Professional Documents
Culture Documents
Inhabitable Dreams by Richard Watts
Inhabitable Dreams by Richard Watts
DREAMS
SPINDLY SAVAGE HELL-BUST DEMON ONCE THE ADVENTURERS have left the peace
STR 14 CON 15 SIZ 8 INT 3 and safety of the palace, they travel into
POW 18 DEX 13 APP 17 nightmare. The cannibalisation of the Old
Hit Points: 14 Damage Bonus: None City by Hwamgaarl is accelerating at a rapid
Armor: 1d4 points of marble and hide. rate of knots. Nightmare events unfold
Weapon Skill Dmg around them. Entire buildings warp and
Clawx2 55% 1d8+db*
transform. Great stone spines erupt from
walls and roof tops; characters might have to
Dodge these, or merely see someone else,
This far away from Hwamgaarl Tears Out The
perhaps even someone they are talking to,
Eye Of The Sun, the painting’s malign
impaled.
influence is less pervasive. While rumour is
The wind howls and lashing rain falls, while
rife, fewer signs of the madness sweeping
the sky is dark with roiling clouds. The
the Old City have manifested in the
sounds of shrieking statues and the cries of
Harbourside district save for the fierce storm
the desperate and deranged citizens of
which lashes Dhakos. But the longer the
Dhakos echo all around. It is the worst of
adventurers spend at the harbour, the
times, and even worse times still, and it is all
stranger things become: sharks gather in the
of them at once.
waters below and become increasingly
Tigers and devil-lizards, now with cruel- frenzied, as if scenting blood; flocks of
faced, swarthy, armoured men upon their wailing gulls swoop to attack; ships’
backs, prowl the streets. Death’s head crabs figureheads begin to writhe and roll their
the size of large dogs emerge from wells and eyes in anguish, eventually opening their
waterways, their great claws clicking. The mouths to scream; and beneath the
iron-paved roads are briefly scattered with a adventurers’ feet, pools of water on the
rain of flesh and blood. Packs of men and quayside transform into pools of steaming,
women run past on all fours, howling like freshly spilled blood.
mad dogs. Stone walls melt and flow,
The Captain-Admiral's flagship, The Pride Of
reforming in shapes only the most insane of
Dhakos, floats seemingly abandoned where
architects could admire. Hwamgaarl is
it is anchored in the middle of the harbor. See
coming.
rolls can detect no movement from the twin-
masted war galley, save from the flags
DEATH’S HEAD CRAB fluttering atop its fore and aft upper decks.
STR 17 CON 18 SIZ 22 INT 4 Critical See rolls will note a man in the crows'
POW 6 DEX 14 APP - nest, asleep or dead.
Hit Points: 20 Damage Bonus: 1d6 A small boat can be easily obtained, and a
Armour: 6 points carapace fisherman impressed enough by the
Weapon Skill Dmg characters via Credit rolls to row them out to
Major claw 60% 1d8+2d6+db* the rocking flagship despite the foul weather.
Minor claw 45% 2d6+db* He declines the offer to come aboard but will
Trample** 80% 6d4 stay moored to the side for ten minutes.
* If both claws hit the same target, the crab
grips and won’t let go. In the following round
the crab retreats to the nearest available water
source. The victim can only pull themselves Aboard the ship, everyone from Captain to
free with a successful STR vs STR roll. Once the the ship's cat is asleep, and cannot be woken
crab is fully submerged the pinned victim must despite the characters' every effort. This is
avoid drowning as per the standard rules. the effect of The Triumph Of Physick Over The
** The crab must first knock its opponent down, Modern Man. Anyone sleeping within 200
by overcoming their SIZ + DEX with its own STR feet of the painting is drawn into its strange
+ SIZ. painted world, there to dwell in an insane
Skills: Scuttle (treat as Dodge) 45%, Sense Dreamworld inhabited by the mad ghost of
Movement 65% its creator, the slave-artist Halig.
The ship’s small black and white cat is the
first creature the adventurers encounter
upon boarding. It is fast asleep in a tightly AS PREVIOUSLY DESCRIBED, The Triumph Of
curled, purring bundle on the deck, its paws Physick Over Modern Man is a large and
twitching occasionally as if chasing rats in exquisite oil painting depicting a classically
its dreams. It will not wake under any Lormyrian village of thatch-roofed houses
circumstances. and white-washed stone walls huddled
Anyone looking into one of the open hatches around the town square. Among the rustic
can see a dead crewman smashed against houses is an inn called The King's Head.
the stairs, having fallen asleep in the lines There is a well in the centre of the grassy
and thus to his death. Most crew members square. A dismembered and bloody corpse
can be found asleep in their hammocks, lies around the low stone wall of the well.
although several are scattered and snoring The corpse’s head cannot be seen.
here and there about the ship. Dreamers trapped in the painting can be
If adventurers try to shake the man in the seen with Search rolls if the canvas is closely
crow’s nest awake, he will slip out and fall scrutinised. Art Lore, or Memorise rolls, can
unless someone can catch him with a roll of likewise allow adventurers to notice the tiny
DEXx3, but they must then match his SIZ 11 faces now staring out of windows and doors
against their STR or fall also. Successful in the painting which were not previously
Jump or Dodge rolls can aim adventurers present. Comparing the miniature painted
towards the sea rather than the deck, faces with the faces of the crew confirms
otherwise an almost certainly fatal impact of that everyone sleeping on the ship is depicted
5d6 damage will result when they hit the somewhere in the village – even the ship’s
deck. A major wound inflicted by falling cat, which is sleeping peacefully on a sunny
damage equals a broken limb, as per the windowsill.
