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Dragon Lance - Heroes of Defiance

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CLOAK ANDDAGGER

Ansalon�s Heroes of Defiance

By Steve Miller

Editor Sue Weinlein Cook Proofreader Carrie A. BebrisCreative Director Harold Johns on Typographer Angelika LokotzCover Illustrator Jeff Easley Map Illustrator James A. Crabtree

Graphic Designer Shan Ren Cartographer Rob LazzarettiInterior Illustrators Jason Burrows and Storn A. Cook

Graphics Coordinators S. Daniele, Paul Hanchette, and Dawn Murin

Special Thanks To Duane Maxwell and Steven Brown for their good ideas;Mike Oldfield for The Songs of Distant Earth, to which much of Heroes of Defiancewas written; and John Maddox Roberts and Margaret Weis and Tracy Hickman,whose novels provided this book with descriptive quotes to begin each chapter.

TSR, Inc.201 Sheridan Springs Rd.

Lake GenevaWI 53147

U.S.A.

TSR Ltd.120 Church EndCherry HintonCambridge CB1 3LBUnited Kingdom

9517XXX1501

DRAGONLANCE and the TSR logo are registered trademarks owned by TSR, Inc. FIFTH AGE and SAGA aretrademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are

trademarks owned by TSR, Inc. ©1997 TSR, Inc. All rights reserved. Made in the U.S.A. Distributed to the booktrade in the United States by Random House, Inc. and in Canada by Random House of Canada, Ltd. Distributed

in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. This materialis protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of

the material or artwork contained herein is prohibited without the express written permission of TSR, Inc.

Permission granted to photocopy orprint this product for personal use.

Author�s foreword

armies clashing while dragons wheel overhead. But actually, very few escapades ofthe Heroes of the Lance involved open confrontation. By and large, their early adven-tures were tales of survival through stealth. The famous, grand battles came muchlater and most cases emerged amid great loss, such as the death of heroes like SturmBrightblade, Tanis Half-Elven, and Steel Brightblade. Some say a heroic end is worththe example it sets for others, but more pragmatic individuals believe it�s better tolive to fight another day.

This sourcebook is about the latter group. It is about heroes who considerpersonal glory-even personal honor�far less important than surviving to see thestruggle end in victory for their side. Their belief in their cause is as strong as that ofknights boldly bearing the crest of their lords into battle. These heroes just have dif-ferent priorities: survival for themselves, their loved ones, and their people. This is abook about spies, freedom fighters, and even dark-cloaked assassins, the Saga�sunsung heroes and villains.

As Narrators and players, you can use Cloak and Dagger to build a DRAGONLANCE:FIFTH AGE� campaign with a different flavor. Chapter One spotlights new roles, fromstreet urchins to displaced nobility In Chapter Two, you learn how to create anintrigue-laced campaign, as well as glimpse the array of underground and resistanceactivity sweeping Ansalon. Chapter Three offers new rules for creating roguishheroes who keep secrets from even trusted comrades, as well as optional guidelinesfor playing one of the most downtrodden races ever to skulk or thieve: the gullydwarves. Finally, Chapter Four discusses Northern Ergoth, a land whose ancient his-tory ties it to the bards and rogues of the world; this is the first time this island hasbeen treated in detail anywhere.

Suggested Reading

Dark Heart by Tina Daniell (Meetings sextet Vol. 3).

Lord Toede by Jeff Grubb (Villains series Vol. 5).The Dark Queen by Michael and Teri Williams (Villains series Vol. 6).The Reign of Istar, an anthology (Tales series Vol. 4).

Also, for those with Usenet access through online service providers, the newsgroupalt.fan.dragonlance provides an Internet forum to exchange ideas about the Saga.

Generally, when we think of the DRAGONLANCE® Sage, we see in our mind�s eye vast

To create fantasy adventures full of intrigue and duplicity for your FIFTH AGE, cam-paign, you can draw from a variety of DRAGONLANCE novels, such as:

Murder in Tarsis by John Maddox Roberts.

Table of Contents

Chapter One: Roguish Roles Chapter Two: A Land DefiantDefining Roles . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Creating Intrigue . . . . . . . . . . . . . . .31

Using Roles . . . . . . . . . . . . . . . . . . . . 5 Underground Ansalon . . . . . . . . . . 32Lower-Class Roles . . . . . . . . . . . . . . . . . . . . 5 Map: Land of Defiance . . . . . . . 33

The Barmaid . . . . . . . . . . . . . . . . . . . . 5The �Loyal Servant� . . . . . . . . . . . . . . . . 6The Street Performer . . . . . . . . . . The Street Urchin . . . . . . . . . . . 8

Middle-Class Roles . . . . . . . . . . . . . 10The Guild Thief . . . . . . . . . . . . . 11

Hidden Agendas . . . . . . . . . . 41

Sidebar: Thief Guilds . . . . . . 12Putting All Together . . . . . . . . . . 49

The Merchant . . . . . . . . . . . . . . 13The River Pirate . . . . . . . . . . . . . 14 Chapter Four: Northern Ergoth

Upper-Class Roles . . . . . . . . . . . . . . 15

7Chapter Three: Optional RuleGully Dwarves as a Hero Race . . . 36False Demeanors . . . . . . . . . . . . . . .39

Geography . . . . . . . . . . . . . . . . . . . .52

The Ambassador . . . . . . . . . . . 15 Empire of Ergoth . . . . . . . . . . 53The Fop . . . . . . . . . . . . . . . . . . . . 16 Ergoth Proper . . . . . . . . . . 53The �Staunch Supporter� . . . . . 17 Ackal Province . . . . . . . . . . 68

Other Roles . . . . . . . . . . . . . . . . . . . .18 Ogaral Province . . . . . . . . . . 74The Bard . . . . . . . . . . . . . . . . . . . ..18 Sikk�et Hul Province . . . . . . . . . . 77

Sidebar: The Bard College . . 20 Sidebar: Ergoth�s Gods . . . . . . .77The Con Artist . . . . . . . . . . .20 Hylo (Kenderhome) . . . . . . . . . . 85The Displaced Noble . . . . . . . . . . . 2 1The Handler . . . . . . . . . . .22The Healer . . . . . . . . . . . 23

Appendix

The Legionnaire Scout . . . . . . . . . . .24Roles Quick Reference . . . . . . . 94�96

The Qualinesti Rebel . . . . . . . . . . .25 Hidden Agenda Sheet .. (back cover)The Spellfilch . . . . . . . . . . . . . . . . . . . .27The Thug . . . . . . . . . . . . . . . . . . . .28

False Roles . . . . . . . . . . . . . . . . . . . .28

Chapter Onedid not comehere to speakof poetry,�

said thearistocrat.�I desire thedeath of aran. Is that

n o t y o u rcraft?�

�It is,indeed,� saidNistur.

�Truly, I am a poet, but thesetimes are unkind to one whoseeks to exercise the divine gift,so I must have a means to earnmy bread. I choose the ancientand most honorable vocation ofthe assassin.�

-A client to Nistur the Assassin,Murder in Tarsis

The DRAGONLANCE: FIFTH AGE game isdesigned with a flexibility intended tofacilitate the creation of any type ofhero appropriate to the setting and aNarrator�s campaign. Roles help playersget a handle on their character type atthe start of play, to complete the pack-age of a fully defined hero. From there,the hero will grow and change as hetakes his part in the Narrator�s story.

While the hero creation system inthe FIFTH AGE boxed set introduced rolesbriefly, this supplement, like Heroes ofSteel before it, elaborates on the conceptwith guidelines and sample roles.

Defining RolesSome roles can be defined most simplyby requiring maximum or minimumability scores or codes of a hero. Afterall, a Knight of Solamnia should have afairly high Strength score and code to

conduct himself as a proper warrior.However, creating roles for rogues,

thieves, and covert members of under-ground resistance movements can callfor a somewhat different approach.Degrees of wisdom and strength matterless to a hero of defiance than his cun-ning, his knowledge about the world,and his place in society.

For this reason, this chapter initiallydefines most roles according to a hero�ssocial status. A person with a social sta-tus of a peasant (2) is not likely to be anambassador or courtier, while someonewith a social status of royalty (9) proba-bly won�t wind up a street urchin.

The SAGAN� hero generation rules(Book of the Fifth Age, Chapter One)defines nine different social levelsderived from a hero�s wealth score. Todetermine the proper roles for theirheroes� social status, players shouldconsult the chart below, which dividesthe status levels into three social classes.A roguish hero can play any of the rolesallowable for his class.

W e a l t h Social Status C l a s s1 S l a v e Lower2 Peasant Lower3 Commoner Lower4 Tradesman Middle5 Guildsman Middle6 Gentry Middle7 Aristocracy Upper8 Nobility Upper9+ Royalty Upper

Social status does not govern all theroles in this chapter, however. Some aredefined by the hero�s race or back-ground, while a few others are open toall heroes. Regardless, a hero�s rolemust always suit his demeanor andnature. For instance, the role of a spywould be a poor match for a hero withan honest nature. Matching a hero�srole to his demeanor and nature ismore important than score, code, orsocial status requirements.

4 Chapter One

ROGUISH ROLES

Using RolesThe roles in this chapter are offered assuggestions only. They are not intendedto lock heroes into set molds butinstead to heighten the enjoyment ofthe game and further support role-playing efforts.

Therefore, it cannot be stressedenough that players should feel free todefine their own roles, based on whatkind of heroes they want to play orupon their favorite DRAGONLANCE char-acters. If Narrators think of ways toimprove the sample roles in this chap-ter for use in their games, they maycombine them, modify them, or usethem as models from which to con-struct their own unique roles.

Lower-Class RolesHeroes with the social status of slave,peasant, or commoner may not have awealth of riches at their disposal, butthey can often place themselves in theperfect position to collect informationas valuable as any dragons hoard.

The BarmaidA barmaid works in an inn or tavernserving the customers. Those who fre-quent the establishment might considerher a friend�at least someone towhom they can vent their frustrations�while less savory persons who onlyhappen by the establishment occasion-ally may view her as a potential sexualconquest. These heroes enjoy theunique position of keeping tabs on vir-tually everything happening in thecommunity. Tika Waylan from theDRAGONLANCE Chronicles firstappeared in this role.

Note: Although servers in tavernsand inns are typically female in theDRAGONLANCE setting, males canassume this role as barmen.

Role-Playing

Barmaids are used to dealing with awide variety of people, from friendlyguardsman and locals to abrasive mer-cenaries and obnoxious drunks. They

to another, depending on who they areinteracting with, in order to gain infor-mation or another favorable result.

can skillfully switch from one emotion

Requirements

As their job revolves around interactingwith others, barmaids must have aPresence code of �C� or better. Further,they cannot have a Strength codehigher than �C,� as barmaids typicallydo not have the time it takes to becomeweapons masters.

AdvantagesEveryone has to eat and drink some-time, and the common room of thelocal inn remains the central meetingpoint in many towns across Ansalon.This gives barmaids the unique abilityto keep track of law enforcement activi-ties and underworld movement alike,just by seeing who�s meeting withwhom and how often. They also canidentify the comings and goings ofstrangers to the area and gather allkinds of interesting tidbits while serv-ing drinks or wandering the commonroom�patrons, viewing servers as justanother part of the scenery, often forgetthemselves and continue sensitive con-versations while the barmaid standsnearby, absorbing every word.

Barmaids become adept at dealingwith people on a variety of levels andin a variety of situations. Wheneverthey interact with a character in a non-combat situation, any card played foractions to put on a false face (appear tothe character as seductive, angry,friendly, frightened, or any other suit-able emotion) is automatically consid-ered trump. In melee combat�a barfight, for instance�any card played for

Rogu ish Ro l es 5

the barmaid to wield an improvisedweapon becomes trump as well. (SeeHeroes of Steel for details on impro-vised weapons such as chairs, tankards,or Tika�s famous skillet.)

Heroes who begin work in a tavernor inn can adopt this role during play.

Disadvantages

Although working at a community�scentral gathering point has its advan-tages, it has its drawbacks also, particu-larly for a hero leading a doublelife�simple barmaid by day, daringrebel by night.

Whenever the hero encounterssomeone who frequents her inn or tav-ern in another setting, she must per-form a Reason action to recognize himbefore he notices her. (This action�sdifficulty depends on how often thecharacter has seen the hero.) If theplayer fails at this action, the characterrecognizes the barmaid, as follows:

If she failed her target action scoreby 1 or 2 points, she looks vaguelyfamiliar to him, but he isn�t surewhere he�s seen her before. Failing the action by 3 to 7 pointsmeans the character knows that shedoesn�t belong here.Missing by 8 or more points tells thecharacter exactly who the hero isand where he�s seen her before.

The actions the character takes uponrecognizing the hero will vary depend-ing on the circumstances. A quick-thinking hero might be able to bluffher way out of the situation.

The �Loyal Servant�A hero with the �loyal servant� roleworks in the household of a high-ranking or wealthy enemy, so he canwatch his foe�s plans develop. Moreoften than not, employers trust thishero implicitly, even if he is secretly aprime source of information for thosewho oppose them.

Although the hero might not know

how to use a sword properly, he leads alife more dangerous than most front-line soldiers. Not only does he riskbeing discovered as a traitor, but theloyal front he presents may make him atarget for those who would hurt hismaster. Anyone who courts oppositionfrom both the villains and those loyalto his own cause is truly playing a dan-gerous game.

The �loyal servant� always seemsfriendly toward his master, as well asthe family and any visitors to thehouse. Eager to please them, he alwaystries to stay one step ahead of theirneeds. This is only a facade, though.His friendliness gets him close to theaction, and his desire to remain onestep ahead of those he serves makeshim appear indispensable.

Further, if a hero with this role isever caught eavesdropping, or perhapstailing a villain who recently visited hismaster, he has a fair chance of bluffinghis way out of a potentially bad situa-tion. Characters are prone to believeeven a mildly convincing story thatcomes from their faithful servant.

Note: Because a �loyal servant�becomes familiar with virtually everydetail of his master�s life, the Narratorhas an opportunity to give a villain asympathetic side. For example, anoppressive, corrupt lord may be enact-ing his foul plots to protect his wife andchild, whom he loves very much-hemay even be a very gentle and lovingparent. Another employer might beathis wife, torture prisoners routinely, andforce his young son to perform weaponpractices until the boy drops fromexhaustion. In both examples, the vil-lain may see his �loyal servant� as anassistant and a confidant. Each situationgenerates dilemmas that can createinteresting role-playing situations.

Requirements

It takes mental stamina to seemfriendly toward, supportive of, and

Role�Playing

6 Chapter One

subservient to those one actuallyopposes (and perhaps even despises),so heroes with this role must haveSpirit and Reason scores of at least 4.

AdvantagesHeroes who act as servants becomeadept at eavesdropping, as well as lis-tening for approaching footfalls whilesearching through documents on themaster�s desk. Any cards played forsuch surreptitious actions are consid-ered trump.

A hero can acquire this role duringplay, however he must have had someprior acquaintance with his employerto establish the bond of trust.

Disadvantages

Beyond his immediate circle of secretallies outside his master�s household, a�loyal servant� hero has difficulty con-vincing those who share his true sym-pathies that he is on their side.Whenever trying to deal with �goodguy� characters, the hero must performan average Reason (Spirit) action,opposed by the leader of those he seeksto convince of his true intentions.Mishaps might involve the hero beingdismissed, imprisoned, or evenattacked, depending on the situation.

The Street YerformerA fixture of seedy towns like Port o�Call on the New Sea and large cities likeGwynned in Northern Ergoth are streetperformers. They dance or play theirinstruments on corners and in plazas,hoping someone will reward theirefforts with a few copper pieces. Menand women in equal numbers becomeperformers; most heroes with this rolecan both play and dance.

Street performers are young:between 17 and 25, typically. Theyoften work in pairs�one musician andone dancer�although sometimeslarger groups join together in troupesto perform more elaborate works. Themusician usually plays a flute or a

drum, or some other easily portableinstrument, while the dancer(s) grace-fully performs traditional routinesranging from the pseudo-religious(such as the famous �Mishakal�sLament�) to the erotic (like the popu-lar Ergothian dance �Huma and theSilver Dragon,� performed by one maleand one female dancer). There arehundreds of kinds of dances, inspiredby everything from the ceremonies ofPlains barbarians, to the lurchingstumbles of drunken goblins, to themajestic flight of the kingfisher.

Some of the best street performersare asked to perform at the parties ofmerchants, and even the rare noble.This is how they make most of theirliving�they use their street routinesto attract attention to their skill.Others provide private entertainmentor companionship for lonely travelerswho can afford such luxuries; theseperformers generally focus their reper-toire around more exotic or eroticdances. A rare hero with this rolemakes his living entirely by performing on the street.

variety of social circles and enter thehomes and rooms of any number ofrich and powerful people. It is not at

Street performers move in a wide

uncommon for them to act as lookoutsfor thieves�with prearranged musicalsignals used as warnings�or forperformers to �case� lavish homes forburglar associates.

Role-Playing

The street performers of Ansalon aresome of the land�s greatest musiciansand dancers, and they know it. Whilepampered nobles might play at makingmusic and bards use music as anexcuse to spin tall tales of trips to themoon, street performers live the craftof dancing and creating music. Thus,when it comes to conversations aboutmusic and dance, these heroes seemquite haughty and inflexible in theiropinions�except when speaking to apotential customer.

Roguish Roles 7

Note: Many street performers even-tually go on to become bards, honingtheir crafts to the point where they gettired of the snobbish attitudes and theabuse of the upper classes. Further, thelife of a bard is less physically taxingthan that of a street performer. (See thebard�s description on page 19.)

RequirementsStreet performers get by on good looksand grace, not to mention a pleasantpersonality when dealing with an indi-vidual who might pay them for onenight�s work what they otherwisewould make in a week. To adopt thisrole, a hero must have Presence andAgility scores of at least 4, with codes of�C� or better in each. Further, streetperformers must have Spirit codes of atleast �C,� as they genuinely put theirheart and soul into their craft-even ifmany augment their income with theoccasional less-than-respectableactivity.

Advantages

Street performers excel both at playinginstruments and dancing-unless theplayer�s concept for his hero limits himto one or the other. Therefore, actionsthey attempt for playing small, portableinstruments (Dexterity actions) ordancing (Presence or Agility actions)are always considered trump.

In fact, normally street performerheroes succeed at actions related totheir craft automatically. They needonly play cards when performing underthe pressure of unusual circumstances�such as a command musical perfor-mance before Malys or a special danceatop the merlons of a battlement. Nar-rators might also call for card playwhen the dancer or musician wants tocopy a work he has seen or heard per-formed once or when he decides tomake something up on the fly.

Finally, a particularly charmingstreet performer might be able to sub-tly extract information from anunwary lover. On a successful easy

Presence (Reason) action, the characterinadvertently lets something slip.

A hero with the proper backgroundcan acquire this role during play.

Street performers never enjoy a trumpbonus for Presence actions to deal withmiddle- or upper-class characters.Although the rich folk of Ansalon�scities frequently draw upon theseheroes to entertain at parties, they lookdown upon them at the same time,viewing them as having loose moralsand no dedication to anything butmoney and maybe their so-called �art.�In their prejudice, they believe that�serious� artists would not be forced tolive in tenements or sleep in alleyways.

In other words, the wealthy don�tmind using the street performers whenconvenient, but they don�t want to bebothered with them at other times.

The Street UrchinRagged, unwashed, and on the edge ofstarvation, street urchins are livingexamples that life on Krynn is not fair.Many of these children have beenabandoned by uncaring parents. Somehave become lost in the chaos of thisinvasion or that, and still others areorphans with no relatives to raise them.A few of these lucky children find acaring soul to raise them properly, likeTika Waylan found in Otik Sandath,owner of the Inn of the Last Homeduring the War of the Lance. However,most street urchins must just survive asbest they can. The more adventurous ofthese are the stock from which heroesare drawn.

Marsi, introduced in the adventureHeroes of a New Age in the FIFTH AGE

boxed set, epitomizes the street urchin.

More so than any other heroes, streeturchins display their natures clearly, asthe harsh realities of the world ham-mer them into shape. Whatever their

Disadvantages

Role-Playing

8 Chapter One

natures and demeanors, most urchinshave learned to take care aroundstrangers and trust only those theyknow well. Likewise, they help onlythose they know well�unless theassistance will buy them some food,clothes, a couple of coins, or a warmplace to sleep. Not greedy or self-cen-tered, street urchins just want to sur-vive. And the best way to survive onthe uncaring streets is to help yourfriends so they will help you.

Street urchins tend to get involvedwith adventuring and covert activity�freedom fighting, spying, and thieving�for a number of reasons. Some like thepay. Others admire someone involved insuch ventures, a role model or someonewho reminds them of their parents. Per-haps the lifestyle is simply a way to keeptheir bellies full. The player of a streeturchin hero must decide, with help fromthe Narrator, why his hero decides toaccompany the adventuring group.

Note: As heroes, street urchins arestill coming into their own. But, like allchildren, they must grow up.

Once the hero has accrued five totalquests (or has reached the age of eigh-teen, whichever comes first), he mustabandon the street urchin role and allthat comes with it. He remains ongood terms with the characters fromhis network of friends (see �Advan-tages�), but they no longer seem aswilling to lend him assistance-he�s anadult now and can take care of himself.The hero must at this time adopt a newrole, one that has grown out of hisexperiences during his quests.

RequirementsA street urchin may not begin playwith more than three completed questsand should be younger than eighteenyears of age. Further, the player of sucha child hero must create a small tale toexplain any ability codes higher than�C� at the start of play. (For instance, akindly old mystic taught him the waysof the spirit before cruel city guardskilled her.)

Roguish Roles 9

Advantages

Street urchin heroes have three thingsgoing for them: They know the streetsof their town like the back of theirhands, they have a network of friendsthey can draw upon for protection andsupport, and they spend much of theirtime beneath the notice of adults.

When they need to lose pursuers orjust find a place to rest in their homecity, street urchins can attempt theaction below:

Find a Hiding Place

Difficulty: Easy (4)Action ability: ReasonOpposition ability: None

Comments: Success at this actionmeans the street urchin recalls a goodhiding spot nearby for himself and hiscompanions. To determine how faraway it is, the Narrator turns over acard from the Fate Deck. A One meansthe heroes make it to safety in oneminute, while a Ten indicates the triptakes a full ten minutes.

The suit of the random draw mightindicate the nature of the journey tothe hiding place: Shields would allowsafe passage, while Arrows wouldengage the heroes in a running battlealong the way. The Narrator mightinstead let the card�s suit determine thenature of the hideout or tell whethersomeone is already there: A Moons cardlinks the spot to the powers of sorcery,while a Crowns card could let thegroup slip into a castle or manor house.Mishap: The heroes� enemies have fol-lowed them to the hideout.

Besides their knowledge of the city�ssecret nooks and crannies, streeturchins have a network of friends andsupporters they can draw upon forinformation and help. These folksrange from other street urchins tostreet performers and kindly mer-chants. Few of these characters willendanger their lives for the hero, butthey will lie for him, attempt to delay

someone chasing him, and perhapseven hide him.

Many characters, both Good andEvil, see street urchins only as livingrefuse on the city streets. In their arro-gance, they find such heroes barelyworth notice. Therefore, street urchinscan potentially gather all kinds of tid-bits of information, as adult charactersspeak more freely around them-evenfail to notice their presence.

Finally, street urchins frequentlyhave to live off what they can steal.Therefore, they enjoy a trump bonuswhen attempting Dexterity actions thatinvolve pilfering small items or pickingpockets. (See the �Pick a Pocket� actionin Appendix Three of the Book of theFifth Age in the FIFTH AGE boxed set.)

DisadvantagesMost heroes enjoy the limited protec-tion that being a semipublic figuregrants. However, this is not the case forthe anonymous street urchins-fewcharacters outside the urchin�s networkof friends will care whether he lives ordies. Therefore, any enemies a streeturchin might make during his adven-tures will feel free to take their revengewith impunity.

Once the hero is known to haveplayed a role in fouling up a character�scarefully laid plans, any Presence actioninvolving that character must always beat least daunting. A mishap at such anaction means the character has tired ofthe street urchin�s meddling and willtry to murder him, either personally orthrough minions.

The role of street urchin must bepart of a hero�s original background;one cannot acquire it during play.

Middle-ClassRolesThe middle classes of Ansalon includetradesmen, guildsmen, and landedgentry�common workers who oftenlead very uncommon lives.

I 0 Chapter One

The Guild ThiefMany thieves across Ansalon belong toa widespread guild, described in thesidebar on the next page. The behaviorof these guild thieves is governed by theorganization�s Articles of Conduct, acode that contains almost three hun-dred points. All these guidelines feedinto four main principles, however:

Practice one�s craft honorably.Steal only from those who havemore than they need.Harm only those who would harmyou or the defenseless.Defy oppressors.

Usha learned the ways of a Palanthasguild thief in Dragons of Summer Flame.

Role-PlayingA guild thief, ever proud of his ancientprofession, sees no insult in someonecalling him a thief. These heroes usuallyfollow in the footsteps of their parentsand have trained since childhood toenter the family occupation. Guildthieves are expert locksmiths, masters atbuilding and disarming small mechani-cal traps, and almost as stealthy in citiesas elves are in woodlands. Although theyfreely admit they rob, cheat, and steal,these heroes target only those whodeserve such treatment according totheir guilds Articles of Conduct.

Guild thieves tend to refer to them-selves as �eveners.� They seek out theextravagantly rich and teach them thefolly of showing off their wealth by tak-ing it from them. They identify thosewho would take away the freedoms. ofothers and free the oppressed fromtheir yoke by punishing the oppressors.In the process, guild thieves invariablygain for themselves a bit of wealth orpower, thus making everyone a littlemore equal. Hence the nickname�eveners.�

Many of these heroes hope to makelife on Ansalon more pleasant foreveryone in the long run�to reach aday when no one actively seeks to bet-

ter himself without thought or concernfor his fellow beings. Members of thiefguilds consider themselves needed nowmore than ever before, and their devo-tion to bringing freedom to Ansalongrows stronger every year.

Note: Guild thieves frequentlyadopt false roles, either to infiltrate thetheir foes� organizations or to concealthe fact that they make a living bystealing from and tormenting the pow-erful of Ansalon. (See �False Roles� onpage 28.)

RequirementsGuild thieves train from childhood toserve as equalizers between the havesand the have�nots. Therefore, eachguild member must have at least a �B�code in one or more of the followingabilities: Dexterity, Reason, or Percep-tion. This is not to say that guildthieves are all master marksmen orhedge-wizards (although many are).Instead, these code minimums indicatethat years of practicing their trade havegiven guild thieves a high degree ofmanual dexterity from lockpicking or akeen mind from building and disarm-ing intricate mechanical traps.

Further, guild thieves must have anature derived from a card with a valueof 5 or less.

AdvantagesGuild thieves receive an automatictrump bonus when performing anythieflike actions that rely on Reason,Perception, or Dexterity. Examplesinclude picking pockets, climbingwalls, searching for traps, and pickinglocks. A hero might also include inter-preting clues and interrogating a wit-ness or rival, if the Narrator agrees.

Further, these heroes know a specialsign language called �hand talk,� whichonly other guild thieves know.

A hero with the proper connectionscan acquire this role during play.

Roguish Roles I I

Thief GuildsThief guilds in Ansalon are an ancient tra- dition, dating back to the early days of theErgothian Empire almost three thousandyears, ago. During the Age of Dreams,Emperor Ackal II attempted through law tolimit the exploration and looting of ancientogre ruins to the empire�s growing rulingclass. (See Chapter Four for details ofErgoth's history.) When adventuresbanded together to defeat this unjust law,the emperor's sheriffs took to calling theirunions �guilds of thieves.� In time, that'sindeed what they became.

As corrupt Ergoth began to rot fromwithin, the adventurers turned to banditry.By the time of the Rose Rebellion, whichsundered the empire, the thief guilds hadbecome a greater source of woe to citizensthan were dishonest tax collectors andinsane governors. However, deep in theguilds� mire of corruption were men andwomen of good hearts. Their names havelong since been forgotten, but their legacylives on. During or shortly after the RoseRebellion, the thief, guilds began to returnto principles more in step with their found-ing precepts. Two millennia later, the thiefguilds remain staunch opponents to dicta-

torial force everywhere on Ansalon.

The Guilds TodayIn recent times, thief guilds have evolved tohold a specific place in society-not only inErgoth, but across the continent. Duringthe War of the Lance, for instance, manyfamous freedom fighters in dragonarmyterritories belonged to thief guilds. Themost renowned of these is the Silver Fox ofFlotsam, an aging half-elf who now sits onthe ruling council of that beleaguered city.

The guilds today are governed byArticles of Conduct dating from aroundthe time of the Cataclysm, when the thievesof the day fought the oppression of Istar�sKingpriest. These Articles define guildthieves� behavior according to the ancientErgothian tradition: to protect the com-mon man from the abuses and excesses ofhis �betters.�

In many places, however, the notion ofthief guilds is not one the folk of Ansaloncare to envision: Thieves just want to rob

whomever they like whenever they feel likeit, commoners believe. Thus the guilds havebecome semisecret organizations in nearlyevery realm of Ansalon�except for Ergoth,where the organization remains more orless an institution. These covert thiefguilds, autonomous chapters of a singleorganization, operate with a secrecy fewother large groups can manage. Someexamples of their activities include the fol-lowing:

The Thief Guild of Flotsam remains astrong supporter of the ruling coalitionof goblins, gnolls, humans, and kenderconstantly trying to rebuild the city.Sanction�s guild members have thrownin their lot with the Legion of Steel.Members of the Palanthas Thieves�Guild play a constant cat-and-mousegame with the Dark Knights, while rob-bing both them and the agents of Khel-lendros the Blue.

Guild thieves get along relatively wellwith the Legion of Steel; in fact, manypeople work actively for both factions.Members of both parties can usually setaside the philosophical differences betweenthe ancient Ergothian ideals and theLegion�s more modern principles when it isclear they seek the same goal.

A strong enmity exists between theguilds and the Solamnic Knighthood, how-ever. The rivalry remains first a traditionalone: Legends hold that it was guild mem-bers who opened Vinas Solamnus�s eyes tothe Evil of the empire he then served, yetthe guilds receive no credit in historicalaccounts of the Rose Rebellion. Secondly,guild members take great exception to theSolamnics� penchant for proclaimingthemselves symbols of moral virtue-amorality that they�ve forced upon otherpeoples time and again.

Scholars who have studied both theSolamnic Measure and the guilds� Articlesof Conduct have found similarities leadingthem to suspect the documents have com-mon roots. As citizens of Ergoth foundedboth organizations in order to further jus-tice in Ansalon, this conclusion is perhapsnot surprising. However, both guild mem-bers and Solamnics take great exception tothe comparison and continue to opposeeach other�s pursuits.

I2 Chapter One

Disadvantages

Most guild thieves act cocky and self-assured and seem possessed by a strongsense of purpose. This combinationcan lead them to act rashly, despite ageneral nature to the contrary. When-ever confronted with a blatant exampleof injustice or oppression (for example,a jewel-bedecked merchant throwingwater in the face of a beggar who askedfor a drink, then proceeding to beathim), the hero must attempt a challeng-ing Reason action to resist takingimmediate steps to stop the abuse,heedless of any danger that might arisefrom lack of planning.

The MerchantFrom the Ergothian isles to the foresteddomain of the Green Dragon Beryl,commerce and trade have remained animportant part of life in Ansalon. Evenin this dark and chaotic time�dragonsclaiming large swaths of the land, DarkKnights once again trying to subjugatethe populace, and new weather patternsmaking sea travel in the west nearlyimpossible�the merchants of Ansaloncontinue to ply their trades. By coveringtheir caravan routes, merchants spreadgoods and knowledge and make culturalcontacts across Ansalon.

At the same time that merchantsenjoy a spot at the center of activityin a town�their business�theyfrequently find reason to travel far andwide in search of trade goods. Oftenthey even carry news from distantlands and may even spy for the lordsof a particular realm.

The dwarf Sonnus Ironmill, aHaven merchant, personified this rolein the novel Steel and Stone.

Role-Playing

Merchant heroes are generally moti-vated by whatever will earn themmoney. Other factors may influencethem as well, but without profit, mer-chants can�t keep their businessesgoing. Therefore, any political sympa-

thies they may have must take a backseat to maintaining their livelihood.

Note: A merchant�s vulnerable spotis his business. The Narrator can usethreats to his establishment to generateadventures-anything from a smug-gling mission to avoid unfair taxes to abattle against thugs trying to collectprotection money from the heroes. TheNarrator also can change the face of thegame by dealing a crippling blow to themerchant�s business, causing the hero�swealth score to fall 2 points until herebuilds his livelihood, a process thatleads to more adventures.

Requirements

Merchant heroes must have Percep-tion, Presence, and Reason scores of 3or higher to even hope to conduct suc-cessful business transactions.

Further, a merchant may not havederived his nature from a card with awhite aura. This type of hero mustremain somewhat cold-hearted to keephis business profitable.

Advantages

The primary advantage of playing a mer-chant hero is that he owns a small shopor possibly a caravan business. Together,the Narrator and the player should estab-lish the nature and size of this business,as well as its number of employees andtheir personalities. This business canserve as a cover for the hero�s secret activ-ities or as a central meeting point for theheroes and their allies. The group caneasily make contacts here.

Additionally, merchants alwaysreceive a trump bonus for actionsinvolving trade, bartering, appraising,or haggling (usually Presence actionsopposed by the character�s Reason).This advantage can neutralize theracial Presence disadvantage for mino-taurs, elves, half-elves, and dwarves.

A hero with appropriate resourcescan acquire this role during play.

Roguish Roles I3

DisadvantagesOnce again, because merchants concernthemselves primarily with profit, theyrarely bother with such sentimentalitiesas charity work or similar compassion-ate goals. Therefore, merchants neverreceive a trump bonus to Presenceactions for a charitable or selfless goal.

The River PirateThe massive Vingaard River has longserved as a major trade vein in north-central Ansalon. And, of course, withcommerce come thieves. Along theVingaard, these thieves have sprung upfrom their Solamnian roots into aunique culture�that of river pirates.

Most river pirates live and die on theirboats; these vessels represent to membersof this culture what farms mean toSolamnian peasants. Unlike said peas-ants, however, pirates are strongly inde-pendent, recognizing no leader higherthan the matriarch of a family. Basically,each riverboat operates independently,although families with more than one

vessel support each other in times ofneed. Occasionally, two or three genera-tions may live on the same boat, aspirates tend to marry at an early age.However, the community will not treatpirate heroes as adults until they havebecome masters of their own riverboats.

From their base in the ruined town ofVingaard, the pirates tax merchants ply-ing the Vingaard River between Kalamanand points south. Most traders wouldrather pay the tariffs than risk attack.

Role-PlayingThe independent-minded river piratesall respect the matriarchs of their fami-lies, as well as the matriarchs� hus-bands. However, these heroes have nouse or patience for those who try tolord over others based on the falseauthority conveyed by titles or by thesteel-shod weight of armed force.

With the coming of the Great Dra-gons, river pirates�like all peoples�face an even greater force of repression.Though they levy no armies against thedragons, they operate several �under-

I 4 Chapter One

ground� routes leading from the realmsof Khellendros and Fenalysten to freelands. Further, ships carrying supplies ortroops meant to oppose a dragon lordoften fall under the protection of everyriverboat along the way. (Of course, thevessels still are subject to tax.)

Considering their free-spiritednature, though, not all river piratesoppose the dragons. Many remain neu-tral, some hire themselves out to thehighest bidder, and others pretend totake a side, all the while serving assecret moles. It�s never easy to identify ariverboat�s pirate crew as friend or foe.

This fact has led many powerfulfolk-both Good and Evil�to label theriver pirates a complication that oughtto be removed. Even their dedication toexterminating the undead river piratesof Nightlund has not offset this trouble-some reputation. (See Nightlund�sentry in Chapter Two of Dusk or Dawnin the FIFTH AGE boxed set for details.)

RequirementsRiver pirate heroes-neither the purestnor the vilest of individuals�shouldhave a nature derived from a card witha red aura.

Advantages

Since they grew up on riverboats, thesepirate heroes enjoy a trump bonus forall actions relating to operating a vesselon the relatively calm waters of a river.True, the Vingaard stretches to morethan a mile wide at points, so it can getquite choppy. However, the nauticalskills of its pirates cannot rival those ofsea barbarians or mariners when itcomes to the open sea.

Disadvantages

Due to their untrustworthy reputation,river pirate heroes never gain a trumpbonus for Presence actions to deal withpeople outside their own culture.

In addition, those not born into theculture of the Vingaard river piratescannot acquire this role during play.

Upper-Class RolesThe upper social classes�members ofthe aristocracy, nobility, and royalty�comprise a fairly small segment of thecross-section of Ansalon. Still, many oftheir number involve themselves insubtle opposition to the forces of Evil,while others, remaining true only tothemselves, sometimes stand againstthe forces of Good.

AmbassadorFew people generally want to wage war. Itis a costly activity, both in lives and insteel pieces, and by its end, whatever theparties fought over likely has beendestroyed or severely devalued. Now thatgods no longer remain to spark wars, freerealms seek more and more to avoidconflicts with each other-and especiallywith the Great Dragons. This attitude hasled to an increase in exchanges of emis-saries among governments and multina-tional fighting forces, like the Knightsof Takhisis or the Legion of Steel.

The ambassador hero dedicates hislife to serving his realm or causethrough words rather than deeds. Ofcourse, few heroes are all talk and noaction; ambassadors specialize inunderhanded exploits, such as spying,thieving, kidnapping, or even murder.Such duplicitous heroes, particularlythose in the service of Dragon Realms,can smile while getting ready to back-stab those at the negotiation table.

Role-Playing

While ambassadors believe in the causeor nation they support, most haveenough experience to realize thatalliances shift and political outlookschange. Therefore, in public theyexpress their personal opinions verycarefully. They always appear thought-ful and polite, even to individuals whooppose their own stance. Masters oforatory, ambassadors usually considerphysical conflict the last option when itcomes to resolving differences. Further,

Roguish Roles I 5

these experts at character reading cansometimes even spot a foe claiming tobe a friend.

RequirementsAmbassador heroes must have ademeanor derived from a card with ared aura. Additionally, they need atleast a �C� code in Presence.

AdvantagesAmbassadors enjoy a trump bonuswhen engaging in negotiations withheads-of-state, lords, or military offi-cers (Presence or Reason actions,depending on the circumstances).

In addition, ambassadors mayattempt the action below while con-versing with a character or hero to fig-ure out what he is really thinking:

Discern True Thoughts

Difficulty: VariesAction ability: PerceptionOpposition ability: Reason

Comments: Success at this action givesthe hero an insight into another�s trueintentions and feelings by observinghis body language. The difficultydepends on the hero�s distance fromthe subject:

Easy (4) at melee range.Challenging (12) at near missile range.Daunting (16) at far missile range.

Naturally, the hero must be able tosee the character in order to attemptthis action. Narrators may increase thedifficulty to account for dim lightingor other visual obstructions.Mishap: The subject senses the hero�ssuspicions and may react with varyingdegrees of annoyance.

Heroes with appropriate back-grounds may adopt this role during play.

DisadvantagesAmbassadors never enjoy a trumpbonus for Presence or Reason actionsto interact with lower-class individuals

(wealth of 1 to 3). Such �common� folkhave seen too much hardship fromsmooth-talking nobles like the ambas-sador to easily trust anything he says.

The fopEven in a world as harsh as Ansalon hasbecome in recent centuries, some menand women manage to grow soft insidetheir fancy mansions and walled palaces.

Fops are decadent, silly hedonistswho pose a great source of annoyanceto warrior nobles. They don�t careabout politics and nebulous notionslike �right� and �wrong� Instead, fopsworry about fashions, social gatherings,and writing poetry-which they recitefrequently, whether their audiencewishes to hear it or not. They oftenengage in trysts for the romance of it,and they keep a perfumed handkerchiefnearby to ward off any offending odors.

Heroes who adopt this role are actu-ally cut of much sterner stuff than itwould seem at first. They adopt thispampered, useless air merely to makepotential enemies think them harmless.In actuality, the mask of the fool hides akeen mind, well-honed skills, and dedi-cation to the cause he supports.

Role-PlayingFops tell lots of tasteless jokes, bragabout famous people they�ve met, andfind reason to recite bad poetry onalmost every occasion. They swoonoften and frequently faint when some-one levels threats at them, waving theirperfumed handkerchiefs theatrically asthey slump into a nearby chair.

In all, the fop is a comicfigure---except when it comes time forreal action. Then the hero seems totransform into a grim, amazingly skillfulindividual whom opponents invariablyregret having tangled with.

Requirements

Fops are highly capable heroes hidingbehind a veil of incompetence. Thus,such heroes cannot have any ability

I 6 Chapter One

scores lower than 5, and at least four oftheir codes must be �B� or better.

AdvantagesMost characters (even most heroes) con-sider fops mere bubble-heads. People actless cautious around fops than they oth-erwise would-even regarding activitiesthey wish to keep secret.

Ideally, the Narrator should let cluesslip at moments appropriate to thestory. To determine randomly whether acharacter gets careless around a hero heviews as a buffoon, the player can draw acard from the Fate Deck: A card with awhite or red aura means the hero gainssome useful information-the charactermakes a revealing comment or leavesevidence relating to his activities wherethe fop can find it. A black-aura result,on the other hand, indicates the charac-ter keeps his wits about him. Turningover the Ten of Dragons might mean thecharacter becomes suspicious of thehero, perhaps beginning to suspect thathis foppishness is just an act.

Disadvantages

Just like the villains do, most potentialallies consider fop heroes just empty�headed fools. Should the fop reveal histrue capabilities, of course, the ally willnever doubt him again.

However, if the hero lets too manypeople in on his secret, word of hisduplicity will get out. Eventually, somany people will learn of his facade thatvillains will act particularly carefularound him. Therefore, if the heroshows his true nature to anyone but aselect few other heroes and characters,he loses the role�s advantage.

Heroes cannot acquire this role dur-ing play unless they have just moved toa new realm where no one knows them.

The �Staunch Supporter�Since the Second Cataclysm, eventshave swept up Ansalon in wave uponwave of change. Dynasties have toppledand entire nations have vanished.Often, nobles and royals find them�

Roguish Roles I 7

selves cast aside, landless, penniless,and hunted. Others have managed toroll with the punches, retaining theirholdings and social standing by imme-diately becoming vocal and active sup-porters of the new regime-even thatof a dragon or the Dark Knights.

The �staunch supporter� sticks closeto the realm�s ruler, quick with adviceand even quicker to suppress even theslightest whisper against the regime.The ruler, depending on his nature,may view such a hero as either a syco-phantic lapdog or as a loyal adviser,worthy of both friendship and trust.

One might think these men andwomen have traded in their principlesfor wealth and comfort. However, thosewho adopt this role actually have madedeception a way of life. They have puteverything on the line for their principlesby pretending to be all that they are not.

The Qualinesti Speaker of the Sun,Gilthas, exemplifies this role.

