose.
Challenge: Warden (Ninth Circle)
DEX: 9 Init: 18 Uncon: 63
STR: 6 PhyDef: 17 Death: 69
TOU: 6 MysDef: 16 Wound: 9
PER: 8 SocDef: 14 Knockdown: 8
WIL: 8 PhyArm: 9 Recovery: 2
CHA: 7 MysArm: 6 Karma: 4 (8)
Movement: 12 (Climbing 12)
Actions: 3; Astral Spear (40): 22 (22), Night’s Edge ×2: 22 (22), Spirit Grip:
22 (20)
Powers:
Ambush (15): This can only affect Night’s Edge.
Astral Spear: The Gold Branch killer conjures a phantom spear, pulls their arm
back, and hurls it forward. This attack targets Mystic Defense and affects Mystic
Armor. Astral Spear can be used once per round and not on the same round as
Ethereal Darkness or Spirit Grip.
Awareness (20): As the talent, Player’s Guide, p. 129.
Conceal Object (20): As the talent, Player’s Guide, p. 135.
Disguise Self (20): As the talent, Player’s Guide, p. 138.
Enhanced Sense [Other] (20): Astral Sight, as the talent, Player’s Guide, p. 129.
Ethereal Darkness (22, Standard): The Gold Branch killer makes an Ethereal
Darkness test as a Standard action against the highest Mystic Defense within 4

252
yards. If successful, a 4-yard radius area around the Gold Branch killer is plunged
into darkness as the spell Ethereal Darkness (Player’s Guide, p. 319). Ethereal
Darkness can be used once per round and not on the same round as Astral Spear
or Spirit Grip.
Killer in the Dark: Opponents are Blindsided against the Gold Branch killer
when suffering Full Blindness/Darkness penalties.
Night’s Edge: A blade with a layer of inky frost pulled from astral space. If the
attack is successful, the target suffers -2 to Mystic Defense until the end of the next
round.
Spirit Grip: This attack targets Mystic Defense and affects Mystic Armor. If the
attack is successful, the target suffers -2 to Physical and Mystic Defense until the
end of the next round. Spirit Grip can be used once per round and not on the same
round as Astral Spear or Ethereal Darkness.
Stealthy Stride (23): As the talent, Player’s Guide, p. 170.
Surprise Strike (15): This can only affect Night’s Edge.
Sworn to Iopos (20)
Special Maneuvers:
Close In (Gold Branch Killer, Night’s Edge): The Gold Branch killer can spend
two additional successes on an Attack test against a target with a larger weapon
(Size 2+) to step inside their guard. The target is Harried as long as they are adja-
cent to the Gold Branch killer and cannot move away from them voluntarily. If the
Gold Branch killer moves away or is knocked down, this effect ends.
Hamstring (Gold Branch Killer, Night’s Edge)
Plunge into Darkness (Gold Branch Killer, Night’s Edge): The Gold Branch killer
may spend an additional success to plunge the target into darkness, causing them
Partial Blindness until the end of the next round. For two additional successes
spent, they suffer Full Blindness.