Stormbringer rule book. If the adventurers do not make the
A merciful Game Master may allow the connection themselves, INTx4 rolls will
falling adventurer to catch a handy piece of suggest that the painting has somehow
rigging with a successful POWx3 roll, though captured the souls of everyone sleeping in its
such an action will risk dislocating a vicinity.
shoulder – or straining it painfully, at the Adventurers may be rash enough to
very least (1d6 damage). immediately attempt to dream into the
Captain-Admiral Athven Askai sleeps (alone) painting, or they might take both the cursed
in his narrow bed in the poop deck, a canvas and the sleeping Captain-Admiral
painting of the King gracing one wall of his back to the palace before doing anything else.
cabin. The portrait is crudely executed in As surmised, sleeping near the canvas draws
comparison to The Triumph Of Physick Over anyone automatically into the painting. An
Modern Man, which sits propped on a chair apothecary or herbalist at the palace can
by the bed. Like the rest of the crew, Askai easily whip up some suitable draught to send
cannot be woken. A sorcerer would know the adventurers instantly to sleep, should
that perhaps a Nanorian stone could awaken they wish to do so.
him from his enchanted slumber but finding Other adventurers may have split up earlier
such a stone would be a long quest in itself, in proceedings to make the collection of the
and there is little time remaining. Pan Tangian gifts quicker or perhaps they
split up now. Ideally the progression of
events from this point would be Palace, Their limbs feel stiff (subtract 1d3 each from
Painting, Pieces Of Art, but do not push this. STR and DEX for the duration of their time in
Give the players at least the illusion of the painting, though HP are unaffected) and
control. their clothes and hair are equally stiff and
Should they need encouragement to sleep brittle.
their way into The Triumph Of Physick Over Conversely, with every movement, the
Modern Man have the king himself trapped painted world around them is slowly filled
within it upon their return to the palace. with vibrancy and life. Each step or gesture
Upon entering the throne room or his private they take drains colour from them and
chambers, the adventurers discover Dharmit returns it to the world around them, as if
has snatched a few minutes sleep as he their every movement was contributing to a
awaits their return. As they enter, bearing giant paint-by-numbers kit. (As an option at
the cursed painting, he stirs briefly from this point, Game Masters who are utilising
sleep. Gazing blearily from half-open eyes, the Sanity rules in Demon Magic, the second
Dharmit looks first at the adventurers, then Stormbringer companion, may wish to
at the cursed artwork. His eyes widen for a invoke an appropriate penalty.)
moment before he falls into a deep, Around them stand low houses of
enchanted slumber and joins those tapped whitewashed stone with thatched roofs;
within the canvas. among the many homes can be seen an inn,
Once King Dharmit falls asleep again, he The King’s Head, a smithy, and oddly, a
cannot be woken. The answer to this millinery. Trees rustle behind the buildings
quandary is writ in paint from a madman's and from somewhere nearby comes the
brush. quacking of ducks. Other animals wander
into view occasionally, including the
humped cattle common in the South.
Once, the small black and white cat from The
As soon as they sleep in the vicinity of the Pride Of Dhakos flies past. It has grown wings
painting, adventurers feel some arcane force in its dreams, and swoops hither and yon,
dragging them into the canvas. They feel terrifying the flocks of starlings which
their bodies, their very souls, smeared, inhabit this painted world. Eventually the cat
distorted, stretched as they fall into a dream, flies off out of sight, miaowing as it goes.
becoming liquid streaks of paint and blurs of
shape and shade.
When they reform, they are standing beside
a well in an ordinary Lormyrian village; As life and colour return to the painted world,
ordinary in every respect save that the many body parts around the well began
everything is frozen and grey, and a first to tremble, then to flop around horribly,
dismembered corpse is scattered on the grey like so many fish out of water. Severed
grass around them. fingers wriggle, limbs bearing the livid
marks of old brands writhe, organs drool out
As the adventurers gain their bearings, they
of a heavily scarred torso. Every part is
notice colour leaching from their clothes and
somehow still alive and oozing thick red
hair with every movement. Even their eyes
paint instead of blood.
and skin are affected. Soon they are only
shades of black, white and grey. The head of Halig, for that is whose scattered
body the parts belong to, can be found fast
asleep within the milliner's shop not far bride’s nightie, off like a chop in the desert
away. Indeed, the dozens of hats that fill the – flown off to. And there’s another sixes and
shop's shelves all have decapitated heads sevens lands after that which I wouldn't
under them, each one asleep and dreaming. want to visit if I were you, oh if I were you,
Once a hat is lifted off a head it will wake, which I'm not. Hah!”
open its eyes and look around. Some of them If King Dharmit has been drawn into the
start screaming. Others only stare in silent painting, and if Halig is asked about his
horror. Some weep quietly. whereabouts, he says only: “Come in, come
Each head will speak properly only if asked in, come inn!” He is referencing the nearby
about hats, and then only to demand that inn, The King’s Head, which the adventurers
their own special hat be found and given to will realise with a successful INTx5 roll,
them. The babble of voices demanding their assuming it does not occur to the players
hat may soon prove almost overwhelming. immediately.
Halig can be recognised by the spatters of Captain-Admiral Athven Askai, as Halig has
blood and paint on his cheeks, the paint in already cryptically mentioned, can be found
his hair and beard, and the fevered intensity at the nearby duckpond. An INTx3 roll will
of his grey-eyed gaze. His talk is all nonsense, suggest this.
insane babble interspersed with demands If asked about Hwamgaarl Tears Out The Eye
for “My hat! Bring me my HAT! My hatters Of The Sun, Halig becomes temporarily lucid.
dance, traipsing kipperling, I want my hat!”