Role-Playing

This hero always seems friendly towardhis overlord, ever eager to please andassist him. This is only a facade, though.His friendly appearance stems from hisdesire to stay close to the action, so hecan secretly thwart the lords plans.

Requirements

It takes a fair amount of mental staminato act friendly toward those one actuallyopposes-perhaps even despises. So,heroes who adopt this role must haveSpirit and Reason scores of at least 4.

Advantages

A �staunch supporter� always enjoys atrump bonus when dealing with theservants and minions of the ruler hesupposedly supports.

Disadvantages

This hero has difficulty convincingthose who share his true sympathiesthat he is on their side. Whenever try-ing to deal with the �good guys,� the

hero must perform a challenging Rea-son (Spirit) action, opposed by theleader of those he seeks to convince ofhis true intentions. Mishaps range frompotential imprisonment to an attack,depending on the situation.

Heroes cannot acquire this role dur-ing play unless they find themselves inthe circumstances of entering a realmwith a new government.

Other RolesNot all roguish roles depend on a hero�ssocial status. Some are open primarilyto heroes of a certain race, while otherscan apply to any hero at all.

The BardWhere learned men such as those inAstinus�s order of Aesthetics in Palan-thas devote their lives to chroniclingthe major events of history in books,the bards of Ansalon wander from vil-lage to village collecting songs and localfolktales. Historians concern them-selves with kings and truth, while bardspay more attention to the commonman and ripping-good yarns.

Bards-an important but seldomrecognized part of society-rarelyappear in big cities like Palanthas orSolanthus. They leave those stompinggrounds to the younger street perform-ers, and hence often go unnoticed by�authoritative� (and urban) historians.

Ansalon�s bards come in many dif-ferent stripes. In the desert land of Khurand the polar Icewall Glacier they oftenserve as tribal shamans as well as story-tellers, lending a moral significance tomost of their tales. Bards of Abanasiniaand the Plains of Dust specialize inromances and love ballads. Many popu-lar songs of the last fifty years revolvearound the War of the Lance, a timenow viewed as an age of grand heroism.

In Solamnia, the Estwilde, andamong minotaurs and goblins, thebards�generally former street per-formers�specialize in supposedly

I 8 Chapter One

historical sagas filled with exaggeratedaccounts of heroic deeds. Kender andgnomish bards create tales and songseven more fantastic. Popular kendertunes include:

�Toede of Flotsam,� which chron-icles a trip to the Abyss and back,supposedly taken by the aging hob-goblin general-turned-poet-philosopher-ruler;�Go for the Toe,� the tale of howHero of the Lance Tasslehoff Burr-foot defeated the Chaos god by stab-bing him in the big toe; and �The Kender Cleric of Chemosh,�a tale of a kender hero who bluffedhis way in and out of Sanction atthe height of the Dark Queen�spower during the War of the Lance.

Bards in Ergoth and Saifhum studyat bard colleges (see sidebar, next page),where they learn something from therepertoire of all the other bardic types.

The elf Quevalin Soth, mentionedin Chapter One of Dusk or Dawn, isone of Analson�s best-known bards.

Role-Playing

Bardic heroes can be varied as thesongs they sing. The most famousbards can command hundreds of steelpieces for a single night�s performanceat a lord�s party, while others wanderthe countryside, telling tales inexchange for food and a place to sleep.All of them, however, share a love forstorytelling and an almost insatiablecuriosity about legendary sites, fabledheroes, and current events.

Almost without fail, these heroeslove to gossip even more than oldmaids. For this reason, small, isolatedvillages welcome them with open arms,viewing their tales as news�even ifthey hold only a fraction of truth.

Generally speaking, these heroeshave gregarious and outgoing personal-ities. No bard has ever been known toturn away an eager audience unless hehad pressing business elsewhere. Eventhe richest, best-paid bards give spon-

taneous performances to children onstreet corners or entertain a village ofpoor peasants for free. A bard�s life isall about the telling of the tale, and thewonderment, sorrow, or amusementthat goes hand-in-hand with it.

Note: As bards travel from place toplace, groups like the Legion of Steeloften recruit them to carry messagesfrom cell to cell.

Requirements

To sing their songs and tell their taleswith passion, bards must have a mini-mum Spirit score of 4. In addition,they require a Presence score of at least5 to hold an audience�s attention.

Advantages

As inveterate travelers and lore-lovers,bards most likely know a little bitabout every important or mystic placeon Ansalon. While visiting a significantsite, a bardic hero enjoys a trumpbonus to any Reason action heattempts to recall stories or songs he�sheard about the place (the Narratordetermines the action�s difficulty).

Additionally, these effective story-tellers can hold an audience virtually inthrall with their tales:

Enthrall an AudienceDifficulty: Varies

Action ability: PresenceOpposition ability: Perception

Comments: Succeeding at this actionwhile telling a story or performing asong means that characters withinearshot become absolutely engrossed.During the performance, they fail topay attention to minor events aroundthem-such as heroes sneaking intoan off-limits room, picking pockets, orquietly abducting someone at the edgeof the crowd. The Narrator determinesthe difficulty according to the circum-stances. The listener who would behardest to distract (highest Percep-tion, acute senses, etc.) provides theopposition.

Roguish Roles I 9

The Bard CollegeErgoth is one of the few realms wherebards receive formal training beyond amere apprenticeship. The small BardCollege, dating back to the days of theQuevalin dynasty, still stands today inthe town of Lancton.

For many centuries now, the BardCollege has admitted no more than tenstudents at any one time. As part of thesix-year program, students commit tomemory hundreds of legends, songs,and epic poems and become proficientin a variety of musical instruments.

Although the foundation of thistraining program is centuries old, theschool�s Master Bards convene to updatethe curriculum every twelve years. Theydrop songs and legends that havebecome so widespread even the buf-foons that pass for goblin bards canrecite them accurately and add severalthat have emerged during the decadejust past. The result is an ever-growingrepertoire that preserves ancient taleswithout growing stagnant.

With Ergoth re-emerging as a culturalcenter, other realms may well attempt tocreate colleges that follow this model.Istar attempted to do so in the centurybefore its destruction and, in fact,allowed only those bards formallytrained at schools approved by the King-priest to give public performances. Suchpast efforts ultimately failed, however, asfree-spirited bards refused to limitthemselves to an accepted canon ofworks. Even some Ergothian bards rejecttheir own college but, much like thiefguilds (see page l2), it remains a part oftheir culture.

Some travelers note with surprise thatthe cheerful, independent mariners ofSaifhum have a bard college in their cap-ital of Sea Reach whose organizationmirrors the Ergothian model (thoughthe curricula differ). Scholars call thisinstitution a holdover from the yearsjust after the first Cataclysm, whenErgothian expatriates arrived in theBlood Sea to settle this isle alongside thesurviving Istarans already there.

Mishap: The listeners find the bard�srendition unappealing or in poor taste.Their exact reaction depends on theirdisposition before the performancestarted. Friendly characters merelychide the hero, while hostile ones mayattack him. Narrators can determinethe listeners� reactions using the aura ofa random draw from the Fate Deck.

Heroes with the proper training canadopt this role during play, althoughthose from Ergoth or Saifhum shouldfirst attend their realm�s bard college.

Disadvantages

Like their kindred spirits, the streetperformers, bards are frequently lookeddown upon by the rich and powerful.Although these heroes may perform atparties and festivals-sometimes forenormous sums�many Ansaloniansdisapprove of their lack of roots.

Consequently, bards never enjoy atrump bonus for Presence actions(other than when performing) involv-ing those with a wealth of 8 or higher.

The Con ArtistCertain individuals are gifted with the ability to offer convincing theatricalperformances, to head the masses, or to make profound argunments on the strength of their personality alone.Some such folk become entertainers orpoliticians, using their skills at leastpartially to benefit others. On the otherhand, some choose to use their talents for purely selfish means. These individ-uals become con artists.

Con artists make their living by creating scams, playing sleight-of-handtricks, and preying on the superstitionsof the ignorant. These tricksters devotethemselves to swindling up a fortune,copper by copper. Sorcerers disliketheir phony magic tricks, mystics take offense at their false spiritual claims,healers resent their take salve, war-riors distrust their underhanded ways and thieves hate them for using their

20 Chapter One

con games to steal from them.Tika Waylan Majere�s father, Alleran

Waylan, was a con artist who targetedonly rich lords.

Role-Playing

Happy-go-lucky sorts at heart, mostcon artists view the world in the contextof what they can squeeze out of it. Arare few focus their efforts only onthose who can afford to lose theirmoney, such as lords in their opulentpalaces, but most five little or nothought to whom they con. Of course,these con artists stand at the top of theirfields and often spend hundreds of steelpieces to plan a heist that will net themthousands of steel pieces. These elitecan pick and choose their targets atleisure. As con artist heroes representthe cream of the crop, most of them aretoo big to take a peasant�s last copper.

A discussion of staging cons appearsin Chapter Two.

Requirements

Con artists must have a Presence codeof �B� or better to seem trustworthywhile running their cons. Additionally,they cannot have a nature drawn froma card with a white aura. Even the mostconscientious con artist, one who tar-gets only other blackguards, isn�t thatsensitive toward others.

Advantages

Heroes with this role have a way ofmaking others feel at ease, easily earn-ing their trust. Con artists enjoy atrump bonus to any Presence actionthey attempt to convince a mark theyreally are selling bottled dragonbreath-or whatever their con of theday. (This benefit cancels out racial dis-advantages regarding Presence actions.)

Inspired heroes can acquire the roleof a con artist during play.

Disadvantages

Once characters discover what the conartist does for a living, they will find it

hard to trust him again-this mayapply to other heroes, too. When deal-ing with characters wise to his games,the con artist receives no trump bonusfor Presence actions. (Races that nor-mally do not receive a trump bonus toPresence actions involving other racesinstead suffer a -3 action penalty forsuch actions.)

The Displaced NobleWith all the upheaval Ansalon has seenin recent years, many nobles and royalshave found themselves stripped of landand title. Some of these people arekind-hearted folk who refused to sub-mit to evil overlords, while others aregreedy oppressors forced to flee in theface of peasant uprisings. Many suchdisplaced nobles hope to some dayreclaim their land and title. Others justtry to adjust to their new lot in lifewhile keeping themselves and theirfamilies safe.

The dark elf and former SilvanestiQueen Alhana Starbreeze is an exampleof a displaced noble in the Fifth Age.

Role-Playing

A hero with this role once enjoyed amuch better station in life. He frequentlyattempts to issue orders to those now�above� him and occasionally may evenact imperious with other heroes. Moreoften than not, the hero quickly realizeshis mistake and apologizes. As he hasseen everything his family owned takenaway, he wants to make sure to keepwhat few comrades and allies he has left.

Note: Many displaced nobleheroes�like the woman pictured onpage I7�choose to assume one of theupper-class roles described earlier as afalse role (see that section on page 29).

Requirements

Heroes with this role may not have awealth greater than 6. Once, they mighthave had a higher score, but those daysare gone. The player and Narrator caneither choose the hero�s former social

Roguish Roles 2I

status or determine it through a ran-dom draw from the Fate Deck:

Curd value of 1 to 2: Aristocrat (7).Card value of 3 to 4: Nobility (8).Card value of 5 to 6: Royalty (9+).Card values above 6: A wealth scoreequal to the face value.

AdvantagesThe hero still has a few highly placedsympathizers in the region he or hisfamily used to rule. The Narrator andplayer should define these sympathiz-ers, who can offer any reasonable aid tothe hero and his friends as long as itdoesn�t endanger them or their status.

In addition, regardless of his cur-rent standing, the hero gains an auto-matic trump bonus when assuming theguise of an individual of his formersocial status.

At the Narrator�s option, the dis-placed noble ultimately can regain hislost social status. Accomplishing thisgoal should be the result of severalquests.

Disadvantages

Just as some folks want to help the hero,others want him dead. At least once perquest, the displaced noble should comeface to face with an agent of his ene-mies, or perhaps find some sign of theircontinued interest in destroying him.This need not turn into a combatscene-it might not even be a life-and-death situation�but it should feel tenseand threatening. A hero�s enemies mayrange from nobles who betrayed him topeasants once oppressed by his family.

A hero may adopt this role duringplay only if circumstances in the cam-paign robbed him of his birthright.

The HandlerOf all the types of kender, one isadmired above all by his fellows. Thekender themselves don�t really have aname for such an individual, except per-haps �role model� or �hero.� The rest ofAnsalon, however calls him a handler.

Moreso than any others of his race, thishero always seems to know when to seekadventure, where to find neat stuff, andhow to extract himself from trouble. Heis truly a kender�s kender.

Most even-tempered individualsknow kender don�t steal purposely�they just forget what is and isn�t theirs.As with all kender, curiosity and aninsatiable hunger for new experiencesmotivate handlers to action. Theyprove more capable than most kenderat satisfying their curiosity, however: Itis a rare lock or magical ward that ahandler can�t get around. Once he setshis heart on obtaining an object, heinvariably will get his hands on it�unless something more interestingcomes along, of course.

Role-Playing

While kender handlers live to purloin,they do not purloin to live. Unlikethieves and bandits, handlers do not actout of greed, but out of curiosity. Themore forbidden and protected an itemis, the more curious the handlerbecomes.

Once he has obtained and examinedit, however, he often loses interest.Thereafter, he may absent�mindedlylose the item or pass it along to friendswith an interest in such things. (This iswhy the Legion of Steel makes a con-certed effort to befriend kender: Onenever knows when a handler might tireof a set of secret battle plans he hassecured from a Knight of Takhisis.) Ahandler has absolutely no interest inthe financial value of an item. Anornate brass-plated clay statue will holdhis attention far longer than a pricelessbut boring raw diamond.

Tasslehoff Burrfoot was a notorioushandler. (Just ask anyone who ever metthis legend what he lost!)

Requirements

Although not all kender are handlers,all handlers are kender. As only true orafflicted kender may adopt this role,they must meet the basic requirements

2 2 Chapter One

for that race, as outlined in ChapterOne of the Book of the Fifth Age. Addi-tionally, in order to be a handler, a heromust have a score of 8 or better in bothAgility and Dexterity.

Advantages

Regardless of his actual background,the hero is considered nobility (wealth8) when interacting with kender whoknow him�they try to please him inpretty much any way they can. He alsoenjoys a trump bonus for Presenceactions directed at such kender.

Whenever the handler meets a newgroup of kender, his player turns over acard from the Fate Deck to see whetherthey recognize him. (Any kender whorecognize him treat him as detailedabove.) Drawing a card with a whiteaura means the new kender know himby sight. A red aura indicates that theyrecognize his name, while a black aurasuggests that they are unfamiliar withhim. Of course, handlers who don�twant to be recognized can disguisethemselves with average Reason (Per-ception) actions. They can also attemptaverage Presence (Perception) actions todeny that they are who the new kenderthink they are.

Handlers also receive the advantageslisted for their race in Chapter One ofthe Book of the Fifth Age.

Disadvantages

While handlers are treated like heroesamong their own kind, most other folkare less than thrilled with them. Once ahandler has been identified as such bya community of nonkender, he nolonger enjoys a trump bonus for Pres-ence actions and he suffers a -2penalty to all his action scores there.Furthermore, innkeepers and mer-chants will keep an extra close eye onthe handler and overcharge him tomake up for any items he has �han-dled� while in their establishment.Regardless of the handler�s back-ground, his effective social status fallsto that of a peasant (wealth 2).

To see whether others recognize ahandler for what he is, the player turnsover a card from the Fate Deck. Drawina Dragons card means someone in thecommunity has either witnessed him�handling� or has, by a strange coinci-dence, encountered the hero elsewhere.

In most cases, recognition provesmerely inconvenient for the kender andhis friends�for instance, the local lawfollows them around during their visit.However, if the heroes find themselves ina town harboring a group of covertKnights of Takhisis, a clandestine circleof Solamnic Knights, or (worst of all) agang of cutthroats about to conduct amajor heist, the heroes may find them-selves in grave danger: All three of thesegroups would rather not risk a handler,renowned for his ability to get at thingshidden, getting wind of their activities.

Handlers also receive the kenderracial disadvantages. Heroes can�tadopt this role during play�handlersare born, not bred.

The healerFor millennia in Ansalon, gods grantedtheir priests the power to create mira-cles of healing. But at the end of theAge of Might, they sent the Cataclysmdown upon the corrupt land. It tookmore than three hundred years for thegods to return, only to remain a scantthirty years before abandoning theirworld again�this time to save thepeople rather than punish them.

Thanks to the long periods withoutdivine healing assistance, healers havebecome fairly common in Ansalon. Vil-lages have at least one man or womanwho can effectively treat injuries andcure certain ailments. Cities may havefive, ten, or even a dozen such physi-cians. No army or mercenary companymarches without its doctor.

These heroes range from dirt poorto filthy rich and from obscure instature to relatively famous. Of course,they vary just as greatly in talent andskill. Some healers seem like true mir-acle workers able to heal any injury

Roguish Roles 23

short of regenerating diseased organs,while others are merely incompetentfools whose cures often prove worsethan the ailments.

Stunbog from the novel Murder inTarsis exemplifies this concept of healer.

Role-PlayingHeroes with this role devote their livesto easing pain and suffering. Needlessto say, some healers seem more selflessthan others. Many heal the sick andinjured to assuage guilty consciences,while others�always seeking to be wellcompensated�treat only the wealthyor those who pay in advance.

Requirements

Healers must attune themselves to theneeds of their patients and have aworking knowledge of common ail-ments and treatments. Therefore,heroes must have at least a �C� code inPerception and Reason to play this role.

However, healers may never haveStrength and Dexterity codes betterthan �B.� These heroes spend so muchtime healing wounds inflicted by meleeand missile weapons, they have littledesire to learn to use them with skill.

Heroes need not have access to themystic sphere of healing for this role.

AdvantagesFor actions involving the treatment ofinjuries, wounds, and diseases, healersalways enjoy a trump bonus (Dexterityactions to apply splints, Reason or Per-ception actions to diagnose an illness).

Disadvantages

More than most heroes, healers shyaway from inflicting harm in combat.Therefore, they never enjoy a trumpbonus when attacking an opponent tocause serious injury, either magicallyor with weapons. This disadvantagedoes not apply in nonlethal combat,however (as described in ChapterThree of Night and Day from Heroesof Steel ).

A healer�s in-depth training pre-vents most heroes from acquiring thisrole during play.

The Legionnaire ScoutPerhaps the least understood figures inthe Legion of Steel are the Legionnairescouts. Folks say that in the wildernessthese heroes�expert woodsmen andtrackers�can be found only when theywish it. However, they feel equally athome in urban settings. They can skulkin the shadows like murderous cut-throats or pass themselves off as mer-chants or locals with little effort.

These scouts serve as the eyes and earsof the Legion of Steel. Before the Orderprepares an assault or establishes a pres-ence in a new town, its scouts arrive onthe scene. They skillfully-note weak spotsin an enemy�s defenses, determine a localcommander�s or lord�s secret advisers,and identify potential sources of supportand recruits. They might pose as Knightsof Takhisis or some equally unsavorytypes in an effort to become intimatelyfamiliar with an enemy organization.These scouts face the challenge of makingfriends among the Legion�s enemies,learning as much as possible about theirplans, and then betraying them.

Role-Playing

Generally, Legionnaire scouts are with-drawn and private people. They don�tmake true friends easily because theytend to distrust others�those whoregularly betray people find it hard toshake the feeling that someone�s goingto do the same to them. As long as thescout keeps everyone at arm�s length,however, the betrayal will never come.

Requirements

Needless to say, a hero must belong tothe Legion of Steel in order to play thisrole. The Legion requires its members tohave a demeanor and nature drawnfrom cards with values of 6 or less. Inaddition, a scout cannot derive hisnature from a card with a white aura.

24 Chapter One

As a full Legionnaire, a scout musthave a reputation of Adventurer or above(less experienced Legionnaires are still intraining). He should not have a wealthscore beyond 5, as the Legion�s goals donot involve amassing personal riches.

The scout must have scores of 3 orbetter in all his abilities, and a Perceptioncode of no less than �B.� Because thishero would rather skulk in the back-ground than serve as a leader, he needs aPresence code of �C� at maximum.

AdvantagesEvery card played by a Legion-naire scout trying to concealhimself in an urban orforest setting is auto-matically consideredtrump. Addition-ally, the scoutalways enjoys atrump bonus totrack an animal or anindividual in natural sur-roundings.

The scout, more adeptthan most heroes at adoptingfacades, can acquire any false role hechooses, disregarding the normal limi-tations mentioned in the �False Roles�section on page 29.

Like all Legionnaires, the scout musttrain an apprentice: a character ofUnknown reputation with scores andcodes each 1 point or rating below thehero�s own. This character�essentiallya second hero for the player�assists thescout in his Legion missions as part ofhis training until he becomes a Novice.

Heroes with the proper backgroundmay acquire this role during play.

DisadvantagesThe slightly paranoid air about aLegionnaire scout makes him a less-than-inspirational leader. Thus, he maynever gain a trump bonus for Presenceactions that involve leadership attempts.

Having an apprentice has its draw-backs as well as its good points. Thescout must support the apprentice out

of his own wealth and is responsible forturning him into a fully trainedLegionnaire. While he might not wantto take the apprentice with him on themost dangerous undercover missions,he mustn�t neglect him, either. Whenthe Narrator deems the hero�s overpro-tection is hindering his apprentice�straining, the player must attempt anaverage Presence (Presence) action,opposed by the apprentice character, toprevent the youngster from quitting the

Legion. Failure at the action meansthe scout�s player must immedi-

ately turn over the top card of the Fate Deck and reduce his

hero�s Presence score byone-third the value of

the card (roundedup), to represent

his loss of facein the organi-

zation. Drawinga Dragons card

means the hero losesa category of reputation

as well. The Legionnairescout faces the same random

draw if he lets his apprentice diein the line of duty.A disadvantage of all Legionnaires

is that their great rivals, the Knights ofTakhisis, usually execute any membersof the Legion they capture.

The Qualinesti RebelSince the Summer of Chaos, Qualinestihas been an occupied land. First, it wasconquered by the Knights of Takhisis,then by the Green Peril. The office ofthe Speaker of the Sun has become buta mouthpiece for the land�s oppressors.

Many elves simply hope that timewill wash away their hardships. Othersfight back. Qualinesti rebels take upweapons to drive the enemy from theirland�or at least make the occupationas costly and difficult possible.

Porthios of House Solostaran, one-time Speaker of the Sun, now leads aband of Qualinesti rebels.

Roguish Roles 25

Role-Playing

In the Fifth Age, one might encountermany different shades of the Qualinestifreedom fighter: the disgusted motherwho lost a child to the abuses of the DarkKnights; the idealistic youth who wantsto drive out the invaders so his peoplecan act as masters of their own fate again;and battle-hardened veterans who haveseen more brutality than any elf evershould. The two unifying elementsamong all these character types are theirhatred for Dark Knights and dragons,and their desire to return Qualinesti toelven control at virtually any cost.

Requirements

As heroes with this role all belong tothe race of Qualinesti elf or half-elf,they must meet the basic requirementsfor those races as described in ChapterOne of the Book of the Fifth Age.

Advantages

Qualinesti rebels form part of anunderground network of warriors and

rogues dedicated to freeing the elvesfrom bondage. Much of this networkactually exists beyond the boundariesof Qualinesti, where elves and half-elves secure weapons and supplies theythen smuggle into the nation.

This hero knows a variety of secretsigns and recognition codes that allowhim to contact other members of theresistance inside or outside of Qua-linesti. He may contact any of his free-dom fighter acquaintancesautomatically; the hero knows a num-ber of resistance members equal totwice his total completed quests. (TheNarrator and player should detailthese contacts together).

Further, if a freedom fighter wantsto contact resistance members inunfamiliar areas, he can seek outfavorable locations-a seedy bar in acity�s elven neighborhood, forexample�and use the secret signs.The player should then turn over thetop card of the Fate Deck. If the valueof the card he draws equals or fallsbelow the hero�s current Quests score,

26 Chapter One

he has successfully contacted anotherresistance member. (The Narrator canuse the card�s aura, portrait, orinscription to determine the otherfreedom fighter�s disposition.)

Qualinesti rebels also receive theadvantages listed for their race inChapter One of the Book of the FifthAge. Elf or half-elf heroes can acquirethis role during play.

DisadvantagesFreedom fighters lead brutal lives.They are engaged in a guerrilla warwhere neither side takes prisoners.And, on top of everything else, theseelves often find themselves opposingtheir own neighbors or family mem-bers who chose to either support theGreen Dragon or to remain neutral.

One cannot lead such a life andremain unaffected. After completingtwo quests in which the Qualinestirebel has faced other elves in mortalcombat, his nature undergoes achange. To reflect these harrowingexperiences, the player must select anew nature for his hero from a cardwhose face value exceeds that of thecard previously used. This rule simu-lates the progression many freedomfighters go through-they start out asidealistic souls but end up bitter andfull of hate.

Qualinesti rebels also receive theirnormal racial disadvantages.

The SpellfilchRecent years have seen the emergenceof a new stripe of thief, who drawsupon sorcery and mysticism to increasehis thieving skill. From spells that makevictims temporarily forget a robbery tocastings that make walls as insubstan-tial as air, these spellfilches devote theirarcane talents to helping them make aliving off other people�s property.

Role-PlayingThe reasons for thievery vary fromthief to thief; one might discover

virtually as many different motiva-tions as there are thieves. Heroes withthis role generally focus their effortson stealing from high-ranking Evilcharacters.

In general, thieves seem a self-assured bunch. However, the magicalskill of a spellfilch usually makes himten times as cocky as the average thief.Many of them leave �signatures�behind at the scenes of their crimes.For example, one infamous spellfilchknown as the Ice Lady takes her namefrom the tiny, intricately carved ice fig-urines of an elf maiden she alwaysleaves at her robbery sites.

These heroes generally know theirlimitations, but they invariably try totake charge of any group they join. Aspellfilch knows he�s the best there is.

Note: Most thieves do not stealfrom friends and allies. Realizing thateveryone needs someone to draw uponin times of need, these heroes shouldnever intentionally alienate those whocould lend them such support.

RequirementsSpellfilches must have at least a �B�code in Reason or Spirit and a Dexter-ity score of at least 4.

Furthermore, the player mustdefine his hero�s �signature.� It shouldbe something small and relativelysimple yet entirely distinctive, to showthe world who committed the crime.

Disadvantages

Advantages

Any card played for the hero to use aspell in thief activities-such as picking locks, disarming traps, and so onis considered automatic trump.

Due to their flamboyant nature, spell-filches tend to make enemies. Onesuch enemy doggedly tries huntingthe hero down. Although this charac-ter might not know what the herolooks like, he may nonetheless closeby following the trail of signature

Roguish Roles 2 7

crimes. The Narrator and playershould work together to determinethis pursuer�s identity.

Heroes can adopt this role duringplay only after previously playing a dif-ferent roguish role.

The ThugThugs form the backbone of any crim-inal organization, but they also canprove violent and cunning enough toget by on their own. These folks liter-ally would just as soon break your legsas look at you. While the commonstereotype of thugs calls up images ofunwashed, lower-class thieves, onemight meet thugs of high breeding aswell. However, they usually employother thugs to do their dirty work.

Most thugs were bullies as childrenand now manage to make a livingintimidating others. Most of them feelbigger and stronger while inflictingpain or suffering on a weaker victim.

Some thugs work as strong-armsfor crime bosses. Even the relativelybenign thief guilds have thugs in theirranks-without them, they mightactually have to steal from Palanthianmerchants rather than politely collect-ing their protection money. Otherthugs prowl the back streets of Ansa-lon�s cities in search of lost visitors,drunks, or others unfortunate enoughto cross their path.

The rarest breed of thugs are thosewho embrace the criminal life becausethey have nowhere else to turn�adventurers down on their luck orwarriors who were drummed out oftheir mercenary company or army.Generally, such circumstances pro-duce the heroes who adopt this role,making a living the only way theyknow how.

Role-Playing

At his friendliest, a thug is loud, over-bearing, and charming in a crude kindof way. When around someone hefinds desirable, he is all hands (the

same can be said of female thugs).Protests from the object of affectionmean nothing to the thug, unlessbacked up by someone even tougherthan himself. An angry thug, fearsomefor an unarmed victim to behold,becomes all rage and fury.

Requirements

A thug must have a demeanor drawnfrom a card with a value of 6 or better.

Advantages

Thugs are very good at intimidatingpeople. Facing a weaker opponent(one with a lower Strength orPhysique score), a thug can intimidatewith merely an easy Presence (Spirit)action.

Heroes can acquire this role duringplay, as long as previous role-playingmatches the requisite personality.

Disadvantages

Most adventurers tend to look downupon thugs as bullying cowards.Should an honorable character (suchas a Knight of Solamnia) see a thugthreatening a weaker person, the char-acter will challenge the hero to a duel.Even if the hero was beating up a conartist who had taken the last copper ofa poor blind woman, the Knight maysee only a poor victim.

If he wishes to avoid the conflict,the hero must succeed in a challengingPresence (Spirit) action to convince theKnight not to duel. The Narrator candispense with this action if the herohad acted particularly vicious.

False RolesIn adventure fiction-fantasy and oth-erwise-heroes frequently pose assomething they�re not. Some conductsimple deceptions, such as blufIing acouple guards by claiming to be thenew military commander. Others aremore pervasive, leading a double life,even to the point where the hero�s

2 8 Chapter One

family thinks him a simple tailorwhen, in fact, he�s the greatest spell-filch in the land.

Role-playing such deceptive heroesis no easy matter. Once a player writes�guild thief� or �Solamnic Knight� onhis hero sheet, he tends to assume thatall who meet him will automaticallyrecognize his hero as such. Not true.In fact, deceptions form an importantpart of the Fifth Age, as many forces ofGood have gone �underground.� Play-ers need to think a bit about thisaspect of role-playing if they want tocreate heroes that are more than theyappear.

Adopting a False RoleA hero can have many secrets. Thebiggest one of all might be his truerole. An apparent Knight of Takhisismay, in fact, be a Legionnaire scout ona mission. The hero only has one roleat any given time, but he gives theimpression of a completely differentone. The concept of a false role takesthe duplicity inherent in roles like the�staunch supporter� and the �loyalservant� a step further.

A player can give his hero a falserole simply by telling the Narrator thatthe hero will make an effort to passhimself off as something he�s not, likethe Legionnaire scout posing as aKnight of Takhisis in the exampleabove. The Narrator should make anote of the false role and ensure that,from that point forward, characters inthe adventure treat the hero accord-ingly. In addition, the Narrator andplayer can lead any new players join-ing the campaign (as well as theirheroes) to consider the false role thetrue one.

Playing a False RolePutting on a front can get complicated,as the player must remain ever mindfulthat he is role-playing a hero who isplaying a role. Most heroes can play afalse role convincingly only when it

matches their own social class or is justone class removed from it. Clearly, abarmaid (a lower-class role) will notfool anyone into thinking her anambassador (an upper-class role). TheLegionnaire scout and displaced nobleroles have special advantages that makethem exceptions, but players shouldadhere to this general rule in the inter-est of maintaining believability.

Narrators will have to imposeother logical limitations upon falseroles, too. Few barbarian heroes canconvincingly portray urban dwellers,and a native of equatorial Nordmaarcannot easily pass himself off as anIcewall Glacier local.

The trickiest part of playing a falserole is knowing which role�s advan-tages and disadvantages to take onSince the hero hasn�t actually acquiredthe false role in a strict rules sensejust pretends he has, what benefitsand liabilities (if any) does he incur?

Players and Narrators should worktogether to answer this question, tak-ing two things into account: whetherthe hero adopting the false role meetsthe requirements to fulfill that roleand whether its inherent advantagesand disadvantages grow from trainingor from public perception. Forexample, a hero posing as a barmaidmight find characters sufficientlyoblivious to her presence that she caneavesdrop on their conversations. Ahero pretending to be a bard, however,does not automatically gain the bard�sknack for knowing a little bit aboutevery place he visits.

Playing a false role along with afalse demeanor or hidden agenda canmake a role-playing experience evenmore exciting. Chapter Threedescribes these optional rules.

Roguish Roles 2 9

Chapter Twoe can�t juststay hereskulking inthe alley,�Palin

whispered....�We shouldleave now,while it�squiet, beforethe knightscome back.�

Usha wassilent long moments, then said,�There�s another way, a saferway, but you won�t like it.�

�Why?� Palin asked, chilled.�What is it?�

Usha tossed her silver hair.�The Thieves� Way, it�scalled....�

�Into the sewers of Palanthas,Dragons of Summer Flame

From the docks of Sanction to the sew- Structuring the Intrigueers beneath Palanthas, Ansalon is criss-crossed with signs of defiance. Thischapter describes how to introducethese elements into FIFTH AGE gamesand takes a look at the undergroundactivity raging throughout the land.

Treating IntrigueThe unique nature of adventures thatcenter around intrigue calls for a wordof advice to both Narrators and players.

Selecting The VillainIn choosing a villain for a game ofintrigue, a Narrator must think aboutmore than just whether to use a master, aminion, or a few of each (as described inChapter Two of the Book of the Fifth Age).

The villain�s background and per-

sonality should reflect the game�sdesired tone. Should a Narrator choosea dangerous schemer over a seductivevixen or an honorable powermonger?All of the above would make excellentmaster villains but they would producecampaigns very different in mood.

In any case, the chosen villainshould have complex motivations. Puregreed isn�t very interesting, but thetwisted ravings of a madman can betoo hard for the heroes to relate to. Therational villain is often the most inter-esting. Next the Narrator must ask,what does a villain with these motiva-tions really want? What�s his goal?

As deception is key to intrigue, thevillain often conceals his identity, moti-vation, and nature. He may purposelyadopt an inoffensive appearance andbenign personality just to throw theheroes off guard. He may even set upone of his own minions to look like thereal mastermind. In any case, the heroesmust wade through many layers ofduplicity to learn who their foe really is.

Once the Narrator has selected the vil-lain, he needs to decide, based on thecharacter�s goal, what does he do? Ofcourse, he won�t go about achieving hisgoal in a straightforward manner. Whattricks does he use to cover up his activi-ties? How does he direct attention awayfrom himself? How do the heroesstumble onto his scheme? What is hisbackup plan if they foil Plan A? Theanswers to these questions come togetherto form the adventure�s main plot.

Subplots can derive from the villainsmisdirections. For instance, a dupe thevillain uses as a cover for some of hisactivities might find his fate in some waylinked to that of one of the heroes. Andno plan is perfect, either�a minion incharge of creating a diversion mightmake a crucial mistake and provide theheroes with a clue, as they peel away

30 Chapter Two

A Land Defiantlayer after layer of the mystery.

The consequences of the foes actionsalso can inspire interesting subplots. Plus,bringing the heroes face to face with theeffects of the Evil scheme can make themfeel personally involved in fighting thevillain-what better motivation do theyneed than the abuse of innocents or thedeath of a beloved character?

Narrating the IntrigueA Narrator must set a mood of mysteryappropriate to an intrigue�and thatmeans doing more than just dimmingthe lights and playing spooky music.One technique is to make the heroesunsure of whom they can trust. Is theinnkeep really what he seems? Why didthat knight give them a funny look?When everyone they meet seems to havea motive to oppose them, the heroes getparanoid, and tension mounts.

However, limiting betrayals andsecret agendas to characters quickly leadsthe players to distrust only them. TheNarrator should also encourage heroesto conspire among themselves. Whileplayers shouldn�t seek to undermineeach other�s heroes, a few hidden agen-das or false demeanors (as described inthe next chapter) can create that �trustno one� atmosphere to great effect.

Pacing is another important pointto consider. After all, players will getfrustrated if their heroes keep runninginto dead ends or face a lack of action.On the other hand, Narrators shouldnot rely too heavily on combat in thiskind of adventure. They instead shouldforce the heroes�and players�tothink. A major discovery at the righttime makes them feel as though theyhave outsmarted the villain and willspur them on like no battle ever could.

Staging ConsRoguish heroes, who frequently have tosurvive on their wits alone, more often

than not choose to trick their way pastcharacters rather than take them on in atoe-to-toe fight. Con games and otherdeceptions are part-and-parcel of gamesessions revolving around rogues andother disreputable types. At the heart orany con lies the ability to convince some-one that a hero can make good on some-thing that seems too good to be true.

When heroes attempt to use trick-ery, the Narrator should keep one thingin mind: He is not matching wits withthe players, the characters are. Theheroes� con�such as tricking a mer-chant in league with the Dark Knightsto give them evidence of his nefariousentanglements�might temporarilyderail the Narrator�s plans for a por-tion of the game. Nonetheless, if theheroes act cleverly and the merchanthas no reason to doubt them, the conmight succeed. As the Narrator is notplaying to win or lose, it�s okay for theheroes to pull the wool over a charac-ter�s eyes�as long as their story couldreasonably convince that character.

A Narrator should use card play onlyto augment the drama of a con. Forinstance, he could let the aura of a ran-domly drawn card determine whetheracharacter catches on, but it would bebetter to just let the con succeed if therole-playing seems convincing. Havingthe heroes attempt Presence actionsopposed by a character�s Reason (orIntellect) can speed up the pace.

Below are some ideas for con gameheroes might pull on their adversariesor just to make a quick steel piece ortwo.

Conning the conner: Con artists canbe easy marks, as they�re alwayslooking to make some quick coinand, as crooks themselves, they can'texactly run to the law after gettingtaken. The best way for heroes tocon a con artist is to turn his ownscam against him, such as convinc-ing a phony seer that he has incurredthe wrath of spirits for his trickery.

A Land Defiant 3I

Swindles: After convincing a mark he�sgetting a product for a certain sum,the hero fails to deliver. Say a herosells the Dark Knights fifty crates ofdwarven weapons. However, only twocrates contain the goods-the resthold rocks. The trick is ensuringthat the Knights check only the rightboxes, then making a fast escape.Quackery: Some heroes sell potionswith supposed healing powers that infact do nothing at all-they mayeven do harm. Usually, these schemesrequire the con artist to have anaccomplice who appears to sufferfrom an ailment the treatment cures.Forgery: Counterfeiting, falsifyingidentity papers, even replacingstolen jewelry with replicas�theseforgeries force a hero to attemptReason and Dexterity actions toapply the necessary craftsmanship.The difficulty varies based on work-ing conditions and the job�s com-plexity.

UndergroundAnsalonThis section takes a look at major cen-ters of resistance in Fifth Age Ansalon.While not a complete tally of potentialunderground groups, the survey pro-vides a sampling to inspire Narrators.Each entry identifies the leaders of thegroups at a particular location (localesin italics are referenced on the map onpage 33) and details their objectives.

The Dragon RealmsLife in some draconic realms remainsnearly unchanged from past ages�many peasants in Skie�s realm feel theyhave merely traded one lord foranother. Elsewhere, such as in Malys�srealm, life has become unbearable. Yeteach land harbors those who chafe atthe yoke of oppression and work tothrow it off.

Beryllinthranox the GreenTo the casual observer, Speaker Gilthasand his mother Laurana seem staunchsupporters of the Green Dragon whooccupies Qualinesti and the DarkKnights that serve her. In truth, the twosecretly lead the elven resistance. Manynights find Laurana (Qualinesti adultfemale, inspiring demeanor, Legend, 2 )sneaking from the Tower of the Sun inQualinost to help teams cause �accidents�at enemy strongholds or to communicateplans to loyalists in other realms.

Gilthas (Qualinesti young male, seri-ous demeanor, Hero, 2 ) does his partas well. His secret plans to evacuate hispeople through the new dwarven tun-nel system proceed as fast as Thor-bardin�s miners can delve escape routesto secure positions in Abanasinia andelsewhere. With the completion of thetunnel system, Gil plans to stage anexodus right out from under the bootsand claws of Qualinesti�s oppressors.

The Speaker also coordinates moreimmediate, if slower, evacuation effortswith the Master of the Tower (humanadult male, thoughtful demeanor, Legend)in nearby Wayreth Forest. For severalyears, Beryl has used elven search partiesin her attempts to locate the last Tower ofHigh Sorcery. However, most groups van-ish into the mysterious Wayreth Forestnever to be heard from again TheMaster offers them passage to free landsfrom which they can launch attacks.Annoyed with the disappearances, Berylhas begun to take the searchers� familieshostage before they depart.

This latest move has spurred rebelsloyal to the dark elf Porthios (Qua-linesti adult male, distant demeanor,Hero, 6 ) to step up their hit-and-run attacks on Beryl�s minions. Theformer Speaker knows Gilthas secretlyopposes the Green Dragon but none-theless keeps a close eye on his nephew;if he should ever come to suspect thatGil and Laurana have failed to act inthe best interest of their people, he willdevote all his efforts to destroying themboth.

32 Chapter Two

Khellendros the BlueThe adventure The Storm Over Krynnintroduces Shen Korras (half-elf adultmale, shrewd demeanor, Hero), a mer-chant and sorcerer headquartered inthe town of Relgoth. In addition to hiscovert activities there, Korras has longsupported the Citadel of Light. Hisagents in all major towns of the Blue�srealm offer safe havens to Citadel mys-tics who have run afoul of the dragon�sminions. Rumor says Korras even hasDark Knight spies, as he often knows amystic has been marked for capturebefore the mystic himself does.

The Dark Knights� iron-fisted ruleduring the Summer of Chaos mobi-lized the cutthroats, murderers, andextortionists of the Palanthas ThievesGuild into action. They were aided byDaavyd Nelgard (human adult male,motivated demeanor, Champion), anErgothian master thief dispatched fromGwynned to help the Palanthian resis-tance after Lord Ariakan executed localguild leader Lynched Geoffrey.

The coming of Skie made Nelgard�s

job both harder and easier. The Bluerescinded the Dark Knights� mandatorydeath sentence for all crimes, but alsotook other steps to restore the city tonormalcy-a move that led some thievesto desert the guild. Legionnaire scoutRindia Rolanta (human adult female,cynical demeanor, Adventurer) suggesteda plan to once again galvanize the city�sunderworld: assassinating Knight�Officer Elstone Kinsaid (human adultmale, decisive demeanor, Adventurer),commander of the local garrison. Theensuing brutal crackdown will undoubt-edly restore the guilds motivation.

As discussed in Chapter One, manyVingaard river pirates provide ready aidto rebels traveling by boat.

Malystryx the RedThe city of Flotsam became a truehodgepodge of races and cultures afterthe War of the Lance. Humans, kender,gnolls, and hobgoblins all livedtogether in harmony under the leadership of Toede (hobgoblin elder male,inspiring demeanor, Legend, 8 ), who

A Land Defiant 33

emerged from the war something of aphilosopher-statesman (to the surpriseof those who �knew him when�). Theinhabitants of Flotsam, loosely orga-nized under the Silver Fox (half-elfelder male, open demeanor, Master),have managed to accomplish someremarkable feats, such as the destruc-tion of the Great Red�s secondary lairalong the Blood Sea coast. Currentlythey plan a strike against Hollintress(red adult female dragon, murderousdemeanor), Malys�s favorite aide.