253
Adventure Framework Index
Badged Entry...........................................................98 Setup.............................................................................48
Premise.......................................................................98 Challenge 1: The Children................................48
Setup.............................................................................98 Challenge 2: Overlooked Overlook.............49
Challenge 1: Into the Tower............................98 Challenge 3: Watching the Watchers........49
Challenge 2: The Strings Are Cut.................99 Climax..........................................................................50
Climax.......................................................................100 Eyes & Ears................................................................40
All Who Wander Are Lost............................171 Premise.......................................................................40
Premise....................................................................171 Setup.............................................................................41
Setup..........................................................................172 Challenge 1: The Silver Branch.....................42
Challenge 1: Talking to T’kambras..........173 Challenge 2: Contacting E.T.............................43
Challenge 2: Silencing the Steeltoe..........173 Challenge 3: An Inscrutable Letter.............43
Climax.......................................................................173 Climax..........................................................................44
A Queen by Any Other Name....................134 Death is the Beginning..................................200
Premise....................................................................134 Premise ...................................................................200
Setup..........................................................................134 Setup .........................................................................200
Challenge 1: The Landisian Leadership.135 Challenge 1: The Fate of the Injured.......201
Challenge 2: The Sick and the Meek.......136 Challenge 2: The Torment of the Mad...201
Challenge 3: The Quick and the Dead....136 Climax.......................................................................201
Climax.......................................................................136 Final Justice...............................................................51
Biting the Hand......................................................44 Premise.......................................................................51
Premise.......................................................................44 Setup.............................................................................51
Setup.............................................................................45 Challenge 1: Fugitive Aliens............................52
Challenge 1: Finding Their Man...................45 Challenge 2: Mole People.................................53
Challenge 2: Snatch and Grab........................46 Climax..........................................................................53
Challenge 3: Relentless Pursuit....................46 Final Steps...............................................................208
Climax..........................................................................46 Premise....................................................................208
Captains’ Council...............................................169 Setup..........................................................................208
Premise....................................................................169 Challenge 1: Hostile Contact........................209
Setup..........................................................................169 Challenge 2: Navigating the Labyrinth.. 209
Challenge 1: Punch-Drunk...........................170 Challenge 3: The Forged................................209
Challenge 2: Watchful Eye............................170 Climax.......................................................................210
Challenge 3: The False Gem.........................171 Fire Water...............................................................206
Climax.......................................................................171 Premise ...................................................................206
Cleaning Up the Streets.................................137 Setup..........................................................................206
Premise....................................................................137 Challenge 1: Woman Scorned ...................206
Setup..........................................................................138 Challenge 2: A Captain Counseled ..........207
Challenge 1: Take the Charger Challenge 3: Eyes Divided ............................207
by the Tusk.............................................................138 Climax.......................................................................207
Challenge 2: False Flag....................................139 Follow Through...................................................174
Climax.......................................................................139 Premise....................................................................174
Duck, Duck, Goose...............................................48 Setup..........................................................................174
Premise.......................................................................48 Challenge 1: An Untimely Death...............175

254
Challenge 2: Unwanted Investigation....175 Royal Summons..................................................124
Climax.......................................................................175 Premise....................................................................124
Gone Fishing..........................................................178 Setup..........................................................................125
Premise....................................................................178 Challenge 1: The King Has Come..............126
Setup..........................................................................178 Challenge 2: Cycle of Violence....................127
Challenge 1: Victory Lap................................179 Climax.......................................................................127
Challenge 2: Barge and in Charge............179 Same as the Old Boss.........................................95
Climax.......................................................................179 Premise.......................................................................95
In and Out................................................................167 Setup.............................................................................95
Premise....................................................................167 Challenge 1: The Pretender Queen............96
Setup..........................................................................167 Challenge 2: Dangerous Liaisons.................96
Challenge 1: Smuggling a Challenge 3: Another Fatespinner..............97
Smuggler.................................................................167 Climax..........................................................................97
Challenge 2: Capturing a Thief...................168 Sky’s Terror—An Interlude.......................205
Climax.......................................................................168 Strategos Warfare.............................................132
Intelligence Failure..........................................176 Premise....................................................................132
Premise....................................................................176 Setup..........................................................................132
Setup..........................................................................176 Challenge 1: Return of Zarass.....................133
Challenge 1: Bash Brother............................177 Challenge 2: A Tricky Assault.....................133
Challenge 2: Sprung Free..............................177 Climax.......................................................................134
Climax.......................................................................177 Testing the Wind................................................202
Liquidation................................................................82 Premise ...................................................................202
Premise.......................................................................82 Setup..........................................................................203
Setup.............................................................................82 Challenge 1: Travar’s Champions ............203
Challenge 1: Legwork.........................................83 Challenge 2: Golden Parachute .................204
Challenge 2: Back Alley Diplomacy............84 Climax.......................................................................204
Climax..........................................................................85 Undercutting............................................................88
Meet the New Boss...............................................92 Premise.......................................................................88
Premise.......................................................................92 Setup.............................................................................89
Setup.............................................................................92 Challenge 1: A Preemptive Strike................89
Challenge 1: Foreign Police.............................92 Challenge 2: Elemental Fury..........................90
Challenge 2: Making a Plan.............................93 Challenge 3: Protection Racket.....................91
Climax..........................................................................94 Climax..........................................................................91
Mergers and Acquisitions..............................86 Unwarranted Demands................................128
Premise.......................................................................86 Premise....................................................................128
Setup.............................................................................86 Setup..........................................................................129
Challenge 1: Making a Meeting.....................86 Challenge 1: Drink It All Away....................130
Challenge 2: Combined Struggles...............87 Challenge 2: Axe in the Back........................130
Climax..........................................................................87 Climax.......................................................................131
Promises and Threats....................................194 Wild Accusations...............................................140
Premise....................................................................194 Premise....................................................................140
Setup..........................................................................194 Setup..........................................................................140
Challenge 1: Meeting of the Scales...........195 Challenge 1: Jailbreak......................................141
Challenge 2: Calm Before the Storm ......199 Challenge 2: Broken Arrow..........................141
Climax ......................................................................200 Challenge 3: Hot Pursuit................................142
Climax.......................................................................142