“That painting. That damned, accursed,
Halig's hat is, of course, a beret, and he will hungry painting,” he says. “It was my final
accept no other. Other hats in the shop work. Painting it drove me mad, and
include topers, bowlers, straw boaters, almost cost me my soul.”
deerstalkers, tricorn pirates’ hats, admirals'
Not until the painting fell into the hands of
hats with ostrich plumes, sailors' caps,
Pan Tangian pirates, who took it back to
extravagant hats, gorgeous hats, multi-level
Hwamgaarl, did its powers become evident.
hats to shade creatures with more than one
It is a hungry painting, eating on command
head and more besides. Once Halig's head
whatever city it is placed in, cannibalising,
has its beret on, the dead artist will answer
consuming and replacing the host city with
all questions, but being insane, may not
its own nightmare landscape. Its horror
always answer them directly or coherently.
caused Halig to kill himself once he had
If asked, Halig says that leaving the painting painted it, and his soul was almost trapped
is easy. within it before escaping to this relative
“All you must cock-a-doodle-do! Is enter haven, he explains.
the gate in the field of dreams beyond the It was while attempting to flee
duckpond (which is where you may or may Hwamgaarl's... painted menace that Halig
not find – quite delicious! – the Admiral you also learnt to destroy it.
might not be or not to be – look here you
If a head without a body could lean in and
bastards, FORE! But do not, not now
whisper, it would.
darling, oh my darling Clementine, enter
“One must enter its nightmare realm, step
the door from the side you approached it
into the painting as it stretches to its
from, else you end up in Sadanor, Land of
widest, at sunset, when Dhakos risks being
Dreams-in-Common, so common, ugh!
forever devoured and Hwamgaarl stretches
Which now I think about it is where that’s
out from the bleak, obsidian isle of Pan
what’s new pussy cat? Has flown – off like a
Tang. Only when someone is half in Dhakos, now resembles a pane of thick glass.
half in Hwamgaarl, and completely within Although he pounds the glass of which the
the painting can it be stopped, and only sign is now made and mouths silently, he
then by rolling the painting up, or ripping cannot be heard. Oddly, his image is the
up the canvas,” Halig says. same on either side of the plate of glass.
“Roll it up or rip it up. Rip it up. Join the Once the glass is shattered by a blow or blows
gate’s ends together in a recursive loop or inflicting at least six cumulative points of
tear the gate apart as it opens to its fullest. damage, Dharmit comes tumbling safely
Rip or roll. RIP OR ROLL!. RRRRRRRIP OR down. His first words are: “Where’s Athven?”
ROLLLLL!!!!!,” he shrieks.
At which point Halig’s head rips in twain,
and the two halves fall to the shop floor and
Traveling towards the duckpond the
roll about like ghastly, bloody, broken
adventurers pass a tree whose leaves are all
marbles, shrieking unintelligibly, and every
hands, and which tentatively wave as the
other head joins them until the noise is
adventurers walk by. If anyone waves back
unbearable.
the hands wave excitedly, faster and faster,
generating a breeze. Finally they wave so
hard that the roots of the tree rip out of the
Walking to The King's Head, Listen rolls from ground and the whole thing flaps off towards
the adventurers detect the sound of many the clouds. Bring it swooping back low
feet pattering towards them. From around a overhead for a repeat performance just after
corner comes a horde of shoes, of many sizes the duckpond incident.
and styles. The shoes prance and dance At the duckpond, Athven is giving orders to
around the adventurers' feet for a moment opposed, martialled flotillas of ducks. He has
before twinkling away. Adventurers making not noticed that with each order he gives, he
See rolls note the stumps of sawn-off feet in is turning bit by bit into a duck himself.
every shoe. The evil minds of the ducks eagerly await
The inn has a black wooden door but no lock another soul to join their muddy misery.
or handle, and its whitewashed walls are Arm to wing, toes joined by webbing, Athven
still wet. The whole building ripples like jelly will soon be quacking with the rest of them.
if touched, and the fingertips of adventurers' Orate rolls from the characters, or a simple
touching it come away wet and white. "Stop!" from King Dharmit, brings the
Painting a handle onto the door with Captain-Admiral to his senses, and from
whitewash is the quickest way inside (INTx4 there humanity is only a waddle away. The
to realise this.). duckiness soon wears off, although Athven
may have something of a phobia about
The drunken sailors carousing within will
feathers from now on.
not leave; they remember nothing of their
former lives, only that they have been True to Halig's word, a simple wooden door
drinking here. Only their Captain-Admiral stands in the field beyond the duckpond,
can compel them to wake up; they will listen leading back to earth or forwards to endless
to no-one else. dreaming. The lovers tenderly reunited, the
adventurers can away back to the real world,
King Dharmit is not inside. Instead he is
which has become completely unreal while
trapped inside the inn's sign, a wooden panel
they have been away.
hanging outside above the door and which
grate their arm down to a bloody stump
or die trying.
CHAOS REIGNS. The sound of screaming TOLK'S TAPESTRY: has a demon bound
seems to be slowly rising towards some within its weave causing people to fall in
dreadful crescendo, while the sun flickers lust with the figure of Arnara, to the
and jerks in the sky, forwards and exclusion of all else. Food, drink, sleep
backwards, like a ball tugged between two become unimportant, only the
spoilt children. INTx3 rolls suggest that consuming passion which eventually
something seems to be concentrating leaves the victim dead upon the floor
intense energies on dragging the sun below where the tapestry is hung. While Tolk
the horizon sooner that it ought to set. Each has been gone his batman has become
time the sun is dragged towards the horizon, enamoured of Amara and will fight to
it springs back into its rightful position in the the death to keep the tapestry by his
storm-ravaged sky. Astute adventurers will side.
notice that after each withdrawal the sun
seems that little bit closer to the horizon TOLK’S BATMAN
than it was previously.
STR 10 CON 11 SIZ 10 INT 13
Throughout the city, buildings bubble and POW 11 DEX 13 APP 10
reform into shapes of tortured obsidian Hit Points: 11 Damage Bonus: None
designed by architects from hell. Twisted Armor: None.
statues appear in alcoves and on rooftops, Weapon Skill Dmg
screaming endlessly. Nothing is recognisable Dagger 60% 1d4+2+db
save the streets themselves, and even they Skills: Bargain 55%, Dodge 45%, Evaluate 60%,
are paved with iron. The roads of Dhakos Fast Talk 45%, Insight 70%, Other Language 25%,
have yet to twist into the insane labyrinth Scribe 55%, Search 45%, Young Kingdoms 45%.
which are the streets of Hwamgaarl, but even
that cannot be far away.