While bards across eastern Ansalonsing light-hearted songs of the exploitsof the motley Flotsam crew, there�snothing funny about the struggles of alocal enclave of afflicted kender tryingto regain their former homeland. Theattacks of Kronn Thistleknot (kenderadult male, motivated demeanor, Master)on the Great Red�s draconian minionsand his efforts to map the Desolation(and identify dragon lairs) give hope toall in the realm. Heroes can often con-tact Kronn�s band in Port Balifor.

Onysablet the Black

Legion of Steel members working nearthe City of Morning Dew on the borderwith Iyesta�s realm frequently interceptthe raiding parties that capture victimsfor her experiments. The Citadel of Lightdispatches healers and animists to reversethe unnatural transformations the Blackheaps upon the land and her victims.

The Free RealmsMost planning for rebel activity takesplace in free lands. In fact, some formerbackwaters have emerged as centers forthe struggle against the dragons.

Abanasinia

At the Academy of Sorcery near Solace,efforts are underway to unlock thesecrets of the dragon overlords� ability toshape the land. Palin Majere (humanadult male, impulsive demeanor, Legend,1 ordered the study as part of hisgoal to expand his knowledge of Krynn�snew magic. If sorcerers can understand

3 4 C h a p t e r T w o

the dragons� methods, they can undomuch of the damage to the land.

In Solace as well as in Haven, theLegion of Steel works in an uneasytruce with Solamnic Knights to seeQualinesti refugees safely relocated.

Neraka

Under Nels Dargand (human adultmale, observant demeanor, Adventurer),he Legion of Steel has placed a cell inthe town of Neraka. Nels also hasbefriended one of the top aides toGovernor-General Mirielle Abrena(human middle-aged female, command-ing demeanor, Master, 6 ) and nowseeks access to her invasion plans.

Sanction

Despite the firm grip Lord GovernorHogan Bight (human adult male,indomitable demeanor, Master) has onSanction, both the Legion and theSolamnics have managed to infiltratethe city. Neither group sees how Bightcan fend off the Great Dragons andDark Knights without help. He must bea minion of the dragons, they surmise;work to expose him proceeds.

Their biggest hindrance, however, iseach other. Whenever the clandestineSolamnic Knights think they�ve uncov-ered spies of the Lord Governor, theyinvariably find themselves on the trail ofthe covert Legionnaires, and vice-versa.The leaders of each group�XavierKross of the Legion (human adult male,fierce demeanor, Champion) and KarineThasally of the Solamnics (half-elfyoung adult female, confident demeanor,Champion) � try to inform each otherof their plans, but they still manage totrip over each other. Often they useRose Knight Linsha Majere (humanyoung adult female, confident demeanor,Adventurer, 3 ) as a go-between, asshe is the only Knight known to most ofthe Legionnaires. Both Orders have for-bidden their people in Sanction to worktogether, as their incautious zeal in thelast attempt allowed the Dark Knightsto wipe out both forces.

Teyr

The citizens of Teyr, Ansalon�s onlydraconian realm, hate both their loss offreedom to Neraka and their forcedparticipation in its coming invasion ofthe Estwilde and Nordmaar. Not longago, Lord Kang (Bozak, practicaldemeanor, Champion) dispatchedemissaries to the Solamnic Knights atNorth Keep in Nordmaar, seeking aidagainst the Dark Knights. Certain therequest would fail, Kang set his second-in-command, Slith (Sivak, resourcedemeanor, Adventurer), to workcovertly sabotaging Dark Knightequipment to slow down war efforts

While the Solamnics� response wasnegative, Sir Reynol uth Sabar (humanyoung adult male, impulsive demeanor,Adventurer) took pity upon the draco-nians. Resigning his place among NorthKeep�s Sword Knights, Reynol took hisretainers to Teyr. There, posing as anarms merchant, he secretly plans a mas-sive strike with Kang and some humanbarbarians who prefer draconians toDark Knights. Reynol hopes that oncethe Solamnics at North Keep see thatTeyr genuinely opposes Neraka, theywill support him. Anything else meansdeath for Reynol and those with him

Throt

Goblin freedom fighters originally fromSikk�et Hul in Northern Ergoth (seeChapter Four) have hooked up withmembers of the Legion of Steel in Hali-goth. The Legionnaires would like to seea more stable buffer state between Ner-aka and Solamnia�one not predis-posed to doing the Dark Knights�bidding. This combined group hopes to assassinate King Uhkrin of Throt (hob-goblin adult male, uncaring demeanorChampion) and take control of therealm. Each night they free a few moregoblins from the hobaoblins� slave pensand steal a few more weapons for theirfighting force.

A Land Defiant 35

Chapter Threet had becomeobvious to theHighbulpthat he wasdealing withthieves andliars, not theheroes he hadexpected....He neededsome heroes,and if he hadto create some

out of whatever scum camealong, then he would do so. Ifthey died, it was no great loss.If they succeeded in killing thedragon, so much the better. Thegully dwarves would get whatwas�to them�more preciousthan all the pretty rocks inKrynn: a return to the sweet,halcyon days of freedom! Andso, enough of this nonsenseabout sneaking around.

�In Xak Tsaroth,Dragons of Autumn Twilight

Not only can Narrators weave the magicof intrigue into FIFTH AGE adventures,players can create heroes shrouded inmystery. Deceit and lies are acceptabletools to achieve a Good end, as long asthe heroes never sacrifice their principles.More often than not, however, theycarefully conceal these principlesbehind a veil of falsehoods.

Chapter One introduced the con-cept of false roles. This chapter offerssome new twists on the normal SAGA

rules to enhance campaigns of defiance.These rules are optional, of course, butthey can provide extra challenges forplayers and Narrators as they explorenew facets of the DRAGONLANCE Saga.

Gully Dwarvesas a Hero RaceThe FIFTH AGE boxed set described avariety of hero races, from gnomes tokender and elves to centaurs. Neverthe-less, these races only scratch the surfaceof the many races that inhabit Ansalon.

Gully dwarves make an interestingadditional hero race for intrigue-lacedcampaigns. As the passage at left illus-trates, this race of little thieves has aremarkable gift for plotting and duplic-ity. Despite their less-than-sterlingintellect, gully dwarves can always becounted on to do the unexpected.Beneath their groveling appearance liesa surprisingly strong backbone that hasallowed this beleaguered race to thrivefor thousands of years.

A Note of CautionThe description of dwarves in ChapterOne of the Book of the Fifth Age recom-mends that readers not select the race ofgully dwarf for their heroes, with goodreason: Playing a gully dwarf can be athankless experience. While other heroesreceive lauds after a successful quest,gully dwarf heroes find themselvesignored and shunted aside. In fact, play-ers of gully dwarves should count onsuch heroes getting more abuse thanrespect from characters in Ansalon. Ofcourse, Narrators should not go out oftheir way to make the game a miserableexperience for players who choose gullydwarf heroes�after all, the Narrator�sjob is to help players have fun. However,playing this race does carry with it theburden of being an outcast.

Therefore, Narrators need to con-sider both the campaign and the play-ers before permitting this optional herorace. Only experienced role-playersshould embrace gully dwarves as a herorace. Further, Narrators should reservethis race for campaigns that focus on

36 Chapter Three

Optional Rulesstealth and guile rather than brawn�flashy heroics just isn�t in the gullydwarf nature. In the wrong campaign,these heroes will either seem out ofplace or find themselves reduced tomere comic relief.

A Bit of HistoryThe history of the gully dwarves-orthe Aghar, as they call themselves-isone of suffering. Arising from theunwanted offspring of humans anddwarves, these pathetic creatures live inthe refuse pits and abandoned ruins ofthe civilized races, despised, mistreated,and looked down upon by even thelowly goblins.

The Cataclysm that doomed othercivilizations more than four hundredyears ago saved the gully dwarves.Destruction of Ansalon�s high civiliza-tions created dozens of ruined settle-ments where gully dwarves could dwellunmolested. Once-mighty cities likeXak Tsaroth in Abanasinia and Fav inNorthern Ergoth became havens forthe Aghar. Undisturbed by their tor-mentors, they settled down to establishtheir own culture. such as it is.

DescriptionA gully dwarf does not exactly cut animposing figure. Members of this raceaverage four feet in height and havenarrow fingers with overly large knuck-les. Both sexes carry pot-bellies anddevelop wrinkles soon after the age oftwenty-five. More often than not, thesecreatures are knock-kneed. Poor livingconditions mar their skin with scars,boils, and sores. The fact that theyhardly ever bathe leads to an assort-ment of interesting odors always hang-ing in the air around them.

Both genders have unkempt hair ofdirty blond, brown, rust, gray, or dullblack. The men wear long scruffybeards, while the women may have

some cheek down at most. Their eyes are watery blue or hazel. Aghar luckyenough to possess jewelry wear it con-spicuously and garishly. Most aresmeared with enough grime anplant a small garden, and their be-draggled clothes are home to a varietyof parasites. All told, all the filth,and mismatched jewelry can cast the gender of a gully dwarf in doubt.

The Aghar have crude and primitivesocieties �led� by the individual who canbest bully the rest of the clan. Their Subjects address these leaders by the clanname, preceded by the honorific�High,� such as the �Highbulp� of theBulp clan. The clan leader usually enjoysadopting a grand title as well, like�Master of All You Survey,� �Emperorof Everything,� and even �King.�

The thought processes of gullydwarves differ from those of all otherraces in Ansalon. They have no sense of numbers�two is as high as most ofthem can count�and they speak in alanguage made up of an ever-changingpatchwork or words borrowed andmutilated from other tongues. Thecombination of these traits leave gullydwarves with no sense of history andno sense of tomorrow. They never planfor the future, yet they always findthemselves running from the past.

Role-PlayingAghar are proud, long-suffering sur-vivors. Beneath the the cheerful and hap-less exterior of a gully dwarf beats atenacious heart. This race has survived,even thrived, under conditions thatwould destroy most peoples.

Gully dwarves have a very simpleoutlook on the world: We live, we win,We die, we lose. In keeping with this phi-losophy, they generally flee from even thefaintest hint of physical violence. Failingthat, they will plead, beg, grovel, andeven hide in ostrichlike fashion. Theyonly fight when the foe turns his back.

Optional Rules 3 7

Other races may brand this behaviorshameless cowardice and treachery, butgully dwarves see no shame, cowardice,or treachery in survival.

Despite their glaring faults, gullydwarves take themselves very seriously.Their continued escape from disasterhas imbued them with a sense ofrugged pride in themselves. Others mayview an Aghar as foolish and stupid,but he feels secure in his own cunningand brilliance. He is more than happyto let the �intelligent� folk underesti-mate him�giving him the opportunityto get the drop on them (or run away, ifthat course seems more prudent).

Never will a gully dwarf sell out afriend of family member. If a non-Aghar treats a gully dwarf well, he hasmade a loyal friend for life, a friend willing to make great sacrifices for himIt is in trying to preserve himself andhis friends that an Aghar's true cun-ning comes out.

RequirementsLiving in filth has given gully dwarves astrong constitution. Therefore, a heroof this race must have a score of 7 orbetter in Endurance.

Gully dwarves are good climbers,and learn from childhood how tododge cruel blows. This talent requiresof these heroes a high Agility�a scoreof 6 or better.

Finally, the Aghar seem incapable ofthe focused mental energy required towield sorcery. They may never have aReason score higher than 4 or a Reasoncode better than �C.� However, theirstrong faith in themselves gives themthe potential to be excellent mystics.

A gully dwarf�s life is one of abjectpoverty. Even when they manage tosecure some wealth, they either lose itthrough sloppiness and forgetfulness orthey spend it on baubles and delicacies.These heroes may never have wealthscores higher than 2.

38 Chapter Three

AdvantagesGully dwarves are harder to kill thancockroaches. They always enjoy atrump bonus when attempting to fightoff the effects of poison and disease. Inaddition, they are hardy to the point ofsurviving death itself.

When the player of a gully dwarfhero has lost the last card from hisHand of Fate, he turns over a card fromthe Fate Deck. If the card�s face valueequals or exceeds the hero�s Endurancescore, or if it belongs to the Suit ofHelms (the trump suit for Endurance),the hero has managed to cling to life.The player may draw a card in this wayafter each combat exchange until eitherhe draws one that doesn�t meet theabove criteria (in which case, the herodies) or until someone performs a chal-lenging first aid action to restore theplayer�s hand to one card.

The tendency of characters tounderestimate gully dwarves alsocomes across as an advantage for anAghar hero. After a successful easy Pres-ence (Perception) action, a gully dwarfhero can become essentially invisible tothe characters in a scene�as long asthe hero doesn�t get close enough forthem to smell him. They will speakfreely about even the most dastardlydeeds, considering the hero too dumbto comprehend their discussion.

DisadvantagesGully dwarves are innumerate and haveno sense of time. To recall dates, reportthe size of an enemy force, or rememberthe time of a scheduled rendezvouswith any accuracy, the hero mustattempt a daunting Reason action.

A highly superstitious people, theAghar are easily frightened by magic.Whenever a sorcerer or mystic casts aspell that has a dramatic effect upon agully dwarf�s immediate environment,the hero must succeed at a Reasonaction or flee in terror. The Narratorcan make the action�s difficulty matchthe point cost of the spell.

Finally, gully dwarves are everyone�swhipping post. They never get a trumpbonus for Presence actions, exceptthose that involve other gully dwarves.Also, their reputation for stupiditymeans that few characters will believe aword they say. An eavesdropping gullydwarf who learns of a plot to kill theSolamnic Grand Master will get noresponse but laughter when he tellssomeone what he heard. Only with asuccessful average Presence (Reason)action can the hero convince his listen-

False DemeanorsThe DRAGONLANCE Saga has introducememorable heroes and villains whohide their true intentions for reasonsknown only to them. These charactersall shaped their behavior to tit the falsefronts they had created (see �FalseRoles� in Chapter One). For instance:

In order to protect the Irda who

tended to be Raistlin�s daughterraised her, the orphaned Usha pre

when she arrived in Ansalon. The traitor Eben Shatterstone fromDragons of Autumn Twilight claimedto be an innocent escapee fromimprisonment in the fortress of PaxTharkas, when he actually workedwith Dragon Highlord Verminaardto conquer Abanasinia.In the classic DRAGONLANCE adven-ture Dragons of Faith, a charactercalling himself Sevil claimed to be amember of the underground andpretended to assist the heroes in

graced Dragon Highlord who hadsurvived an encounter with the

their quest. Sevil was, in fact, a dis-

heroes earlier in the storyline andnow sought to regain the good favorof the Dark Queen.Who can forget the surprising reve-lations during the War of the Lanceof the one-time hero Kitiara as aDragon Highlord, or of the Kagon-esti elf Silvara as a mighty silverdragon?

Optional Rules 3 9

Creating and playing this type ofhero�or featuring such a character asa protagonist or antagonist in a ongo-ing game�s storyline�becomes some-what more involved than creating mostFIFTH AGE figures. Others have to pene-trate layers of falsity before these heroesand characters reveal their true faces.This section describes the idea of suchfalse demeanors, how to arrive at them,and how to use the concept in play.

Creating a FalseDemeanorThe cornerstone of any phony identityis a false demeanor. A hero with a mis-sion to infiltrate the Knights of Takhisiswill have little luck in his charade if hebroadcasts his open-minded nature andthoughtful demeanor. Such a herowould have to hide his true personalitybehind a veil of cruelty and dogmaticattitudes. In fact, the hero must keep uphis ruse to the point where even theDark Knights who �get to know him�think that they know his true nature. Ofcourse, it�s just another false demeanor.

There are a couple different ways togive a hero a false demeanor. For newheroes, the player can simply start thehero creation process (described inChapter One of the Book of the FifthAge) with thirteen cards from the FateDeck instead of twelve. After he hasselected a card for the hero�s (true)demeanor, he should also assign one tohis false demeanor, thus adding a layerof deceit to the emerging hero. Theplayer then proceeds normally with therest of hero creation. Players who wanttheir heroes to have two different falsedemeanors (for different situations inthe game) should start out with four-teen cards and allot two of them tofalse demeanors.

The second, and perhaps preferred,manner of creating a false demeanor isto intentionally assume one thatmatches a false role. Rather than simplyapplying a false nature to the hero atrandom, the player makes a conscious

choice as to how his hero will try toappear. As with the Knights of Takhisisexample above, the hero can embrace afalse demeanor of �cruel,� knowing itwill convince that Order of brutaloppressors that he is one of them.

A hero may in this fashion selectany false demeanor that appears as aninscription on a Fate Card. He mayeven choose an extra false demeanor topass off as his �nature� to those heseeks to befriend. Of course, a hero canhave only one true nature.

Playing a FalseDemeanorTaking on a hero with a false demeanorcan prove quite a role-playing challenge.The player must always keep in mindhis hero�s true nature, since that is whatultimately motivates his actions.

Yet keeping a hero�s true personalityand goals under wraps gets taxing�especially when he has to, in order toexist among enemies for extended peri-ods and earn their friendship and trust.Remembering the following points canhelp the hero act convincing evenunder the greatest pressure:

Make the false demeanor straight-forward, not overly complex. Thehero�s friends and enemies bothought to think there is little mysteryto the hero. Trying to play a multi-layered false demeanor likely willtrip up a hero at a crucial moment.Always keep the ultimate goal in mind.A hero who appears to be a steadfastKnight of Takhisis, yet hates every-thing they stand for, can bear upunder the burden of the false rolemore easily if he reminds himselfevery day how his duplicity will helpbring down the dark Order.Make it count. Heroes with falsedemeanors have to be people ofaction. An elf who seems a simper-ing lackey of Qualinesti�s GreenDragon might actually be the leaderof a group of daring heroes smug-gling elf children out of the forest

40 Chapter Three

and weapons in. That�s a goal worththe price of fawning to the overlord.

Of course, the danger to living thiskind of life is that friends may turn intoenemies, should they ever discover thehero�s false demeanor and mistakenlyinterpret it as the real one. Likewise, thehero will find himself in grave danger ifhis enemies find out his true motiva-tions. Clandestine Solamnic Knights,Legion of Steel members, smugglers, andpirates are types of potential heroes wholead double lives almost by definition.Yet sorcerers, mystics, or even humbleserving wenches may be playing similardangerous games-either for the sake ofmorals, financial gain, or survival.

Often, heroes with false demeanorsalso make use of another optionaladdition to the SAGA hero creationrules: hidden agendas.

Hidden AgendasSecrets form a unifying theme amongall the hero types described in thisbook. Few such heroes actually arewhat they seem on the surface, andhand-in-hand with such hidden identi-ties come hidden agendas.

The character Sevil from Dragons ofFaith, mentioned earlier, offers anexample of a character with a hiddenagenda. He had dragonarmy agents andheroes alike believing him a reliablesource of information and aid. In truth,however, Sevil geared his every actiontoward advancing a secret goal: regain-ing the favor of Takhisis and returningto the ranks of the Highlords.

Of course, players should make surenot to pursue their heroes� hiddenagendas to the detriment of the groupas a whole. Role-playing games are acooperative activity, so the heroesshould have the same general goalwhen adventuring-whether to makesome fast money or to permanentlyquell the Storm Over Krynn. Heroesignoring the needs of the group to act intheir own interests almost always causes

bad blood among players, and the cam-paign dies with the players� friendship.

One might argue that the roguesand spies of Ansalon exist in a shadowyworld of trickery and betrayal wherealliances last only long enough for anindividual hero to achieve his personalgoal. Indeed, many shortsighted or Evilindividuals have no compulsion aboutburning their bridges behind themonce they have what they want. How-ever, a hero with foresight will maintain an alliance long enough for hiscompanions to reach their desired endsalso�as long as these goals do notconflict with his reason for joiningthem in the first place. In a dangerousworld, it�s important to have friends.

When to Pursue aHidden AgendaNot every hero needs a hidden agenda.For some, a false demeanor or role willsuffice-and some heroes may beplayed straightforward, for contrast.

The idea of certain heroes havingsecret goals is more appropriate forsome game groups than others. Beforeimplementing these optional rules in acampaign, the Narrator should carfully consider the temperament of his players. Will they enjoy the intrigueand plot twists, or will they find themystery annoying and frustrating?Narrators should ask themselves thefollowing questions before decidingwhether hidden agendas will suit anyor all of their players.

Can the player keep a secret?

A hidden agenda is a part of hero'sbackground that he does not wantexposed. Therefore, the player mustkeep the hidden agenda hidden! In aongoing campaign, it may take weeksor months of game sessions before ahero�s hidden agenda becomes impor-tant. The player will have to waitpatiently for that moment without giv-ing his hero�s secrets away.

Optional Rules 4I

Can the Narrator keep a secret?

The need for secrecy works both ways.The Narrator might feel the urge todrop hints about a hero�s dirty secret�characters �mistaking him for someoneelse,� other heroes getting a chance tonotice their duplicitous comrade sneak-ing off to secret meetings, and the like.After all, cool secrets are one of thehardest things to keep to oneself. How-ever, the Narrator must resist the temp-tation of revealing the hidden agendabefore it�s dramatically appropriate.Carelessness might lead him to blowdramatic opportunities by saying toomuch at or away from the gaming table.

Does the group enjoy intrigue?

Different playing groups like differentkinds of games. Some groups like cam-paigns that clearly define Good and Evil.Others enjoy more complex approachesthat make it hard for the heroes to tellfriends and enemies apart�a charactermight even be their ally in some respectsand their enemy in others.

Most hidden agendas blur the linebetween friend and foe. If the playerswill get annoyed at shifting allianceswithin their adventures, then the Nar-rator should think twice about incor-porating hidden agendas.

Does the group likerole-playing?

This might seem like a silly question�ifthe group members didn�t like role-playing, they would never have joined aDRAGONLANCE: FIFTH AGE game, right?

The point is, there are differentstyles of play. Using hidden agendas incampaigns often results in extensiveconversation between the heroes, orbetween the heroes and the characters.Narrators should expect short bursts ofcombat followed by long periods ofhero-to-hero or hero-to-characterinteraction. After all, sometimes a herohas to justify an apparent or outrightbetrayal to his longtime friends andcompanions. They might feel hurt or

offended if he didn�t confide in them.In addition, certain types of hidden

agendas lead the heroes to face moraldilemmas. Do I strike at the villain whobetrayed my father, or do I save mycompanions? Such angst can be a use-ful story element in small doses.

Bottom line: If the impulses of thegroup members lean toward swingingswords first and asking questions later,hidden agendas may not be for them.

Can the group rollwith the punches?

Hidden agendas can sometimes lead tounexpected results (see �Defining Hid-den Agendas,� below). Narrators andplayers alike will have to think quicklyif the revelation of a hero�s hiddenagenda changes the face of a campaign.Sometimes revealing a secret can havefar-reaching effects.

Narrators who answered the abovequestions with at least a conditional�Yes� might want to urge certain play-ers to adopt hidden agendas for theirheroes. But above all, these agendasshould always exist to serve the adven-ture�s plot and help a player moreclearly define his not-quite-who-he-seems hero. They provide the potentialfor an additional layer of tension thatmight not exist in a campaign where allthe cards (so to speak) are face up onthe table.

Defining HiddenAgendasThe SAGA game rules are designed toallow players to create any kind ofheroes they can imagine. Still, the Nar-rator needs to control heroes� hiddenagendas to some extent. If too many ofmembers of an adventuring group haveconflicting agendas, they could spendmore time outmaneuvering each otherthan the enemy. Hidden agendas,though they can lead to power playsand backstabbing among the heroes,

42 Chapter Three

should never invite players to create What follows is a step-by-step run-random mayhem in a game. down of that sheet. (Players might want

The Narrator should work with the to photocopy the form right onto theplayer to define the nature of a hero�s back of their hero sheets so that, overhidden agenda. (Establishing the hero�s tune, they won�t lose track of theirpersonality and motivations remains hero's various deceptions.) By filling outup to the player, of course.) Before any- this sheet together, the Narrator and one decides whether to give his hero a player can build aspects into the hero'sfalse demeanor or role, the Narrator personality that not only support theshould spend time with each individual hidden agenda but also serve as a sourceplayer to complete the hidden agenda of adventurer motivators and plot ideas.sheet on the back cover of this book. The Narrator should retain a copy Putting these details in writing gives of his players� completed sheet for hisboth the player and Narrator a clear own reference.picture of a hero�s hidden motivations,preventing the need for clarification at True Name and Aliasthe game table that might give secrets The player writes the hero's real name,away. as well as any aliases, at the top of the

hidden agenda sheet. He should list The Hidden Agenda Sheet next to each alias the place or context

A hidden agenda can be something as in which the hero goes by that name, as

simple as secretly supplying, food to the well as the supposed wealth score ofthat persona and any other pertinentlocal orphans or as grand as plotting the

downfall of a Great Dragon. It might facts. (The player may choose fictitiouswealth scores for the fictitious names,

even emerge naturally out of the player�sdiscussion with the Narrator while he

but none may exceed the hero's actual

fill out the hidden agenda sheet. wealth score.)

Optional Rules 43

NatureIn the next spot, the player can recordhis hero�s nature, as determined duringhero creation. A hero can have onlyone true nature.

True Demeanor and True RoleThe next lines are for the hero�sdemeanor and role, as determined dur-ing hero creation, as well as notes on therole�s advantages and disadvantages.

General OutlookHow does the hero view the world andthe people in it? The �General Out-look� entry makes the player considerwhat his hero�s nature and demeanormean, and how they interact to formhis personality. Is the hero optimisticabout the future? Does he like thepeople he lives among? Is he fond ofhis own people and homeland? Howdoes he feel about the other heroes?What are his loves and hates?

Allies and EnemiesWhat friends and foes does the herobelieve he has? The �Allies and Ene-mies� listing can include anything fromvery specific individuals to largegroups or entire races. Against whomdoes the hero carry a grudge, and whomight carry one against him? Whomight he turn to in a desperate cir-cumstance? Do the other heroes fallinto either of these categories?

Note that those listed may or maynot actually be the hero�s friends orfoes�it�s all from his point of view.

Special RelationshipsDoes the hero have a past with one ofthe other heroes, or with a characterwho might pop up later? Possible rela-tionships include blood relatives, aspouse, former lovers, former partnersor competitors, and all sorts of otherpersonal acquaintances.

As this section might involveanother hero, the Narrator shouldmake sure that the past relationship titswith each player�s idea of his ownhero�s personality. A relationship

between two heroes may be knownonly to them; in that case, the Narratorshould allow the players involved todecide when to reveal the connection-or whether to do so at all. If the herohas a tie to a character, however, theNarrator can choose to reveal the rela-tionship through the character at a dra-matically appropriate moment.However, it�s a good idea to rely on theplayer to reveal the connection.

Narrators should carefully evaluateplayers� ideas for their heroes� specialrelationships. Some might contradicteach other in ways that may affect thestoryline negatively. Others might givethe hero an unfair advantage. While thenature of a �good� special relationshipvaries from group to group, Narratorsshould try to limit the benefits derivedfrom these ties to plot hooks, sources ofdramatic moments, and role-playingopportunities.

False Demeanor(s) and False Role(s)As explained earlier in this chapter, ahero�s false demeanor often stems fromthe identity of his friends and enemies.It might even change depending on thehero�s current quest or location. A par-ticularly deceptive or widely traveledhero, for example, might have three orfour false demeanors. (People in Tarsisknow him as a tight-lipped and surlymercenary, but in Palanthas he becomesan outspoken, hedonistic bard.) Legion-naires and other heroes who dwell hid-den among their mortal enemies havefalse demeanors. If the hero uses one ofthe false demeanors as his �false nature,�the player should note it on his sheet.

False demeanors often derive fromfalse roles, as described in ChapterOne. Players should make sure to writedown the advantages and disadvan-tages of each false role, and whether ornot the hero acquires them while in hisdisguise.

Hidden AgendaFrom all the above springs the hiddenagenda�the hero�s ultimate ulteriormotive and possibly the prime motiva�

44 Chapter Three

tion for everything he does.The Narrator and the player should

define a hidden agenda for a herotogether. As the player conceives ofeach new idea or aspect, the Narratorshould watch for ideas that run con-trary to his overall plan for the cam-paign. In addition, the agenda shouldnot diametrically oppose the objectivesof the party, either. No agenda shouldthreaten to disrupt the overall cam-paign. Of course, some groups maythrive on unraveling a conspiracy thatinvolves one of their own number, butmost will not look kindly upon theplayer whose hero�s hidden agenda hascaused the death of all the other heroes.

The following examples of hiddenagendas might spark ideas in players asthey complete their hero�s sheet:

Seek the downfall of a powerfulcharacter.Reclaim lost family honor.

Gain vengeance upon a characterwho has wronged the hero.Uncover the lost history of a myste-rious object (perhaps an item of

magic) and learn its secrets.Win a lost or unrequited love.Find release from a secret curse.Achieve a longtime goal of personalambition�perhaps even rulership.

Other Secrets and Personal GoalsIn two catch-all categories near the bot-tom of the agenda sheet, the player canmake notes regarding ideas for futuregoals and hidden agendas, or odd quirksof a hero�s background or personality.Once again, the Narrator and player cancollaborate on these goals and secrets.The Narrator might even choose toreserve the �Other Secrets� entry for as-pects of the hero�s background that noteven the player knows. The hero mightbe the heir to a throne, for example, orperhaps the agent of prophecy.

See the guidelines starting on thenext page for information on creatingand using a variety of hero secrets.

The Narrator�s Duty

Occasionally, the Narrator should referto his copy of a hero�s hidden agenda

Optional Rules 45

sheet, to make sure he doesn�t forgetimportant facts over time.

For instance, say that one herosecretly hates the Solamnic Knights fornot being there to save his family dur-ing the Dragon Purge. In order to crushthem, the hero has infiltrated one oftheir clandestine circles. If the Narrator,forgetting that the hero is not a genuineKnight, eventually creates a scenariothat exposes the circle�s Senior Knight toassassination, the hero may shock himby helping the assassins�and in doingso, ruins the Narrator�s carefully con-ceived storyline.

If the Narrator had remembered thehero�s hidden agenda, he could haveinjected elements into the scenario togive the hero serious moral qualmsabout aiding in the Senior Knight�sdeath. Instead, the Narrator�s shockand indignation might force the playerto reveal something about the herothat would have come out betterthrough play.

Hero SecretsLike all the other elements recorded onthe hidden agenda sheet, a hero�s secretsshould serve to feed the Narrator�s plotand storyline. However, a player mightinstead prefer to draw a card from theFate Deck and consult the chart belowto randomly generate a secret for hishero. Regardless of how the secret isdesigned into the hero�s background orchosen randomly, though, it generallyremains out of the hero�s control. TheNarrator decides how and when thesecret manifests itself.

Descriptions of the secrets followthe chart

Card Value Hero Secret1 Haunted2 Second sight3 Shared body

4�5 Illegitimate child6�7 Traitor

8 Enemy9 Shapechanger10 Predestined

4 6 Chapter Three

HauntedThe spirit of a deceased relative, friend,or enemy is an important part of thehaunted hero�s life. The spirit can berecently deceased or a ghost that hasfollowed members of the hero�s familyfor generations. The Narrator shoulddetermine the nature of the spirit,though the suit, portrait, or inscriptionof the card drawn might provide hintsto the spirit�s nature or identity.

Depending on its motivation, thespirit either aids or hinders the heroand his companions during tensemoments. It may visit the hero in hisdreams, providing hints or filling hisnights with terror. Should the adven-turers choose to rid themselves of thespirit, they can do so only through adramatic quest.

Berem Everman, the Gemstone Manfrom the DRAGONLANCE Chroniclesseries of novels, can be considered ahaunted character.

Second SightA hero with second sight has limitedprecognitive abilities. He receivesvisions, prophetic dreams, and some-times even sees omens and portents inseemingly everyday events.

Second sight differs substantiallyfrom both the sorcerous school of div-ination and the mystic sphere of sensi-tivity. It is not something the hero cancontrol. In fact, his visions and dreamsoften make sense only as the event theydescribe has begun to unfold. A heromay dream about a specific sword buthe has no idea whether that swordspells his doom or will prove his meansof achieving a glorious victory.

The Narrator should create occa-sional prophecies for a hero gifted withsecond sight to experience. A dreammight feature shadow-draped figureswho implore the hero to seek out cer-tain individuals or objects. During aquest, a hero may suddenly and inex-plicably know that the three ravens hesees perched on a tombstone signifythat a trio of necromancers will seek,

are seeking, or have sought to harnessthe Evil in Nightlund. Perhaps a visionappears to the hero as he looks at him-self in the mirror in the morning. Theglimpses afforded of the past, present,or future�for the hero never reallyknows which�always seem confusingand disturbing.

Prophetic visions and dreams areexcellent tools to get the heroesinvolved in an adventure. Using secondsight in a campaign may require addi-tional planning on the Narrator�s part,but in the end it is often worth it.

Larken, an ancestor of Goldmoonfrom the novel The Dark Queen, pos-sessed second sight. One also finds itfrequently among barbarian shamansand soothsayers. (They do not keep theability secret, however.)

Shared Body

Though he may appear insane to thosewho know him, a hero might harbortwo distinct spirits in his body. Controlof this shared body switches back andforth between the two. In most cases,however, the spirits share the knowl-edge they gain, so the hero rarely findshimself at a disadvantage when thechange comes over him.

Still, the two spirits have distinctpersonalities, likes, and dislikes. Thismeans that players of a hero with thissecret need to generate a second hero torepresent the second spirit. The twoheroes have different demeanors,natures, roles, and other backgrounddetails. Their Physical ability scoresremain the same but the codes maychange�one spirit may belong to aweapons master, while the other maybarely know how to wield a daggerwithout doing itself harm. All Mentalability scores and codes must be drawnanew for the second spirit. The playershould use his original hero�s wealthscore and number of quests.

The player and Narrator togethershould determine the relationshipbetween the two spirits inhabiting theshared body. They may resent each

other or consider each other friends�they may not even have the same goalforcing them into a constant strugglefor dominance of the body.

Some event-determined by theNarrator�triggers the switch in controlof the hero�s body. Possible triggersinclude stressful situations, the fullmoon, certain odors, or the player�s useof a Dragons card to attempt an action.A successful challenging Spirit or Reasonaction from the hero may allow the cur-rent dominant spirit to retain control ofthe body. To keep the circumstancessurrounding the switch from becomingobvious to the players, the Narrator maywish to define multiple triggers orensure that the switch does not takeplace every time the trigger event occurs.

Waylorn Wyvernsbane, as seen inthe classic DRAGONLANCE adventureDragons of Dreams, may have shared hisbody with the spirit of the legendarySolamnic Knight Huma Dragonbane.On the other hand, he may just havebeen suffering from a mental disorder.

Illegitimate Child

A hero might be the illegitimate childof a royal character or someone elsethat holds power and influence. Thenagain, perhaps the hero himself hasparented a child out of wedlock, eitherunknowingly or purposely.

In either case, the hero may remainunaware of his status until certainevents in the game take place. (Theplayer should probably stay kept in thedark, as well.) Perhaps the royal parentdies, leaving the unknowing hero heirto a throne�unknowing, anyway, untilassassins suddenly come after him forno apparent reason. Or maybe a youngwoman shows up one day and pro-claims herself the offspring of a flingthe hero had in his youth.

On the other hand, the hero mayknow his status and seek out his lost par-ent or child. (The search then becomesan aspect of the hero�s hidden agenda.)

The Dark Knight Steel Brightblade,from the novel Dragons of Summer

Optional Rules 4 7

Flame, was the illegitimate son ofDragon Highlord Kitiara uth Matar andSolamnic Knight Sturm Brightblade.

TraitorAt some point in his past, a traitor herobetrayed a cause. Perhaps the scandalarose from something as simple as notfollowing the family tradition andbecoming a carpenter, or perhaps thehero perpetrated a double-cross that ledto the deaths of hundreds. If other heroesor important characters learn this secret,the hero may face severe difficulties.

Whatever the betrayal (decided bythe Narrator and player) there is a cer-tain place or group of characters thehero feels compelled to avoid.

Dhamon Grimwulf from TheDawning of a New Age considers him-self a traitor to the Knights of Takhisis.

EnemyAn unfortunate hero might discoverhimself the subject of great hatred froma powerful enemy. The Narrator andplayer can decide upon the details, butthe enemy should constitute a group ofpeople�a family or clan that has reasonto hate or distrust the hero simplybecause of his family, perhaps as theresult of a generational blood feud.Members of this group should show upat inopportune moments, either seekingto even the ancient score or as powerfulfigures who can make life difficult forthe entire adventuring group.

The secret of the enemy�s doggedpursuit of the hero might involve theorigin of the hatred between the twofamilies. Uncovering the history behindthe feud, then finding a way to resolve itseems a quest worthy of any group.

Heroes who gain an enemy as aresult of their role (such as the dis-placed noble) should choose a differentsecret, for better variety.

Shapechanger

Some rare heroes in Krynn canshapechange into the form of an ani-mal. This ability is no curse or disease

The hero gains all the attributes andcombat abilities of the animal form, aslisted under �Animals of Ansalod� inChapter Six of the Book of the Fifth Age.Unlike the �shared body� secret, the herocan will the change to happen but, uponreturning to his normal form, he retainsno memories of his prior activities.

The mercenary El-Nahvar from thenovel Dark Heart is a shapechanger.

PredestinedThe powers of Fate (or the will of thegods before they withdrew from Krynn),have decreed a special task for a predes-tined hero. Perhaps someone has recentlyuncovered prophecies referring to a sav-ior (or destroyer) who bears an uncannyresemblance to the hero. Those with sec-ond sight may even have strange dreamsabout the hero battling some titanicforce. This individual is meant to fulfillhis special destiny, and until he has, hislife will not be his own. No matter whathe does, he cannot escape his destiny.

The secret of or predestination is onethe Narrator muit keep to himself.Although the hero may have heard aboutvague prophecies made at his birth orhave come across one during play (asmentioned above), he should never findany evidence of the omens truth.

The hero�s destiny should becomeclear only at the threshold of whatever

(lycanthropy does not exist on Krynn),but rather an inborn power that runsin certain lineages. Members of suchfamilies can change only into the formof a specific type of animal, determinedby the suit of the card drawn to gener-ate this secret (or a random draw).

SuitShieldsArrowsHelmsSwordsMoonsOrbsHeartsCrownsDragons

AnimalCrocodilePantherGrizzly bearLeopardGiant owlDolphinWolfKingfisherGiant lizard

4 8 Chapter Three

great event he is fated to influence. Forexample, say a former Wizard of theBlack Robes tries to contact the godNuitari to regain his lost magical power.He fails, but manages instead to open adimensional rift to the Abyss-in spe-cific, to the infernal realm where, priorto the War of the Lance, Takhisis har-vested spirits to infuse into the new dra-conian race. Now more Evil spiritsthreaten to come through the rift andinvade Krynn. Having long ago foreseenthis calamity, Nuitari orchestrated theevents that led to the birth of the hero,the one person who can seal the rift.

If the above example took place aspart of a campaign, the villain trying toreach Nuitari would surface every twoor three quests to confront the predes-tined hero. He manages to escape everytime�or at the very least, dies anobscure death (falls into a river, getsburied under a collapsing wall, etc.).Gradually, the heroes see that the wiz-ard lives and seeks to attempt a power-ful ritual that will destroy the world.Only they know enough about hisplans to stop him�. Thus the predes-tined hero meets his fate.

The Narrator should avoid gearingevery quest in a campaign around theprefated figure�every hero ought to geta chance to be the �star� for a while.However, the campaign�s climax shouldcenter around the predestined hero, witheach of the others having his own impor-tant role to play. After all, if the godsestablished that one hero would performa great deed, might they not also havehand-picked those who would cometogether with him in a band?

The Herald, mentioned in ChapterOne of Dusk or Dawn, is a predestinedcharacter. When he was a child, Pala-dine himself proclaimed that he wouldone day perform an important task.(An event from the Herald�s childhoodappears in �The Missing Master Lor,�from the classic DRAGONLANCE adven-ture anthology The World of Krynn.)

One might also argue that the Heroof the Lance Goldmoon was predes-tined to be the center of the power of

the heart. Not only was she the firstpriestess of Mishakal during the gods�brief return to Ansalon toward the endof the Fourth Age, it was she who firstmastered the new powers of mysticism.In fact, Goldmoon�s birth is prophesiedin the novel The Dark Queen.

Putting It AllTogetherNarrators who incorporate any of theoptional rules described in this chaptershould keep in mind that they areintended as tools to heighten the playerenjoyment of the game. The new herorace and the concepts of false demeanorsand hidden agendas also are meant toinspire players to create interesting herobackgrounds and personalities and Nar-rators to build story ideas that revolvearound one or more of the heroes.

When using these new rules, how-ever, Narrators need to remain flexible.Not every element will suit every heroand as the campaign progresses, bothheroes and the storyline will evolvenaturally. Conflicts will get resolved,and secrets will be revealed. Narratorsshould just allow this development tohappen, and watch as other agendasand secrets grow from the changes.

All characters in good stories growand change, and so will the heroes.One might go from a river pirate to abeloved liberator; perhaps a noblewoman finds herself forced to assumethe role of a serving wench to hide fromassassins. Narrators should embracesuch transformations, for rogues thriveon changing circumstances�it is nottheir nature to feel satisfied by a stag-nant status quo. Evolution is at theheart of every quest undertaken bythese heroes of defiance.

The description of Linsha Majere onthe next pages combines false demeanors and hidden agendas with the con-cept of false roles introduced in ChapOne to create a multifaceted characterharboring a number of secrets.

Optional Rules 4 9

Linsha MajereDescription

Demeanor

NatureReputation

Social status

Agility 8ADexterity 7CEndurance 3AStrength 4A

Melee weapon

Missile weapon

Armor

Shield

Human female(civilized),thug roleKnight of the RoseImmoral (9 ) *Aggressive (7 ) *Confident (3 )Vigilant (5 )Adventurer(Quests 6, Hand 4)Commoner(Wealth 3)

R e a s o n 6 DPerception 6CSpirit 7A (49)Prese nce 6 B

Short sword (+3)Broad sword (+6)Sling (+2)Crossbow (+5)Leather (-2)Plate (-5)Target (-3)

* Linsha Majere has adopted a false role andseveral false demeanors. Her true personalityand profession appear in italics, as do thearmor and weapons she bears when standingopenly side-by-side with other Knights.

�Most of the people I meet thinkI�m a cutpurse and an alleybasher�notsuitable jobs for a woman. I don�t doanything to discourage that impression,because living that lie is how I attend tomatters of honor.

�As a girl I went, at my parents�behest, to study with Goldmoon at theCitadel of Light. There, I discoveredwithin me the power to speak with ani-mals and plants, to read the auras ofmen and women, and to communicatewith the spirits of the dead. These mys-tic powers aid me in my efforts to gatherinformation for the Knighthood.

�A few years ago, I caused quite a stirby becoming the first woman to everjoin the Order of the Rose. The factthat my family isn�t Solamnian madean even bigger splash. My parents, Ushaand Palin Majere, and my grandfather,Caramon, were so proud of me. I wish

50 Chapter Three

I could serve my Order today in a fash-ion that would continue to make themproud. But duty requires a differentkind of service from me.