255
Gamemaster Character Index
Aban—Mistweaver ............................................188 Merheb Tah..............................................................120
Albus Eken...................................................................28 Milos.............................................................................161
Argo Denairastas.....................................................14 Miska Denairastas...................................................79
Aurum.........................................................................245 Mountainshadow—Lore Keeper................190
Barbery..........................................................................38 Nuu................................................................................191
Barge............................................................................163 Okambri.....................................................................120
Bone Spirit (Ally Spirit).....................................235 Olten................................................................................38
Boril Moav.................................................................116 Outcast...........................................................................13
Bruhl Denairastas....................................................15 Pierce Volodi...............................................................34
Byth Vesten..................................................................74 Pihgram Tor................................................................76
Calen Ghrun.............................................................117 Reman Prontis.............................................121, 225
Coirel...............................................................................31 Sagramon Steeltoe...............................................162
Darla.............................................................................117 Sibelda Highgreave.................................................81
Dester Lynnpea.........................................................79 Silver Branch Aggressor...................................216
Durg Blackthumb....................................................78 Silver Branch Defender.....................................218
Dvilgaynon.....................................................118. 189 Silver Branch Magician Sergeant................219
Emma Torsted...........................................................36 Silver Branch Triad (Group)...........................214
Endie Lynnpea...........................................................80 Slayer Spirit (Ally Spirit)...................................237
Exiled Nethermancer.........................................232 Sylla..................................................................................32
Exiled Silver Branch Hunter...........................233 Terricia........................................................................164
Finn Eren......................................................................30 Tiabdjin.......................................................................191
Force of the Eye Enforcers...............................243 Tinsith Oathtaker.................................................121
Genegee (Earth Spirit).......................................236 Tribas Koar...............................................................116
Gilt..................................................................................247 Triskaris.....................................................................250
Gold Branch Killer................................................252 Tyrant Archer..........................................................221
Gorana Hilloman...................................................161 Tyrant Raider..........................................................222
Gorgio Pitirek.............................................................37 Tyrant Scout.............................................................223
Gur Crackhorn........................................................119 Tyrant Warrior.......................................................224
Gur Moplin...................................................................29 Tysh Eken.....................................................................40
Holden Zell...................................................................39 Uhl Denairastas.........................................................13
House T’kambras Boatmen............................241 Ulla Denairastas........................................................80
Icewing—Dollmaker .........................................189 Usun—Vast Green ...............................................193
Ilfehena Star.............................................................119 Violet “Vivo” Volodi.................................................34
Ios Denairastas..........................................................77 Warren Drathralla...................................................32
Jada Denairastas.......................................................15 Wickert Drathralla..................................................33
Jayla Charmstrife......................................................78 Wisp Broods............................................................238
Jedaiyen Westhrall...............................................160 Wylla Drathralla.......................................................32
Joz Drennin..................................................................29 Zahm Denairastas...................................................18
Kine Denairastas...........................................17, 229 Zarass Icethought.................................................122
Krada Duskcloak......................................................75 Zorillo Baor.................................................................34
Lynn Eren.....................................................................30 Zuto...............................................................................123
Mearwen Volodi.......................................................34

256

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