The artworks may be already gathered, or If servants have been sent to retrieve Earl
not. Perhaps Dharmit had already sent for Salan of Greal’s gift, they will not return. The
them, and the servants who convey the
adventurers – perhaps accompanied by the
apparent treasures became the victims of the king and his lover, perhaps not – must collect
curses. Others may be found afterwards, if it themselves.
there is anything of Dhakos left to find.
Hwamgaarl Tears Out The Eye Of The Sun
Should the adventurers go to collect their hangs in Greal’s mansion but the wall it was
individual gifts in order to return with them hung upon is gone. Only the painting
to the palace, they discover each has come to remains. The Greal mansion is a shell of its
life in a uniquely horrible way. former self, its walls ghostly shadows. The
YISHANA'S SCULPTURE: the carved twisted red columns and black marble floor
lovers animate, and drag others into which have formed around the painting are
their lusty stone embrace, to be fucked much more real and solid.
to death by the possessed jade. Above a background chorus of screams and
DAMIETTA'S HARP: causes the next the shrieking wind, the sound of chanting
person to pick it up to play the suddenly can be heard, guttural, horrible, faint at first
razor-sharp metal strings until they but slowly growing in volume. The chants
emanate from the canvas itself, which is
pulsing and rippling as if alive.
True to Halig's word, someone must step into
As the swollen sun teeters upon the low
the rupture in the painting, with one leg in
western hills, the canvas seems to tear and
Dhakos and one leg in the City Of Screaming
an opening appears, a gateway between
Statues, before it can be closed. Once inside
Dhakos and the Palace- Temple of Chaos in
the painting, the adventurer will clearly see
Hwamgaarl. On the other side a skull-
each ‘end’ of the gateway, as if they were
masked man in tattered black robes can be
standing in the centre of a short tunnel
seen, reeling back from the shock of the
between worlds.
opened vortex and incense fuming about
Provided the two Chaos priests are otherwise
him.
engaged, the two separate openings can be
Rows of priests cavort and reel through their
drawn together if their combined POW of 14
dreadful liturgies beyond the Theocrat, for
can be overcome on the resistance table by
the figure is none other less than he. Before
the POW of the person closing the gate.
the adventurers can act, two priests leap
Once the two gates are drawn together
through the gate. They must be killed in
Hwamgaarl and Dhakos are joined: if the
three rounds, or Dhakos is doomed,
canvas is then rolled up or ripped up – by
completely replaced by Hwamgaarl. If
overcoming the STR 4 canvas with the
someone tries to close the painting without
adventurer’s own STR – the gates are closed.
their compatriots holding off the Chaos
Should the gates be joined and the painting
devotees, their attempt is doomed.
left as it is for some reason, then Hwamgaarl
consumes Dhakos completely.
BULL-HORNED PRIEST OF HIONHURN
One thing Halig neglected to mention is that
STR 16 CON 12 SIZ 13 INT 15
the person standing within the painting is at
POW 17 DEX 13 APP 13
risk when the gates are closed; successful
Hit Points: 13 Damage Bonus: 1d4
Jump or Tumble rolls must be made to leap
Armor: Plate without helm (1dl0-1)
clear or else the closing gate neatly bisects
Weapon Skill Damage
the character down the middle, one bloody
Great axe 81% 3d6+db
half falling into Dhakos, the other into
Gore 40% ld6+db
Hwamgaarl.
If it is Yishana who is trapped in this way,
FLAYED PRIEST OF SLORTAR IN she does not die, but the gate, as it closes,
cuts off some of her vibrancy, leaving
FLAPPING ROBES OF SKIN
Yishana a more subdued soul, one now
STR 13 CON 18 SIZ 12 INT 14
instinctively drawn towards the darker side
POW 15 DEX 12 APP 2
of emotions and of life. Her future taste in
Hit Points: 14 Damage Bonus: None
lovers, the Pan Tangian Theleb Kaarna and
Armor: None
albino Elric among them, will reflect this.
Weapon Skill Damage
The gate closed, the sorcery which consumed
Dagger* 50% ld6+2
Dhakos is no more, and instantly the city
* This dagger has wicked serrated edges and
inflicts extra damage.
writhes and twists back into its original
form, the earth rocking like a giant slipping
into a coat a size too small. Dhakos is saved.
Or it might be that the City of Screaming
Statues now stretches across the Pale Sea and
Dhakos is no more, in which case horror and
Jagreen Lern will rule over their newly
conquered dominion and the history of the
Young Kingdoms is forever changed.
PLAYER CHARACTERS
The following pages provide the background and statistics for
each of the characters used in this scenario.
PRINCESS YISHANA OF JHARKOR
WARDEN OF THE EASTERN MARCH
Sword maiden, fierce warrior, proud princess, passionate lover. You are tall, dark, sensual and
handsome, with a sardonic and provocative smile. Your conquests are the talk of all Jharkor;
you a living legend and a source of pride to all. Bawdy tavern ballads are sung of your crafty
seduction of the prudish, priggish Prince Hozel of Argimiliar and epics are chanted in the king's
high hall recounting your battles against the knight-marauders of Dharijor and their fearsome
war elephants. You have not yet met any man who could satisfy your every physical and
emotional need (although there have been several who kept you entertained for a short while).
Until you do, you will live without a care in the world save those few obligations your rank and
title demand.
Skills:
Art (Sing) 17%, Bargain 100%, Climb 57%, Conceal Object 26%, Craft (Ropework) 14%,
Disguise 15%, Dodge 92%, Evaluate 47%, Fast Talk 72%, Hide 31%, Insight 70%, Jump
64%, Listen 37%, Million Spheres 00%, Move Quietly 31%, Natural World 25%, Navigate
54%, Oratory 86%, Own Language 70%, Physik 44%, Pick Lock 12%, Poisons 00%.