�I belong to a clandestine circle ofKnights established in Sanction to keepwatch over that city�s mysterious lord,Hogan Bight. We remain ready to actshould he ever reveal an allegiance withthe Dark Knights and the GreatDragons. The people in Sanction knowme as Lynn, a greedy and violentwoman of loose morals. However,despite the charade, my heart and soulstill belong to the Order of the Rose,and I always repay honor with honor.

�Although I know that my workaids the cause of Good, I often feel asthough the pretense I engage in doesneither my brave parents and grand-parents nor the Knighthood the honorthey deserve. When last I visitedSolace, Grandfather told me howproud he was of me. The GrandMaster himself has impressed upon methe necessity of my task and the honorinherent in my goal. Still, when I amalone with my thoughts, I wish I couldlive a more honorable life-like thatled by others in my family, or byfamous Knights like Huma Drag-onbane and Riva Silvercrown.

�However, as long as I maintain mypersonal honor and perform my dutyto my utmost, I live up to the Measure.For now, that will have to do.

�But someday, Linsha Majere willhonor her family name with valor.�

Game Information

Linsha (3 ) has assumed the false roleof a thug. Reputedly she often seducesvictims, then kills them (she actuallyhas killed only rarely). She enjoys atrump bonus to use improvised weap-ons�a legacy of helping her mother,grandmother, and aunts around the Innof the Last Home as a girl. It becomes ahandy skill when subduing a would-beparamour as part of her cover identity.

This Knight of the Rose can castmystic spells from the spheres of ani-

mism, sensitivity, and spiritualism.�Lynn� demonstrates her �aggressive�demeanor as a false nature to those shebecomes acquainted with in her work.

When necessary, Linsha will revealher true identity to another Knight ofSolamnia. When recognized as a mem-ber of the Order, she gains the benefitsand drawbacks of a Rose Knight(described fully in Heroes of Steel):

Enjoys a trump bonus to close withthe enemy, for combat with Legion-naires or Dark Knights, and formelee attacks while mounted.Can petition for an increase in Pres-ence after increasing in reputation. Can draw from Solamnic treasuryusing her Presence score instead ofher wealth score.Receives no trump bonus to achievesurprise before combat.Presence score drops 1 point if shefails in a petition for advancement.Bound by the Solamnic Measure.Can abandon or refuse a fair fightonly after a daunting Reason (Pres-ence) action.Gives sixty days� service to the Order.

Personal wealth falls 1 point witheach increase in reputation (due todonations to the Order).

While she does not currently pos-sess any of the trappings of a Knight ofthe Rose, Linsha�s custom-made platearmor and the broad sword given toher by her grandfather, Caramon, uponher induction to the Order of the Rosewait for her back home in Solace.

AppearanceLinsha seems the spitting image of hergrandmother, Tika, when she wasyoung: stunning green eyes, richauburn hair, high cheekbones, and asupple, lithe body. Slightly smaller instature than her grandmother, she hasshort-cropped hair and plentiful freck-les, which help her to appear youngerthan she actually is. At age twenty-seven, Linsha still can pass for a teen,which makes her even more valuable asa covert Solamnic operative.

Optional Rules 5I

Chapter Fourteel�s thoughtswere centeredon Trevalin,on his talon.

He imaginedhis comrades

flying intow h a t w a sbound to be achallengingfight with theErgothians,humans of

enormous courage and prowess,who had held their lands allduring the War of the Lanceand who were determined tohold them now.

�Steel Brightblade imprisoned,Dragons of Summer Flame

One of the oldest realms in Ansalon,the Empire of Ergoth introduced manytraditions of intrigue and roguery nowwidely accepted across the land. Forinstance, the folk of Ansalon knowErgoth as the birthplace of thief guildsand the home of the Bard College. Inaddition, the people of Ergoth them-selves embody the very spirit of defi-ance. As the passage above indicates,Ergothians are made of strong stuff�strong enough to keep their land intactthrough countless wars, two Cata-clysms, and even the Summer of Chaos.

Despite its three thousand years ofculture and history, though, very littlehas been written about Ergoth, primar-ily because the Empire had becomequite a backwater after the Cataclysm.Now, the decline of the formerSolamnian lands under the shadow ofdragon and Dark Knight sees Ergothonce again emerging as the center ofculture and learning on Ansalon.

This chapter expands the informa-

tion provided in the FIFTH AGE boxedset about the island of NorthernErgoth. As one of the few realms inAnsalon relatively free of threat fromthe Great Dragons, Narrators canchoose this locale for campaigns fea-turing different themes. This islandcontains barbarian and civilized cul-tures, kender, gully dwarves, ancientruins, and forgotten remnants of lostcivilizations�all the makings of anexciting campaign. In addition, it is aland rife with political intrigue, andthieves and diplomats alike thrive inGwynned, Ergoth�s large capital city.Heroes can attempt a variety of questswithout ever leaving the island.

GeographyThe island of Northern Ergoth, justwest of mainland Ansalon, was in factpart of the mainland in the ages beforethe first Cataclysm rent the land. Schol-ars from the Empire of Ergoth divide theisland into two distinct realms: theEmpire in the west and the kendernation of Hylo in east.

In truth, the island contains threeother distinct realms, which the empirehas claimed in its bid to regain a frac-tion of its former size. The goblin- andgully dwarf-infested land of Sikk�et Hulin the south and the barbaric Ackalregion in the north continue to ignorethe Empire�s claim of sovereignty. Themarshy northeastern area of Ogaral�also considered a province of theEmpire (in name only)�remainshome to a naga and a clan of dis-turbingly intelligent trolls. All theserealms appear on the color poster mapof Ergoth.

Despite the island�s position at thesame longitude as tropical Nordmaarfar to the east, it enjoys much moretemperate weather. Its relatively mildsummers last from Corij to Sirrimont,and the winters extend from Phoenixto Rannmont. (See the Ansalonian Cal-

52 Chapter Four

Northern Ergothendar on the back cover of Dusk orDawn.) Currents from the southernSirrion Sea cool the island during thesummer months and bring to theisland some of the chill of winter.

The Sentinel range runs the lengthof Northern Ergoth from north tosouth, dividing the island in two. Steeppasses lead through the mountains inseveral places.

The island�s western and northernregions, which contain the Empireproper and the province of Ackal, fea-ture lush, grassy plains. Ages ago forestscovered this land, but as the ErgothianEmpire expanded, its citizens felledthem to build ships and the cities ofTruth, Gulfport, Lancton, Gwynned,and points even farther west and south(now part of the mainland or the isle ofSouthern Ergoth). These forests pro-duced the finest quality wood on thecontinent.

The southern end of the islandcomprises a hilly desert of scrub andsage. This harsh land is home to thegoblin and Aghar nation of Sikk�et Hul.Since the White Dragon buried most ofSouthern Ergoth in snow, these folkhave had to struggle even harder forsurvival in their chilly land.

The eastern part of the islandremains awash in lush old-growthforests. Since before the rise of theErgothian Empire, the territory fromthe eastern coast to the foothills of theSentinel Mountains has been inhabitedby kender. While they call their home-land Hylo, other Ergothians know it asKenderhome, as do many of Ansalon�scartographers. This forested land, likethe rest of the island, enjoys a farcooler climate than one might supposebased on its proximity to the equator.Summer weather remains cool andpleasant, and in winter the mild cli-mate results in wet snow that is justright for packing.

Empire of ErgothVolumes in the ancient library of theImperial University in Gwynned detailthe history of the people, places, andraces of the Empire of Ergoth from itsearliest days to the present. Long scoffedat by scholars of other realms, the uni-versity today enjoys a renaissance,thanks to the influx of scholars fleeingoccupied Palanthas. Academics acrossAnsalon have begun to reevaluateGwynned�s library, which outsiders hadlong considered nothing but a collec-tion of outdated tomes and inflated leg-ends about the empire�s lost glory days.

This section summarizes the historyof Ergoth proper and its �provinces� upto the year 31sc and describes their cul-ture and current happenings as well.The university library�s vast historicalsection provided the source of thisinformation; where it contradictsestablished accounts, both versionshave been included to allow the readerto decide the truth for himself.

Ergoth ProperErgoth is enjoying a population boomand cultural resurgence during the FifthAge, thanks to the influx of immigrantsfrom former Solamnian provinces nowheld by Khellendros the Blue.

Important Holdings

The variety of civilized settlements,magical sites, and ancient ruins makesErgoth proper a popular place foradventurers seeking their fortunes.

Northern Ergoth 53

Noteworthy SettlementsAll across Ergoth, new towns havepopped up to serve the needs of new-comers, and established towns haveswelled beyond their city walls.

Hillfal. The most important settle-ment in the northern part of Ergoth,the fortress town of Hillfal standsperched on the steep banks of the Alu-natal River, guarding both it and thenearby mountain pass from invasionby the barbaric Ackalite tribes to thenorth. This austere fortress started outas just a small toll station, establishedto collect fees from caravans travelingfrom Gulfport through the mountainpass toward Solamnia, or returningthrough the pass. The Ackalites razedthe station in an uprising during thereign of Emperor Redic I, though theempire ultimately managed to beatthem back to the northern tip of theisland. Hillfal�s ruins formed the foun-dation for a new, strong fort.

Completed in 230AC, Hillfal is thenewest fortress of Ergothian build inthe empire. No less than a legionremains stationed here at any giventime. The village of two hundredpeople just south of the fort consistsmostly of shops, houses of ill repute,gladiatorial pits, and even shadierestablishments that imperial troopsfrequent for an evening�s diversion.

Gulfport. A remnant of the ancientEmperor�s Road leads south from Hill-fal to Gulfport. Once a major center ofcommerce, Gulfport remains Ergoth�slargest merchant harbor. (The imperialfleet and the Solamnian warships thatescaped Palanthas after the coming ofthe Blue fill the harbor at Gwynned.)

Ergothians also know Gulfport asthe empire�s primary metalworkingsite. The realm�s finest artisans andweaponsmiths live here, working withmetals imported from Sancrist or cutfrom nearby Wind Dancer Mine (sonamed for the long-abandoned abodesof the lost Kyrie, located on the moun-tain�s least accessible peaks). Thismine�perhaps the richest in all ofAnsaon�has remained productive

since 567PC, and new shafts delve everdeeper into Krynn�s surface.

Tantyvil. South of Gulfport lies thehamlet of Tantyvil, a living monumentto the battle of wills between a fatherand son around 300AC. The elder son ofGulfport�s aging lord was eager toassume power, but the old man wouldnot step down. The son, already grownwealthy from New Sea trade, decided tobreak his father and Gulfport by con-structing a city of his own.

He named it Tantyvil after his wifeand spent his entire fortune buildinghomes, docks, stables, inns, smithies,shops, and defenses. When finished, hehad constructed one of the most aes-thetically pleasing towns in the empire,for it was planned, not grown. He evenhad he had the blessings of theemperor�Redic IV believed Ergothcould never have enough port towns. YetTantyvil never attracted more than ahandful of sea barbarian traders andsome fishermen. Old habits die hard,and Tantyvil lacked Gulfport�s primaryfeature: its link with Wind Dancer Mine.

Today, much of Tantyvil lies in dis-repair. Rumors call the town the secretheadquarters of the thief guilds, butotherwise it remains a fishing commu-nity of about three hundred.

Castle Crimson. Continuing southalong the Emperor�s Road leads to one ofthe oldest buildings in Ansalon. Theblocky Castle Crimson takes its namefrom its spires of red stone, importedfrom the Khalkist Mountains. From theroad, one can see the castle sitting upon ahill that rises sharply from the surround-ing plains. However, as invaders discover,the hill itself is part of the fortress, cov-ered with traps and hidden arrow slitsand doors that defenders can tire throughor emerge from without warning.

Built around 2300PC, the castle wasa gift to a human noblewoman fromher noble dwarf husband. Unfortu-nately, the relationship ended inembarrassment when she gave birth totwin gully dwarves (the reason why sofew dwarf�human pairings last).

The Lord of Castle Crimson, who

54 Chapter Four

traditionally occupies a seat in theimperial Senate, is the head of theShadowlark family, half-elves of Qua-linesti stock. They make bards, guildthieves, and Qualinesti refugees wel-come in their home, but seem to have astrange disdain for anything Solamnic.

Lancton. In sight of Castle Crimsonstands the fortified city of Lancton. Thecity was founded in 1940PC as a combi-nation toll station, guard post, and car-avan stop at the only fordable sectionof the Dermount River. However, thecompletion of the Quevalin Bridge in930PC removed the need for the city�sgarrison function, as caravans were nolonger as easy to ambush.

Today, Lancton remains a trade hub.The section of the river between it andthe capital serves as a portion of theEmperor�s Road. An extension of thisroad allows traders to rapidly carry orefrom the mines of Werim to the southto Lancton, and from there to Gulfportand Gwynned. Almost daily, oxen trodthe well-worn riverside paths to drawloaded barges along the waterway,

Even more important than its tradestatus is Lancton�s significance as thesource of the finest Ergothian art, music,and songwriting. Graduates of theempire�s Bard College, located here, areknown throughout the continent fortheir famous works celebrating theHeroes of the Lance and other great fig-ures in Ansalon�s history. The renownedelf bard Quevalin Soth (Qualinesti eldermale, artistic demeanor, Legend)attended and graduated from the schooland currently serves as its headmaster.

Lancton is also the acknowledgedheadquarters of the Ergothian thiefguilds�which causes many people todoubt the story, for why would a semi-secret organization like the guilds makeknown the location of their headquar-ters? Nonetheless, someone looking tomake contact with the guild ought tostart in Lancton, specifically at a taverncalled �The Emperor�s Clothier.�

Werim. From Lancton, travelers canfollow the Emperor�s Road south toWerim, the largest mining town on

Northern Ergoth. To save their ownlives during the Shadow Years follow-ing the first Cataclysm, Werim�s villageelders legally gave up their childrenand their descendants to an invadingwarlord. Even now, everyone bornWerim is still considered a slave, theproperty of the local lord.

For centuries, the folk of Werimhave fed the glory of local tyrants. Thecurrent lord is Governor Seta Eyt(human adult male, cruel demeanor,Adventurer) a harsh and greedy man.The Thief Guild has long targeted thisunfit ruler, but his alliance with thecunning Li tribe, a group of disaffectedAckalite barbarians who act as hisbodyguards, has kept Eyt alive throughseven assassination attempts.

Gwynned. Downriver from Lanc-ton lies Gwynned, the city that bethe imperial capital when the old capi-tal, Daltigoth (in Southern Ergoth), fellto ruin and ogres after the Cataclysm.

Seaside Gwynned had been afavorite summer retreat of emperorssince the Quivalin dynasty. It featured apalace, although less glorious than theGolden Palace of Daltigoth, suitableaccommodations for the Senate, glad-torial arenas, opera houses, the Imper-ial University, and many other basicamenities for the life of an emperor.Redic I established his capital here andrenamed the town Gwynned to evokethe memory of that extinguished inrial line and give his own reign an alegitimacy (see �History�).

Since then, emperors have expanded Gwynned's defenses and harbor severaltimes, helping the city evolve into a cosmopolitan of inequity. A visitorcan find any serve here�as well asany pleasure. The bouts in the local gladiatorial arena enjoy a place amongthe strangest and bloodiest in theempire. (Citizens still talk about thefight between a lightning-breathingbehir and five condemned criminalsdressed in full plate mail and armedwith steel rods.)

Landfall. Northwest of Gwynnedstands a coastal fortification built around

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an ancient tower of gnomish origin. Tra-dition holds that this tower marked thespot where the gnomes reached main-land Ansalon during their quest for theGraygem in the Age of Dreams. Landfalltakes its name from that myth. While thetower still holds the gears, levers, andother odd manifestations of gnomishtechnology, the salty dampness of theocean has long since fused the metal intoan unworkable mass.

In 1770PC, after the Solamnians hadestablished their presence on Sancrist,the Ergothians turned the gnomishtower into a sprawling fortification�just in case Solamnus intended to useSancrist as a staging area for invasion.Today, the empire maintains the fortressas a last-ditch defense. Not only did itstand throughout the Ackalite invasionimmediately following the Cataclysm, itcontributed to the eventual defeat ofthese rebels at the hands of Redic I.

Thonvil. Almost due south ofGwynned, on the island�s southerncoast, is Thonvil. This relatively unre-markable fishing village plays host tothe �Wooden Weapons Annual,� a non-lethal version of the gladiatorial boutsheld in other towns.

A popular local story claims theinfamous Dragon Highlord Kitiara uthMatar attended the Annual and tookthe championship when she was but astrip of a lass (naturally, Ergoth�s male-dominated society forced her to dis-guise herself as a boy). Supposedly shereturned to the Annual every few years,always disguised as a man and alwayswalking away with the championshipand the purse of gold that came with it.Even after her death, the legend goes,she continues to attend the WoodenWeapons Annual on occasion. If herspirit shows itself to a contestant, hecan be almost certain to win�or hecan be certain to lose.

Almost without exception, however,historians of the War of Lance agreethat the Blue Lady never visited North-ern Ergoth. In fact, her own diariesindicate that she regularly competed inthe Wooden Weapons Annual in the

town of Vocalion on Southern Ergoth,a site now buried beneath Gellidus�sglacier. Still, the insistence of Thonvil�spopulace makes some scholars grant agrain of truth to the tales of the spirit,though no educated man thinks theghost is that of the long-dead Highlord.

Attendance at the Wooden WeaponsAnnual has tripled in the past fewyears, as Solamnian refugees find itreminiscent of their honorable tourna-ments from back home. Of course, theinflux of newcomers is altering some ofthe myths surrounding the Annual. Forexample, a version of the legend of theHighlord now circulating claims theghost shows itself only to braggartswho will lose the competition.

The Solamnian South. The southernportion of Ergoth proper is the area mostheavily settled by Solamnian refugees.The farming community of New Win-terholm, the largest settlement there,got its start thanks to a land grant to SirWilhelm Tankreed (human adult male,honorable demeanor, Champion). AsKhellendros descended upon northernSolamnia, this lord fled with the peasantpopulation for whom he felt responsible.

Throughout the Solamnian South,the immigrants have settled in fairlywell, but a few cultural difficulties seeminevitable. First, farmers and herders onthe Sikk�et Hul border have a difficulttime seeing the goblins of that provinceas peaceful neighbors (see page 81). Thesame holds true for the Solamnian fish-ermen. Border attacks by land and seahave increased on both sides, as thenewcomers �defend themselves� and thegoblins� patience wears thin.

Second, Solamnians entering intomilitary service to the empire have ahard time adjusting to the Ergothianmentality. For instance, a Solamniannamed Brevin Gantalian (human youngadult male, modest demeanor, Adven-turer) who helped uncover a plot to kid-nap the emperor�s son was awarded thecommand of Hillfort, a fortress origi-nally built to guard a nearby mine andthe Emperor�s Road. The new comman-der appointed Marla uth Furstan

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(human adult female, honest demeanor,Adventurer), a female Solamnic Knight,as his second-in-command�whichmany Ergothian warriors viewed as apersonal insult. Further, he has launchedexpeditions into neighboring Sikk�etHul to �keep the provincial borderssafe.� Although such a move would seemreasonable along the Gaardlund-Throtlfrontier in his native land, in NorthernErgoth it disrupts a centuries-old peace.

Major RuinsOgre ruins pepper the Sentinel Moun-tains along the Hylo-Ergoth border.Most have been thoroughly explored atthe urging of the cash-strapped empire,though goblin scouts and adventurersdo occasionally find new sites.

Wind Dancer. One of NorthernErgoth�s more mysterious structures, theWind Dancer ruins appear virtuallyinaccessible to anyone without flight.The few who have reached this ancientKyrie dwelling describe it as a bewilder-ing complex of hallways, staircases,identical rooms, and open courtyards.The only damage to the structure seemsto have been wrought by the passage oftime. It looks as though every residentsimply vanished. The empire encouragesexpeditions to the Wind Dancer peaks,hoping to solve this mystery as well asclaim any treasure hidden within.

Even. Unlike the Wind Dancer site,the fate of the ruined town of Evenholds little mystery. In the decades afterthe Cataclysm, rampaging Ackalitesrazed this town�once a supplier ofdelicacies like caviar and honey-bakedfish filets to Gwynned and othernorthern cities-and slaughtered everycitizen. All attempts to resettle the town(or loot whatever the Ackalites missed)have failed: The ghosts of dozens ofmurdered citizens haunt the area still.

Mystic PlacesA site not traditionally associated withmystical occurrences in Ergoth properis the abandoned hulk of CastleDiThon near Thonvil, once home to anancient and noble family.

The last member of this line, theWhite-Robed Wizard Bram DiThon,vanished during the Chaos War. Eversince, locals have claimed that fairyfolk inhabit the grounds and spiritshaunt the castle itself. All who attemptto investigate the place have vanishedwithout a trace, just as Bram DiThondid. (The Defenders of Magic novel tril-ogy recounts Bram�s earlier adventures.)

Main PopulaceNative Ergothians are humans with darkskin and black hair. They typically havebrown eyes, but occasionally a child isborn with startling bright blue eyes. Agrowing Solamnian human minorityalso calls Ergoth proper home. Thispopulation has fairer skin, hair rangingfrom honey-colored to black, and eyesof blue, brown, or green. Children ofmixed parentage invariably favor theirErgothian blood in appearance.

Local languages include Ergot,Kenderspeak (thanks to visitors fromneighboring Hylo), and Solamnic.

DescriptionErgothians like every aspect of theirlives highly structured and regimented.These people believe in order and willfight to destroy any threat to theirestablished lifestyle. History has shownthat this battle urge generally breedsonly more chaos, but it has become soingrained in the Ergothian nature thateveryone tends to overlook this fact.The rigidity of this society is perhapsbest illustrated by the fact that therealm still clings to its traditionalgovernmental structure-a Senateoverseen by an emperor-even thoughfor centuries the �empire� has beensmaller than a Solamnian province.

Ergothians also consider an indi-vidual born to his station in life andbelieve it his responsibility to fulfill theduties of that station. When someonefails to live up to his responsibilities, itis traditional for another of equal orslightly lower status to assume theminstead. This custom has led to periods

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of numerous successive coups andassassinations of emperors.

Ergoth is a highly feudal society. Therich and powerful own the land, andpeasants work it in exchange for theroof over their heads and a smallamount of the food they grow or thelivestock they tend. The empire is alsoheavily patriarchal, a cultural point thatcauses conflict with the refugees fromSolamnia, which has granted increasedstatus and opportunity for women fordecades. Virtually since the founding ofthe empire, Ergothians have believedthat women belonged at home, raisingchildren and tending to the needs oftheir husbands and families.

Any woman unhappy with this exis-tence generally leaves Ergoth proper, asa variety of laws restrict her ability tohold property or to profit as an adven-turer, warrior, or in any other tradi-tionally �male� field. Unless she passesherself off as a man, a woman who isnot a matron can work as either a serv-ing wench, maid, street dancer, or at anoccupation of even lower standing. Avery few women become bards, butthey usually start out as street per-formers �discovered� by an establishedand respected male bard.

Women are not the only Ergothianslegislated into particular roles, althoughthey certainly take the brunt of it. Theempire has laws that apply to virtuallyevery other person, too. Each citizenhas his place in the world-and it�simportant to society that he stay there.

This view (aided by a large nationalego) has caused the Ergothians to retainboth emperor and Senate past the pointwhere they are really needed. Thesepeople genuinely believe their empirewill rise again, as it is Ergoth�s duty to befirst among nations. Ergoth�neverIstar or Solamnia�is the center ofculture, arts, and human civilization onKrynn. For centuries, emperors, nobles,and scholars have tried to recapture thatlost glory. It seems that the devastationof the Dragon Purge, which broughtlow so many other realms, was just thecatalyst Ergoth needed.

CultureThe influx of refugees from Solamniahas provided Ergoth with a much�needed population boost. The freshinfusion of new creative expression�inthe form of Solamnian tapestries andsculpture�has touched off somethingof an artistic renaissance. The onemedium in which the Ergothiansremain unmatched is epic verse andmusic composition.

While elves may produce the bestinstruments in Ansalon, none canmatch the skill of an Ergothian bardwhen it comes to penning new works.Unlike the flowing nature of elvenmusic, which relies heavily uponimprovisation, local bards composehighly structured and measured music.Lyrics, though less rigid, also followspecific formats. (However, the BardCollege in Lancton identifies over threehundred verse formats, so only themost discerning listeners can recognizethat bards work within set parameters.)Throughout Ergoth proper, commonerand noble alike love music and verse.

In stark contrast, Ergothians areequally fond of bloodsports. Virtuallyevery settlement has some kind of gladi-atorial arena: from simple pits in smallvillages to the vast sprawling stadium ofGwynned. Locals flock to these arenas towatch man fighting beast or man fight-ing man. The purpose of these boutsranges from settling scores or punishingcriminals to just plain having fun (suchas Thonvil�s Wooden Weapons Annual).Gladiatorial combats represent toErgothians what county fairs mean tothe rest of Ansalon. Bards or dancersusually perform between each combat.

TradeThe empire exports copper, brass, andsteel tools and weapons; ogre relics; andcut stone to nearby Gunthar on the isle ofSancrist and to Coastlund in the realm ofKhellendros. In return, Ergoth importsprecious metals from Gunthar, carvedwooden figures and cut wood fromKenderhome, and fruits and leather fromdragon-occupied Qualinesti.

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The rapidly growing city ofGwynned has seen increased trade oflate, thanks to Solamnian immigration.

History

The earliest history of Ergoth remainsall but lost to the mists of time, littlemore than a collection of legends in anancient tome called History of theWorld. The title of this work is highlymisleading��the world� of theunknown authors extended no farthereast than the Khalkist Mountains andthe Silvanesti forest. Yet enough of thelore corresponds with tales collected byscholars in Palanthas that one can gleansome facts from it.

Although the History of the Worldincludes no dates, loremasters have cor-related events with the Iconochronos ofthe historian Astinus. For simplicity�ssake, this section uses the method ofreckoning common among historiansin the Fifth Age (Pre Cataclius, Alt Cat-aclius, and Saer Cataclius).

The Formation of EmpireHistory of the World tells of an adven-turesome youth named Ackal Ergot,who reportedly slew an entire tribe ofbakali�a lost race of lizard men�because if they had captured him, hewould have missed the celebration ofhis fourteenth birthday and his ascen-sion rite to adulthood.

Ackal Ergot was born around2650PC in the village of Sanction, farfrom the lands that today take hisname. Many of his youthful exploits inthe aftermath of the Second DragonWar appear in the History of the World,including his journey to the SentinelMountains, where he became the firsthuman in fifteen centuries to ventureinto an ogre city. There he encounteredvast treasures and the mystical artifactknown as the World�s Heart. A visioncame upon him then�a vision thatwould drive him to forge the barbarichuman tribes into a mighty empire.

Upon returning to Sanction, he ledexpeditions into the ruins of the ogrecities in the Khalkist Mountains. With

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the wealth gained from these forays, hebegan bribing tribal chieftains for theirloyalty. Those who could not bebought, he exterminated with swordand flame. By 2600PC, Ackal Ergot hadunited all the human tribes from theKhalkist Mountains to the far westernedge of Ansalon. On his seventiethbirthday, he declared Daltigoth, theformer stronghold of a particularlypowerful tribal chieftain, the capital ofthe Empire of Ergoth and commandedscribes to pen the History of the World.

Five years later, as his armies pressedinto the southern lands where theremaining free human tribes had bandedtogether under the woman warriorknown as Kharolis, Ackal Ergot fell downa flight of stairs in the newly completedGolden Palace and died. (The History ofthe World claims he was pushed by assas-sins, but the Iconochronos implies that theself-made emperor tripped on his owncape while in a drunken stupor.)

Growing PainsFor the next century, the empireteetered on the brink of disaster. Ackal�ssons proved stupid, petty, and self-cen-tered. One by one, they ascended to thethrone and assassinated each other.(For example, the only official act takenby Ackal II before his death was torequire imperial permission to exploreogre ruins; see the thief guilds sidebaron page 12.) The last of Ergot�s sonswas assassinated by his own daughterwhen he tried to make slaves of all whodwelled west of the southern SentinelMountains. (He planned to set them towork carving the tallest peak into hisown likeness.) When the young womanattempted to claim the throne, she wasslain by angry priests and warriorswho, thanks to their experience withKharolis in the south, believed thatfemale rulers could only lead theempire to ruin.

With the end of the Ergot line, theQuivalin line ascended to the throneand proceeded to rule ineffectively. Forthe next several decades Ergothian war-lords fought among themselves, each

believing himself worthy of the throne.During this quick succession of fourQuivalin emperors, some managed toexpand the borders slightly�Ergoth�sfrontier now reached the border of Sil-vanesti in the east and the very north-ern tip of the Sentinel Mountains in thewest. However, this expansion could notequal the growth achieved under Ackal.The empire grew into a brutal, bestialrealm ruled by tyrants consumed bytheir egos and lack of vision.

Although the History of the Worldends with the beginning of this period,the lconochronos and recent Ergothianhistory texts provide further details.

Ergoth RisingIn 2480PC, the warlord Ackal Dermountclaimed the throne. He had long con-sidered war-internal and external�detrimental to the empire�s welfare.Upon destroying the last of his oppo-nents, Emperor Ackal IV set aside thesword of Ergot and began trade with theSilvanesti elves in the east and the fledg-ling kender nation of Hylo in the north.

Peace reigned for more than one hur-dred years, throughout the rule of AckalIV and his successors Ackal V and AckalVI. Humans and elves intermarried, andthe first half-elves became assimilatedinto the empire. Humans and dwarvesalso intermarried. However, historiansindicate that, unlike half-elves, whoseemed a product of the best that thehuman and elf races had to offer, the off-spring of human and dwarf unions wereugly, simpleminded creatures fit for littlemore than removing garbage or cleaningstables. New laws forbade dwarf�human interbreeding and marriages,and the unfortunate products of theseunions-called �dirt eaters,� �muckers,�or �dump men��found themselvescast out of Ergothian settlements. Mosthistorians consider these creatures thefirst gully dwarves (or Aghar, as theyhave christened themselves).

Ackal Dermount�s grandson, AckalVII, ascended to the throne in 2240pc.In 2200pc he declared Hylo a vassalstate of Ergoth. During the reign of

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Ackal VII, stories of human�kendermarriages are common (including afew involving the emperor supposedlyhaving a kender wife). However, mostserious historians consider thesemerely tales of political satire spawnedby the fact that the emperor never quitegot the kender to understand the con-cept of paying taxes and providingtroops for the Ergothian army. Tax col-lectors in Hylo had to contend withcarved wooden figurines and polishedrocks, while military officers foundthemselves commanding bands ofkender ready to go explore the empire.

Troubled TimesThe reign of Ackal VII is marked byincreasing tension among humans,elves, and dwarves. After his death, theyoung Emperor Quivalin V ascended tothe throne�Ackal�s wife was barren, sohe had named a member of the Quiv-alin line his successor. Three monthslater, rising racial tensions explodedwhen human hunters accidentally slewthe Silvanesti ruler, Sithel.

Suspecting the death was no acci-dent, Sithel�s older son, Sithas, declaredwar on Ergoth. This campaign, dubbedthe Kinslayer War by historians, lastedmore than fifty years. The legendaryunaging wizard General Giarna com-manded the empire�s legions, whileKith-Kanan, twin brother of Sithas, ledthe elf armies.

Only the first five years of the warsaw any loss or gain of territory; therest devolved into a long, bloody stale-mate. The final battle of the warclaimed the life of Giarna, the humanwife and half-elf children of Kith-Kanan, and thousands upon thousandsof elves and humans. Kith-Kanan nego-tiated a truce with Emperor Quivalin V.Soon after, western Silvanesti declaredits independence, becoming a landwhere elves, half-elves, and humanscould live together in peace.

In the years following the KinslayerWar, the empire found itself at oddswith its dwarf neighbors. The governorof the southeastern province authorized

his people to begin mining in theKharolis Mountains near Thorbardin.A border dispute arose: The dwarvesclaimed the mountains as their terri-tory, while the governor, backed byImperial Court, held that they hadclaim on the mountains. After all,Thorbardin had been built only thanksto the empire�s generosity in permittingthe dwarves access to their mountains.

By 2128pc, negotiations had ended.The dwarves ceased trading withErgoth and began harassing the miners,as well as caravans heading to westernSilvanesti. When Quivalin VI assumedthe throne in 2120pc, skirmishesbetween dwarf warriors and Ergothianborder patrols were the order of theday. With Quivalin VII�s ascension atthe age of thirteen in 2075pc, a full-blown war raged in the Kharolis Moun-tains, with the settlers in westernSilvanesti caught in the middle.

Young Quivalin VII summonedKith-Kanan to Daltigoth, and the elfleader set about negotiating a trucebetween the warring factions, just as hehad for the emperor�s grandfather. In2073pc, Kith-Kanan engineered a peacetreaty between elves, dwarves, andErgoth. His new elf nation of Qua-linesti would serve as a buffer statebetween Ergoth and Thorbardin. Thehumans stopped mining the KharolisMountains and the dwarves lifted theirban on trade. Further, the dwarvesforged a replica of the Hammer ofReorx and presented it to the Ergoth-ian emperor as a peace offering.

During peace negotiations, the wiseyoung ruler made a show of breakingwith the past by changing his name;thereafter, emperors of his line wouldbe called �Quevalin.� He also began atradition of passing the gift of thedwarven hammer from nation tonation on an annual basis, to reinforcethe spirit of the treaty known as theSwordsheath Scroll.

Golden YearsWith Quevalin VII�s reign, the empireentered a cultural golden age. All the

Northern Ergoth 6I

classic forms of Ergothian song, music,and poetry appeared in their earlystages between 2080pc and 1900pc.Quevalin VII took steps to encourageand preserve the performing arts byfounding the Bard College of Lancton.His son, Quevalin VIII, established theImperial University in Gwynned andalso began assembling a large library ofliterature and history from all the racesof the world. For the first time, anemperor encouraged sanctioned loot-ers to retrieve something other thangold from ogre ruins. At the time of hisdeath in 1997pc, Quevalin VIII workedpersonally to translate ogre texts intoErgot. Sadly, his work, as well as theoriginal ogre tablets, has been lost.

Ergothians remember Quevalin IXas the emperor who created the Senate,a body to which nobles and wealthy cit-izens from across the empire couldelect representatives. The Senate�s pri-mary duties involved advising theemperor, supervising the army, fundinglarge construction projects, and ensur-ing that capable and fair governorsruled in the many provinces of Ergoth.

Some of the light of this golden ageshone on Ergoth�s neighbors as well.Dwarven and elven culture prosperedduring these years, and in 2000PC, Kith-Kanan urged further steps to reinforcethe idea of peace in the minds of gener-ations to come. Dwarves, humans, andelves came together to build the fortressof Pax Tharkas (an elven name thatmeans �peace among friends�). Kith-Kanan and Quevalin X both died dur-ing the monument�s construction, andboth were laid to rest in secret tombswithin the mighty fortress.

Quevalin XI took the throne inI905pc, five years before the comple-tion of Pax Tharkas. A wizard of theWhite Robes, this emperor began ambi-tious expansion projects of Daltigoth�sTower of High Sorcery and of thelibrary his great-grandfather had built.He also attempted to alter the line ofsuccession. For centuries, the thronehad passed from father to son and, inthe case of a childless emperor, to a

brother, the brother�s son, a male cousinor nephew, and then to any other maleblood relative. Quevalin XI sought torequire that the emperor also belong tothe brotherhood of wizards before hecould take the throne.

This attempt not only frightenedpotential Quevalin heirs with no talentfor the arcane arts, it also disturbedand angered warlords and nobles whosuspected that the emperor ultimatelyhoped to elevate sorcerers to an elitestatus above all others in the empire. In1900PC, General Macqui Hellman,commander of the Imperial Guard, leda military coup that ended the Que-valin dynasty and placed him on thethrone. Depending on which text onechooses to believe, Macqui Hellmannwas either a patriot who believed hewas doing the best thing for his coun-try or a sadistic madman whose hungerfor power and personal glory set theempire on the road to ruin.

Sundering of EmpireEither way, Hellmann�s coup markedthe end of just rulership in the empire.The usurper became the first in a line ofbrutal, exploitive emperors, most ofwhom appear to have been driven fromtheir thrones by assassins or courtintrigue. Taxes grew ever more unrea-sonable, as petty tyrant after pettytyrant built elaborate monuments tohimself and increasingly corruptregional governors lined their deepen-ing pockets. The throne exploited theresources and riches of the northernand eastern provinces. The laws againstlooting ogre rums without imperialpermission grew even harsher: anyonecaught near an ogre city without theproper papers would be killed on sight.

Throughout the reign of Hell-mann�s successors, the Quisling emper-ors, small rebellions arose in the north.The Quislings were also known to dis-regard the Swordsheath Scroll when itserved their purposes. Imperial legionsswiftly crushed all resistance, however.During this time, the thief guilds grewstronger and more powerful in most

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Ergothian cities, struggling to break theempire�s ever-tightening grip on thethroat of its people.

In 1812PC, Emperor Emann Quis-ling appointed the distinguished andskilled commander Vinas Solamnus toposition of praetor, the highest militaryoffice in the empire. From the momenthe saved the emperor from assassina-tion on his wedding day, Solamnus hadearned the respect of both the empire�smilitary and political leaders. However,he had a reputation of being somewhatnaive when it came to politics. Quislinghoped to manipulate Solamnus andcontrol those who admired him.

Solamnus served Quisling loyallyfor eleven years. His most notableachievements during this time include:

Leading the force that in 1808PCdestroyed a band of half-elf cut-throats that had been attacking andlooting caravans around Caergoth;Risking life and limb when, in1804Pc, crazed priests of Takhisisabducted Quisling�s sister. With theaid of a band of adventurers (includ-ing a mage named Fistandantilus),Solamnus saved the royal lady frombeing thrown into Raekel�s Pit tocomplete some dark ritual (the pit isdescribed in �Sikk�et Hul Province�).

However, in 1801PC, events were set inmotion that would forever turn Solam-nus away from the empire he haddevoted his life to defend.

The peasant revolts that came to beknown as the Solanthian Troubles tookplace in the empire�s northeasternprovinces surrounding Vingaard andSolanthus in the spring of 1801PC.Local outpost commanders could notcontain the rebels, so Solamnus wassent with a large body of troops toquell the rebellion personally.

The insurrectionists and theirpeasant army were no match for askilled commander like Solamnus, soinitial victories came swiftly�yet theyyielded no results. Solamnus�s armyslaughtered hundreds of peasants,armed with pitchforks and stolen

swords they hardly knew how to UseIn an effort to avoid an endlesof massacres, Solamnus visited therebel headquarters at Vingaard Keepunder flag of truce. There he learnedthe truth: The empire had provokedthe Vingaard Uprising and the otherrecent revolts through repressivetreatment of its citizens.

In a period that historians refer toas The Year of Waiting,� Solamnusreviewed the details of the peasants�cause, all the while doing what hecould to ease their plight. He did hisbest to stall the emperor�s inquiries ofprogress and diverted the attentions ofcouriers from Daltigoth who came tocheck on his status. However, in1798pc, Solamnus learned that theemperor had refused his request forpermanent assignment to Vinggaaradand planned to send his grand-nephewto take over the post. The time hadcome to act. In a stirring speech, thepraetor announced his intention tolead the rebellion against the empireand inspired most of his army to dothe same. Those who would not joinhim, he allowed to leave.

The provinces of northern Ergothrallied to Solamnus�s banner, and thepeasants trained in the ways of soldiering. Nonetheless, Solamnus knew hisforces were not ready to take on theimperial legions that would be sent torelieve him of command once his former followers told the emperor of theevents at Vingaard. Rather than rushforward with poorly traioned troops,Solamnus's army fought to keep thelegions from gaining too much strengthin the north, while the peasant forcesgrew in size and competence.

By early 1794PC, Solamnus declaredhis forces ready to go on the offensive.For three years, they fought in north-ern Ergoth, primarily on the plainsbetween Vingaard and Thelgaard.None of the emperor�s commandershad Solamnus�s command of tactics.sense of purpose, or skill in oratory.Historians estimate that Solamnuscaused as many legions to join his

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�Rose Rebellion� as he defeated on thebattlefields. Even troops from otherSwordsheath nations joined his army.

In 1792pc, Vinas Solamnus�s Sword-sheath Army marched on Daltigoth.With skill and daring, he evaded ordefeated Ergoth�s remaining legions. Aswinter was about to set in, he laid siege tothe imperial capital itself. However, a foultrick lured Solamnus into the city and,victim of a ruse, he accidentally killed theempress. He was captured and sentencedto die in midwinter. However, on the dayof his hanging, local peasants loyal toSolamnus helped his army breach thecity walls, rescue the praetor, and takethe capital. Quisling fled.

By early spring, Emperor Quislingsurrendered, agreeing to permit prov-inces unhappy with imperial rule toforge their own nations. Many westernprovinces, close to Daltigoth, remainedloyal to the empire. Most northeasternprovinces and Hylo asserted their inde-pendence. The human nations declaredSolamnus their lord, and he signed theSwordsheath Scroll on their behalf.

A New EraErgoth�s time as the dominant nationof the world had come to an end. Asthe new realms in the north and eastgrew strong and prospered, Ergothfoundered under a string of incompe-tent, corrupt, and even insane emper-ors. The thief guilds began to emerge asa major force in many Ergothian cities.By 1480pc, the nation of Solamnia hadreplaced Ergoth as Ansalon�s majormilitary power, while Istar, a dynamicunion of city-states beyond the Khalk-ist Mountains, had become the centerof trade.

With increasing trade competitionfrom Istar, Emperor Theolonius LekaerII renewed the Swordsheath Scroll inan elaborate ceremony with the rulersof Qualinesti and Thorbardin in1234PC. The three nations prosperedthrough trade and cultural exchangesonce again, and the Lekaers became thefirst dynasty since the fall of the Que-valin line almost seven hundred yearsprior. However, this relatively briefperiod of prosperity came to an end

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when Ergoth became one of the pri-mary battlegrounds for the ThirdDragon War.

In 1060PC, plots by the Dark Queencame to fruition, and hundreds ofdragons filled the skies of Ansalon, rav-aging cities and sweeping smallerrealms from the map. Emperor LekaerIV marshalled what forces he could,but even Solamnia could not withstandthe onslaught of the dragons. For fourdecades, the Evil wyrms wreaked havocupon the land. The faith of the Ergoth-ians in their emperor and in the godsbegan to fade as nothing seemed ableto stop the dragons.

It was Lekaer IV and his primarymagical adviser and instructor, Fistan-dantilus (an apprentice of Giarna fromthe Kinslayer War, well-versed in mattersof war as well as immortality) whospurred the Orders of High Sorcery tocreate mighty magical weapons to useagainst the dragons. The wizards met atthe Tower of High Sorcery in Palanthasand created the fabled Dragon Orbs.