Repair/Devise 60%, Ride 96%, Sailing 46%, Scent/Taste 25%, Scribe 4%, Search 31%,
Swim 71%, Throw 25%, Track 39%, Trap 19%, Unknown Kingdoms 00%, Young
Kingdoms 59%
Notable Possessions
Virtue of Attack (Greatsword), Virtue of Defence (Armour), Sumptuous Rooms in the
Palace, Chariot and Black Charger
King Dharmit of Jharkor: King Dharmit is your brother, and while a cunning trickster and
daring hero in his youth, he has mellowed with age. He is no longer the bold young man you
worshipped as a child. Now he is almost a greybeard, and spends more time immersed in court
intrigues and international politics than he does defending the kingdom!
Captain-Admiral Athven Askai: One of the King's closest friends, and so of course not to be
trusted, even if he shares the King's bed and loyalty. Dharmit dismisses your fear that Admiral
Askai will one day betray him as ·jealousy, but more than one Jharkorian ruler has ended their
days crucified in the plaza before the palace, due to a treacherous noble's manipulations!
Askai’s command of the Jharkorian navy is sound, his personality charming (even if he is a
little slow) but still you do not trust him. Perhaps you are jealous that he has displaced you as
the focus of your brother's love?
Cardinal Damietta of the Church of Law: This diminutive priestess reminds you of your
mother, despite the physical differences between them. Short, grey-haired and rosy cheeked,
she has a spine of iron and a will to match. Even at the best of times Cardinal Damietta strikes
you as flinty and unforgiving. You should hate to have her anger focused on you. Even so, you
think Damietta cares more about power than she does about her gods, the Lords of Order.
Earl Salan Of Greal: Vile beyond words. A degenerate from an ignoble House of wastrels and
cads. It was an Earl of Greal whose insurrection toppled Queen Jashyan the Haughty 150 years
ago, although the Greals’ fortunes have fallen low since then. The current Earl of Greal's father
drank away the family fortune, causing his wife to die of grief, then kept on drinking all the
way to the grave. Salan seems to have picked up his sire's ill-manners if not his alcoholism.
And to think the ugly little pauper thinks himself a refined, well-educated gentleman!
Count Tolk Varan, Commander of the City Guard: A lesser noble, tall, handsome, aloof and
cold. You know only that he inspires devotion in his men and is a superb warrior and tactician,
which is common knowledge. You have not yet had time to test how skilled the Count is with
his sword. To Dharmit you owe the only personal details you know about the Count: that he
aspires to culture and worships Chaos. A man of contradictions it would seem, battle-hardened
yet a scholar. It would be good to know him more intimately. Certainly, he does not seem the
disciple of evil that Cardinal Damietta claims followers of Chaos to be, but then you never really
did believe everything the Church of Law has told you over the years.
CARDINAL DAMIETTA OF THE
CHURCH OF DONBLAS
Short and rosy cheeked, with close-cropped grey hair and grey eyes to match, you are stern yet
loving, as a mother must be to punish an errant child. The people of Jharkor are your children
in so many ways, with you the bride of Lord Donblas of Law, He Who Burns Away The Darkness
Of Chaos And Gives Light To The Faithful. It has taken you many years to attain your current
position, and it was not achieved through praying and devotion. Much of it was machination,
scheming, making deals with this priest and that, and if you could betray both to a third priest
to bolster your position, then you would do so without blinking. At last you are Jharkor’s High
Priestess, Cardinal of the Church Of Law and one of the supreme authorities of the land – only
to now have your position threatened by the Church of Chaos. Just a few months ago, despite
your best efforts to the contrary, the long-standing law forbidding Chaos worship in Jharkor
was repealed. Now, the disciples of Entropy have half completed a temple to their foul gods
opposite your own Cathedral of Law. Somehow, they must be stopped!
Skills:
Art (Sing) 67%, Bargain 93%, Climb 23%, Conceal Object 62%, Craft (Ropework) 18%,
Disguise 15%, Dodge 29%, Evaluate 71%, Fast Talk 83%, Hide 68%, Insight 83%, Jump
28%, Listen 99%, Million Spheres 00%, Move Quietly 82%, Natural World 72%,
Navigate 53%, Oratory 97%, Own Language 100%, Physik 94%, Pick Lock 10%, Poisons
26%. Repair/Devise 40%, Ride 62%, Sailing 46%, Scent/Taste 36%, Scribe 26%, Search
92%, Swim 19%, Throw 23%, Track 40%, Trap 05%, Unknown Kingdoms 00%, Young
Kingdoms 63%
Notable Possessions
Virtue of Attack (Spear), Virtue of Defence (Armour), Virtue of Knowledge (Jewelled
Book), Virtue of Travel (Iron Horse)
King Dharmit of Jharkor A good king despite his rash youth, and one you thought you could
control via his fear of the White Lords and their divine vengeance (or yours in their name);
especially as his lover Captain-Admiral Askai is a devout follower of Law. Somehow the evil
Count Varan, Captain of the Dhakos Guard and Chaos fiend, has led the King astray! The ban
against Chaos must be reinstated before the Theocrat of Pan Tang rules Jharkor as he does foul
Dharijor to the north.
Princess Yishana, Warden of the Eastern March: Sister of King Dharmit, the hot-headed and
lusty princess is not a frequent member of your congregation, despite Lord Donblas having so
clearly gifted her with His warrior arts. If she cannot be convinced to pay more than lip service
to Law, she shall surely be punished by the gods. (You'll have to see what you can arrange –
some embarrassing accident or social disease to tarnish her reputation? The populace lap up
news of her every battle and seduction; in fact they adore her. It must be done discreetly).
Captain-Admiral Athven Askai: A good soldier and faithful worshipper of Law, and so an
inspiration to the population of Dhakos and Jharkor at large. Luckily, he is not too bright, it
makes him nicely controllable. Despite his slow wits, the Admiral is a tactical genius, and is
common enough to fight alongside and so inspire devotion in his men.
Count Tolk Varan, Commander of the City Guard: Tall dark and handsome, but you know evil
lurks behind his impassive and emotionless visage. Your spies had long ago reported rumours
of Varan's allegiance to Chaos, but so discrete was the man you could find no evidence to
convict him of heresy. Reading High Melnibonéan in itself is not a crime. Now he has openly
confessed his unbridled corruption, but only after twisting the King's mind into allowing the
worship of Chaos in your land!
Earl Salan of Greal: This noble is heard more regularly than he is seen around court, usually
arguing with someone about art and other fripperies. Despite his poverty (his father drank
away the family fortune) and threadbare estate he tries to maintain standards, too proud to
confess to his fallen state and too well-educated and well-bred to try and raise money by
dabbling in the merchant trade. His hopeless passion for Princess Yishana, if she could be
encouraged to return his affections, might be the key to the wilful young lady’s control.
EARL SALAN OF GREAL
Woe to you! That your father should have drunk your family fortune away is shame enough,
condemning you to dwell in an impoverished state in a threadbare mansion that is falling
apart around your ears. Almost all the servants have gone (one of them stealing the silverware
in lieu of the wages you owed) and already you have been forced to sell off volumes from your
library in order to buy food. But no matter how bad things get, you have vowed never to sell
anything from your pride and joy, the magnificent art collection assembled by your
grandmother and added to by you in happier days before your father died. Worse still than
your financial state is that of your emotions: you bear a hopeless, unconsummated and
virtually unspoken passion for Princess Yishana, who spurns you. How can you tell her that
beneath this ugly shell beats the heart of a true gentleman? You must impress her with your
learning and good breeding. Your love, and art, should be your only concerns. Money will come
from somewhere – the nobility do not besmirch themselves with such common, tawdry
subjects.
Skills:
Art Lore 86%, Art (Sing) 31%, Art (Music) 34%, Bargain 51%, Climb 16%, Conceal Object
11%, Craft (Paint) 21%, Disguise 18%, Dodge 25%, Evaluate 72%, Fast Talk 57%, Hide 20%,
Insight 41%, Jump 18%, Listen 31%, Million Spheres 00%, Move Quietly 24%, Natural
World 25%, Navigate 10%, Oratory 62%, Other Language (Low Melnibonéan) 28%, Own
Language 75%, Physik 30%, Pick Lock 11%, Poisons 00%. Repair/Devise 36%, Ride 48%,
Sailing 15%, Scent/Taste 42%, Scribe 00%, Search 54%, Swim 33%, Throw 28%, Track
17%, Trap 8%, Unknown Kingdoms 00%, Young Kingdoms 52%
Notable Possessions
Snuff box, Lace Handkerchief, Crumbling Mansion in the Old City District, Fabulous
Art Collection
King Dharmit Of Jharkor: His Majesty is wise and tolerant, basing his assessment of a person
on their deeds rather than their financial worth. That he has time for one so poorly treated by
fate can surely be due only to the proud history of your family name. Admittedly it’s awkward
that one of your ancestor once helped depose Queen Jashyan the Haughty 150 years ago, but
the less said of that incident the better – besides, according to your research your ancestor
acted honourably: Jashyan was a secret worshipper of a Chaos Lord, Slortar the Beautiful.
Princess Yishana, Warden of the Eastern March: Tall, stunning, breathtaking. She is
everything you are not – a skilled warrior, rich and beautiful. If only you could make her love
you! Sometimes you sob with helpless longing for her, so overwhelming are her feelings. How
can you make her see that beneath your plump exterior beats a heart of gold?
Cardinal Damietta of Law: A woman to be respected and feared. Supreme priestess of Law in
Jharkor, Damietta is a pillar of society, an upholder of virtue and the teachings which hold
civilisation together. In Chaos is destruction and disorder, while the White Lords of Law give
us light to see the path which leads us away from our baser natures towards spirit and
salvation.
Captain-Admiral Athven Askai: Blond and slightly vague, Athven Askai makes you
uncomfortable. You never liked men so energetic, nor so conceited about their good looks, and
although you know there is nothing wrong with men who like other men, that it is perfectly
natural, whenever the Captain-Admiral is around you always feel like he is looking at you as
if you were a piece of meat rather than a person. Still, the King seems to like him, and you have
heard no ill reports about him from his men.
Count Tolk Varan, Commander of the City Guard: You were shocked to discover that Count
Varan, whom you had always thought to be a decent and Law-abiding person, has turned out
to be a degenerate worshipper of Chaos! Why, you have even heard a rumour that he is
subverting the entire Dhakos city guard to the worship of his foul gods, so to have a secret army
who are faithful only to him; and that he sacrifices those who will not obey his despotic rule
in a secret shrine constructed beneath his home...
COUNT TOLK VARAN
COMMANDER OF THE CITY GUARD
You are one who has learnt much from the lessons of history. Although a man of action,
commanding the Dhakos guards, you are also a scholar. The lost wonders of the Bright Empire
of Melniboné are your special interest. Some of your behaviour, such as your unwillingness to
allow emotions to influence your decisions and actions, is styled on Melnibonéan behaviour,
as far as you understand it. You do not believe Melnibonéan to be the demons that common
gossips claim, nor that the Chaos which they worship is intrinsically evil. Chaos can be is
beautiful, the beauty of freedom and change rather than the unquestioning stagnation of Law.
You favour Arioch above other gods, but if pressed you wouldn’t exactly say you worship him;
more that you pay him appropriate deference as befits the Knight of the Swords. Despite your
slow rise through the ranks to become a landed noble, albeit a minor one, you are less proud
of your command than you are of persuading the King to repeal the law forbidding the worship
of Chaos in Jharkor. Admittedly you could not have reached the King's ear without your
position, for which you have your well-trained guardsmen and their efficient abeyance of your
regulations to thank.