In the end, the war was won by asingle man: A young Solamnic Knightnamed Huma Dragonbane personallyconfronted and defeated Takhisis, forc-ing her to take her dragons from theworld once again. Although the recordsfrom most realms during this time arespotty or confused, most historiansagree that Huma�s legendary battle tookplace in 1018PC.

The Road to CataclysmErgoth was slow to rebuild after theThird Dragon War. Other nationseagerly accepted aid from the growingrealm of Istar, but Lekaer V and hissuccessors forever hoped to return theirempire to the glory days it had onceknown without any such charity. In947pc, shortly after ascending to thethrone, Lekaer VII wrote, �Istar comeswith smiles and open purses. But underher robes she hides poisoned daggers,which she will drive into the hearts ofthose who will not accept her over-tures. Such is not friendship, but therelation of a would-be slavemaster to

property. Ergoth, the mightiest nationin Ansalon, will never be the slave ofmerchants who want to be kings.�

Lekaer�s words angered many ofAnsalon�s rulers, but a century later hiswords appeared prophetic. In 850pc,Istar began imposing and aggressivelyenforcing trade standards upon allother realms. By 673pc, when Istarattempted to gain exclusive controlover trade lanes and key ports�including many Silvanesti and Ergothiancities-the trade capital began wagingopen war against the empire and the elfkingdom. Ergothian war galleysattacked Istaran privateers and mer-chant vessels, while the elven fleetblockaded Istar�s harbor, preventing allvessels from entering or leaving.

When Istar appealed to Solamnia foraid, the militaristic realm convinced thesigners of the Swordsheath Scroll to letIstar add its name. The mercantilerealm proceeded to sign additionaltreaties with the kender and dwarves.Increasingly over the next years, Istarbecame the dictator of SwordsheathScroll nations and policies. Soon everyrealm in Ansalon had signed it and, bythe middle of the fourth century PC,the Swordsheath Scroll also had becomeknown as the Istaran Greatmeld. Ergothand Silvanesti were the only two nationswho had refused to join. Although theImperial Court maintained cordial rela-tions with Istar, Ergoth traded only withSilvanesti and Thorbardin.

In 280PC, however, even cordialrelations ceased. That year, Istardeclared itself the moral center of theworld and installed its first Kingpriest.The move outraged Ergothian priestsand offended Emperor Gwynned II ofthe dynasty that followed the Lekaeremperors. He issued a proclamationthat no one realm could be consideredthe moral center of the world, sincethat center existed with the gods, notwith man. However, when Solamniaswiftly applauded the effort, Ergothsevered all relations with Istar.

Over the next two centuries, Istarbecame more corrupt with power than

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the empire had been at its worst. Mili-taristic Solamnia served as Istar�s pri-mary fighting force, most of theKnights believing the Kingpriest asupreme agent of Good. Only Ergoth�spriests continued to speak out againstthe Kingpriest, and their voices wereweakening: Istaran religion had takenhold even in Ergoth. People were shift-ing away from the traditional view thateach individual enjoyed a personalrelationship with his god of choice,facilitated by priests. Instead, theybegan to see the Kingpriest of Istar asthe only true source of divine knowl-edge from gods too distant to worryabout each individual on Krynn.

A succession of Kingpriests contin-ued to pass increasingly harsh, restric-tive edicts. With the Proclamation ofManifest Virtue in 118PC, Istarasserted its moral outlook upon all ofAnsalon with a list of �evils.� One ofthose evils was directed squarely at theEmperor of Ergoth: �It is a sin toadopt a title more grand than �king.�Paladine is the Emperor of Dragons,and any who would adopt a similartitle do belittle him.�

Gwynned V issued a proclamation ofhis own: The Istaran document held nomeaning to Ergothian citizens. In theempire, it stated, only the gods can trulyjudge virtue. Still, the Kingpriest contin-ued to gain followers, even in Ergoth.

Then, after almost a thousand yearsof ceaseless decline, Ergoth saw a rise inboth cultural activity and religious fer-vor. In 39PC, the empire�s priests-ofGood, Evil, and Neutral gods-receivedvisions that the mighty Istar would falldue to the corruption of the Kingpriest.They began speaking this prophecy,ignoring Istaran and Solamnian threatsto punish them for such heresy. Theirsermons boosted national pridethroughout the empire and filled thetemples like they hadn�t been sinceSolamnia split from the empire. Newworks of art centered not aroundemperors and governors but insteadaround the glorious achievements ofErgoth�s people. Some provinces that

had declared independence, like theregion that would become Ackal, evenrejoined the empire.

Meanwhile, Istar declared wizardryEvil and attempted to disband theOrders of High Sorcery. When theactions of the Kingpriest�s followers inDaltigoth resulted in the destruction ofthe Tower of High Sorcery there (andthe neighborhoods around it) in 19pc,local religious fervor rose to a fanaticallevel. Gwynned VI fanned the fires. Thecorrupt ruler of Istar had declared warupon Ergoth, he said, and now Ergothwould strike back!

Weakened by Solamnian andIstaran trade sanctions, however, theempire�s �war� amounted to only a fewskirmishes at first. Meanwhile, theKingpriest in distant Istar proclaimedEmperor Gwynned VI an agent of Evil.However, increasing armed resistanceby goblins, minotaurs, elves, kender,and other races declared Evil by theProclamation of Manifest Virtue keptIstar�s forces too busy in the East to acton the pronouncement. Even theSolamnic Knights began to feel disen-chanted with Istar�s oppressive edicts.

Gradually, Gwynned VI built anarmy large enough to strike againstSolamnia, and from there against Istaritself. By 8PC, the border skirmishes haderupted into full-fledged warfare. By1PC, the Ergothian army had laid siegeto Thelgaard and Solanthus in thenorth, while combined human anddwarf forces occupied Xak Tsaroth inthe south, preparing a push toward theKhalkist Mountains.

But then Gwynned VI died sud-denly while his son, Gwynned VII, wasbarely in his teens. This gentle souldespised war and harbored deep-seatedsuperstitions. He also feared the powerof the Kingpriest so, even as his armiesmade ready to press toward victory,Gwynned VII ordered a halt.

Less than one month later, the Cata-clysm struck. Thousands of Ergothiansdied, including Gwynned VII and mostof the imperial legions, as the empirewas ripped from mainland Ansalon.

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Tidal waves swept across the plainswhere Ergoth�s armies battled theSolamnians, drowning troops and citiesin what became the Straits of Algoniand the New Sea.

Post-Cataclysm ErgothThe centuries after the Cataclysm sawErgoth finally die as an empire, thoughthe emperor remains. The current Redicdynasty succeeded a series of pettydespots who attempted to claim thethrone during the Shadow Years. Theserulers have tried valiantly to pull Ergothtogether as a nation, but the dragon-armies, internal divisions (see the �AckalProvince� section), and the presence ofogres and other races on the islands thatonce made up the empire have renderedtheir efforts fruitless.

During the War of the Lance,Emperor Mercadior Redic V lent mostof the empire�s standing army to theassault on Neraka. Yet even that laud-able effort did not bring the attentionof the world back to Ergoth.

Ergoth escaped the Summer ofChaos and the Dragon Purge virtuallyuntouched. The strength and fiercepride of the Ergothians staved off DarkKnight attacks in Ergoth proper, whilegoblins repelled an attempted landingby the Knights of Takhisis in the south-ern province of Sikk�et Hul.

Today, many Ergothians think theircurrent Emperor Redic VI has more orless handed the empire over to theSolamnians. They applaud the magnani-mous gesture of allowing refugees fromthe Blue Dragon�s realm to settle inNorthern Ergoth�s hinterlands, and theyknow the influx of settlers has given theempire a much-needed populationboost. However, they find it disturbingthat the Knights of Solamnia, with theirtradition of shortsightedness and sidingwith Ergoth�s enemies, now outnumberimperial legions in military strength.

Nonetheless, most Ergothians feelthat the events of the last few decadeshave set the stage for their empire�sreturn to Krynn�s center stage. Today,Northern Ergoth remains the only land

not ravaged by the Great Dragons orthe Knights of Takhisis. And with therelocation of some scholars from theGreat Library and the university inPalanthas, the empire has regainedplace as Ansalon�s cultural capital.

Current HappeningsEmperor Mercadior Redic VI (humanadult male, kind demeanor, Champion)works today to engineer Ergpth's rise from the ashes.

PoliticsErgoth is ruled by a dynastic emperor.A Senate comprised of wealthylandowners, merchants, and noblesadvises him, but the emperor remainsthe ultimate authority in all matters�including appointing and dismissingmembers of the thirty-nine-seat Senate.Today Redic VI presides over anErgoth with a changing political face.The Solamnic Knights that have relo-cated to Ergoth proper form a strongdeterrent against Dark Knight invasionattempts. However, rumors hold thatRedic VI has tried to push Solamnicleaders on Sancrist to commit theirsupport to aggressive action as well.Redic VI also seeks to bringinces of Ackal and Sikk�et Hul morefirmly under his control. So far, theKnights have not stated whether theywish to involve themselves in such ven-tures, but they have appeared at moreand more Senate meetings of late.

One important semiofficial politicalforce in the empire is the thief guilds(see sidebar on page 12). These soci-eties have emerged as guardians againstabuse of power in the hands of the rul-ing class. The guilds don�t trust theSolamnic Knights and fear that RedicVI�s desire to restore glory to theempire may cause him to cede toomuch control of Ergoth�s destiny tothem. In the past, thief guilds havemoved against even emperors, and theystand poised to do so again if necessary.

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Today in ErgothThroughout Ergoth proper, rumorsabound of an imminent attack on theunruly northern province of Ackal.Whispered conversations aroundGwynned hold that spies, scouts, andassassins have moved into Ackal on avariety of missions. Redic VI�s minis-ters have increased the incentives toexplore the ogre ruins in the SentinelMountains to search for treasure,apparently seeking to use the empire�scut of any finds to fund a new venture.

On a more academic front, scholarsfrom Ergoth and Solamnia have com-pared texts from each others� libraries,revealing little-known facts about theconflicts between their nations, the ori-gin of Solamnia, and the founding ofthe Solamnic orders. In fact, Gwynnedtavern tales say that a pair of scholars�a Solamnian named Strom Vintein andan Ergothian named Terras Fellician�recently uncovered forgotten detailsabout Vinas Solamnus�s Quest ofHonor, which led him to found hisKnighthood. The Solamnian reportedlytold a friend that what they had uncov-ered would change the way the worldviewed Solamnus and the Knighthood.Before they could reveal any details,however, they vanished with their notesand reference books. Their mutilatedbodies were dragged from Gwynned�sharbor a few days later, but the booksand notes remain missing.

In the interest of maintainingpeaceful relations between the Solamn-ian refugees and native Ergothians, theSolamnic Grand Master and theErgothian Praetor have offered a jointbounty to learn who killed the scholarsand why. Gwynned�s Thieves� Guild hasalso issued a bounty�to recover themissing notes and books. They thinkthese notes hold secrets so awful thatthe Knights of Solamnia will do any-thing to suppress them. Thus, if theThieves� Guild can get that informa-tion, they can control the Solamnics.

Ackal ProvinceMost of Ansalon, having only theempire�s word on the state of affairs inNorthern Ergoth, has no idea of theseparatist nature of Ackal province.

This loose federation of barbariantribes long ago rejected Ergothian civi-lization and returned to the ways of

Ackal Ergot, seeking to regain the powerand glory he enjoyed at the dawn of hisempire. Each of the nine families thatled the initial departure four hundredyears ago gave its name to a tribe.Today, three tribes have left NorthernErgoth to settle elsewhere and two havedeparted Ackal. The remaining tribes ofBrindal, Karthan, Tran, and Vakt look tothe leadership of their overchief ratherthan any emperor and fiercely patroltheir province, killing any outsider whoviolates their territory.

Important Holdings

Wild Ackal, in the northern region of theisland, has no capital city. Instead, each ofthe province�s four major tribes takes asmall stronghold as its seat of power.These holdings consist of a keep belong-ing to the chief and a village built aroundit which, in turn, is encircled by stonewalls and moats. These structures, builtin the first and second centuries after theCataclysm, have been scrupulously main-tained by generations of Ackalites.

While the defenses of Ackal�s vil-lages remain as sound as the day theywere built, most of them could notwithstand a concerted assault usingmagic or modern warfare techniques.(The one exception is Ker-Vakt, whosecitizens continuously upgrade andexpand its defenses due to its positionon the border with Ergoth proper.)

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Noteworthy SettlementsUnlike most longstanding communities,the villages of Ackal have not grownover the years, instead ranging in sizefrom three hundred to eight hundred.The population has remained more orless constant for the past two centuries,thanks to a number of factors, such as:

Losing inhabitants who leave toform new tribes;The nation�s warlike nature; andA high infant mortality rate, partic-ularly among baby girls.

Beacon. The most modern settle-ment in Ackal is Beacon, a lighthouseand fortified port built around 310ACby mariners from Saithum to reinforcetheir ties with Ackal. (Saifhum wassettled in part by seafaring Ackaliteswho left Ergoth to seek a home free ofimperial threat.) Although far moreprogressive than their prickly Ackalitecousins, the mariners try to nourish abond between the two peoples.

The Saifhum settlers sought to useBeacon as a waystation near theirSolamnian trading partners, thusallowing them to bypass river piratetariffs on the Vingaard. However, theyquickly tired of the constant argumentswith the Ackalites, who insisted onapplying their restrictive social codes toSaithum�s women-many of whomcaptained their own ships.

Now, Beacon serves primarily as astaging point for Ackalite pirate activ-ity, while the lighthouse-featuring alight that, through the wonders of mag-ical technology, cuts through even thethickest fog-serves as a referencepoint for ship captains attempting toround the island�s north tip on the wayto the realm of Gunthar at night.

While other settlements consist of asingle tribe and chieftain, Beacon ishome to about three hundred peoplefrom various tribes, all of whom lookfor leadership to Ackal�s overchief,Tambov Reknal (human elder male, vig-ilant demeanor, Master).

Ker-Brindal. South of Beacon liesKer-Brindal, a community of some

four hundred people. Before traderfrom Saifhum more or less surrenderedBeacon to the Ackahtes, Ker-Brindalwas one of two main staging areas forpirate activity (Ker-Karthan being theother). These days, Ker-Brindal hasbecome primarily an agricultural vilage. Surrounding fields reach as farinland as the ruins of Truth, and localherdsmen tend their sheep and horseson the plain between Ker-Brindal andBeacon. Ackalite mystics have learnedto make the sandy soil more fertilemagically, allowing this region to sup-ply food for the entire province. Sheepprovide wool that traders barter to thekender of Hylo for wood.

The Brindal chief, Dal Quenalen(human young adult male, determineddemeanor, Adventurer), assumed lead-ership of his tribe only recently, follow-ing the death of his father in anunsuccessful attack on a merchant shipbound for Gunthar. Dal feels veryunsatisfied with his tribe�s currentdirection. He doesn�t believe his peopleshould be rooting in the dirt or tend�animals-they are warriors, and war-riors take what they need from theweak. He tried to convince OverchiefTambov Reknal to give his tribe controlover Beacon�s lighthouse and port, sothe Brindals can regain their formerwarrior status. The overchief refusethe request, so Dal intends to challengehim for his position next year.

Ker-Tran. A tribe more than happyto leave the warrior�s life behind them isthe Tran�although without them, therecould be no warfare. In the village ofKer-Tran live the vast majority of Ackal�smetalworkers and weaponsmiths. Forcountless generations-since well beforethe Cataclysm�Tran ancestors workedas master smiths. Before the rise of theAckalites, they tended their forges inTruth. However, when the lord of thatcity refused to bend to the fanatics, theymade an example of the town by level-ing it. The Ackahtes shortly after theCataclysm thought themselves unstoppable, since they could destroy a cityproduced the empire�s finest weapon

Northern Ergoth 69

never mind that most of its citizens werecraftsmen and miners, not warriors.

The same holds true of Ker-Trantoday-it is a community of craftsmen,who pass their art from father to son.Other chieftains scoff at Chief OklarTran (human adult male, resolutedemeanor, Champion) and his tribes-men behind their backs for their con-sistent poor showing during festivaltournaments. However, the scoffinggoes only so far. Everyone rememberstwenty years ago when, to earn respector his people, Oklar�s father halted allmining, let the forges lay idle, andrefused to mend armor. Other chiefslaunched an armed assault on Ker-Tran, only to find the walls defendedby a variety of built-in mechanicaltraps and defenses�not to mention byhe village�s men and boys, not as help-less with weapons as other chieftainsliked to think. When it mattered, theydefended Ker-Tran and their honorwith great skill and ferocity.

Afterward, it was three monthsbefore Ker-Tran would mine ore ormake or repair weapons for anyone butmembers of their own tribe. Other vil-ages tried to use their own smiths, withless than stellar results. The fact that theTran tribe controlled the only unspentnine in Ackal made matters even moredifficult. Tran�s father got the acknowl-edgment he wanted, and the tribe wentback to work. Tran has continued in hisfather�s footsteps, and his people havesuffered no open disrespect.

Ker-Karthan. Southeast of Ker-Tranes coastal Ker-Karthan. In this sea bar-barian village, the Ackalites build mostof their ships. Locals trade weaponsand small metal items for lumber fromkenderhome, then float the logs downthe Moon River to Serpent Bay, wherethe community�s master ship buildersturn them into some of the finest andfastest sloops Ansalon has ever known.Only the ships of Saifhum can outdis-tance Ackalite sloops.

The chief of the Karthan tribe isSarkhem Nord (human middle-agedmale, brutal demeanor, Champion), a

bloodthirsty buccaneer who leaves justa single survivor on any ship he attacks,to help his reputation grow. He care-fully balances his tribe�s activitiesamong pirating, ship building, and(surprisingly) scholarly efforts toimprove ship-building techniques andfurther the science of navigation. Whilehe shares the Ackalite belief in attainingglory by following the ways of AckalErgot, Chief Nord doesn�t consideradvancing the technologies of war con-trary to that philosophy.

Ker-Vakt. The settlement that sumsup the Ackalite nature as perceived byother Ergothians is Ker-Vakt. This mas-sive fortress consists of a stone keep sur-rounded by moats and earthen worksfraught with pit traps, archer positionsconcealed by brambles, and false gatesthat lead to killing zones. Ackalite troopsdrill constantly on and around thedefensive structures, and large workcrews consisting of slaves and convictedcriminals work constantly to expand thefortress and change trap locations. Therotting bodies of spies, traitors, and Ack-alite warriors who just couldn�t meet thecommander�s high standards serve asgrisly ornamentations, impaled onwooden and metal spikes.

While Overchief Reknal resides inBeacon, his son, Sorath (human adultmale, inventive demeanor, Adventurer),handles tribal concerns in Ker-Vakt.Built in response to Castle Hillfal, thisfortress town provides a formidabledefense. Though not as impressive inappearance as the Solamnic citadels onthe mainland, it remains impenetrable�as commanders who have attemptedstrikes against Ackal can attest. The Alu-natal River, impassible on both banks,forms another impressive barrier.

Major RuinsIn addition to the ruins of the lost ogrecivilization that dot the Sentinel Moun-tains are the remnants of human cities.Such a site, called Truth, lies in thenorthern tip of the range.

Before the first Cataclysm, thisbustling city of fifteen thousand held a

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place of honor in the empire as a majorreligious center. Every one of Krynn�sgods had a temple here, whether thegovernment officially endorsed the reli-gion or not. Further, Truth housedcountless shrines to lesser entities, suchas the nature spirits honored by someKagonesti and barbarian tribes. At theempire�s zenith, Truth served as a rest-ing stop for pilgrims on their way toWorld�s Heart. Only Daltigoth rivaled itas a cultural center.

All that ended with the Kingpriest�sill-fated attempt to command the gods.The city�s priests all vanished on the eveof Istar�s destruction, one seer claimingmoments before she vanished: �Theblack Knight of the Rose has doomedIstar, the empire, and even his ownhomeland. Draco Paladin chose ill whenhe put his trust in a man of Solamnia.�

Truth escaped the Cataclysmunscathed, but fell a few short yearslater when a murderous army of Ack-alites descended upon the city to lootthe temples and take revenge upon godswho had devastated the world. Histori-ans estimate that the invaders merci-lessly slaughtered ten thousand men,women, and children. Vengeful Ackaliteleaders had the fields sown with salt,and their shamans placed powerfulcurses upon each and every temple.

To this day, guards still patrol thecity to drive off the occasional treasureseeker. Legend holds, however, thatTruth was the site of the return ofManthus, the Ergothian god of war andscholarship, after an adventurer recon-secrated the temple here in the earlydays of the War of the Lance.

Mystic PlacesAckal boasts two confirmed mystic sites,both in the Sentinel Mountains. (Somesuspect that the ruins of Truth containat least one more, but this is uncertain.)

World�s Heart. The best-knownmystic place is World�s Heart. Locatedat the center of the remains of an ogrecity, on a plateau overlooking Truth,World�s Heart has been a fabled sitesince the founding of the empire.

According to legend, Ackal Ergotbecame the first human to lay eyes onthe city since the ancient humans shedtheir ogre bonds. While exploring, hecame upon an immense stone thatpulsed with a reddish glow and gave offa faint sound not unlike a heartbeat. Itis said that World�s Heart inspired avision in the barbarian warrior thatencouraged him to embark upon thepath of empire building.

World�s Heart sits in a large are-nalike structure. The weatherwornfragments of the arena�s dome lie scat-tered about, yet the stone remainsuntouched by wind and weather. Evenin winter, snow never falls upon it.

Pilgrims used to journey to World�sHeart in the hopes of receiving avision, as Ackal did. One must placeone�s hands upon the stone and clearone�s mind, they believed; visions willcome to the worthy. Unfortunately, thistradition ended when the Ackalitesdestroyed Truth after the first Cata-clysm. Now, World�s Heart serves as thesite for Ackalite council meetings andchallenges to the overchief. Powerfulmystics and warriors guard the site atall times, emerging from the ogre ruinsto slay trespassing explorers, adventur-ers, and seekers of knowledge.

World�s Heart does not seem affectedby the departure of the gods or any othermadness of the events three decades ago.It continues to pulse rhythmically, andthe overchiefs of the modern age stillclaim it guides them with visions.

The Moon Steps. Ackal�s secondmystical site once held one of Ansalon�s�celestial ladders� (the most famousbeing the Silver Stair on Schallsea).Essentially, celestial ladders are stepsthat seem suspended in midair, wind-ing around an invisible post up intothe sky. Purportedly, these mysticalconveyances would transport the wor-thies who climbed them to Godshome,and those found lacking to the Abyss.

When the gods left Ansalon, thethree moons that had hung in the nightsky for millennia vanished. At the samemoment, the Moon Steps collapsed,

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tumbling down on the shrines devotedto the gods of magic at their base. How-ever, after a visit there some years back,representatives of the Citadel of Lightsay the ruined Moon Steps remain rifewith arcane energy. Even sorcerers findtheir magic much easier to use here,especially when the pale moon thatreplaced the old ones is full.

Main PopulaceThe human barbarians of Ergoth�snorthernmost province are known asAckalites. Most have dark skin, blackhair, and brown eyes.

Like their neighbors in Ergothproper, Ackalites speak Ergot.

DescriptionMen of Ackal commonly dress inleathers when not expecting battle.When preparing for war or meeting todiscuss tribal business, most wearornately filigreed or engraved leatheror scale armor. Men wear their haircropped close to the head and alwayscarry at least one weapon.

Women wear loose-fitting clothrobes and veils in public. Tradition for-bids them to cut their hair, which theywear in dozens of braids arranged incomplex patterns.

CultureAckalite tribes have grown even morepatriarchal than the larger segment ofErgothian society. Females are consid-ered the property of their fathers untilthey bear a child-when they becomethe property of the baby�s father. Thesingle exception is the daughter of aman with no sons. This Ackalite daugl-ter, raised to carry on the family line asa son would, may crew a ship, or prac-tice a trade, or even join a war band.

Marriage is an unknown institutionamong the Ackalites, though extendedfamilies hold great importance, partic-ularly when one of the frequent bloodfeuds erupt. Both men and womenenjoy genealogical study as a pastime,and most chiefs claim to trace their

roots back to Ackal Ergot or someother hero of Ergoth�s glory days.

Ackal province and its peopleembody all that is negative about theErgothian mind-set. Since the first Cat-aclysm, they have engaged in violencefor its own sake and for conquest.

However, they remain highly orga-nized and exist within a rigid set oflaws and behavioral codes supposedlyhanded down from Ackal Ergot him-self. These codes contain guidelines oneverything from how a woman shouldcare for her man�s boots to the properway of dividing loot from raids. Intruth, however, these laws only vaguelyresemble ancient Ergothian legal codes.

Several varieties of bloodsports, sim-ilar to those practiced in Ergoth proper,enjoy popularity in Ackal as well.

TradeThe Ackalites consider raiding andpiracy the honorable way of sustainingthemselves. The only realm they tradewith regularly is Hylo. The tribes prac-tice a strict barter system among theirtowns, each of which specializes in adifferent craft. This way of doing busi-ness suits the kender just fine. In par-ticular, the Ackalites trade a variety ofobjects-which they plundered orcrafted themselves�for the right to cutlumber in northern Kenderhome.

History

In 8PC, Emperor Gwynned VI invadedSolamnia, vassal state of reviled Istar. Atthe height of the campaign, however, theemperor died and his young successor,Gwynned VII, ordered the legions tohalt. Not long after, the Cataclysm struck.

The coincidence of these events ledmany Ergothians to believe the godswere punishing them for becoming soft.This notion led a vast segment of thesurviving population to return to thebarbaric ways of Ackal Ergot, the violentnomadic chief who had founded theempire more than two thousand yearsearlier. Arming themselves, these folkwent on killing sprees, �conquering�

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neighboring villages, �vanquishing�unsuspecting travelers, and looting andpillaging everywhere they went.

Of course, these �Ackalites� bore noresemblance to their ancient forebears;they became nothing more than viciouskillers. Still, with each passing month,their numbers swelled. By 30AC, a sec-ond generation of Ackalites had comeof age, and all land north of the Der-mount River and Hylo had fallen tothem. More interested in power andwealth than wanton slaughter, theseyounger warriors seemed closer in spiritto Ackal Ergot than their twisted par-ents had been. They even defeated thecoastal city of Gulfport, which the pre-vious generation had never been able todo. With ships at their disposal, theAckalites set their sights on Gwynnedand the rest of the world, intending tobring back the glory of Ergoth from theashes of a world sundered by the gods.

The Ackalites might have succeeded ifnot for Baridor Redic, an aging warriorwho would one day become emperor.Redic beat the Ackalites back to the

northern bank of the Alunatal River,freeing the towns they had enslaved andending their reign of terror. After break-ing the tribes as an effective fightingforce, Redic began rebuilding the freedcities. He also ordered the constructionof Castle Hillfal, from which he couldpersonally watch over the Ackalites toensure that they would never againthreaten civilization.

Today, the emperor allows the prov-ince of Ackal to exist virtually as a sov-ereign realm. Every few years, Ergothiantroops make a show of force and theimperial fleet blockades the harbors ofKer-Brindal and Ker-Karthan to remindthe wayward tribes that, like it or not,they remain a part of the empire.

Current Happenings

Over the centuries, the Ackalites havecontinued to cling to the belief that theyare what Ackal Ergot intended for hispeople. Ironically, as time has passed,the tribes have drifted further from thetraditions of their beloved ancestor thanmost of them would like to admit.

Northern Ergoth 73

PoliticsAckal is ruled by the Council of Chiefs.Each chief rules his tribe for life, andhis word is law for his tribe and itslands. The leader of the council, theoverchief, mediates disputes among thetribes and may command all warriorswhen Ackal comes under attack.

An overchief holds his title for threeyears, after which time he must prove heremains worthy of the honor. At thesummer solstice of the appointed year,the overchief travels to World�s Heartalong with tribal shamans and anyonewishing to contest his right to leadhem. The overchief fights each con-tender in single combat to the death.The victor of the day becomes overchief.

While it may not seem fair that thereigning overchief must fight severalfresh opponents in short succession, theAckalites believe their chief must be likeAckal Ergot�able to fend off attacksfrom all sides and still have the strengthto lead his people on to glory. An over-chief incapable of meeting this standardwould rather die in battle than permit hisweakness to endanger all the tribes.

The present overchief. TambovReknal (human elder male, vigilantdemeanor, Master), comes from the Vakttribe. His reputation for shrewd andruthless behavior has sparked rumorsthat he has entertained emissaries fromthe Dark Knights of Palanthas. Otherreports indicate that Reknal seeks toforge tighter alliances among the tribes ofAckal. Of course, either one of these cir-cumstances would raise concerns in theImperial Court. However, the coinci-dence of the stories has imperial advisersand generals agitating for swift, fierceaction to prevent Reknal from bringingthe horrors of the mainland to Ergoth.

For now, however, the emperor hasagreed merely to send representativesto open discussions with Tambov Rek-nal. The overchief graciously receivedthem, listened to their accounts of theemperor�s concerns, then sent themback to Gwynned with not the faintesthint as to his long-term goals.

Today in AckalOverchief Reknal knows he will face chal-lenges from several lesser chiefs when histerm expires at next year�s solstice. Whis-pered rumors hold that, rather than waitfor the challenge at World�s Heart, heuses covert violence to force would-bechallengers back into line.

Each tribe traditionally provides theoverchief with a dozen men for annualservice in Beacon. Recently, Reknal hasordered each tribe to provide half againas many additional warriors and hasbegun massing ships. Troop comman-ders have been training the men harderthan usual, which makes the ImperialCourt in Gwynned increasingly con-cerned that the overchief plans tolaunch an assault against Ergoth proper.

Another rumor holds that ChiefNord of the Karthan tribe is not asinterested in furthering the art of warat sea as he is in treasure seeking. Someclaim that he discovered references to aland west of Ansalon while investigat-ing a little-known section of ogre ruinsat the head of the Moon River. Suppos-edly, this land holds untold riches andNord wants to send his ships to raid it.

Ogaral ProvinceLike Ackal, Ogaral is a province thatenjoys rather a �hands-off� policy fromthe empire. Emperor Redic VI seemsmore interested in assimilatingSolamnian refugees and trying to pre-dict the Dark Knights� next move thanin bringing the monster-ridden prov-ince back under his firm control.

Important Holdings

In truth, Ogaral is hardly a provinceeven in name. This tiny northeasternregion just north of Hylo has no majorcities. In fact, it contains no towns at all,

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nor mystic sites�just one prominentruin on the Isle of the Serpent andsome scattered settlements of trolls.

The only large structure in the entireprovince is an offshore tower�all thatremains of Fort Ogaral, once the mighti-est citadel in the northern empire. TheCataclysm washed away most of thefortress, leaving only a single tower cling-ing to a wave-battered, rocky island.

The rest of the province comprises asmall tract of rocky high ground alongNorthern Ergoth�s coast and someswampy territory along the east bank ofthe Moon River. Trolls make their homesin makeshift shelters. The broken bonesof thousands of trollish dinners litter thearea around their dwellings, jutting fromthe ground like spikes. To approach thesesettlements without injuring feet orfootwear, one must approach verycarefully�or wear hard boots.

Main Populace

Two distinct packs of trolls populatethe province of Ogaral. None of thelocal folk speak a language other thantheir native Troll.

The trolls� effective ruler is a naga, asnakelike monster with a human headand great intelligence and magicalpowers (see Chapter Six of the Book ofthe Fifth Age). It purportedly dwells inthe ruin of Fort Ogaral�s one remainingtower. This creature, known as T�ragnato those outside the province, has thefollowing game characteristics:

T�ragna: A naga. Co 8, Ph 30, In 8,Es 8, Dmg +7, Def �3, also spitpoison, sensitivity, necromancy,mediation, sorcery (divination,transmutation, enchantment).

Description

Most of the time, little of interest takesplace in Ogaral province. However, atevery full moon, all the trolls in bothpacks swim across the narrow channelfrom their homes to the ruined toweron the Isle of the Serpent. There theyremain for three days, during whichtime eerie howls and the haunting

sounds of raspy voices raised in weirdsong float out over the sea.

Clearly, the trolls visit the island eachmonth to perform some manner of rit-ual, but no one knows its purpose. Nei-ther have observers discerned anyapparent result of this practice, but theydo note that the odd behavior seemed tobegin only after the Second Cataclysm.

Trolls generally don�t have a culture orsociety outside their immediate pack, butsomehow T�ragna has instilled withinthese stupid creatures a basic sense ofhonor and kinship. The two troll packsnow cooperate in patrolling and watch-ing over their swampy little domain.

TradeT�ragna has been known to foretell thefuture or use sorcerous powers inexchange for slaves or rare gems. DarkKnights, Ackalites, and minotaurs whohave visited the naga over recentdecades report that the creature seemsunerring in its prophecies. WhatT�ragna does with these people anditems is unknown, but some link theirfate to the apparent increase in thelocal trolls� intelligence. The monster�spreferred slave stock includes dwarves,goblins, kender, and sea elves.

History

Prior to the first Cataclysm, Ogaral was amarshy, bug-infested lowland. As it

alry or siege engines through thisproved impossible to move heavy cav-

morass, imperial troops stationed at FortOgaral incorporated the terrain intotheir defenses�they basically fortifiedthe entire region. The trolls, on the otherhand, were a local feature that theErgothian warriors did not find as usefulbut could never completely exterminate.

When the Cataclysm created theStraits of Algoni, much of Fort Ogaralsank under the new waters. The empireabandoned the province, and for cen-turies neither the kender of Hylo to thesouth nor the Ackalites to the north feltinclined to challenge the trolls or the

Culture

Northern Ergoth 75

mountains that hindered passage intothe region. Explorers that finally ven-tured into the area in 5SC found them-selves captured by trolls and taken tothe tower on the Isle of the Serpent.There they met the resident naga, whowarned them that any of the �lesserraces� who attempted to settle the prov-ince or invade Ogaral�s tower would bedestroyed. Then the creature freed aprisoner to spread its message.

So far, the naga has made good on itsthreat; many kender expeditions havedied at the hands of its servant trolls orthrough bizarre magical effects. Thetrolls prosper in the small area.

Current Happenings

During harsh summers, when the marshalong the Moon River begins to dry out,the trolls have been known to raidkender farms near the Hylo border forlivestock. In the past, the kender usuallyjust battled them back to their marsh,heeding the naga�s orders to not trespass(enough kender had lost their lives thatway for the border folk to get the point).

However, the afflicted kender who nowlive in the area-far more belligerentand martial than Kenderhome�s tradi-tional residents�talk of mounting anexpedition at the next sign of raiders.

PoliticsT�ragna remains the undisputed lord ofOgaral and the land�s troll inhabitants.Its existence is not widely knownbeyond its foul slaver clientele and thefolk of Northern Ergoth.

Today in OgaralAccording to some minotaur sea cap-tains, the naga has recently offeredgreater payments for slaves, particularlygoblins and kender. Reportedly, it alsohas grown quite short-tempered overthe last few months. Slavers who haveworked with T�ragna for many yearsspeculate that this may not be the samecreature they�ve dealt with in the past.

The empire�s remote scouts reportthat the trolls also have seemed restlesslately�as though they sense that some-thing is about to happen.

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Sikk�ett Hul ProvinceThe Empire of Ergoth�s southern prov-ince, Sikk�et Hul, is an inhospitableregion of badlands. Over the centuries,the race of surprisingly civilized gob-lins who live there have become part oflife in Northern Ergoth. In fact, Sikk�etHul has a better relationship with theImperial Court than either of theempire�s other two provinces.

Important Holdings

Sikk�et Hul boasts among its significantholdings three multi-ethnic settlementsplus a scattering of ruins and mystic sites.

Noteworthy Settlements

Residents of Sikk�et Hul built theirmajor settlements on the abandonedhusks of human towns. The villages ofLusid and Depré each house three hun-dred goblins and a small number ofkender, while the province�s capital,Manic, is home to fifteen hundred gob-lins, one hundred kender, and a hand-ful of human sea barbarians.

Lusid. Citizens of Lusid on the south-ern coast make their living from fishingand farming. Unfortunately, fishing isnot as good as it used to be, thanks tothe rough waters stirred up by the windsoff the coast of chilly Southern Ergoth.Even more problems have sprung up forLusid�s fishermen of late, as Solamniansettlers from Thonvil in Ergoth properhave taken to harassing goblin boats.

Depré. The folk of Depré focustheir efforts on mining a cache in thesouthernmost tip of the SentinelMountains and forging the ore intostrong alloys. The small tribe of humanbarbarians living in Ker-Manth to thenorth trade for the metal, which theyuse to make weapons. More of thesemetals go to members of the sea bar-barian enclave in Manic, who then sell

it to merchants from Saifhum.Maniac. Both the capital and the

heart of Sikk�et Hul, Manic contains siz-able human and kender enclaves as wellas its resident goblins. The province lorddwells here in an opulent (by goblinstandards) manor house down the streetfrom the library that helped civilize localgoblins after the first Cataclysm.

Knowledgeable adventurers travelingto Northern Ergoth in search of ogretreasure generally hire a goblin guide inManic before heading north into themountains. The sea barbarians of thiscoastal city work both as traders and asinnkeepers. Visitors will find two typesof establishments in Sikk�et Hul: one forthose returning from a successful expe-dition (and can afford virtually anycomfort or pleasure), and one for thosewho either were unsuccessful or plan toembark upon a treasure hunt soon.

Ker-Manth. A barbarian village far-ther north than the three goblin cities,Ker-Manth consists of about a dozenfamilies. These humans live much morepeaceably than the Ackalites but trade initems of war: They barter swords andother metal items to the goblins of Depréfor supplies of metal raw materials. Asurplus of these swords go to Kender-home in exchange for food and wood.

Ergoth�s Gods

Citizens of the Empire of Ergothknow Krynn�s vanished pantheonby different names than those thescribes in Palanthas use to refer tothe deities. The chart below offersthe Ergothian names for some ofthe major gods, and their better-known Solamnian equivalents:

Solamnian ErgothianName NameChemosh AelethHabbakuk The Blue PhoenixKiri-Jolith CorijMajere ManthusSargonnasTakhisis

ArgonDragon Queen

Northern Ergoth 77

Major RuinsThe ruined city of Fav, located betweenthe southernmost arms of the Sentinelrange, has lain in ruins since justbefore the Cataclysm. The local gob-lins� one exploration effort ended whenthey discovered the gully dwarves whohad claimed the ruins and foundthemselves quickly taken hostage.

The gully dwarves remain the onlyknown inhabitants of Fav. Enticingrumors persist to this day of the city�sfabulous treasures, their true valueunknown to Fav�s simple inhabitants.

Mystic PlacesThe province of Sikk�et Hul containstwo ancient and mysterious sites: onelong associated with the Dark Queenand her followers and the other alegacy of the lost huldre race.

Raekel�s Pit. A terrible mark leftupon Krynn by one of Takhisis�s mostEvil priests, Raekel�s Pit continues inthe Fifth Age to fester like an open sore.

At some point after the SecondDragon War but before Ackal Ergotconquered Daltigoth, legend has it thata priest known as Raekel plottedagainst Ergot. Although he claimed tobe a servant of Manthus the Mighty,Raekel in fact honored a triumvirate ofEvil gods-the Dragon Queen; her con-sort, Aeleth; and Argon, god of darkvengeance. These deities promised togive Ergot�s fledgling empire to Raekelif he would perform rituals to grantthem ultimate power over Ansalon.

Somehow, three gods of Good�Manthus the Mighty, Corij the Blade,and the Blue Phoenix-uncovered theplot and sent their own champion tooppose Raekel. The champion�s iden-tity varies from story to story: Somecast Ackal Ergot in the role (the mostpopular versions in the empire), whileothers name the elf leader Silvanos oreven a lowly kender or gnome.

In all versions, however, the heroarrives too late to stop Raekel fromperforming the sacrifices that beginthe ritual, but instead manages tothrow him into the gap he has opened

to the Abyss. All the while, the threegods of Good combat the three godsof Evil.

The gods may have withdrawn fromKrynn in the Fifth Age, but Raekel�s Pitremains open. The shaft, two hundredfeet across, overflows with boiling mistsand howling shadows. Its location atthe crux of the southern arms of theSentinel Mountains makes it fairlyinaccessible to those outside Sikk�etHul�and locals never go there.

Since the Chaos War, stories havecirculated that on the darkest, longestnight of each year, a ten-year-old childcrawls from Raekel�s Pit. The tales goon to predict that when these childrenhave all come of age, they will form aconclave of thirty-three mystics withthe power to complete the ritual Raekelstarted so many centuries ago. If thesestories are true, then only one morechild will emerge from the pit. Inroughly ten years, that child will comeof age and join with his otherworldlykin to complete Raekel�s dark ritual.

The Monolith. Another place whereSikk�et Hul natives never go (well,except for the odd kender now andthen) is the Monolith, on the west sideof Huldre Bay. An ancient huldrefolksite, the Monolith has reportedly emit-ted strange lights and sounds, notice-able even far from shore. More thanone kender, after going to investigate,has never been heard from again.

Main Populace

Sikk�et Hul�s diverse population includesgoblins, kender, gully dwarves, andhumans. Most residents speak Goblin,Kenderspeak, Gully Talk, or Ergot-andmany speak more than one language.

DescriptionBy goblin standards, the inhabitants ofSikk�et Hul are remarkably civilized.While still clannish scavengers lackingthe creative spark to construct theirown technologies, these goblins haveovercome the short-sightedness andinsatiable drive for conflict that histori-

78 Chapter Four

cally has made their mainland cousinsinto the pawns of Evil forces.

CultureUncharitable souls say the Sikk�et Hulgoblins became docile after breedingwith gully dwarves and kender. The gob-lins themselves credit their early leaderswith their success as a society. Thesegoblin ancestors did something fewother goblins had ever done: They readthe works of literature and philosophyin the cities they looted. From the basisof Pre Cataclius Ergothian philosophy�mostly the teachings of the scholar-monks who followed the Ergothian godManthus, the goblins learned organiza-tion, industry, meditation, dream inter-pretation, and the martial arts.

Over the last four centuries, thegoblins of this province have built asociety that revolves around carefullycontemplating each idea before actingon it. This revolutionary developmentarguably marks the first truly indepen-dent goblin culture on Ansalon.

However, they still lack the imagina-tion to create their own tools, weapons,and buildings. Repeated attempts allmeet with failure�although they havemanaged to invent a selection of less-than-effective weapons, such as razorboomerangs and exploding mace heads.

Still, bards from Lancton haveobserved goblins in Sikk�et Hul per-forming ancient Ergothian tunes. Atfirst, the visitors winced at the singers�squeaky voices, poor renditions of tradi-tional arrangements, and out-of-tuneinstruments. Then, slowly they realizedthe instruments weren�t out of tune�the goblins had adapted them to bettersuit their voices. Likewise, the goblinshad created new arrangements to makethe Ergothian work their own. Perhapsthe next step is original goblin composi-tions. Whatever the case, a unique gob-lin culture is emerging in Sikk�et Hul.