Skills:
Art (Sing) 13%, Bargain 67%, Climb 67%, Conceal Object 21%, Craft (Ropework) 27%,
Disguise 19%, Dodge 84%, Evaluate 42%, Fast Talk 73%, Hide 32%, Insight 54%, Jump
53%, Listen 61%, Million Spheres 00%, Move Quietly 37%, Natural World 25%, Navigate
31%, Oratory 68%, Own Language 70%, Other Language (Low Melnibonéan) 40%, Other
Language (High Melnibonéan) 35%, Physik 61%, Pick Lock 17%, Poisons 00%.
Repair/Devise 60%, Ride 91%, Sailing 58%, Scent/Taste 25%, Scribe 72%, Search 76%,
Swim 55%, Throw 53%, Track 66%, Trap 19%, Unknown Kingdoms 40%, Young
Kingdoms 60%
Notable Possessions
Small volume of Melnibonean Poetry, Suite of Rooms at the Harbour Barracks
King Dharmit Of Jharkor: Dharmit is wise as a king should be, the rashness of his youth
tempered with the heavy concerns of nurturing and defending a kingdom and its people. He is
open minded, although you recognise with wry humour his decision to allow open Chaos
worship in Jharkor was partially motivated by the knowledge that the Church of Law would
turn their schemes against the new Chaos priesthood instead of plotting to exploit His Majesty's
rule for their own gain.
Princess Yishana, Warden of the Eastern March: Too proud for your liking, although she is a
fine warrior. Because of her brave deeds against Dharijorian raiders and her sexual conquests,
Yishana is much loved and talked about by the people. She needs someone to knock her down
a peg or two.
Cardinal Damietta Of Law: You dislike this woman and know that she hates you. Her narrow-
minded bigotry against the Church of Chaos is maddening, her bias based only upon rumours
about Pan Tang, where Chaos is worshipped as a perversion of the grandeur and wonder of
Melniboné of old.
Captain-Admiral Athven Askai: Not the quickest-witted man you have met, but at least no
threat to you. He is the King's lover, commanding the Jharkorian navy and the respect of his
men. Still, to outshine him in the King's eyes would elevate your position greatly, and any
influence you gain could only be for the benefit of Chaos.
Earl Salan Of Greal: Poor in fortune but well-educated and well mannered. He has a hopeless
passion for Princess Yishana, but she is too proud to ever look at one so plain as he. You do not
know the Earl well, but have heard that he has a fine collection of art. Perhaps he has
Melnibonéan pieces that might improve your own modest collection? It might be to your
advantage to know Salan better.
HANDOUTS
The Following Handouts can be used as required during this
scenario
Western Continent and is one of the Young Kingdoms’ greatest naval powers thanks
to a vast natural harbor, despite having only a relatively small coastline to call its
own. Only the merchant fleets of Ilmiora and the Purple Towns, the cumbersome
Lormyrian navy and Dharijor’s sleek, swift reavers rival Jharkor’s armada and its
dominance of the five oceans – though all are dwarfed by the Battle Barges of
Melniboné on the increasingly rare occasions such vessels are seen outside the Dragon
Isle.
Jharkor is a nation of endless golden grasslands grazed by cattle and spotted deer,
and low plains dotted with scrub and small wooded hills. To the west the landmass
rises towards steeper hills which grow into slender, snow-capped, scarcely-populated
mountains.
Fierce wildcats live in the mountains and leopards prowl the forested foothills,
sometimes stalking out onto the plains, to the dismay of farmers. The Silver Leopards,
Jharkor’s elite troops and the King’s guard, are named after these wild beasts.
Another low mountain range spotted with sparse forests defines the border of
fortifications and military bases, known collectively as Tovik’s Wall and delineating
Six provinces make up the Jharkorian countryside: Dhakoria (which includes the
capital), Gharavia, Mygrava, Halorra, northern Sequa (home to rippling wheat fields)
and the Eastern Marches (where incursions by Dharijorians are not uncommon
The Jharkorian plains are warm and dry, the coastal regions cooler. Southern
Jharkor receives regular rainfall while the northern, eastern and western provinces
are considerably drier. Along the southern coast, near Shazar, isolated pockets of
mangroves grow. Further north, especially around the capital, the coast is dominated
by low cliffs and deep but narrow inlets where small ships can easily be hidden.
Jharkor is ruled by Law, but worship of Chaos has recently been allowed within its
borders. King Dharmit sits on the throne, playing his nobles off against one another
endlessly.
Page 1
The people of Jharkor have something of a reputation for intrigue, which is
considered almost a national sport. The best thieves and liars in the Young Kingdoms
are said to be Jharkorian (or Jharks, as they were known in the distant past).
In summer the prevailing winds blow from the north-east, bringing hot and dry
weather from Dharijor – as well as pirates and border skirmishes, despite the peace
treaty signed by Dharijor with her neighbours. In winter, southerly winds dominate,
NEIGHBOURING LANDS
Beyond Jharkor’s borders to the north-west, in the remote fastness of the mountains,
are the aeries of the Myyrrhn, winged folk who are occasional visitors to Dhakos,
To the north-east is Dharijor, the most powerful nation in the West, ruled by cruel
King Sarosto. The peace treaty signed between Dharijor, Jharkor and Tarkesh means
little – Dharijor’s black-plumed warriors raid with impunity along the coast, and their
incursions into the Eastern Marches, occasionally even into Sequa, are becoming
increasingly brazen. It’s capital, Gromoorva, is one and a half to two days from
Dhakos by ship.
Further north are the forests and fastnesses of Tarkesh, ruled by King Yaris, a tall,
pale-faced, thin-lipped man full of irony and always a trifle insecure. A swift ship can
sail from Dhakos to Banarva, the capital, in four days, if the captain is brave enough
to hug the coast of Dharijor and pass through the Straits of Chaos, a place of eternal
storms where malevolent sea creatures lurk below the waves. More commonly, trade
South lies Shazar, a land of lush grasslands, rolling downs, thick fogs and mossy
forests of ancient oaks and ash trees. Here, horseflesh is the dominant trade, and
equestrian skills are raised to a high art. The Shazarian capital, Aflitain, is some three
to four days south of Dhakos, at the northern edge of the Serpents Teeth.