The gully dwarves of ruined Fav livemuch like gully dwarves do anywhereelse�in the dirt. They scavenge for foodand clothing in the long-dead ruins,hiding or groveling for mercy whenever

someone with a weapon happens by.The peaceful human barbarian resi-

dents of Sikk�et Hul keep to themselves.The kender living along the borderbetween Sikk�et Hul and Kenderhomealso coexist peacefully with the goblins,although the afflicted kender of Hylocause some problems (see �Hylo�).

TradeThe goblins don�t really produce muchworth trading for. The metals refinedfrom the ore in the mines near Depréconstitute the bulk of local trade goods.

The goblins also let adventurers lootthe ogre ruins in the southern SentinelMountains (even without the empire�spermits), provided they take nothingthat might be a book or other source ofinformation or instruction. A goblin�guide� always escorts these parties tomake sure they adhere to the deal.Groups that prove untrustworthy findthemselves facing not only the wrathfulgoblins, but also irritated kender andangry human barbarians-the friend-and allies of these unusual folk.

History

Goblin history is hard to recount fac-tually. After all, goblins rarely writeanything down (few can write at allso all scholars have to draw upon aregoblin oral histories and the historiesof other nations. The most likely history of Sikk�et Hul follows.

Snagglefang and the Sentinel TreatyIn issuing his Proclamation of ManifestVirtue in 118PC, the Kingpriest unwit-tingly encouraged a strange alliance.For centuries, the Empire of Ergothhad tried to exterminate the goblintribes of the Sentinel range. However,the edict united these two factionsagainst a common enemy.

Shortly after the proclamation,famed goblin chieftain General Snagglefang approached the Ergothian gar-rison commander at Even and askedhim to carry a message to the emperor.The commander chased the goblin del-

Northern Ergoth 79

egation back into the hills, but themessage nonetheless made its way tothe emperor. It was an offer of alliancefrom several goblin tribes. After themembers of the Imperial Court had agood laugh, they went back to plottingthe downfall of the Kingpriest.

Meanwhile, Solamnia stood on theempire�s doorstep, rattling sabers onIstar�s behalf. Ergoth had more impor-tant things to worry about than thegoblin raiders in the Sentinel range, sothe emperor diverted those legions tomore constructive pursuits. Snaggle�fang, however, assumed that the end ofthe goblin hunts meant that the Empireof Ergoth had accepted his proposal. Heimmediately began preparing his tribesfor war against Solamnia.

Modern historians know very littleabout Snagglefang. He appears to havebeen an unusual member of his species,as he directed most of his effortstoward the long-term survival of his�people rather than self-gratificationand personal aggrandizement. One the-ory states that the empire�s active hunt-ing of Ergoth�s goblins over a period ofcenturies in fact produced a strongerand smarter breed of goblin by killingthe weaker members of the race.

Snagglefang had spent years clawinghis way to the top of the western goblinsand, in Ackal Ergot-like fashion, unitedseveral tribes under him to form a smallkingdom in the Sentinel Mountains.Some historians speculate that he con-trolled these tribes by giving themriches from a secret ogre ruin, knownonly to him and his heirs, which madethem wealthy beyond imagination.Others posit that Snagglefang somehowsecured the services of fey creatures liv-ing near Raekel�s Pit and controlled theSentinel goblins through their magic.

Snagglefang apparently passed hisastounding leadership abilities on tohis son, Deathwielder, who assumedcontrol of the tribes some time before38pc. This aging goblin contacted theImperial Court in the spring of thatyear to discuss their alliance.

After sneaking into Daltigoth (he

and his delegation were nearly killed atthe gate), Deathwielder providedGwynned V with a breakdown of histroops, intelligence on the forcesarrayed along the Solamnia�Hylo�Ergoth border. Finally, he announcedthat he and his Sentinel Warriors stoodready to do their part for the alliance.While the diminutive creatures hadsimply amused Gwynned and hisadvisers up to that point, mention ofan alliance surprised the emperor. Asearch of imperial records uncoveredSnagglefang�s original offer.

To Gwynned�s credit, he dismissedthe guards (waiting to slay the emis-saries as soon as they ceased to beamusing) and ordered a scribe to putthe �Sentinel Treaty� into a morerespectable format; while Snagglefanghad been able to write-an unusualtrait for a goblin�he had managedonly a barely legible, childish scrawl.Gwynned and Deathwielder each puttheir mark on the new document, mak-ing official a treaty the goblins hadadhered to for two generations.

Battle BeginsThe emperor then instructed Death-wielder to begin raiding the Solamnicline�enough to make the Knights�lives miserable, but not enough to makethem chase the goblins into the moun-tains. Gwynned promised Deathwielderthat once he and his military advisershad formulated a solid battle plan, hislegions would march north to help thegoblins smash the Knights.

The goblins resumed their habits ofseveral centuries, focusing their raidsagainst Solamnic watch posts.Gwynned V, however, had no intentionof sending an army to support them.But when the Tower of High Sorcery inDaltigoth fell to the fanaticism of theKingpriest�s Ergothian followers in19pc, Gwynned VI decided the time forall-out war with Istar and her allies hadcome. Refusing to join Istar�s Great-meld had made the empire weak,though�Gwynned VI had to movevery carefully. Enter the goblins.

8 0 Chapter Four

While Senators and agitatorsworked to stir up public opinionagainst Istar, Gwynned VI and his topmilitary advisers carefully conceivedtheir battle plans. Among the emperor�sadvisers was General Shadowstalker theYounger, Deathwielder�s grandson.Over the last fifty years, his people hadgathered a great deal of information onthe evolution of Solamnic tactics, as wellas their strengths and weaknesses�plusthey had become familiar with the bor-der region. Diaries of high-rankingErgothian generals reveal that Shadow-stalker had earned their respect.

Adapting the goblins� tactics, theErgothian legions began harassingSolamnic border outposts. The resultsso delighted Gwynned VI that hepromised Shadowstalker the Youngerthat when Istar fell he would rewardthe Sentinel goblins with a province astheir homeland. The territory in ques-tion would one day become Sikk�et Hul.

When full war erupted in 8PC, thegoblin troops were among the mostlethal on the northern frontier-solethal, in fact, that a Solamnic com-mander chose to violate the Ring-priest�s ban on magic and call upon theskills of a wizard. No one knows thisspellcaster�s identity, but his mightymagic helped Solamnic troops pushsouthwest to the city of Fav, even amidstalemates on all other fronts.

The CataclysmIn the year of Cataclysm, a Solamnicarmy stood poised to conquer Fav. Thediary of a survivor indicates that thisforce encountered a combined army ofgoblins, humans�many just common-ers wielding clubs and pitchforks-andkender who crossed the mountainsfrom the Hylo town of Thisway to helpdefend the city. The ferocity of theirresistance worried the Solamnics, whofeared they might lose the battle.

Rather than face such disgrace, thecommander ordered his wizard to use hismost powerful magic to destroy theenemies of Good. The spellcasterobeyed, but something must have gone

wrong with the spell; it devastatedentire Fav valley, destroyed his own armyalmost to a man, and inflicted terriblelosses upon the Ergothian defenderOver the next few decades, it wouldbecome apparent that the spell hadsomehow poisoned the land. Never againwould it be fertile south of the Sentinels.

While survivors assessed the damages, the Cataclysm struck. At first, thecombatants thought it another spell, butwhen the extent of the devastationbecame clear, General Shadowstalkerrecalled the words he had heard priestsof Manthus foretell when last he visitedDaltigoth: The gods would destroy Istarfor its sins. From what his scouts toldhim, it seemed to Shadowstalker that thegods had destroyed a lot of other peoplein the process.

Still, Shadowstalker felt an obliga-tion to report to his imperial comman-ders. So, he gathered the remains of hisarmy and the survivors from Fav(reduced to smoking ruins by the wiz-ard�s magic) and marched towardnearby Hillfort. There he discoveredthe soldiers had abandoned their post,so he pushed on to Gwynned.

Amid the confusion at the death ofheirless young Emperor Gwynned VIno one wanted to deal with the goblinand his troops, so the praetor told him toleave. Shadowstalker mentioned thatGwynned VI had promised that oncewar was over the empire would rewardhis tribes with what was now the south-ern province of Northern Ergoth. Wasthe war over? he asked. Just to get rid ofhim, the military commander said yesSo Shadowstalker departed to claim hisland. Returning to the blasted southernterritory, the general sent scouts into themountains with a message: Their peoplefinally had a land to call their own.

The New HomelandIn the first years after the Cataclysmthe goblin land became known asSikk'et Hul (�The Place,� in a northernpeasant dialect of Ergot). Goblinsdescended from the Sentinel Moun-tains and settled in the cities now

Northern Ergoth 8I

largely abandon by humans. The fewremaining humans always fled at the sight of an approaching goblin horde.

In Lusid, Depré and Manic, thegoblins found some artifacts of humanculture that the Catadlysm had left intact. Most of the goblins heeded thewords of Shadowstalker the Younger (who got the idea from the kneder hehad fought with in the great battle):Why destroy what you might use?

For more than twenty years, the gob-lins lived peacefully in Sikk'et Hul. When they grew curious about the books theyfound in their cities, the kender of Hylotaught them to read. From books, theylearned to mine and slowly began toconceive of a completely different kind of life than what they were used to.

In 23AC as one of his last acts asLord of Sikke'et Hul, Shadowstalkerorganized a joint goblin�kender effort to restart the mines near Hillfort andDepré. While achieved great successwith the Depré mines efforts at Hill- fort failed immediately, as the fortress's new imperial commander chased offthe would-be miners. He and his menpursued them as far east as Lusid atwhich point the decided that having to live in that wasteland was punishmentenough for the goblins, as long as theydidn't try to plunder his mine again.

The venerable Shadowstalker diedin the chase. After fending off chal-lengas from tribal leaders, his sonWolfkin assumed the leadership ofSikk�et Hul. Wolfkin�s experienceshowed him that such obstacles forceda ruler to prove himself wrothy to lead,so he declared the lord of the provincewould hereafter undergo these chal-lenges in an annual event. With the help of tribal shamans, he laid down aset of guidelines to govern the contest.

The primary threat to the fledginggoblin nation in these early yearsemanated from the magic that had sat-rated the land. In the mountainsbetween Sikk�et Hul and Kenderhomelived wild animals that grew to two orthree times their normal size. While thegiant game animals proved an abun-

dant food source, the overgrown preda-tors made hunting very dangerous. Inthe winter, it was not uncommon forManic to be menaced by giant wolves.

Despite its proximity to these magi-cally mutated animals, Manic grew intoSikk�et Hul�s largest settlement. Fur-ther, it boasted farmable surroundingland and a favorable coastal locationfor easy trade with Kenderhome. Thesefactors cemented a relationship thathad begun at the Battle of Fav. Thekender helped the goblins build docksand even gave them a ship. Using booksthey had found, the goblins attemptedto build more ships, but achieved suc-cess only with kender assistance.

In 89AC, Sikk�et Hul faced its firstoutside threat: A band of Ackalitesattempted to invade the province fromthe sea. They sailed two war galleys intoManic�s harbor and stormed the city,but met with such fierce resistance thatthey never made it out of town. Thegoblins claimed the war galleys andhave used them ever since, repairingthem with wood from Hylo Forest.

Settling InOver the centuries that followed, Sikk�etHul became a recognized part of North-ern Ergoth. The goblins remained thebest guides for travel in the Sentinelrange, and the cash-strapped post-Cataclysm emperors found their coffersfilled with ogre treasure-tithes fromthe goblin province.

In 128AC, the goblins finally gotaround to exploring the still-smolderingruins of Fav. To their amazement, theyfound the city inhabited by Aghar. Wherethey had come from, no one could say,but they clearly intended to stay. The firstgroup of goblin explorers were takenhostage by the gully dwarves, who issuedthe following demands to Manic: �Twoshoos, one pottatoe, two knifes, two gob-lin wimmen, two pretty jems. If not herein two days, goblins die.�

The goblin Lord Slasher respondedto the ultimatum by leading two hun-dred of his warriors into the city. As thegully dwarves cowered, Slasher killed

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their king (the �Highfav�) as punish-ment for the extortion attempt, thendemanded an annual tribute of twohundred steel pieces in exchange forletting the Aghar live in peace.

To this day, Manic receives tributeranging from three steel pieces to fivethousand steel pieces annually; theamount depends upon how manyforgotten caches the gully dwarves dis-cover within their city and whether theHighfav remembers to gather theannual tribute. The Sikk�et Hul goblins,in typical ungoblinlike fashion, don�tseem concerned about the amount ofcoin they receive.

In 340AC, Nerakan emissaries ofTakhisis�s growing dragonarmiesarrived in Manic with greetings fromthe Dark Queen and a request for theprovince to devote itself to her cause.The ecstatic goblin shamans, who hadcontinued to honor the goddess duringher absence, prepared to whip the pop-ulation into a war-hungry frenzy�until Lord Sunchaser the Steadfast hadthem imprisoned within his Great Hall.

He then asked his council of advisersfor their opinions. All seemed in accordon the issue: The gods almost destroyedthe world with their Cataclysm, thenturned their back on it. If the gods wantto fight, they can do so without Sikk�etHul. And so, Sunchaser sent the goblinshamans to the emissaries� ship with themessage that Sikk�et Hul and its citizenswould not fight in a war expresslygeared toward the glory of a deity.

As all in Ansalon well know, thedragonarmies got along quite wellwithout Sikk�et Hul and, had it notbeen for the actions of a brave few,Takhisis certainly would have tri-umphed. However, in 352AC, an expe-dition consisting of hobgoblins andgoblins (including some of theshamans that Lord Sunchaser had dri-ven out twelve years earlier) set out forManic to punish the goblins for notheeding the Dark Queen�s call to arms.However, whether through Fate ordivine intervention, a storm blew theattacking fleet north, causing it to run

aground in Ogaral. As the army triedto march south through Hylo, thekender attacked and destroyed it.

The Summer of ChaosDuring the Dark Knight invasion ofAnsalon not many years later, the gob-lins of Sikk�et Hul returned the favorand proved instrumental in preventingthe Knights of Takhisis from conquer-ing Northern Ergoth.

When the ghost of the Tower (see�Hylo�) alerted the kender that aninvasion fleet approached, they sentmessengers to warn Ergoth proper andthe empire�s three provinces. The Ackalfleet was engaged in raiding, andErgoth�s forces had their hands fullwith invaders swarming in from thewest. The kender had no vessels capableof defeating the dragon-prowed wargalleys looming in the east. OnlySikk�et Hul had a ready fleet.

Lord Fleshrender launched any-thing seaworthy in the direction of thethe warships� approach. Virtually everycombat-able goblin of Sikk�et Hul tookto the sea that day, as shown in theillustration on the next page. Sunsetover Northern Ergoth found the DarkKnights and their galleys at the bottomof the Straits of Algoni. The Knightsmade no further attempt at landingson the island�s east or south shores.

Current Happenings

Although the goblins have earned thegratitude of the peoples of NorthernErgoth, the Age of Mortals continuesto pose new challenges for Sikk�et Hul.

The influx of refugees from Solam-nia and Kendermore threatens thesouthern province�s friendly relationswith its neighbors: When the folk ofmainland Ansalon see a goblin, theysee an enemy. To make matters worse,recent goblin immigrants to Sikk�etHul from the south too often provethem right. These savage goblins (bylocal standards), forced from SouthernErgoth by the White Dragon�s reshap-ing of the land into a glacier, cannot set

Northern Ergoth 83

aside a thousand years of ceaseless con-flict. The belligerent afflicted kender inHylo, ironically believing all local gob-lins in league with the White Dragon,frequently raid northeast Sikk�et Hul,while in the northwest, Solamnian set-tlers unlawfully seize land to homestead.

The Lord of Sikk�et Hul hasappealed to the Imperial Court andissued threats to the kender govern-ment. However, the afflicted kenderonly grudgingly accept sovereigntyclaims from goblins (who, back in theirhomeland, serve Malys), and theemperor seems unwilling or unable tocontrol the Solamnian squatters.Already the goblins have threatened toend their centuries-long tradition oftithing ogre gold and steel. The nextstep will be to attack any Solamnianwho attempts to settle in Sikk�et Hulwithout permission. Such a state ofwar already threatens in the northeast-ern part of the province, where theafflicted kender have attacked goblinfarms.

PoliticsGoblin and gully dwarf political struc-tures closely resemble each other. Inboth cultures, the strong rule-thiselement of life in Sikk�et Hul followsthe pattern of goblins elsewhere.

As with the Ackalites, the goblin andgully dwarf kings must withstand chal-lenges from clan leaders who wouldreplace them. Unlike the Ackal contes-tants, however, combatants in Sikk�etHul do not fight to the death. Instead,those who would challenge the lordmust match him in tests of strength,endurance, swiftness, and-mostimportantly�wits; the goblins ofSikk�et Hul value intelligence and cun-ning as much as they value force. Ifdefeated, the lord steps aside, though hecan join the contest the following year.

Naturally, goblin lordship contestsare somewhat more serious than thoseconducted by the gully dwarves,although the humor in the Aghar chal-lenges is purely unintentional. Last year,at the urging of a visiting goblin, theHighfav announced a wrestling match

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to decide the challenge: �Best two out ofthree,� in the goblin�s words. Unfortu-nately, it took the combatants severaldays to deduce the meaning of �three.�

It perhaps goes without saying, butin both the goblin and gully dwarf cul-tures, contestants have been known tocheat by fighting dirty or utilizing mag-ical aid. In these cases, the victor stillreceives the lordly title, but he rarelymanages to accomplish anything dur-ing his tenure�other goblins are toobusy watching their backs to cooperatewith him on new projects. Althoughsuch treacherous creatures would risestraight to the top among the rest ofAnsalon�s goblins, in Sikk�et Hul theyusually resign at the end of their termswithout even attempting to answerchallenges. (Among the gully dwarves,though, the strongest and most deceit-ful kings generally end up ruling thelongest.)

Today in Sokk�et HulAs tension grows from both inside andout, Sikk�et Hul�s goblin leader, LordChaosbane (goblin young adult male,cunning demeanor, Adventurer), seeksnew ways to maintain relative indepen-dence for his province. He knows thatwar on Northern Ergoth would weakenall provinces and nations, making themvulnerable to attacks from the Knightsof Takhisis and the dragons. Goblinambassadors have visited Ackal, Hylo,Gwynned, and even New Winterholmand Fav. They carry messages of peaceand urge the island�s leaders to cometogether in understanding, lest theirdifferences destroy them all. The localcells and circles of the Legion of Steelassist in these attempts to ease discord.

At the same time, rumors hold thatChaosbane has infiltrated the ranks ofthe goblin refugees�as well as those ofthe natives fed up with human andkender aggression�to identify theirleaders. If he can�t convince them tostop agitating for war, he will eliminatethem permanently.

Hylo (Kenderhome)In the Age of Mortals, Hylo's secondaryname, Kenderhome, seems more mean-ingful than ever. The Red Dragon�sdestruction of Kendermore far to thehas brought thousands of kendergrants to this land in recent decades.

Important HoldingsHylo boasts both some of the oldest andnewest settlements in Northern Ergoth.Ruins and supposedly mystic sites dotthe countryside�and stories of newsites pop up with great frequency.

Noteworthy Settlements

Hylo residents live in quaint, pastoralvillages and towns. These settlementslook like collections of incompletedwellings; whether they live in a snuglittle burrow or a spacious tree house,kender love to rebuild and renovate.Afflicted kender tend to constructwooden palisades or stone walls aroundtheir homes, while other kender rely onhedges and gullies for defense. Twistingstairs and rope ladders link the rooftopsof buildings to each other and to theground.

LemonHylo�s northernmost settlement is theport town of Lemon, so named for anorchard of lemon trees that once stoodin a valley that the Cataclysm turnedinto Lemon Bay. The town is home toabout two hundred true kender andthree hundred afflicted kender. In addi-tion to its harbor traffic, Lemon alsohas seen some major logging businessover the years; Ackalites and others buywood and miscellaneous goods here.

Northern Ergoth 85

The afflicted kender recently forti-fied the town and decided to chargeimport/export tariffs like human citiesdo. This move has caused strainbetween Lemon and area merchants, asthe tariffs keep changing. Another newproject is the construction of a newwarship in Lemon harbor; the afflictedkender hero Nikki Firestopper (aflictedkender adult female, roguish demeanor,Champion) has hired a band of thinkergnomes to build the mighty vessel tohelp Kenderhome defend itself at sea.

HidalSoutheast of Lemon is the fortifiedtown of Hidal, home to more than onehundred true kender and three timesas many afflicted kender. These kenderfind Hidal particularly attractive for itslocation atop a steep hill rising fromthe floor of a broad valley. Caves andtunnels honeycomb the hillside�ancient dwellings of huldrefolk, kenderhistorians like to claim. True kenderfind the caves a wonderful playground,while afflicted kender see them as shel-ters from possible air attacks.

Ocean TownInland from Hidal is one of Kender-home�s strangest enclaves, the curiouslynamed Ocean Town. The settlement,home to more than one hundred truekender and only two dozen afflictedkender, clings to the side of a mountainright along the Ergothian border.

Shortly after the first Cataclysm, akender whose mind had been addledby shock and grief had a �vision� thatanother tidal wave would wash awaythe rest of Hylo, leaving only themountains. Frightened of more devas-tation, many kender followed him intothe Sentinel Mountains, where theybuilt Ocean Town. They labored withamazing concentration for kender, andwhen they were done, they had built asmall town with docks from whichthey could launch fishing boats.

But the disaster never came.By 5AC, the kender began to abandon

Ocean Town, though some remained to

mine for �pretty rocks� in the Sentinels.Merchants who visit Ocean Town call itsdocks a wondrous sight�not for theirsplendor, but for the oddity of theirplacement on a mountainside.

SafeholdDue south of Hidal stands Safehold, afortress town constructed by afflictedkender. part cave complex, partimmense tree house, Safehold sur-rounds a portion of the Lookit River.Moats, hedges, and stone walls encirclethe town�s ten or so huge trees, each ofwhich holds a dozen tree houses andmany archer platforms built into itsboughs. Only the two hundred afflictedkender that dwell here know the safeway past the defenses of their city.Needless to say, they don�t interactmuch with the rest of the realm.

Legup

West of Safehold, pressed up againstthe Sentinel range is Legup, a small vil-lage inhabited largely by relatives anddescendants of Kronin Thistleknot, ahero of the War of the Lance. Builtaround ancient ogre ruins, Legup isone of the realm�s most splendid placesto play hide-and-seek. It also guardsKenderhome�s only mountain pass intothe Empire of Ergoth.

The security-conscious afflictedkender have tried to take control ofLegup, but the town�s true kender resi-dents here (who share Kronin�s legendaryfeistiness) fought them off. This rebuffhurt the afflicted kender�s feelings: Afterall, they�d only had everyone�s best inter-ests in mind. Of course, the true kenderfelt bad about hurting their feelings, sothey put their cousins from Kendermorein charge of a nearby iron mine. Today,Legup�home to some sixty true kenderand as many afflicted kender-remainsHylo�s only settlement where the twosubraces coexist without conflict.

LookitSouth along the Lookit River from Safe-hold stands Hylo�s second oldest settle-ment, Lookit. The town is built along

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the banks of the river, on the plateaus ofa three-tiered waterfall that creates acomplex series of rainbows visible allthe way from the center of the town.

Many kender consider Lookit Fallsthe most beautiful place in all Hylo. Astestament to this fact, six hundredkender live here. None of this numberare afflicted kender, however; they donot consider the town easily defensible.However, they visit the falls frequently�perhaps even more than others, for thebeauty helps dull the constant ache theyfeel over the loss of their homeland andloved ones to the Red Dragon.

HyloAlmost due east of Legup, at the end ofthe realm�s only road able to handlewagons and carts, lies Hylo. The kendercapital is home to twelve hundred truekender and roughly fifteen hundred oftheir afflicted cousins.

Hylo was built around the flyingcitadel that brought the kender to thisnorthern forest three thousand yearsago (see �History�). The citadel crashedinto a steep hillside, making this area byfar the most defensible spot in Kender-home-which explains why the afflictedkender have settled here in great num-bers. True kender stay here more or lessout of the inertia of tradition.

The kender have overbuilt thecitadel to the point where it resemblesthe castle of a frothing madman.Homes exist within homes in this archi-tect�s nightmare, and stairs and hallwayslead nowhere-or to hundred-footdrops. The many hidden tunnels andconcealed arrow slits would allow thekender to turn the entire town into atremendous, exceedingly deadly killingground, should it ever face invasion.

The TowerAcross the bay from Hylo stands anobsidian structure known simply as theTower. A wide variety of kender talesrevolve around this building, but they allagree it houses the spirit of a powerfulsorcerer and the best friend Kenderhomehas ever known. Some stories even main-

tain the ghost is the famed wizard Mag-ius, bound to the Tower by a curse thatwill be lifted only if someone brings himhis famous staff. The ghost of the Towerhas become an oracle for the kender,warning them of imminent disasters. Forexample, the spirit alerted them to theapproach of the Dark Knights� fleet dur-ing the Summer of Chaos.

Three hundred true kender live nearthe Tower, protecting it from would-belooters while exploring and fingeringthe items within to their heart�s content.

Gobwatch and ThiswaySoutheast of the Tower stands thefortress of Gobwatch, a squat stonebuilding constructed by afflictedkender ostensibly to protect Hylo frominvasion by the goblins-clearly agentsof the White Dragon seeking to expandhis realm. But rather than assume adefensive stance, the forty to eightyafflicted kender living here have takento launching pre-emptive strikesagainst the �enemy� to the south.

The kender from the nearby villageof Thisway have tried to explain that thegoblins of Sikk�et Hul are friends, but tono avail. In fact, Thisway�s residentshave gotten so annoyed by all the unrestthe Gobwatch fortress has caused thathave begun to abandon their town andbuild a new one on the far side of thepass, in Sikk�et Hul. About one hundredtrue kender still live in Thisway.

Major Ruins

The many ogre ruins along the Sentinelrange in Kenderhome are assumed tohave been long since explored andlooted by the exuberant kender andgoblins. Of course, the kender seemeager to visit the ruins over and overagain, just for fun. So far, no adventur-ers have visited one of the ruins with-out running into kender explorers,who cheerfully invite them to lunch.

Hylo also contains a few ruinedkender cities as well as ogre sites. Ofcourse, many of them lie beneath thechoppy waters of the Straits of Algoni,but the ancient town of Lost sprawls

Northern Ergoth 87

the length of a valley that still bears thescars of a mighty magical battle.

The original name of Lost has longsince vanished down the River of Time,but kender legends still recount howthe mighty Magius and two other sor-cerers slew two ancient red dragons onthat site during the Third Dragon War.The trio had arrived too late to save thetown, but they saw to it that thosedragons would destroy no more.

Kender occasionally visit the ruins ofLost, but they rarely stay long. The grimair of foreboding hanging over theentire valley subdues even the irrepress-ible kender spirit. Stories hold that thetwo red dragons� spirits still lingersomewhere in the ruins, unable to findtheir way to the Abyss and their Queen.The living who visit Lost feel the despairand rage of these spirits, locals say.

Mystic PlacesMany kender tales focus on the mysti-cal qualities of the rainbows of LookitFalls. For instance, gazing upon themsupposedly causes the viewer to havevisions of the past, present, and futurethat provide vast insight. However,most mystics and scholars dismissthese claims as flights of fancy-orperhaps kender �visionaries� were soawestruck by the beauty of the water-fall that they just forgot to breathe.

Other apparently mystic places inHylo Forest include certain rockygroves where a mushroom unique tothe realm grows. Once again, those whospend time in these groves reportedlyexperience visions of a supernaturalnature. Most, however, attribute these�visions� to eating the mushrooms.

Main PopulaceBoth true and afflicted kender dwell inHylo�usually not altogether peace-fully. Most visitors can tell the twogroups apart mainly by their attitudes,though Hylo kender tend to wear theirhair short, unlike their Kendermorekin. Kenderspeak is the national lan-

guage, though visitors frequently hearErgot and Goblin spoken as well.

DescriptionThe foundation of kender society is thefamily�usually consisting of close rela-tives and two or three children. Some-time around the age of twenty, kenderare possessed by an urge to see the world.These youths travel for years, exploringthe mysteries of Krynn. Some kenderdraw maps of their journeys, whichbecome even more detailed and trust-worthy after the kender have fiddledwith them for years. Once the wander-lust subsides, the kender become rootedto the land and raise their families.

CultureThe folk of Hylo are oblivious to mattersof ownership. If a kender needs some-thing that another person is not using, heinnocently borrows the item and puts itto use. Curious kender often pick upobjects for closer examination and, if dis-tracted, may forget to put them back. Butkender do not steal�ask any of them.

While many human realms haveturned away from the gods in the thirtyyears since the Second Cataclysm, truekender continue to honor Bran theSongmaster (known as Branchala toother races) in weekly ceremonies inwooded groves. The afflicted kenderrefuse to take part in such silliness,blaming the Songmaster�the highestof gods in the kender pantheon-fornot protecting them from the RedMarauder. The Hylo kender and theirpriests still believe they should honorBran, for while he no longer enables thepriests to perform miracles, the musiche created for the world still remains.

TradeThe craftsmen of Hylo produce exquis-itely carved wooden objects that,together with ebony, wood, flint, andraw gems, provide a thriving tradewith Ackal, Ergoth proper, and Gun-thar. The kender import metal and

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weapons from all three trading part-ners. They also import gram from thecity-state of Caergoth.

Finally, Hylos kender have a longtradition of working as �finders.� Theirability to locate missing persons andobjects is renowned throughout Ansa-lon. With the influx of dark-heartedkender from ravaged Kendermore, theHylo �finding� business has taken on avicious taint, in the form of afflictedkender bounty hunters and assassins.

HistoryKender scholars have always emphasizedthe �story� part of �history,� rather thangetting bogged down in boring thingslike �facts.� Of course, this attitude pre-sents a unique problem for outsiders try-ing to relay the history of Hylo. As localsources are almost certainly unreliable,historians must decide which are trueand which are just kender tall tales.

Early HyloHylo Forest was settled in 2600pc, thesame time Ackal Ergot fought to sub-

due the Khalkist tribes, by a kenderclan serving a group of wizards nearBalifor. Kender historians call themembers of this clan �trusted advis-ers� while others believe they weremore likely slaves.

The wizards were building one ofthe early Towers of High Sorcery,intending to make it a citadel thatcould fly through the air. Somehow,the kender got trapped inside thestructure, and in their efforts to find away out, they caused it to take flight. Ittraversed the continent and eventuallycrashed in the foothills of the SentinelMountains. The kender named theirnew land Hylo, because the citadel thathad brought them there was first high,then low, and in honor of the highmountains and the low forestland.

The kender lived here, undisturbedby humans, for almost two hundredyears. They spread throughout the for-est on both sides of the bay near theircrashed citadel. They named this bodythe Bay of Monsters�not because itheld an unusual number of beasts, butbecause they wished it did.

Northern Ergoth 89

Imperial HyloDuring this early period of Hylo�s his-

fierce guerrilla war against the ErgothianHylo rose up in rebellion and waged a

occupation force. Their battles lasteduntil 1810PC, when Emperor EmannQuisling decided Kenderhome wasn�tworth the trouble it cost him to main-tain troops there and withdrew to hisown borders. Once the Ergothian troopshad left Hylo Forest, the kender resumedtrade with the empire. Soon Kender-

tory, sgveral emperors looked towardthe kender land intending conquest, butfor some reason, none seemed able to.In 2200pc, Emperor Ackal VII finallyannexed Hylo, officially renaming itKenderhome in all imperial documents.

Their inclusion in the empire intro-duced the kender to concepts such astaxes and forced conscriptions. How-ever, they never minded sharing theirfood and goods with all the interestingnew people in their land. In addition,they looked forward to meeting excit-ing new people in faraway places asart of the imperial legions.

Throughout the Age of Dreams, theincreasingly brutal nature of the Empireof Ergoth went unnoticed by mostkender. In fact, Ackal VII remains some-thing of a legend in Hylo. According tothe kender, they taught the empire howto wage war, and in return, Ackal VIIsaw to it that they traveled to all kinds ofnew places. Naturally, the kender thinkthey got the better end of the deal.

It�s not until 1886PC that the kendergrew disenchanted with Ergoth. Toomany tax collectors arrived in Hylo withviolent and negative attitudes, and themilitary commanders no longer treatedthe kender with the respect they felt theydeserved. So the kender told the imperialgovernor (who hardly left his palace andever let them inside) that they nolonger had any use for him and hishumorless troopers and tax collectors.The governor responded by executinghe kender delegation and hanging theirbodies from his palace wall.

After a brief period of shock, all ofThe confused kender watched as

columns of Knights marched into Hyloand surrounded the citadel at the city�sheart. The siege lasted roughly threeweeks, although the kender never actu-ally realized their town was besieged.Instead, they swarmed around the�enemy camp,� heaping admirationupon the Knights and relieving them ofmany interesting objects.

home was a greater source of revenue forimperial coffers than ever before.

In 1801PC, Hylo officially asserted itsindependence from the empire. Its resi-dents had watched Vinas Solarrums�srebellion with awe and (not realizingthat they had, in effect, done the exactsame thing a decade earlier) declaredthat they too wanted independence.The �Statement of Rebellion� thatarrived from Hylo as the eastern prov-inces were completing their secessionbewildered imperial bureaucrats, sincethe empire had considered Kenderhomean independent territory for ten years.

Free Hylo

In 1634pc, Kenderhome found itself atodds with Solamnia. The kender hadlong admired the Solamnic Knights,due to their �fancy armor� and �neatways of doing stuff with swords.� How-ever, as the kender did not hail fromSolamnia and could not meet theOrder�s strict behavioral codes, theKnights would not admit them.

So the kender started their ownknightly order, the Knights of Balif,named for a kender historic figure. TheSolamnic Grand Master at the time, Gre-gori uth Telan, hailed from the provinceof Lemish and was unfamiliar with thekender and their ways. He consideredtheir action an attempt to belittle theSolamnic Order, so he sent emissaries toHylo requesting that the kender stoptheir mockery. Instead of complying, thekender offered the Knights a chance tojoin the Order of the Acorn. GrandMaster Gregori ordered an invasion ofKenderhome, against the recommenda-tion of his advisers.

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Eventually, the commander of theforce attempted to explain to the kenderwhat the Grand Master found offensiveabout the Knights of Balif. The kind-hearted kender realized they had �hurtthe Grand Master�s feelings,� and sothey disbanded their knighthood, whichwas beginning to bore them anyway.The Solamnic force returned homewithout a single life lost.

The Third Dragon War was farmore bloody, however. The kender hadmanaged to gather roughly a dozen ofthe dragon eggs Thoradin�s dwarveshad mistaken for gems. Most of thesewound up in underpopulated areas,but three had been taken to the citadelat the center of Hylo.

When these three eggs hatched, thekender tried keeping the dragons-ablue and two greens�as pets. Thearrangement lasted for about a century,after which time the two young greendragons went berserk. They laid wasteto part of the citadel and a good por-tion of town, killing hundreds beforethey were themselves slam. Exactlywhat happened to the blue dragon isunknown, but kender histories tell thatthe creature rose up to defend Hyloduring the Third Dragon War, saving itfrom destruction in an attack in1030PC. In an ending uncharacteristicof kender history, the dragon�s storyconcludes with his death in 1019PC atthe hands of Solamnic Knights, whofailed to realize he was friendly.

The possible death of their petdragon aside, the kender appreciatedSolamnia�s aid during the war. By1000PC, that gratitude had manifesteditself as a formal alliance betweenSolamnia and Kenderhome. Whilesome assert that only the kender actu-ally benefited from this alliance, thepoint is arguable. For instance, aboutthat same time, Palanthas was emergingas a major port, its fleet of merchantvessels and warships built with Kender-home�s wood. With the alliance in place,the production of ships doubled inspeed and, by 900PC, the Palanthianfleet was second only to Istar�s.

Twilight Before CataclysmHistorians noted that around 350PC

kender in Hylo began worshippingdeities other than Branchala and Reorx,their race�s traditional gods. These newkender priests and followers of Pala-dine, Mishakal, and other gods arosedue to the influence of Istaran mis-sionaries. By 150PC, however, kenderinterest in these new gods had waned,as the missionaries made it increas-ingly difficult for them to stomach reli-gion: The Istarans insisted on evermore rigid ways of honoring the gods,and ever higher tithes to the Kingpriest.

The Istaran presence in Hylo endedonce and for all in 123PC, when a visit-ing priest flogged kender leader Tickle-foot Sunflower for declaring himselfthe Kingpriest of Kenderhome. Adevout follower of Mishakal and apowerful priest in his own right, thekender (like the founders of theKnights of Balif in centuries past) didnot understand the offense he hadcaused. He did understand that he hadbeen attacked. In response, he orderedevery Istaran priest driven from HyloForest, declaring they obviously werenot the holy men they claimed to be.

The Istaran priests went to the HighClerist�s Tower and asked the SolamnicKnights to invade Hylo, to avenge theirhonor and set the heathen kender intheir place. Records show that the HighClerist and High Warrior guaranteedthe priests that they would launch anattack as soon as winter ended. How-ever, when the time came, they neithermustered an army nor conducted anypunitive raids or invasion.

In 118PC, Istar issued the Proclama-tion of Manifest Virtue, which declaredthe kender, among other races, inher-ently Evil. By 115PC, Solamnia had anarmy arrayed on Hylo�s eastern border.However, despite repeated insistencefrom Istar, the army never invaded.

A variety of songs and stories fromthis time detail how the Knights andkender would gather on the borderduring holidays, get drunk, and com-

Northern Ergoth 9 I

miserate about the nonsense issuingfrom Istar. Other tales tell of attemptedinvasions repelled by brave kender.Records discovered in the HighClerist�s Tower after the War of theLance reveal that no high-rankingKnight really believed the kender Evil.

The biggest conflict along the Hylo�Solamnia border occurred in 83PC, whenan Istaran priest convinced a divisioncommander to disobey his orders andlaunch a direct strike at Hylo. Casualtiesmounted on both sides but in the end,the kender won the day. They took theIstaran priest to Hylo, allowing survivingKnights to return to Solamnia in dis-grace. The priest was locked in a towerhigh above the city where he had quite aview. �You can sit up there until you gettired of looking at Hylo,� said Sam Half-Finger, Mayor of Hylo, in passing judg-ment, �or until we get tired of listeningto you whine.� In 70PC, the SolamnicHigh Justice finally managed to negoti-ate for the priest�s release.

As Kenderhome�s relationship withSolamnia deteriorated due to Istar�sinfluence, relations with Ergothimproved. The kender�s unwillingnessto allow Solamnia access to their forestpermitted Ergothian loggers to harvestmore wood. Additionally, the growingfeeling among Ergothians that the godswould soon bring Istar low appealed tothe kender. While they wished no oneill, a good many tales from this timefeature Reorx beating the Kingpriestwith his hammer.

When war broke out between Ergothand Solamnia in 8PC, the kender stoodfirmly on the side of Ergoth, skirmish-ing with the Knights on their border butnever engaging in the kind of violentconflicts taking place south of them.Still, if they had not tied down severalunits of Knights along their easternborder, Gwynned VI�s war effort mighthave proven far less successful.

Of course, the Cataclysm renderedthis triumph moot. Kenderhome�seastern border vanished under the sea,as the lush valley there became part ofthe Straits of Algoni.

The Shadow Years

The Cataclysm devastated Hylo morethan just physically�it scarred thekender emotionally as well. They couldnot figure out why the gods had pun-ished them along with Istar. For the firstcentury after the rending of their land,the kender seemed very subdued. Inaddition to mourning their lost friendsand relatives, they became fanaticallyreligious. Their days and nights revolvedaround making offerings at altars thatsprang up all throughout the realm. Theyalso defended their borders fiercely fromthe advances of violent Ackal in thenorth, and the goblins in the south, fear-ing it might have been their friendlinesswith the Solamnic army camped on theirborder that caused the gods to punishthem. Doomsday cults were also preva-lent among kender during this period.

Within three generations, however,the folk of Hylo had lost any personalconnection with the tragedy of the Cat-aclysm. By 250AC, the typical, happy-go-lucky kender was once againsticking his nose where it didn�t belong.

The War of the Lance

Isolated on their island, the playfulkender thrived in relative peace, forgingrelationships with the provinces ofAckal and Sikk�et Hul. Soon goblinsand kender were living peacefully onboth sides of Hylo�s southern border.

Kenderhome was the site of the onlybattle of consequence to occur inNorthern Ergoth during the War of theLance. Details are sketchy and, ofcourse, kender tales surrounding thisevent are plentiful and contradictory.

In 352AC, a dragonarmy expedi-tionary force of goblins and hobgoblinslanded in Ogaral, just north of Hylo.Some kender tales relate that the forcewas led by Highlord Toede, but morereliable sources identify the comman-der as Toade, a human so hideous hewas often mistaken for a hobgoblin.

The same tales recount that the forcehad come to punish the goblins of Sikk�etHul for not heeding the Dark Queen�s

9 2 Chapter Four

call to battle, but that the ship�s pilot hadlost his way during the night. The famedSolamnic Grand Master Gunthar uthWistan happened to be in Hylo when thedragonarmy�s force marched southtoward the kender capital. His journalrecords how Kronn Thistleknot (kenderadult male, motivated demeanor, Master),son of the kender who defeated the realLord Toede near Flotsam, and otherkender taunted the Toade and his forceinto charging at the city in a blind rage, atwhich point hidden kender forces flankedthe goblins and massacred the attackers.

After the War of the Lance, Kender-home returned to pleasant obscurity.Kronn ruled the land briefly, duringwhich he presided over the �Gnome-talks,� an effort to forge Hylo and MountNevermind into a united force. However,he got bored with ruling, and handed the�reins of power� to Km Thrashen Wind-seed, who declared herself Meistersingerof Hylo. She insisted ton conducting allgovernment meetings in song. Soon after,she cancelled the Gnometalks, becausethe gnomes could not carry a tune.

The Age of Mortals

During the Summer of Chaos, Kender-home went untouched by both DarkKnights and Chaos creatures, thanks tothe kender�s goblin allies in the south(see �Sikk�et Hul Province�).

When word reached Hylo in 4SC

about the dragon ravaging Kendermore,the realm�s new leader, Fallana Windseed(kender elder female, distracted demeanor,Adventurer), sent emissaries east to offerher displaced cousins aid and an invita-tion to resettle in Hylo. Over the next fewyears, thousands of grim kender�thesurvivors of Malystryx�s fiery scourge ofKendermore�reached Hylo with littlemore than the clothes on their backs.The last wave arrived in 12AC, just beforeFrost�s transformation of SouthernErgoth made the Straits of Algoni navi-gable by only the most skilled seamen.

The kender of Northern Ergoth didtheir best to welcome the newcomers,but the two populations just didn�t

relate well to each other. Gradually, thekender population split into two fac-tions. The refugees�called aftlictedkender�built walls around the townsthey settled and caused strife with thesuspicious goblins of Sikk�et Hul.

Windseed tried to open talks withthe kender leading the goblinyoung woman named Belladonna(afflicted kender adult female, lawlesdemeanor, Master, 5 ). To her sur-prise, Windseed found herself takecaptive and forced to surrender theleadership of Hylo to Belladonna.