South-west of Shazar are found the Marshes of the Mist, and beyond them the Silent
Land, of which the less said the better, while off the Shazarian coast rise the Serpent’s
Teeth, a hundred-mile reefs of crags and islands where the winds and tides are
unpredictable, and the only the bravest and foolhardiest mariners sail.
Page 2
Jharkor’s other neighbor of note is the Demon Isle of Pan Tang, whose capital
Hwamgaarl is five days distant across treacherous seas. Few mariners visit that
across the coastal plain towards a series of low hills and wide, shallow valleys that
abut a slightly steeper and encircling range to the west, it is an expansive city built up
around Dhakos Harbour, one of the best ports of the Young Kingdoms. The spires of
the Old City at the heart of Dhakos can be seen throughout the city, and for several
Flanked by low sea cliffs along the coast, Dhakos is the capital of the province of
violent hailstorms) are common in the hot summers when the dry northerly winds
collide with moister southern air masses, while winters are colder and wetter still.
Dhakos can be divided into three main parts: the Harbour, the Old City, and
Newtown. However, given the many small bays and coves which fringe the Harbour
proper, making direct travel across the city challenging and fragmenting Dhakos into
a city of many districts, Dhakosians are often quicker to identity as a resident of their
own district first rather than as a resident of the city proper – one of many factors
citizens.
outgrown and its guard-posts abandoned. It encircles the political and religious
heart of Dhakos; the Palace of King Dharmit, the Cathedral of Law, and the still
Although Jharkor allegedly pays lip service to Law, it amuses King Dharmit to allow
Chaos to establish a toehold in Jharkor. That way the priests of Law plot against their
rivals, not him. Worship of Chaos was only recently decriminalised though secret
Page 3
In the Old City stand the buildings which give Dhakos its name. Every second building
Jharkor’s ancient masters. Part of a fashion which swept the country 250 years ago,
the spires are a crude copy of Imrryr to those who have seen the Dreaming City, which
was built by artists and conceived as an artwork rather than as a living metropolis
Every major street in the city, new or old, has an open sewer flowing down its centre.
In the high heat of summer, the stench is vile, and outbreaks of cholera are not
uncommon. Luckily the constant sea breezes carry the worst of the odours away,
except in the narrow streets of the Old City. For this reason, the majority of the
nobility have made an exodus to the city’s outskirts, to the larger estates and gardens
At the heart of the Old City is the city square. More than one king of Jharkor has died
here, crucified when the nobility led the people in insurrection. Public crucifixions of
criminals are held here throughout the year; in summer, the stink of rotting bodies
On the northern side of the square stands the Temple of Law, which has only a single
supported by stone buttresses arcing over the central garden. Facing it is the Temple
of Chaos, which is still under construction on the square’s southern side and which
On the west side of the city square stands the Royal Palace, the bright flag of Jharkor
flying from its roof and the homes of painted and powdered courtesans less than a
A broad, curving avenue leading to the harbor opens off the east side of the square;
the broadest boulevard in Dhakos, and a relatively recent addition to the city. On the
boulevard’s north side stand the barracks of the Silver Leopards, close to the palace
Also found in the Old City are the grand houses of the nobility, though many now
stand empty. Most of the nobles have moved to large estates at the edge of the city, in
search of cleaner and cooler air. Some of their houses are now occupied by the
Page 4
THE HARBOUR
As befits such a strong seafaring nation, Dhakos Harbour is rivalled in size only by the
Dreaming City and the Fortress of Evening. Heavily fortified in case of attack by Pan
Tangian or Dharijorian raiders, the harbour mouth is flanked by two high guard
towers doubling as lighthouses and armed with ballistae and catapults, as well as
many archers. The naval barracks occupy an entire district of Harbourside, bordering
the shipyards.
The harbour’s shores are lined with wharves, piers, shipyards, warehouses, brothels,
fisher-villages and boats of every variety – with more than half the harbour
dominated by the ships of the Jharkorian navy. Merchant vessels are also plentiful.
Several small islands dot the harbour, the largest of which is home to the Temple of
Tovik Victorious, a Lord of Law. According to legend, this island – his most sacred
shrine – was the site of an ancient battle between Tovik and the Chaos Duke Mabelode,
almost five thousand years ago. After a long fight Tovik was eventually victorious. He
threw Mabelode down with such force that his fall ruptured the earth, allowing the
ocean to flood in and creating the Bay of Dhakos. The island, formerly a mountain,
was all that remained above water after the floods subsided.
Districts around the Harbour include Cheapside, Port-Town (the mercantile district),
Crows-Nest (a raised area on the northern side of the harbor popular amongst
retired seamen), The Stews (a notorious slum), Shipyards (where naval vessels are
built and sailors congregate), Boatyards (one of several districts dominated by fishing
fleets), Fokesule (a small hill on the southside, where privateers congregate) and
of the Lords of Law, Arkyn Tide-Lord, Mirath, Goldar and Mardek of the Full Urn.
Streets throughout the Harbour district are wide and winding, and routinely clogged
with foot traffic, riders, and horse and ox-carts laden with produce from across the
Young Kingdoms.
mud brick rather than stone and stand only one or two stories high. Instead of spires
they have gently pitched wooden or slate-shingled roofs. Newer than the Old City and
the Harbour, the oldest buildings here are still over 200 years old.
Page 5
The serfs of the city live here, labouring in mills and granaries. As every Jharkorian
over 15 years of age must serve a compulsory six months military or naval training,
the barracks of the golden-armoured cavalry and the plainly armoured infantry are
Other residents of the New City labour in the fields and the estates of the nobility, on
the outskirts of Dhakos, whose gardens are as grandiose as the buildings they inhabit.
Page 6