Current HappeningsSince 13SC, Belladonna has encouragedall in Hylo to fortify their settlementsand prepare for dragon assaults. Mostof the native kender are less than coop-erative, thinking that Belladonna�s trickon Fallana Windseed was very unfair.Today, Hylo remains a land divided.

Politics

Hylo has seen every conceivable form ofgovernment come and go throughout itshistory-several times, and sometimesin the space of a week. Traditionally, it isan omnigarchy, meaning rulership byeveryone. Everybody does as they please,so long as they do not harm each other.However, the afflicted kender find it dif-ficult to let the old ways stand whenthere are dragons to defeat.

Today in Hylo

Belladonna and her followers constantlyattempt to convince the true kender toengage in military drills, build defenses,and otherwise prepare for invasion.However, even afflicted kender do notfollow orders unless they find it eitheramusing or to their clear advantage.

Despite their lack of law, commonthreats bring kender into quick cooper-ation. With little preparation, Hylo canfield a formidable army or dozens ofcovert units. As soon as her troops areready Belladonna reportedly plans tosend them against the White Dragon.

Northern Ergoth 93

A p p e n d i xAmbassador

Ability scores Ability codes

A n y . PR �C� min.

Barmaid

Ability scores Ability Codes

A n y . St �C� max.Pr �C� min.

B a r d

Ability Scores Ability Codes

SP 4 min. Any .PR 5 min.

Con Artist

Ability Scores Ability Codes

Any. PR �B� min.

Displaced Noble

Ability Scores Ability Codes

Any.

F o pAbility Scores Ability Codes

All must Four must

be 5 min. be �B� min.

Guild Thief

Ability Scores Ability Codes

Any. �B� min.in DX or

RE or PE

Disadvantages

No trump bonus for

RE or PR actions to deal

with the lower classes.

D i s a d v a n t a g e s

RE action to avoid

being recognized

outside of work.

Disadvantages

No trump bonus toPR actions involving

those of wealth 8 or

higher (other than

performances).

Disadvantages

No trump bonus for PR

actions involving people

wise to his scam (elves

get a -3 action penalty).

Disadvantages

Encounter enemy onceper quest; difficult to

acquire the role

during play.

Disadvantages

Lose advantage if hero�s

secret gets out; onlynewcomers can acquire

role during play.

Disadvantages

Challenging Reason

action to avoid rash

behavior to opposeinjustice or oppression.

Other Req�s

Demeanor

from red

aura card;

wealth 7 min.

Other Req�s

Wealth 3 max.

Other Req�s

N o n e .

Other Req�s

Nature from

black or red

aura card.

Other Req�s

Wealth 6 max.

Other Req�s

Wealth 7 min.

Other Req�s

Nature 5 max.;

wealthbetween

4 and 6.

AdvantagesTrump bonusfor negotiation;

action to discernthoughts; can adopt

role during play.

AdvantagesEavesdropping;

trump bonus toput on false face;

can acquire the

role during play.

Advantages

Trump bonus to

RE actions to recall

details of a place;action to enthrall;

can acquire role

during play.

AdvantagesTrump bonus for

actions to convincea mark; can adopt

role during play.

AdvantagesSympathizers;trump bonus toimitate old status;

can regain status.

AdvantagesOthers let infor-

mation slip.

Advantages

Trump bonus forRE, PE, or DX thief

actions; hand talk;can acquire the

role during play.

94 A p p e n d i x

Roles Quick Reference

Ability Scores Ability Codes

AG 8 min. AG �D�max.

DX 8 min. EN �D�max.EN 6 max. (true) orST 6 max. EN �C�max.

PE 6 min. or (afflicted)PR 6 min. PE �B� min.

Healer

Ability Scores Ability Codes

Any. ST �B� max.DX �B� max.

RE �C� min.PE �C� min.

Legionnaire Scout

Ability Scores AbilityCodes

All must PE �B� min.

be 3 min. PR �C� max.

Loyal Servant

Ability Scores Ability Codes

RE 4 min. Any.SP 4 min.

Merchant

Ability Scores Ability Codes

RE 3 min. Any.PE 3 min.

PR 3 min.

Qualinesti Rebel

Ability Scores Ability codes

AG 6 min. ** AG �C� max. *

DX 6 min. ** DX �B� min. *

EN 8 max. ** EN �C� max. *

ST 8 max. ** ST �B� min. *

PR 6 min. **

Other Req�s

Kender only;

acute eyesight;

others bysubrace.

Other Req�s

Demeanor6 max.;

nature from

red aura card;

Adventureror better;

wealth 5 max.

Other Req�s

Qualinestielves or

half-elves.

Other Req�s

None.

Other Req�s

Wealth 3 max.

Other Req�s

Nature 4 min.;

wealth

between

4 and 6.

Advantages

Effective wealth 8

and tromp bonus

to PR actions

with kender whorecognize him;

handling; trump

bonus for sleight-of-hand (true) or

sneaky (afflicted)actions.

Advantages

Trump bonus to

healing actions.

Advantages

Trump bonus to

hide and to trackin nature; no

restrictions to false

roles; apprentice;

can acquire roleduring play.

Advantages

Trump bonus foreavesdropping;

can acquire roleduring play.

Advantages

Owns a business;

trump bonus fortrade; can acquire

role during play.

Advantages �

Secret signs and

codes; resistanceacquaintances;

can contact otherrebels; trump

bonus in sword

combat and whenusing PE in forest;

can acquire role

during play.

Disadvantages

No trump bonus for PR

actions, �2 action penalty,and effective wealth 2

with nonkender recog-

nizing role; recognitionamong foes endangers

friends; short concen-tration; �A� code allow

only for PE; cannot

acquire role during play.

Disadvantages

Disadvantages

Change in nature after

two quests that involvefighting elves; full elves

non-elf-related PR

elf-related PR actions

(except for resisting

mystic magic).

Disadvantages

No trump bonus forattacks meant to injure

difficult to acquire the

role during play.

No trump bonus forPR actions that involveleadership attempts;

death if captured by

a Dark Knight;

apprentice.

Disadvantages

R E a c t i o n t o

convince othersof sincerity.

DisadvantagesNo trump bonusto PR actions for

charitable orselfless goal.

get no trump bonus for

actions while half-elves

get no trump bonus for

**

*�

Listed scores reflect elf requirements. Half-elves take two minimums and one maximum.

Listed codes reflect elf requirements. Half-elves take one minimum and neither maximum.H a l f - e l v e s e n j o y o n l y o n e o f t h e t w o a d v a n t a g e s

Roles Quick Reference 95

A p p e n d i xRiver Pirate

Ability Scores

Any.

Ability Codes

Any.

Other Req�s Advantages

Nature from Trump bonus

red aura card; for actions

wealth between involving river

4 and 6. traval.

S p e l l f i l c h

Ability scores Ability Codes

Dx 4 min. RE �B� min.

orSP �B� min.

�Staunch Supporter�

Ability Scores Ability Codes

RE 4 min. Any.SP 4 min.

Street Performer

Ability Scores Ability Codes AdvantagesAC 4 min. AC �C� min.PR 4 min. PR �C� min.

SP �C� min.

Street UrchinAbility CodesAbility ScoresMust explain Wealth 3 max.;

Any.any code

beyond �C.�

T h u g

Ability scores Ability codes

Any. Any.

other Req's

Unique thief

�signature.�

other Req's

Wealth of 7 min.

Other Req's

Wealth 3 max.

Other Req�s

three questsor less; child.

Advantages

Trump bonus for

spells involving

thief activities.

AdvantagesTrump bonus

to deal withlord�s servants

and minions.

Can play/dance

automaticallyor with a trump

bonus; easy

Presence action to

learn information;heroes with musi-

Disadvantages

No trump bonus to

PR actions involving

other cultures;outsiders can�t adopt

the role during play.

Disadvantages

Enemy; must have had

past roguish role toacquire role in play.

Disadvantages

Challenging Reason

(Spirit) action to con-

vince others of truesympathies; can adopt

role during play onlyunder a new regime.

cal skill can acquirerole during play.

Disadvantages

No trump bonus to

PR actions to deal

with middle or

upper classes.

Advantages Disadvantages

Can find hideout PR actions to deal

in home city; with known foesnetwork of friends; must be daunting or

eavesdropping; higher; cannot acquiretrump bonus role during play.to steal.

Other Req�s

Demeanor

6 min.

Advantages

Easy Presence

(Spirit) action to

intimidate foe

foe with lower

ST (or PH) score;

proper personalitytypes can acquire

role during play.

DisadvantagesHonorable characters

will challengebullying thugs

to a duel.

96 Append ix

True Name:

Aliases:

Nature:

True Demeanor:

True Role:

General Outlook:

Allies and Enemies:

Special Relationships:

False Demeanor(s):

False Role(s):

Hidden Agenda:

Other Secrets:

Personal Goals:

STORM OVERKRYNN

Dragons of a New Age, Part Two

By Steve Miller

With Contributions From Skip WilliamsEditor Sue Weinlein Cook Proofreader Carrie A. Bebris

Creative Director Harold Johnson Typographer Angelika LokotzGraphic Designer Shan Ren Cartographer Rob Lazzaretti

Interior Illustrators Jason Burrows, Storn A. Cook, and James A. CrabtreeGraphics Coordinators S. Daniele, Paul Hanchette, and Dawn Murin

Special Thanks To Jean Rabe and Dave Gross for story ideas.

The FIFTH AGE authors gratefully acknowledge the original pioneers of Krynn:Larry Elmore, Jeff Grubb, Harold Johnson, Douglas Niles, Carl Smith,Michael Williams-and of course, Margaret Weis and Tracy Hickman.

TSR, Inc.201 Sheridan Springs Rd.

Lake GenevaWI 53 147

U.S.A.

TSR Ltd.120 Church EndCherry HintonCambridge CB1 3LBUnited Kingdom

9517XXX1502

DRAGONLANCE and the TSR logo are registered trademarks owned by TSR, Inc. FIFTH AGE and SAGA aretrademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are

trademarks owned by TSR, Inc. ©1997 TSR, Inc. All rights reserved. Made in the U.S.A.Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of

Canada, Ltd. Distributed in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regionaldistributors. This material is protected under the copyright laws of the United States of America. Any

reproduction or unauthorized use of the material or artwork contained herein is prohibitedwithout the express written permission of TSR, Inc.

Permission granted to photocopy orprint this product for personal use.

Author�s Foreword

Storm Over Krynn is the second in the five-part adventure series Dragons of aNew Age. Groups can play it as a stand-alone scenario or weave it into the story-line that began with The Rising Storm in the Heroes of Steel dramatic supple-ment.That adventured featured Dhamon Grimwulf, Feril Dawnsprinter, andother heroes on a mission from Goldmoon, mistress of the Citadel of LightDuring their quest, they discovered a link between the disappearance of vil-lagers from the Blue Dragon�s realm and a sinister plot by Khellendros himself.In the process, they learn the horrifying truth regarding the kidnapped towns-folk: Through some unknown magical process the Great Dragon transformsthem in to �dragonspawn� , a twis ted draconic -human hybi rdThis adventure, inspired by Jean Rabe�s FIFTH AGE� novel. The Day of theTempest, provides a group of pregenerated heroes from the novel. Players whodo not wish to adopt these Heroes of the Heart can continue using the onesthey played in The Rising Storm or create new ones.

Adventure SynopsisStorm Over Krynn not only features adventurous battle with the forces of Evil,it also requires deciet, stealth, and other types of covert behavior discussed inBook one, Cloak and Dagger. Heroes must use their wits and their roguish tal-ents to triumph in this scenario of discovery.

The adventure begins when the group stumbles upon the remnants of DarkKnight scouting expedition and learns the locations of a lair of the Blue Dragonand of a key site in the spawn transformation process. The heroes can visit the lair ifthey dare, then travel to Relgoth, a holding site for captives destined to becomespawn. After infiltrating the bizarre stronghold-a magical castle made fromblack sand-will the group free the prisoners or get captured themselves? Thequest also might lead the heroes to Vingaard, where pirates set sail with themup an undead-infested river. At a bend in the river, they come upon a hauntedswamp guarded by a sinister black dragon who serves Khellendros. Here, theheroes learn the most horrifying secret about the nature of spawn.

During the adventure, the Narrator can answer one of the DRAGONLANCE®

Saga�s great mysteries: What happened to Gilthanas, a tragic figure lost after theWar of the Lance? Ultimately, the quest ends with some strange revelationsfrom an old scholar and a showdown between the heroes and the Blue

Table of Contents

PrologueHeroes Old and New ��������������������4

Act One: It BeginsScene One: The Scouting Party ����������������10

Scene Two: The Dragon's Lair �����������������12

Act Two: Relgoth MysteriesScene One : Arr iva l ���������������������14Scene Two: The Streets of Relgoth ���������������16

Sidebar: Areas of the City ������������������18Map: Relgoth ���������������������� .19

Scene Three: Into the Darkness ����������������22Scene Four: A Talk with Lord Sivaan ��������������24Scene Five: Dark Wanderings �����������������26Scene S ix : The Pr i soners ������������������28

Act Three: Vingaard HorrorsScene One: Marda�s Vision �����������������30S c e n e T w o : V i n g a a r d � � � � � � � � � � � � � � � � � 3 2

M a p : Vi n g aard ����������������������33Sidebar: Areas of Town ������������������.34

Scene Three: Up the River ������������������36Scene Four: Valley of Lost Souls ���������������38Scene Five: The Spawning Ground ��������������40

EpilogueScene One: Meeting Gilthanas ���������������42Scene Two: The Storm Descends ���������������44Afterword �������������������������46

P R O L O G U E

ictory rarelycomes withouta considerablecost,� themariner said,finally break-i n g t h es i l e n c e . . . .�I�m going tohonor Shaonand Dhamonby continuingthe struggle�

whatever the cost.�

�Rig�s reflections on loss,The Dawning of a New Age

In the Fifth Age of Krynn, Fate calls tothe Heroes of the Heart: The marinerRig Mer-Krel, afraid of nothing�except his true feelings; FerilleeaghDawnsprinter, Kagonesti elf and foe of

all Great Dragons; Dhamon Grimwulf,a warrior trying in vain to put his pastbehind him.

These are only a few of the figures fea-tured in The Rising Storm, the precursorto this adventure. In that scenario, whichparalleled Jean Rabe�s novel The Dawn-ing of a New Age, each hero found him-self tested in ways he�d never expected.

Heroes Old and NewIn the course of their fight against theBlue Dragon, the Heroes of the Heartmay see new companions take theplace of old. This Prologue describesnot only the familiar Rig, Feril, andJasper, it also introduces two newheroes: the Silvanesti elf Ladine andthe afflicted kender Pax. Of course,players may continue with the otherheroes from The Rising Storm, such asDhamon, Blister, Raph, and Shaon ofIstar, if the story permits.

4 Prologue

P R O L O G U E

Rig Mer-KrelDescription

DemeanorNatureReputation

Social status

Agility SC R e a s o n 5 DDexterity 6A Perception 5AEndurance 9C Spirit 4CStrength 7C P res ence 4B

Melee weapon Sabre of renown (+9)Missile weapon Fang (+2) *Additional weapon Lesser dragonlanceArmor Padded silk (-1)Shield None

* Weapon introduced in Heroes of Steel.

�Rig is just a nickname, but it suits me.I picked it up as a kid doing odd jobson the docks in Sea Reach. I�ve wielded by Sturm Brightbladebeen a sailor ever since I cele- and gave it to the heroes.brated my twelfth birth-day by sowing away on a

Unless Dhamon Grimwulfremains with them, Rig

left wasship. The home I now carries this lance.not a happy one, but Ijoined a much larger fam-

The mariner has devel-

ily-the brotherhood ofoped such a strong hatred

sailors. Now I�m in myfor blue dragons that he

mid-twenties and the helmsman on theWind Chaser, which runs between NewPorts and the island of Schallsea.

�I�ve steered a ferry in the New Sea,and I�ve sailed the open sea as a pirate.A few months ago, I found myselfdrawn into a fight against Khellendrosthe Blue, and I haven�t felt a deckbeneath my feet for some time.

�I�m at my best when I have saltwater in sight. If I�d been in my ele-ment, I could have saved Shaon, abright-eyed lass who�d sailed with mefor years. Instead, this beautiful girldied at the claws of one of Skie�s bluedragons, cut down in her prime. I�ll go

back to the sea some day, but not untilI�ve avenged Shaon. The Storm OverKrynn will pay dearly for her death.�

Game Information

As a mariner, Rig ( 8 ) enjoys a trumpbonus for any action he attemptsinvolving combat at sea or an act of sea-manship. In land combat, however, hesuffers a -3 action penalty. (Themariner role appears in Heroes of Steel.)

Rig is always ready for a fight.Besides his two primary weapons, heconceals several others: a weighted sashthat looks like a bit of normal clothing,two daggers in his boots, and two morehidden under his shirt. He wears afancy hat with a garrote concealed inthe headband and conceals razor-sharpblades in the soles of his boots. He evenwears a dagger-shaped earring thatdoubles as a lockpick.

In a recent trip to Palanthas, the sor-cerer Palin Majere retrieved the last piece

to the footman�s dragonlance once

has grown immune to the

applies only if Shaon appeared as eithera hero or a character in the Narrator�scampaign and was slain by the bluedragon Gale, as occurred in The Dawn-ing of a New Age.)

Rig enjoys acute eyesight andtaste-no one will ever get a poisonedmeal past him.

Appearance

Tall and muscular Rig has brown skinand short, dark hair that mark him asan Ergothian. He favors bright, flashyclothes.

effects of dragonawe. (This immunity

Human male(barbarian),mariner roleRoguish (8 )

Clever (5 )Adventurer(Quests 6, Hand 4)Guildsman(Wealth 5)

Prologue 5

Jasper FireforgeDescriptionDemeanorNatureReputation

Social status

Male Neidar dwarfDecisive (3 )Honest (2 )Champion(Quests 8, Hand 5)Gentry(Wealth 6)

Agility 6BDexterity 5CEndurance 7BStrength 7A

Melee weapon

Missile weaponArmor

Shield

R e a s o n 6 DPerception 5BSpirit 8A (64)Prese nce 7 B

Battle axe of fame(+12)Crossbow (+5)Scale armor ofrenown (-8)Horse shield ofdistinction (-6)

I�m Flint Fireforge�s nephew. That�sright: Flint Fireforge, Hero of theLance, was my uncle. It seems that Fatehas cast the Fireforges as saviors ofKrynn, or at least of Ansalon. Now it�smy time to be a hero, and I�ll do mybest to fill the role Fate has set for me.

�I've inherited my uncle�s tolerancefor other races, particularly elves andkender. Don�t laugh�Uncle Flint�s best

friends were Tanis Half-Elven andTasslehoff Burrfoot. I know elves are abit full of themselves, so I just let themwalk around with their noses in the air.Why should I let myself be offended bytheir behavior? I also don't understandwhy other people get so upset when

kender are around�can�t they appreci-ate a kender�s quick wit? I�ll admit thatI seem to �lose� things more often whenthere�s a kender nearby, but that�s noproblem, because the kender alwaysfind my things for me. It would be rudeto call a kender a thief or demand myproperty back: Harsh words are forenemies, not friends.

�That�s a truth I learned fromGoldmoon, First Master of Mysticism.I�m a student of hers at the Citadel ofLight on Schallsea. Not only is she myspiritual instructor, she�s a personalfriend of mine. She even saved my lifeonce, back during the Dragon Purge,before anyone even knew what mysti-cism was. I just might be the first per-son in Ansalon ever to benefit frommystic healing.

�The world is lucky to have Gold-moon around�she�s brought the giftof healing back to a world that has lostit twice now. The power of her spirithas made her an ageless beauty, at leastto my eyes (I understand that lessenlightened folk see her differently).Goldmoon is a wonderful teacher, andI never tire of working under her guid-ance. I could happily spend all my daysstudying with her, but she hasreminded me that I have more impor-tant work do and ought not spend allmy time at the Citadel.�

Game Information

As a dwarf, Jasper (2 ) is resistant topoisons and sorcery in the form of atrump bonus to any actions to countera poison or block a sorcerous attack.

Jasper can employ three spheres ofmysticism: healing, mentalism, andsensitivity. In addition, he has an acutesense of smell.

AppearanceThough well into his middle age, Jasperhas a jovial nature that makes him seemmuch younger. He keeps his reddish-brown hair and beard neatly trimmed,as befits a dwarf of his station.

6 Prologue

Ferilleeagh DawnsprinterDescriptionDemeanorNatureReputation

Social status

Female Kagonesti elfCurious (2 )Wild (7 )Champion(Quests 7, Hand 5)Commoner(Wealth 3)

Agility 6D Reason 7A (49)Dexterity 6B Perception 5AEndurance 4D Spirit 6A (36)Strength 7B Presence 6C

Melee weapon Broad sword (+6)Missile weapon Long bow (+6)Armor Leather (-2)Shield Kite (-2)

�I�m usually not one to take sidesin an argument. Even amongmy own people, the wild andindependent Kagonesti, I'vealways been a loner. I enjoy r a c e , F e r i l c a n s e e msolitude, and I admire� h a u g h t y t o n o n - e l v e s .even envy�wild creatures.They live free of the con- There fore , she never

straints of society. Animalsenjoys a trump bonus

have pure motives: They f o r P r e s e n c e a c t i o n

are never treacherous andi n v o l v i n g a n o n - e l f .

kill only for food, taking (Cards played to resist

nothing more than theyneed. And for all theirpurity, animals also knowhow to enjoy simple plea-sures. Overall, I would prefer a solitarylife in the wilderness with them to justabout anything else.

�Now, however, I�ve gotten involvedin one of the greatest struggles ever toface Krynn: the battle between mortalsand the Great Dragons. I know how topick enemies, don�t I?

�I love the wilderness and would sac-rifice anything to save it�even my life,fighting those affronts to nature, theGreat Dragons. The White Dragon, Gel-lidus, has transformed my home isle ofSouthern Ergoth into a vast glacier: Allit took was the touch of Frost to turn aland of temperate plains and forestsinto a polar desert. I have nothingagainst polar deserts, but I want them

to stay where they belong: at the poles!Other chromatic dragons have wreakedsimilar havoc in their territories, but Ihave made it my job to find a way tothwart their schemes.

�I try not to let my grim task keep mefrom enjoying the wonders I see aroundme, however. There is beauty almosteverywhere you look, from the simplegrace of a butterfly to the crisp geome-try of a dwarven building. Whenever Ifind myself somewhere I haven�t beenbefore, I can�t help stopping to drink inall the sights, sounds, and smells.�

Game Information

As an elf, Feril (7 ) is skilled with asword and perceptive in woodland set-tings. Any card she plays to resolve an

attack with a sword or to resolve aPerception action in a forest

becomes automatic trump.However, like others of her

magic are an exception.)This Kagonesti shaman

can employ three schoolsof sorcery: pyromancy, geo-

mancy, and aeromancy. Shealso can cast spells from three mysticspheres: animism, alteration, and heal-ing. Her two acute senses are sight andhearing.

Appearance

Feril is beautiful, tanned, and wildlyexotic. Her brown hair falls in waves toher shoulders, like a lion�s mane. Eventhough she has not recently beenamong her people, the Kagonesti, sheproudly wears the strange and colorfultattoos of this race of wild elves. Ferilbears a tattoo of an orange and yellowoak leaf on one cheek and another of ared lightning bolt across her forehead.

P r o l o g u e 7

Ladine DralathalasDescription Female Silvanesti elf,

Demeanordisplaced noble roleBigoted (7 )

Nature Reserved (1 )Reputation A d v e n t u r e r

Social status(Qurdyd 4, Hand 4)Commoner(Wealth 3)Aristocracy *(Wealth 7)

Agility 7CDexterity 9AEndurance 8C

R e a s o n 8 B ( 6 4 )P e r c e p t i o n 7 BS p i r i t 5 C

Strength 6B Presence 7C

Melee weapon Long sword (+7)Missile weapon Arbalest (+9)Armor Leather (-2)Sh ie ld None

* The social status and wealth score in italics areLadine�s standing in Silvanesti.

�I come from the long line of diplo-mats in House Advocate. Immediatelyafter the War of the Lance I served myqueen, Speaker of the Stars AlhanaStarbreeze, in negotiations with theQualinesti and Kagonesti to ensure fairtreatment of Silvanesti refugees onSouthern Ergoth. Later I worked longand hard to clear up the misunder-standing that led to my liege becomingdark elf-in vain, of course.

�It was a long and distinguishedservice to the Tower of Stars, and itcame to an end twenty years ago whenI discovered that I could not return tomy beloved Silvanesti, recently restoredthrough the efforts of Porthios of Qua-linesti and Speaker Alhana.

�Somehow, someone has encasedmy homeland in a magical shield thatnothing can penetrate. Even my tele-portation powers prove useless againstthe Silvanesti Shield.

�I have spent the past twenty years�trying to unlock this-mystery. Some ofmy brothers and sisters have sought aidfrom humans, which I refuse to do. Myears among humans and the Kagon-esti savages have granted me an appre-

ciation for these races, but I refuse toshow weakness before them. I willstand by them in their struggles againstthe dragon overlords and even aidthem on their personal quests. But myisolation from my beloved land is myplight alone.�

Game Information

Ladine has an elf�s skill with a sword,which offers her a trump bonus forattacks with that weapon. Likewise, herexcellent elven perception in the forestgives her a similar bonus to woodlandPerception actions. She remains alooftoward other races, which means shenever receives a trump bonus in Pres-ence actions involving non-elves. (Cardsplayed to resist magic are an exception.)

Her role as a displaced noble allowsLadine a trump bonus to imitate herformer rank. She has contact with vari-ous Silvanesti elves also trapped outsidetheir homeland, who can lend her aid.However, other such exiles know of herloyalty to Alhana Starbreeze and seekher death (once per quest).

Ladine can employ spells from thesorcerous school of summoning andhas an acute sense of eyesight.

Appearance

Ladine carries herself with an icy for-mality, accentuated by her pale grayeyes set within a white, expressionlessface. She wears her long, silvery tressesin a series of complex braids, a typicalfashion among Silvanesti nobles.

8 P r o l o g u e

Par KillburnDescription Male afflicted

kenderDemeanorNatureReputation

Domineering (9 )Realistic (7 )Adventurer(Quests 4, Hand 4)

Social status Commoner(Wealth 3)

Agility 9DDexterity 7BEndurance 5CStrength 5C

Melee weaponSecond weapon

Reason 7DPerception 8BSpirit 3XPresence 7B

Hoopak (+4) *Stiletto ofdistinction (+3)

Armor Leather (-2)Shield None

* Weapon introduced in Heroes of Steel.

�You know, I get really tired of the waysome people treat kender. But mymother did warn me. She told me thatthe world outside Hylo was a roughplace and that I would spend half mytime out here running from stupidhumans who consider kender thievesand fair game from their nasty bigotry.Well, in the few short years I�ve beenaway from Hylo, I�ve realized how rightshe was. I�ve also decided I�m not goingto take it anymore.

�The Great Dragons drove her andmy father away from Kenderhomewhen I was still just a baby. Sometimeswhen I lay awake at night, I think I canhear the roar of the dragon whodestroyed our home. Someday, I�mgoing to kill that dragon-that�s why Itook the name �Killburn.�

�I want to explore the world and Iwant the Great Dragons gone, and nohuman, elf, or anything else I meet isgoing to tell me I can�t. I know I�m notgoing to change the world, but at least Ican make things a little easier for anykender who might follow in my foot-steps, as my reputation grows.

�Don�t get me wrong. I like otherpeople. I really do. Sometimes I getlonely and bored and just want to talk

to someone. I try to be friendly, butmore often than not they just treat melike garbage�telling me to get lost,calling me a thief, or even trying to runme out of town.

�But I�ve taught more than onehuman to have more respect forkender. And I�ll teach the same lessonto all the others who get in my face. Ifonly more people could be like Jasper,we could all band together and fightthe dragons instead of each other.�

Game Information

As a kender, Pax enjoys a trump bonusfor covert actions such as hiding,climbing, and moving noiselessly. Hehas acute eyesight and a short concen-tration span, like others of his kind.

Not surprisingly, Pax carries withhim a collection of pouches stuffedwith the odds and ends he�s picked up.Unlike his fellow kender, he does nottypically feel a need to check out some-one else�s pouches and pockets. How-ever, when he does wish to make use ofthe infamous kender handling ability,any card played for him is trump.

Appearance

Pax favors dark clothing and wears hisblond hair cropped close to his head.His face, though as expressive as anykender�s, generally stays set in a douror defiant expression.

P r o l o g u e 9

ACT ONEThe Story BeginsAs the heroes finish setting up camp,the Narrator should read the following:

A scream echoes across the country-side. It�s hard to tell where it camefrom, but it sounded like the voice of awoman in great pain. The scream risesagain, this time followed by sobs, asthough from one pleading for mercy.

Then, as suddenly as it broke the stillof the evening, the sobbing stops.

A search reveals that the screamcame from behind a slight ridge west ofcamp. Heroes who investigate find thatother travelers have been set up campnearby-sinister travelers, from thelooks of them. Below, a Knight ofTakhisis in ornate plate mail standsover the form of a young womansprawled on the ground, dead orunconscious. Nearby stands anotherwoman, clad in leather armor and grin-ning widely. In a sarcastic tone, she saysto her comrade, �Nice going, Knight�Warrior. I�m confident she�ll talk now.�

�Quit your silly act,� the Knightbarks at the prone figure, �or I warnyou, your blood will flow freely!�

The Battle

As heroes, the group members shouldwant to protect an innocent prisonerfrom harm. They might try a sneakattack or rush the warriors, in whichcase they gain surprise�the two hadnot expected trouble. Both warriorstight to the death when attacked but,should the heroes try to subdue ratherthan kill them, they can be captured.

The Terrible Tales

If the heroes capture the Knight, hisfanatical devotion to the Dark Queenprevents all coercion to talk, magical orotherwise. The woman in leatherarmor, a tracker named Ainia, provesmore talkative.

Scene One:The Scouting Party

A new quest begins as the heroes comeface to face with a group of Dark Knights.

OverviewWhile setting up camp for the evening,the hero's hear a woman�s scream.Upon investigating, they discover theremnants of a Dark Knight scoutingparty with one lone prisoner.

Getting StartedThe beginning of this adventure findsthe heroes just east of the VingaardMountains, deep in the territory heldby Khellendros the Blue. (See the mapon the back of this booklet.) Thosewho have just concluded The RisingStorm have recently traveled fromPalanthas, where they retrieved fromthe sorcerer Palin Majere the final pieceto a footman�s dragonlance-the onecarried by the legendary Sturm Bright-blade during the War of the Lance.

For those just joining the Dragons ofa New Age cycle, Narrators shouldexplain that the heroes have venturedinto the dragon�s realm to investigatevillagers� disappearances�reportedlykidnapped to further a sinister schemeof Khellendros and his Dark Knights.One hero has a lesser dragonlance withthem (a family heirloom or a treasureacquired on a previous quest).

First ImpressionsA windswept, arid plain unfolds east-ward as far as the eye can see. No signs ofcivilization break the landscape�s monot-ony, but here and there, small hills jutfrom the dry ground. You have begunmaking camp on the leeward side of onesuch hill. In the west, the VingaardMountains rise into the darkening sky.

I 0 Act One

IT BEGINSAinia tells the heroes that a talon of

Dark Knights hired her to track downvillagers in the area who escaped earliersweeps. Her scouting party was assailed atdusk the previous night by a strangedragon-shaped beast that swooped downupon their blue dragon mount. Themount and the rest of the talon died inthe terrifying assault�she says theattacker looked like a wyrm made of pureshadow and breathed a cloud of blindingblackness. They were on their way toreport the attack to the Knight�s supe-rior (she can offer directions).

A splash of water on her face bringsthe prisoner around: a dark-haired,dark-skinned barbarian wearing a hal-ter top and colorful, multitiered skirts.A bruise darkening on her face showswhere the Knight struck her. This tired,hungry young woman tells the heroesher name is Marda, but seems distant.She can confirm Ainia�s story about thedragon attack, adding that she hadescaped with the other prisoners dur-ing the onslaught but was apprehendedearlier today. Tearfully, she offers theheroes only this tale about herself:

�Some time ago, my clan was destroyedby Sable the Black. Only my littlebrother and I survived. I was capturedby the trustees of her zoo and tortured,but Wilie helped me escape. For the lastfew years we�ve traveled from city to citytelling fortunes. In Palanthas, a DarkKnight bound for Vingaard Keep decidedhe needed a personal slave. He took mybrother and tried to lock me in jail, but Iescaped, only to be captured again by thisgroup. Without Wilie, I am all alone.�

AtmosphereIt is early evening. The setting sun hasturned the cloudy sky into a brilliantsea of fire slowly dying over the moun-tains in the west. Narrators shouldemphasize the serene surroundings incontrast to the sharply pained scream.

ActionsDetermining where the scream camefrom is an average Perception action forthose with acute hearing, but challeng-ing for other heroes. Before launching asurprise attack on the camp, the heroesmight attempt average Dexterity (Per-ception) actions opposed by the scoutto move to a more favorable position.

On hearing Ainia�s story, a hero whosucceeds at a daunting Reason action canguess that the scouting party ran afoulof one of the legendary shadow dragons.

CharactersThe uncommunicative Knight of theLily seems surprisingly encouraged ifthe heroes decide to pay a visit on hissuperior by following Ainia�s directions.

Knight-Warrior Ruanall: Human adultmale, fierce demeanor, Champion. Co 9,Ph 7, In 7, Es 5, Dmg +6 (broad sword),Def �8 (target shield and plate mail).

Ainia: Human adultfemale, cynicaldemeanor, Adventurer. Co 8, Ph 5, In 6,Es 7 (49), Dmg +5 (scimitar), Def �2(leather), also mysticism (alteration).Marda: Human adult female, reserveddemeanor, Adventurer. Ag SA, Dx 9B,St 5C, En 5B, Re 8X, Pe 7C, Sp 9X, Pr 7A,Dmg +2 (dagger or sling), Def 0 (commonclothing), also uncontrolled mystic power(see Act Three, Scene One for details).

OutcomeAlter thanking them for their aid, Mardabegs the heroes to help locate her brother.Regardless of their decision, Ainia usesher alteration magic to slip free laterthat night, leaving no sign of her trail.

Heroes who agree to seek Marda�sbrother in Vingaard, more than aweek�s travel away on the shores ofthe Vingaard River, begin theirsearch in Act Three, Scene One.

A trip to see the Knight�s superior,according to Ainia�s directions, takesthe heroes to Scene Two.

It Begins I I

Scene Two: Three rings of distinction offeringtheir wearers -2 defense bonuses.

The Dragon�s Lair Two short swords of renown.

The heroes may have thought the scout�sTwo suits of Solamnic plate armor

directions would lead them to a seniorof fame and one suit of Dark Knight

Dark Knight. Actually, this �superior� isplate armor of fame.One horse shield of glory that all

not a Knight at all; the heroes� trip takes recognize to be the Shield of Huma.them to one of the Blue Dragon�s lairs.

Although the items of magic appear

Overview unguarded, they are in fact protectedby three wards. First, a unique form of

Khellendros is absent, giving the heroes lichen covers the floor around the dis-the chance to steal several items fromhis hoard and learn a valuable secret

play. This magical growth, which Khel-lendros discovered while exploring the

about the dragon�s stronghold. First, Gray and the vast Abyss beyond Krynn,however, they must bypass various causes anyone who steps on it to risktraps and fight a couple dragonspawn falling victim to total amnesia.and a semi-intelligent wyvern. Second, an enchantment upon the

items alerts one of Khellendros�s magi-

Getting Started cally enhanced wyvern servitors that

Information about the items of magicsomeone has touched them.

The third and most subtle enchant-mentioned in this scene appears in the ment of all is that the Great Blue canBook of the Fifth Age, Chapter Five. sense the location of each of these

items at will. Further, by concentrating

First Impressions on one of them, he can see through theeyes of the individual carrying it.

As you crest yet another sandy hill in Once someone has touched orthe Blue Waste, you come upon an recovered one item, a voice calls fromimmense cave mouth hidden mostly in the darkness, �Master! You�re home!�the shadows of the surrounding dunes. and a large wyvern comes boundingThe area seems just as desolate as the from the darkness. It looks at themiles of arid terrain you have already heroes with a quizzical expression andcrossed�certainly not a bustling Dark mutters, �Nope, nope, nope. None ofKnight center of operations. you little ones is my Master! You look

more like prisoners. Why aren�t prison-

The Story Continues ers at the stronghold?�With proper cajoling, the dopey

As they enter the cavern, heroes can wyvern sentry reveals the following:easily make out a number of claw He serves the Storm Over Krynn.marks on the floor. Some are the size of The �stronghold,� called the Bastionlarge lizard tracks, while others are of Darkness, is located in the townimmense. Clever heroes might deduce of Relgoth, several days� journeythat they were formed by the cave�s res- from their current location.ident dragon and his servants. Someone named Lord Sivaan over-

A cavern just off the cave entranceholds the dragon�s hoard. Braziers light

sees the captive villagers broughtthere for �spawning� by the Master�s

the area enough for the heroes to make Dark Knights.out a large selection of coins, jewels,weapons, armor, and other items. This The dim wyvern answers a few suchcollection includes the following magi- questions before noticing that the heroescal trinkets, treasures, and artifacts: have taken items from the dragon�s

I 2 Act One

hoard. �Thieves!� it yelps. �Spawn, spawn!Help me catch little thieves!� Not wait-ing for help, the creature attacks.

All appearances to the contrary,Khellendros has received word that theheroes have interfered with his plans; thedragon fully expects the heroes to visithis lair at some point. In fact, he actuallywants them to abscond with some of theitems of magic from his hoard�he justdoesn�t want to make it too easy. Oncethey have the treasures, he can use themto spy on the heroes as they continue tooppose his spawning efforts.

The Battle

The wyvern attacks the heroes with itsclaws and poisonous stinger. The com-motion draws the attention of two bluedragonspawn, horrifying lizard-menhybrids almost seven feet tall, withenormous wings and wicked claws. Theenraged spawn launch themselves atthe strongest individuals in the group.

AtmosphereThe dragon�s lair should give the heroesthe feeling of impending doom, eventhough Khellendros does not appear.

ActionsHeroes can spot the claw marks in thecavern automatically, but deducingtheir origin requires a challenging Rea-son action. Succeeding at a desperateReason action tells a hero that only oneblue dragon on Krynn could maketracks this large�Khellendros himself.

When the group goes to loot thehoard, the Narrator should permit heroeswith acute eyesight, or those who men-tion a concern over traps, to attempt achallenging Perception action. If they suc-ceed, they notice the cave floor aroundthe pile has a different texture than therest of the sandy floor. To get the itemswithout stepping on the floor, the groupneeds to use a lasso, a hook on a rope,or perhaps summoning magic.

If no hero has acute eyesight or thinks

about traps, the alien lichen Khellendroshas planted around his hoard sucks men-tal energy from any hero who steps on it.As soon as a hero is about to take anitem, the Narrator should call for a chal-lenging Reason action. Success means thatnothing happens to the hero at themoment, but he must make another sim-ilar action for each item he tries to take.Failing at any of them makes the heroforget who he is and why he is on thisquest. The amnesia lasts for a number ofdays equal to the total action score valueof all cards played that minute-a badsituation if all the heroes just rush up tothe artifacts. A mishap means the heropermanently forgets who he is.

An average Presence or Spirit (Reason)action convinces the wyvern to talk.

CharactersIn addition to the creatures the heroesbattle in this scene, they may interactwith the Dark Knight from Scene One.

Intelligent wyvern: A monster. Co 12,Ph 28, In 7 Es 7, Dmg +11, Def �4, alsodive, poison.Two blue spawn: Hostile nonhumans.Co 8, Ph 12, In 5 (25), Es 8, Dmg +10,Def �5, also dragon breath, sorcery(electromancy), dissolves into an elec-trically charged cloud at its death.

OutcomeIf the heroes have learned about theRelgoth stronghold from the wyvern,they find a set of orders (on the body ofone of the spawn or tucked into aleather satchel in the hoard) naming thecity as a major holding site for captivevillagers destined to become spawn.

Of course, Marda urges the heroesto help her seek her brother in Vin-gaard. If they agree, the adventurecontinues in Act Three, Scene One.Heroes deciding to visit Relgoth cango on to Act Two, Scene One. Mardaconcedes that rescuing the prisonersis a noble goal and decides to jointhem, hoping to get to Vingaard later.

It Begins I 3

ACT TWO

Scene One:Arrival It is several days after the end of the pre-vious act. The heroes have had anuneventful trip to Relgoth, a city in Skie�srealm occupied by Knights of Takhisis.

OverviewIn this scene, the heroes stealthily enterRelgoth�a major collection point ofhuman spawn fodder. The poor folkleft here serve as Dark Knight slaves.

Getting StartedThe Narrator can check Dusk or Dawn,Chapter Three, for details on the DarkKnights. in case the heroes meet aguard while trying to enter the city.

First ImpressionsAS the scene begins, the heroes standatop the crest of a dry, bowl-shapedvalley, looking down upon a walledtown from a mile or so away. It is noon.

The feature dominating Relgoth is atowering, misshapen structure thatlooks like some form of castle. Fromyour vantage point, it resembles a giantblack anthill rising from the sandyground, its highest peak soaring at leastone hundred fifty feet into the air. Thissprawling dark fortress spills over andaround the walls of city, covering a siz-able section of town. The bizarre struc-ture seems lowest to the south, andthere you can see the top of a tower ris-ing from the curious structure.

�The Bastion of Darkness,� Mardawhispers, �one of the strongholds ofKhellendros. My captors said it took atalon of Thorn Knights a year to buildit, even with a huldre to bolster theirmagic. I had no idea what they weretalking about at the time.�

The Story ContinuesAfter they have taken in the sight of theBastion of Darkness, the heroes canobserve the rest of Relgoth from theirvantage point. The dirty walls are heav-ily patrolled, and Dark Knights stopeveryone entering or leaving the citythrough the gates on the southwest andsoutheast walls. Perceptive heroes caneven see that the Knights search andquestion each individual.

The heroes need to formulate a planto get into the city. They can try:

Bluffing their way through the gates;Scaling the wall after nightfall;Stowing away in an arriving mer-chant caravan; orCreatively employing magic.

Should the heroes try to passthrough the city gates, the guards asktheir business in Relgoth. The heroesneed a convincing story. Marda mightsuggest that nonhuman heroes pretendto be bounty hunters delivering prison-ers to Lord Sivaan, overseer of thisspawning site (if the heroes learned ofhim in Act One), and that the humanspose as their prisoners. The heroes alsocould disguise themselves as locals toget in, but the guards will not let thementer without giving a password.

If the heroes try to climb the twenty-five-foot city wall, they must avoid thenotice of the Dark Knights patrolling it.Of course, if the guards spot the heroes,they will try to apprehend them.

In any case, Marda conceals herselfoutside of town, explaining that if she�scaptured again, she�ll never find Wilie.

Three Dark Knight guards stand duty atRelgoth�s gates at all times, and Knightsalso patrol the city walls in groups oftwo. Should a fight break out, ten morewill arrive within five minutes. Heroeswho fail to act fast in a fight soonbecome hopelessly outnumbered.

The Battle

I 4 Act Two

RELGOTH MYSTERIESAlthough the guards remain alert,

they can�t possibly account for everycontingency the heroes might dream up.If the group has a solid plan for gettinginto the city, it ought to have a chance tosucceed-as long as the heroes don�tbotch the job. Should the worst happenand one or more of them get captured,the others can stage a rescue attempt.

AtmosphereThe Narrator should strive for a feelingof tension in this scene, making theheroes feel as though they are about tobe discovered any moment.

ActionsAn average Perception action lets theheroes see the Dark Knight guardsquestioning and searching everyonethey stop. Marda can confirm this fact,should the heroes fail to detect it.

Other actions needed in this scenewill depend on how the heroes chooseto enter the city. Descriptions of twopossible scenarios follow.

Through the Gate

The guards will accept the bountyhunter story if the hero posing as thelead bounty hunter succeeds at an easyPresence (Reason) action.

Heroes wanting to enter Relgothundisguised can obtain the passwordby intercepting peasants or merchantsleaving the city. Threatening or bribingthem for the password requires a suc-cessful average Presence (Reason)action, but a mishap means the charac-ter gives the heroes a false password.

Disguising themselves as locals is aneasy Presence (Reason) action forhuman heroes, but challenging for non-humans. Failure means the guards turnthe hero away, believing him a beggar orerrant adventurer. However, a mishaparouses their suspicions and leads themto attempt to capture the hero.

Convincing a merchant to hide theheroes is a challenging Presence (Reasonor Spirit) action; stowing away in a cara-van proves an average Reason action. Ineither case, a mishap means the mer-chant sends someone for the guards.

Over the WallClimbing the wall requires each hero toperform a successful average Dexterityaction. A mishap means he falls, suffering3 damage points. At night, a hero climb-ing must make a second average Dexterityaction to avoid detection by the guards(daunting in daylight). Either way, amishap means the hero falls from thewall and incurs 5 damage points. If themishap action card had an odd-num-bered face value, he tumbles to the out-side; if it was even, he falls into the city.

CharactersIn addition to Marda, this scene alsoinvolves Dark Knights and locals.

Marda: Human adult female, reserveddemeanor, Adventurer. Ag 8A, Dx 9B,St 5C, En 5B, Re 8X, Pe 7C, Sp 9X, Pr 7A,Dmg +2 (dagger or sling), Def 0 (commonclothing), also uncontrolled mystic power(see Act Three, Scene One for details).Dark Knight guards: Humans of variedage and demeanor, Adventurers. Co 7,Ph 8, In 7, Es 6, Dmg +8 (two-handedsword), Def �5 (plate mail), also missileweapons (crossbow/+5).Townsfolk or merchants: Humans of

varied age and demeanor, Unknown andRabble. Co 5, Ph 5, In 6, Es 4, Dmg 0(unarmed), Def 0 (common clothing).

OutcomeThis scene�s outcome depends onwhether the group managed to enterRelgoth without being caught.

Once inside the city, free heroes(even those pursued by Dark Knightguards) can begin Scene Two.Captured heroes go to Scene Three.

Relgoth Mysteries I5

Scene Two: TheStreets of RelgothThis scene be gins as the heroes get theirfirst close-up look at Relgoth and meetsome of the people who live there.

OverviewThis scene gives Narrators a quick lookat the city�s different quarters and per-sonalities. It is by no means a completeor exhaustive description, but it offersthreads the Narrator can use to weaveside adventures for the heroes as theyhead toward the Bastion of Darkness.Narrators also can use the informationin this scene as foundations for actionand intrigue of their own devising,should the heroes ever return here� perhaps in an effort to liberate the city.

Getting StartedNarrators should review the sidebarstarting on page 18 and the map onpage 19 for details about specific areas inRelgoth. If the heroes meet a draconianduring their visit to Relgoth, Narratorscan review their powers by turning toChapter Six in the Book of the Fifth Age.

First ImpressionsNarrators should read the appropriatetext aloud as the heroes enter each sec-tion of Relgoth, a city once home to farmore people than currently dwell here.

Heroes entering Relgoth throughthe gates pass into the New City.

Most of the buildings here stand vacantand ruined, their windows and doorsgaping toward the cloudy sky. Allaround you see sickly, crippled beggars,rail-thin street urchins, and DarkKnight patrols.

After walking through the New City(or climbing the north or northeastsections of the city wall), heroes findthemselves in the Old City.

The Old City seems quite populated,although many of the buildings hereappear to have been turned into bar-racks for Dark Knights, mercenaries,draconians, brutes, and other unsavorytypes. Civilians in this area includestreet performers and merchants run-ning open-air stalls. These haggard folkgive the heroes frightened glances andshrink from the gaze of the Knights.

The Story ContinuesMost of Relgoth�s population lives inthe Old City, once the merchant andnoble quarter. Today, weary townsfolkof all social levels share the manors andstores. They exist in the shadows ofCastle Rel, home to the Knight of Takhi-sis who administers the city, and theBastion of Darkness, a strange, other-worldly stronghold overseen by LordSivaan. Heroes can find most kinds ofstores in this area, although they can-not openly buy weapons or armor.

The heroes, fearing that dallyingwill only endanger them, may decide tohead straight for the Bastion of Dark-ness to save the prisoners. On the otherhand, they want to look around the citybefore heading into the stronghold.The sidebar starting on page 18 exam-ines Relgoth in greater detail forexplorers.

AtmosphereRelgoth exists under a heavy weight ofoppression. Its people, unwilling slavesto the minions of a Great Dragon, haveserved as a source of spawn for severalyears. However, the Knights havedrawn fewer and fewer victims fromthe populace of late, as if they seek topreserve the servitor population.

The locals exude an aura of fear anddespair so strong as to seem almosttangible. Most of them know their daysare numbered�sooner or later theywill fall victim either to the pique of ashort-tempered Knight or to the BlueDragon�s need for spawn.

I6 Act Two

ActionsHeroes moving about the city in dis-guise should attempt periodic actionsto maintain their facades: easy Presence(Reason) actions for human heroes,average ones for nonhumans. Failurecauses suspicion in locals and leadsguards to attempt to seize the hero.

Characters

Heroes wandering the streets of Rel-goth may meet a variety of characters.

The spirit of most Relgoth citizens,and perhaps even their will to live, hasbeen broken (giving them a low Spiritscore). They scurry through the heavilypatrolled streets, trying to avoid atten-tion from anyone. They act fearful ofthe heroes, believing them mercenaries.

Townsfolk: Humans of varied age anddemeanor, Unknown and Rabble. Co 5,Ph 5, In 6, Es 4, Dmg 0 (unarmed)Def 0 (common clothing).

Tall, blue-painted brutes travel thestreets in groups of three, usually underthe command of a Dark Knight. Theyserve as the Blue�s muscle.

Two hundred brutes: Hostile non-humans. Co 6, Ph 11, In 6, Es 8, Dmg +8,Def �5, also missile weapons.

Knights of Takhisis patrol the city streetsin groups of ten. Should a fight breakout, a second patrol arrives within fiveminutes. Other Knights guard the gatesin threes and patrol the city walls inpairs. All guards carry crossbows.

Few Dark Knights here know any-thing specific about Khellendros�splans, nor do most realize what he doeswith prisoners brought into the Bastionof Darkness (they assume he eatsthem). When the heroes question aDark Knight about matters involvingthe prisoners, spawn, or artifacts, theNarrator should turn a card from thetop of the Fate Deck. Only if the result-ing card belongs to the Suit of Dragonsand has a value of 5 or higher does theKnight know the truth.

Only an impossible Presence (Spirit)action and threats of violence or use ofmagic can penetrate a Knight�s fanaticloyalty to his Order and the dragon.

Dark Knights: Humans of varied age anddemeanor, Adventurers. Co 7, Ph 8, In 7,Es 6, Dmg +8 (two-handed sword),Def �5 (plate mail).

A Dark Knight officer walks with everybrute patrol and often stays with theguards at the gates between the variousquarters. (Picking a card with a blackaura in a random draw might mean anofficer is present.) All Presence actionsthe heroes attempt involving lies or congames become one degree more diffi-cult when an officer is around, even ifthe heroes don�t speak to him directly.

Knight-Officer: Humans of varied ageand demeanor, Adventurers. Co 7, Ph 8,In 7, Es 7, Dmg +8 (two-handed sword),Def �5 (plate armor).

Throughout Relgoth, Baaz draconiansenjoy terrorizing townsfolk just becausethey can. Sivaks, in turn, bully the Baaz.

Forty Baaz: Draconians of varieddemeanors, Novices. Co 8, Ph 6, In 6,Es 7, Dmg +4, Def �3, also can glide,turn to stone on their death.Forty Sivaks: Draconians of varieddemeanors, Novices. Co 10, Ph 12, In 7,Es 7, Dmg +12, Def �5, also can fly,shapechange, explode on their death.

OutcomeWhen the heroes have tired of explor-ing the city, they can approach the Bas-tion of Darkness in Scene Three.

Relgoth Mysteries I 7

Areas of the CityThe following pages offer descriptionfor heroes who explore Relgoth insteadof heading straight to the Bastion ofDarkness. The locations refer to sitesmarked on the Relgoth map opposite.

The GatesExcept for farmers on their way to tillthe dry fields outside the city walls, mosttownsfolk stay away from the gates-it�stoo easy to unknowingly break one ofthe Knights� many rules, with dire con-sequences. Three Dark Knights guardeach gate, possibly overseen by an offi-cer (see �Characters� on page 17).

The New City

In the years following the War of theLance, Relgoth experienced a boom.Locals had discovered mineral depositsnearby, and the city�s proximity to theVingaard Road made it an ideal resupplypoint for caravans, since ruined Vin-gaard was occupied by river pirates. See-ing nothing but a bright future ahead,the optimistic city lords began expand-ing. Although the job nearly bankruptedthem, it paid off; by the Summer ofChaos, merchants, farmers, and othernewcomers packed the New City.

Then came the Chaos War. Shadow-wights wiped out many of Relgoth�s cit-izens, their names now forever lost tomemory. A few years later, draconiansand Dark Knights arrived, in the serviceof Khellendros the Blue.

Now, the city that supposedly oncerivaled Palanthas in beauty lies mostlydeserted, its buildings slowly falling toruin. The Dark Knights and brutespatrol this New City only lightly, relyingupon the guards at the gates and on thewalls to spot any trouble.

As the Knights have forced all able-bodied citizens into the Noble Quarter,the New City now holds only the old, thecrippled, and the orphaned. Heroes pass-ing through the New City will have tocontend with swarms of filthy, emaciatedfolk begging for food. (However, anyone

on the run can rest for days in one of theNew City�s abandoned buildings withlittle risk of detection.) For food or cloth-ing, these poor souls will tell the heroesthe New City�s tragic history.

Cripples or beggars: Humans ofvaried age and demeanor, Unknowns.Co 4, Ph 3, In 6, Es 4, Dmg 0(unarmed), Def 0 (common clothing).

Heroes spending any time in the NewCity should make random draws to seewhether local street urchins make offwith any of their possessions. A blackaura on the resulting card means they�vefallen victims to the little thieves.

Street urchins: Human children, varieddemeanors, Rabble. Co 7, Ph 4, In 5,Es 4, Dmg 0 (unarmed), Def 0 (com-mon clothing).

The Old CityRelgoth was founded in 940PC by thethird son of a lord of Vingaard who,knowing he would not inherit muchfrom his father, struck out with severalother younger children of nobles and,with serfs given to them by their par-ents, founded a new farming commu-nity near the Vingaard Mountains.

The �Old City� was the entire cityuntil after the War of the Lance, and ithad more or less grown to capacity by250PC when the city wall was built. Thelord who ordered the construction of thiscircular, towerless wall died during itsconstruction. Legend has it that hisspirit became part of the wall andensured that the city would never fall toinvaders. The legend held true until Khel-lendros came. Now, the Dark Knightsadminister Relgoth for the dragon andhave buried a third of the Old Citybeneath the Bastion of Darkness.

Today the Old City primarily con-tains barracks for Dark Knights andmercenary forces in the area. Threehundred fifty Knights-in addition tohuman and elf mercenaries, draconi-ans, brutes and a few goblins-live inthis section. The townsfolk who also

Continued on page 20

I 8 Act Two

Relgoth Mysteries 19

live here fill the soldiers� entertainment of riffraff. These men and women con-and mercantile needs. However, these duct kidnapping raids to secure spawn.are an oppressed people. The dances of Most of them assume the captives serveRelgoth�s street performers hold no as food for the dragon, though theyjoy-many of these folk even sport really don�t care what happens to theirbruises, evidence of their hard lives. prisoners-as long as they get paid.

It might surprise some to learn of elf One hundred human mercenaries:mercenaries working alongside Dark Human adults of varied demeanor,Knights-the fact would surely disgust Adventurers. Co 6, Ph 6, In 5, Es 5,other elves. However, the elves in Relgoth Dmg +6 (broad sword), Def �4 (scale).are the remainder of a fighting forcestranded outside Silvanesti�s enchanted The Noble Quarter

forest when the magical shield was In the Noble Quarter, Relgoth�s oldestraised. This crew, bitter that they had neighborhood, citizens live in gildedheard no call to come home before the cages. Roughly fifteen hundred men,raising of the barrier, cut a deal with women, and children here reside in theKhellendros the Blue. The dragon homes that once belonged to the privi-promised that if they would agree to leged class.defend Relgoth from attack, he would One individual who has thus farbring down the Silvanesti Shield and managed to escape the Dark Knights�permit them to go home. notice is Shen Korras, a half-elf mer-

These mercenaries know nothing of chant and sorcerer. He dresses in bluethe dragon�s spawning efforts. They are robes and wears a mustache similar tonot at all happy about serving a dragon, those popular among Solamnic Knights.but considered the alternative-losing Korras alone among the townsfolkall Silvanesti fellowship-much worse. still has spirit left. Should the heroes

Fifty elf mercenaries: Silvanesti adults end up on the run in the Noble Quar-of varied demeanor, Adventurers. Co 6, ter, he can provide them with a place toPh 4, In 5, Es 5, Dmg +7 (long sword), hide. He will seem impressed by heroesDef �2 (leather), also missile weapons seeking to rescue the prisoners in the(self bow/+2). Bastion of Darkness and tells them that

a Sivak draconian named Lord Sivaan isThe Silvanesti mercenaries follow directly in charge of the prisoners in the

Alor Lightleaf, a handsome elf who has Bastion. He adds that the Bastion�sled them since the War of the Lance, entrance lies in this quarter and willwhen he formed part of the delegation even offer them food and weapons.that negotiated peace between the Sil- Shen Korras: Half-elf adult male,vanesti, Qualinesti, and Kagonesti on shrewd demeanor, Hero. Ag 9A, Dx 8B,Southern Ergoth. Alor seems aloof and St 10A, En 8C, Re 10A (100), Pe 8B,rather racist, frowning upon such Sp 8B (64), Pr 7A, Dmg +8 (greatthings as half-elves and mixed mar- sword), Def -3 (chain mail), alsoriages. Yet he burns with anger toward sorcery (spectramancy, electromancy,the people who abandoned him. aeromancy) and mysticism (animism).

Alor Lightleaf, a mercenary leader:Silvanesti adult male, bigoted demeanor, Locals know Korras as a merchant whoMaster. Ag 9A, Dx 9B, St 6C, En 6C, fled to Relgoth when Palanthas fell toRe 5D, Pe 7C, Sp 6X Pr 7A, Dmg +4 the Storm Over Krynn. He speaks little(long sword), Def -7 (chain mail, ring of his past and isolates himself in hisof renown), also missile weapons (self home for weeks on end, conductingbow/+2). research into sorcery and mysticism.

Many believe he seeks to drive the GreatUnlike the elves, Relgoth�s human

mercenaries are drawn from the basest Continued on page 21

2 0 Act Two

Dragons and Dark Knights from Ansa-lon, but no one�especially the DarkKnights-has ever been able to provehis involvement in subversive activity.

Korras�s name is familiar to Jasperor any other Citadel hero. Korras wasone of the Citadel of Light�s early sup-porters, even if he never studied there.He helped supply food to the dwarfcraftsmen building the Citadel, paid formuch of the ornamentation inside thestructure, and purchased the ferry thatservices the island. His money also paidfor the War of the Lance monumentraised on Schallsea in 16SC. Korras sayshis family died in a battle on that site,and he wanted to mark their passing.He has a home on the island as well asin Relgoth.

If anyone asks Korras why he livesin Relgoth, the merchant explains hecame here to learn more of Skie plans,as well as to assist any brave souls whodare stand up to the dragon. He has notyet uncovered what the Blue intends todo with his spawn, but he does knowthat the dragon sends them out to dohis bidding all across his realm.

Castle RelA bulky fortress called Castle Relcrouches on a small hill between theNoble Quarter and the Old City. Onceimpressive, the castle is now dwarfed bythe otherworldly Bastion of Darkness.Ranking Dark Knights dwell here withtheir personal guard, a few dozen youngpeople training for entry into theKnighthood, and their instructors.

The identity and gender of the LordKnight in charge of Relgoth remainsunknown, although folks think him aKnight of the Lily. He often is accompa-nied by two equally enigmatic Com-manders: a Skull Knight and ThornKnight. No one has yet seen this trio inpublic without full armor. The secrecysurrounding these three remains a sub-ject of discussion among SolamnicKnights, Legionnaires, guild thieves,and others who offer organized resis-tance to the Dark Knights. So far, noone has been able to discern the reason

for the secrecy or penetrate its veil.The truth is that all three ranking

Dark Knights in Relgoth are dark elvesof Silvanesti stock. When MirielleAbrena began rebuilding the Ordershortly after the Second Cataclysm, theypromised to assist her in an invasion ofSilvanesti in return for the opportunityto join the Knighthood as adults. Beforethey could enact this plan, however, theSilvanesti raised their mysterious shield.

These three govern the Knights inRelgoth at Khellendros�s request. Theymust keep their identities secret, lestthey lose the respect of those they com-mand-after all, no elf may normallywear the austere armor of a Knight ofTakhisis, and all other Knights mustjoin the Order as children, not adults.Eventually, as these three oversee thetraining of more and more youngKnights of Takhisis, they may admitmore and more dark elves into theranks to pursue world domination inthe name of Takhisis.

Although dark elves, these three�who will never give their names, evenif captured, as they do not wish to dis-honor their families further�retainthe traditional Silvanesti attitudes andoutlooks ingrained within them.

The Lord Knight, Order of the Lily:Silvanesti adult, scheming demeanor,Master. Co 8, Ph 6, In 7, Es 8, Dmg +8(two-handed sword), Def -5 (plate).Thorn Knight Commander: Silvanestiadult, opinionated demeanor, Master.Co 8, Ph 6, In 8 (81), Es 8, Dmg +6(broad sword), Def -5 (plate armor),also missile weapons (self bow/+2),sorcery (divination).Skull Knight Commander: Silvanestiadult, grandiose demeanor, Master. Co 8,Ph 6, In 7, Es 8, (64), Dmg +7 (longsword), Def -5 (plate armor), alsomysticism (animism, mentalism,necromancy).

The Bastion of DarknessThis structure is described in ScenesThree and Four.

Relgoth Mysteries 2I

Scene Three:Into the DarknessBy now, the heroes have made their wayto the entrance to the Bastion of Dark-ness in Relgoth�s Noble Quarter�eitherfreely or in an elephant-drawn prisonwagon (if captured in Act Three).

OverviewTo find the prisoners, the heroes musteither bluff or sneak past the Knights atthe stronghold�s entrance. Of course, ifthe heroes themselves are captives, theywill be herded right into the Bastion�they might see a chance to escape.

Getting StartedNarrators may wish to refer to the Rel-goth map on page 19 during this scene.

First ImpressionsFrom near the entrance to the Bastionof Darkness, Relgoth�s dominant fea-ture, the heroes can see the following:

The immense black stronghold towersover the city. It looks bizarre, like a giantanthill. It spills over a third of the OldCity, absorbing everything it touches. Itlooks as though the fortress has some-how pushed its way up from below.

The sprawling walls, which appearto be made of black sand, are dottedwith openings of various sizes. Thelargest rests at ground level, a great,gaping maw opening into darkness.This portal looks wide enough for twowagons to enter side by side. DarkKnights guard it vigilantly, stopping allwho approach and questioning themthoroughly before letting them enter.

The Story ContinuesThe heroes discover, as they approachthe walls (or once they�re inside) thatthe Bastion of Darkness is made up ofnormal sand held together by magic.

Although the structure appears solid,heroes can scoop handfuls of sandfrom the floors and walls. The feat ofcreating such an effect should disturbsorcerers even as it makes them marvel:Apparently Khellendros, like the Sil-vanesti elves with their shield, discov-ered how to create permanent magicaleffects using the new magic of the age.

Dark Knight guards order captiveheroes out of their wagon and usherthem into the gaping maw of thecitadel. If the heroes decide not goalong quietly, they could use magic ormuscle to make a break for freedom.

Free heroes must formulate a plan toget into the citadel. For instance, theymight try using the same ruse thatworked for them at the city gates: pre-tending to be bounty hunters returningwith prisoners for Lord Sivaan. TheNarrator should let them work throughtheir many options with minimal input.

As players formulate their plan, theNarrator should think about thedefenses the Dark Knights may have inplace to prevent someone from stealinginto the stronghold that way. Theguards at the gate might ask all who tryto enter for a password and their busi-ness within. They also might have addi-tional guards posted near the windowsin case someone should try to climb thewalls. But are they prepared for tres-passers who make creative use of spells?

The options below describe a few ofthe ways free heroes might try to enterthe Bastion of Darkness. As always, theNarrator must keep in mind that his pri-mary duty is to challenge the group witha fun and interesting series of events�getting into the Bastion should not beimpossible, but it�s no cakewalk, either.

Through the gate: The heroes can trypassing themselves off as merchantsor as mercenaries with their prisonersagain. As long as they mention LordSivaan, the password that got theminto the city will get them into thestronghold, too. If they fail to mentionSivaan, the guards turn them away.Once the heroes are admitted, a DarkKnight escorts them to Lord Sivaan;

2 2 Act Two

those who want free run of thecitadel must dispose of this escort.Climbing the wall: Anyone trying toclimb the exterior wall of the sandystructure finds the exercise much likescaling a vertical sand dune: He hasnext to nothing to grab onto or togive him a foothold. Heroes whomanage to climb fifty feet up the wall(or otherwise gain access on one ofthe upper levels) can enter thefortress through a window.Digging: Once the heroes discoverthis citadel�s sandy consistency, theymay attempt to tunnel in. Unless theywield geomancy, though, any tunnelcollapses before they can use it.

AtmosphereAn air of menace hangs over this other-worldly black structure. Armored war-riors patrol ledges that jut from oddlyangled openings. The looming strong-hold dwarfs these figures, as well as theguards at the entrance, even while itstrengthens their malevolent appear-ance. And who can say what fell crea-tures might emerge from the Bastion ofDarkness to defend the fortress?

Heroes standing in the shadow ofthis dark citadel should experience afeeling of foreboding and insigniti-cance. Narrators can also mention thatlightning plays in the dark clouds over-head and thunder rumbles far away.

ActionsOnce let out of the prison wagon, a cap-tive hero can bolt for freedom with asuccessful challenging Agility (Percep-tion) action, running either into the Bas-tion or away from it into town. ThreeDark Knights immediately give chase.

Using the bounty hunter or merchantstory to win through the Bastion�s gate isharder than it was to enter the city: Thegroup�s leader must succeed at an averagePresence (Reason) action. The heroesmight obtain a necessary password bybribing or threatening townsfolk, asdescribed in Scene One. Passing them-

selves off as locals to get in requires theleader to make a successful average Pres-ence (Reason) action for human heroes,but a daunting one for nonhumans. (TheNarrator can alter the difficulty based onthe credibility of the heroes� story.)

Heroes must attempt a challengingAgility action to begin scaling the wall (adaunting action for centaur heroes).They must then perform an additionalchallenging (or daunting) Agility actionto keep from sliding down the side of thefortress in a cloud of sand. Heroes incurno damage from this gradual fall, butthey do attract the guards� attention. If ahero suffers a mishap while climbing, thewall suddenly gives way and sucks him inlike quicksand, smothering him intounconsciousness. The others may try torescue him, but anyone who gets tooclose risks being sucked in, too: A blackaura on a randomly drawn card meansthe would-be rescuer shares this fate.

CharactersThe Dark Knights around the citadelpatrol and guard in groups of three.

Dark Knights: Humans of varied age anddemeanor, Adventurers. Co 7, Ph 8, In 5,Es 6, Dmg +8 (two-handed sword),Def -5 (plate armor), also missile weap-ons (crossbows/+5).

OutcomeFrom this scene, the adventure couldveer off in one of several directions.

Heroes who bluff their way into thecitadel and go to Lord Sivaan con-tinue with Scene Four.If the heroes scale the wall, ditchtheir Knight escort, or break free oftheir guards and run into the Bas-tion, the story moves to Scene Five.

Should captive heroes escape theirguards and run from the Bastion,they are pursued through the streetsof Relgoth in Scene Two.Heroes captured or recaptured areknocked unconscious by the guards.They, as well as anyone drawn intothe sandy wall, awaken in Scene Six.

Relgoth Mysteries 2 3

Scene Four: A Talkwith Lord SivaanAfter bluffing their way into the Bas-tion of Darkness in Scene Three, theheroes come face to face with one ofKhellendros�s chief henchmen.

OverviewTheir escort leads the heroes to LordSivaan, a Sivak draconian. After a briefconversation, the Sivak has Dark Knightsattempt to subdue the heroes and throwthem in with the potential spawn.

Getting StartedThe Narrator can reference the Book ofthe Fifth Age, Chapter Six, for back-ground on Sivak draconians.

First ImpressionsFrom the entrance, the heroes followtheir Dark Knight escort into a twistingmaze of tunnels that exist�almostimpossibly�within the loose black sand.

The floor beneath your feet shifts likethe sand on a beach�some of it evenfinds its way into your shoes. Flickeringbraziers provide dim light in theupward-slanting hall. Every so often,you pass openings guarded by a trio ofDark Knights, beyond which beckonsopen sky. More frequently, you passclosed doors that somehow manage tostay upright, despite the fact the wallsaround them are barely solid. Muffledcries sound from behind the doors.

Eventually, your escort stops out-side a wide door. He knocks twice, anda sibilant voice bids him enter. Inside, aSivak draconian�arge even comparedto other members of his race�itsbehind a hulking desk. His wingsslowly beat, stirring the air in theroom. The office contains decorativestonework on the walls, a rich rug cov-ering the floor, and several mountedhuman and elf heads.

The Story ContinuesThe draconian introduces himself asLord Sivaan, overseer of the Bastion ofDarkness. If the heroes try to bluff theirway through this meeting, he asks theirnames, their business with him, and/orhow they came to be in his employ-hehas no memory of hiring a band of theirdescription. Sivaan appears to accept anyexplanation with a toothy grin. How-ever, the suspicious draconian doesn�treally believe a word of the group�sstory: He just wants to toy with theheroes before calling the guards.

If they claim to have brought himcaptives, he congratulates the �bountyhunter� hero(es). �Someone made awise choice in securing your services.But it seems you have not been fullyinstructed: I want the prisoners sub-dued. Guards!� Answering Sivaan�s call,Dark Knights pour into the room.

Should all the heroes pose asbounty hunters, merchants, or othersubjects reporting to him, Lord Sivaanlistens politely to their stories and asksquestions until they have grown obvi-ously uncomfortable. Then, with awicked, lizardlike grin, he calls for theguards and attacks.

The Battle

The Knights of Takhisis who rush intothe office attempt to beat the heroeswith clubs, continuing the assault untilthey have rendered all of them uncon-scious. If two of the Knights fall, theyswitch to their far more lethal swords.

Sivaan hangs back, letting his guardsdo the fighting for him, until the heroesappear to have the upper hand. Whenhe wades into battle, he focuses on theparticularly strong heroes, though notas gently as the Dark Knights: The dra-conian counterattacks to kill.

AtmosphereThe Narrator should strive to conveythe strangeness of the Bastion of Dark-ness by describing the sand runningdown the walls and the dancing shad-

2 4 Act Two

ows that twist their way across the sur-faces. Distant screams rise and fallfrom various directions.

Once the heroes confront Sivaan,however, the atmosphere should changeto one of immediate danger. Sivaan willseem cordial even after he orders theDark Knights to subdue the heroes, butthe mounted heads staring blanklydown at the group should prove that hisfriendliness is only a facade. Sivaanhates humans just as much as mostother draconians do, if not more.

ActionsUltimately, the heroes� only viablecourse of action in this scene is to flee,fight, or cast spells. No attempt to bluffthe savvy draconian can succeed.Should the heroes surrender thenattempt to escape, a successful challeng-ing Agility (Perception) action allowsthem to break free of their captors. Theguards immediately give chase.

CharactersWhen called, two Knights appear foreach hero and character in the party.

Dark Knights: Humans of varied age anddemeanor, Adventurers. Co 7, Ph 8, In 5,Es 6, Dmg +4 (cudgel) or +7 (longsword), Def -5 (plate armor).Sivaan: Sivak draconian, treacherousdemeanor, Champion. Co 10, Ph 12, In 7Es 7, Dmg +12 (two-handed sword withserrated blade), Def -5, also can fly,shapechange, explodes upon death.

OutcomeThis scene has a variety of outcomes.

Heroes who escape Sivaan�s office orvanquish their foes there will be onthe run in the dark fortress, asdescribed in Scene Five.The story also moves to Scene Five ifthe heroes break free of their escortbefore they reach Sivaan�s office.

Heroes who become prisoners inthis scene are knocked unconscious,to reappear in Scene Six.

Relgoth Mysteries 25

Scene Five:Dark WanderingsThe heroes wander the Bastion aftereither entering through stealth, dis-patching their Dark Knight escort, orfleeing the battle in Lord Sivaan�s office.

OverviewThis scene takes the heroes though thetwisting halls of the black fortress, wherethey may chance upon interesting�butpotentially deadly�individuals.

Getting StartedThe Narrator can plan which charac-ters the heroes might meet in thestronghold�s sandy halls, or he canmake a random draw from the FateDeck and consult the card�s value: If hedraws a One, the heroes meet the firstcharacter listed at right. If he draws atwo, they meet the second, and so on. Ifthe Narrator draws the Ten of Dragons,the heroes move on to the next scene.

First ImpressionsIf the group has not played Scene Four,Narrators should read the text below.

The floor beneath your feet shifts like thesand on a beach�some of it even findsits way into your shoes. Flickering bra-ziers provide dim light in the sloping hall.Dotting the passages are openingsguarded by trios of Dark Knights, beyondwhich beckons open sky. You also spyclosed doors that somehow manage tostay upright, despite the fact the wallsaround them are barely solid. Muffledcries sound from behind the doors.

The Story ContinuesShould the heroes try to open some ofthe doors in the hopes of finding theprisoners, they�ll have to get throughsome tough locks (see �Actions�). Someof the rooms serve as storage space (a

red aura) or offices (a black aura on arandom draw; a Dragons card meansthe office is occupied by three DarkKnights). A white aura card, however,lets the heroes find a dank prison cellwith a number of captives equal to thecard�s value. One of these frightened,starving folk tells the heroes thatdozens of other prisoners are beingheld elsewhere in the Bastion.

This section suggests some of thecharacters the heroes might meet asthey wander the dark citadel�s mazelikehalls. Their game information appearsin the �Characters� section at the end ofthe scene. The Narrator can include asmany such meetings as he desires.

Wench (noncombatant): A youngwoman, the mistress of a brutal DarkKnight, walks to her lover�s quarterscarrying food and drink for him.Scribes (noncombatants): A pair oflocal functionaries has come to per-form a count of prisoners on behalfof the Lord Knight of Relgoth.Mercenaries: A group of sellswordshas just gotten done delivering pris-oners to one of the holding pens.One appears for each hero.Dark Knight patrol: Knights patrolthe corridors in groups of three.Inductees: A group of black-cladchildren about twelve years of age areon their way to weapons practice.Torturer: As a scarred man in blackleather closes a door behind him,the heroes can hear voices in theroom pleading for mercy. Moments

later, screams drift into the hallway.Squire: A young member of theKnighthood is running an errand forhis liege. Eager to please his master,he will be suspicious of the heroes.Baaz: Five draconians have lost theirway in the twisting corridors. Theywill try their best to get directions tothe holding pens without letting theheroes know they are lost.Servants (noncombatants): Alone orin pairs, these characters are per-forming menial tasks for the DarkKnights and draconians.

2 6 Act Two

When staging these encounters, theNarrator might decide based on the sit-uation how a character reacts to theheroes� presence (if he sees them). Healso can use the inscription on a ran-domly drawn Fate Card to determinean individual�s attitude, or even trychecking its aura:

White aura: The character seemshelpful and friendly.

Red aura: Distrustful of the heroes,the character demands an explana-tion for their presence. He turnshostile if he finds them unconvinc-ing (determined by another randomdraw), but might become helpful ifthe heroes offer a persuasive story.Black aura: The character eitherattacks the heroes, attempts tobetray them, or calls for reinforce-ments to help capture or kill them.

Characters listed above can feed theheroes information, too. For example, afriendly person might reveal the way tothe prisoners in the holding pen (SceneSix) or tell the heroes that Knight-OfficerNikoles�the officer who has Marda�sbrother�is assigned to the Knight�sSpur encampment on the VingaardRiver (detailed in Act Three). The Narra-tor can even give the heroes clues leadingto adventures of his own devising.

When the group has played throughthe desired encounters, the Narratorshould go to the �Outcome� section.

AtmosphereThe atmosphere in this scene can varyfrom tense and otherworldly to hecticand nightmarish. If the heroes are beingchased, the mood should be one of non-stop action. And all the while, the Narra-tor should emphasize the alienness ofthe sandy hallways and the many unset-tling sounds coming from all directions.

ActionsThe variety of actions the heroes mightattempt during this scene are too variedto mention. If they have gotten into the

stronghold undetected, many encoun-ters may revolve strictly around role-playing. However, for heroes on therun, the meetings will lead to combat.

In general, heroes likely will attemptReason and/or Dexterity actions to movethrough the halls undetected. AdditionalReason actions might allow them to findhiding places, while Presence actions canlet them bluff their way past characters.Picking a lock on a door requires a chal-lenging Dexterity action, while breakingthe lock is a challenging Strength action.

CharactersThe characters on the previous pagefall into one of the following categories:

Baaz: Draconians of varied demeanors,Novices. Co 8, Ph 6, In 6, Es 7, Dmg +4,Def -3, also can glide, turn to stoneupon their deaths.Dark Knights: Humans of varied age anddemeanor, Adventurers. Co 7, Ph 8, In 5,Es 6, Dmg +4 (cudgel) or +7 (longsword), Def -5 (plate armor).Noncombatants: Humans of varied ageand demeanor, Unknowns. Co 5, Ph 4, In6, Es 6, Dmg +2 (dagger), Def 0 (com-mon clothing).

Mercenaries/Torturer: Human, elf; andhalf-elfadults of varied demeanor, Adven-turers. Co 6, Ph 6, In 5, Es 5, Dmg +6(broad sword), Def -3.Inductees/Squire: Human youths of var-ied demeanor, Unknowns. Co 5, Ph 4, In6, Es 6, Dmg +2 (dagger), Def 0 (com-mon clothing).Prisoners: Humans of varied age anddemeanor, Unknowns. Co 6, Ph 5, In 5,Es 5, Dmg +2 (rocks) or by capturedweapon, Def 0 (common clothing).

OutcomeEventually, the hallway the heroes are fol-lowing ends in an unlocked door.Opening it, they find themselves over-looking a scene of misery: a holding penfor those slated for spawning. (Due to themazelike effect of the twisting halls, theyend up there no matter where they wereheading.) Now, Scene Six can begin.

Relgoth Mysteries 27

Scene Six:The Prisoners

This scene opens in one of two ways:After roaming the citadel in the previ-ous scene, the heroes step through adoor that leads to a balcony overlookinga holding pen. Heroes captured earlierfind themselves led here to take theirplace among the prisoners instead.

OverviewHere, the heroes witness the first step inthe spawning process and perhaps freetwo hundred captives-a group thatmay include several of their comrades.

Getting StartedThe Book of the Fifth Age, Chapter Six,offers background on Baaz draconians,featured in this scene.

First ImpressionsThe Narrator should read the textbelow aloud to players of free heroes:

From your vantage point on the bal-cony, you can see in the center of therocky, open-air courtyard below a two-story house, its windows equipped withbars. Similar structures ring the court-yard, partially crushed and absorbedinto the sandy black walls.

A pair of heavily armored DarkKnights enters the house, while severalothers remain outside with a handful ofBaaz draconians. They all appear watch-ful, as though they expect trouble. Thehaggard faces of men and women pressagainst the windows of the building�s topfloor, despair reflecting deeply in theireyes and features. After a few moments,the Dark Knights emerge from the build-ing herding a dozen men and women.

Captured heroes arrived at the holdingpen some time ago, unconscious, andwere thrown in the house. Their playersshould now hear the following text:

You awaken armorless and weaponlessas a pair of Dark Knights raps you withthe flat of their blades, ordering you toget up. Around you, inside whatappears to be a small house, stands acollection of downtrodden, broken-spirited townsfolk and adventurers.Some of them look like they�ve beenkept prisoner for weeks. A handful ofthese captives are ushered outside withyou into a rock-strewn courtyard. Thehigh sandy black walls of the fortresssurround a tiny spot of sky high above.

This final passage applies to all heroes:

One of the Dark Knights announces tothose in the courtyard, �I am Knight-Warrior DeValier. Do not bother askingwhy you are here or why this is hap-pening to you. All you need to know isthat some of you can leave this placealive. How? By fighting your fellowprisoners and surviving until I call ahalt to the combat. Those who refuse tofight will be executed immediately.�

The other Knights and the draconi-ans take up positions in a wide half-circle that curves along the courtyardwall. �You make the choice,� the Knightcontinues. �You can fight bravely andpossibly die honorably. Or you can dielike cattle in a slaughterhouse.�

A brief silence falls over the court-yard. From far above the sandy wallscomes the cheery chirping of a bird.Then a thin woman in ragged clotheslets out a shriek and launches herself atone of her fellow captives.

The Story ContinuesThe Knights and Baaz force the dozenselected prisoners to fight each other tothe death with their bare hands. Anyheroes captured earlier in this adventureare among those brought outside tofight. Should the heroes refuse to fightthe prisoners, they come under attackfrom one Dark Knight and one Baaz.

Heroes chased onto the balcony at thestart of this scene are captured, relievedof their equipment, and marched down

28 Act Two

to take their places among those chosento fight. If no heroes are prisoners, theycan watch as a bloody brawl ensuesbeneath the grim stares of the Knightsand the reptilian grins of the Baaz.

The BattleIf possible, the ragged woman men-tioned earlier assails the hero with thelowest Strength score and attempts toclaw out his eyes with her fingernails.The other captured heroes shortly findthemselves attacked as well.

Narrators can consider that charac-ters fighting characters kill each other atthe rate of one every two minutes. Oncea character knocks a hero (or anothercharacter) unconscious, he grabs a rockto bash the victim�s head in.

From the balcony, the heroes canget off one surprise near-missile rangeattack against the draconians and DarkKnights (if they weren�t pursued). Oncethey peg a couple guards, the fightingcharacters realize that they need notkill each other and turn on their cap-tors instead. Heroes on the balconywho want to attack at melee range canjump down to the courtyard.

In any case, heroes among the pris-oners or on the balcony should involvethemselves in the battle; the captives can-not defeat the Knights and Baaz alone.

AtmosphereInitially, a mood of crushing despairand oppression hangs over this scene.Once the fight begins, however, theNarrator should pick up the tempo andcreate an atmosphere of desperatemadness. Spectating heroes should feelcompelled to join the combat.

ActionsJumping from the balcony requires asuccessful average Agility action. If thehero fails, he stumbles and cannotattack for two minutes, though he candefend himself normally. A mishapinflicts 1 damage point on him as well.

CharactersAside from those forced to fight fortheir lives, one hundred eighty morecaptives wait locked in the building inthe center of the courtyard. If freed,they will all grab rocks and weaponsfrom the ground, kill the Knights andBaaz, then rush into the citadel in fury.

Prisoners: Humans of varied age anddemeanor, Unknowns. Co 6, Ph 5, In 5,Es 5, Dmg +2 (rocks) or by capturedweapon, Def 0 (common clothing).Baaz: Draconians of varied demeanors,Novices. Co 8, Ph 6, In 6, Es 7, Dmg +4,Def -3, also can glide, turn to stoneupon on their deaths.Six Dark Knights: Humans of varied ageand demeanor, Adventurers. Co 7, Ph 8,In 5, Es 6, Dmg +4 (cudgel) or +7 (longsword), Def �5 (plate armor).Knight-Warrior DeValier, a Knight ofthe Thorn: Human adult male, fiercedemeanor, Champion. Co 9, Ph 7, In 7(49), Es 8, Dmg +8 (broad sword),Def -8 (plate/target), also sorcery (aero-mancy, electromancy, hydromancy).

OutcomeBefore rushing off, one of the rougher-looking prisoners pauses to tell theheroes that the Knights hold a group ofelves prisoner in a cell down the hall fromthe balcony entrance. (Narrators candisregard this message if the heroesalready rescued elves in Act Three.)

As they make their way backthrough the Bastion, the heroes andprisoners may meet up with several ofthe characters mentioned in Scene Five.

Should the group manage to escapethe Bastion, they can wander Rel-goth a bit (Scene Two) or depart(Act Three, Scene One), findingMarda waiting where they left her.Heroes wishing to free the elves nowcan go to the Epilogue, Scene One.For those who have already rescuedthe elves and played Act Three, theNarrator should move on to SceneTwo of the Epilogue just as theheroes are exiting the Bastion.

Relgoth Mysteries 2 9

ACT THREE

Scene One:Marda�s VisionThe scene, which details a key event onthe trip to Vingaard, occurs eitherdirectly following Act One or after theheroes have left Relgoth at the end ofAct Two.

OverviewWhile traveling toward Vingaard Keep,Marda, the heroes� barbarian compan-ion, seems gripped by a strange seizure.This episode may teach the groupsomething about the spawning process.

Getting StartedThe map on the back of this bookshows Vingaard�s location. TheKnight�s High Road, several leaguesnorth of Relgoth (or the heroes� camp)offers the most direct route. Of course,the group may wish to avoid com-monly traveled roads, fearing DarkKnight patrols.

First ImpressionsUnless the Narrator wants to createother events to further a subplot of hisown devising, the journey unfoldsuneventfully until the party is one dayfrom Vingaard. Just before it becomestime to camp for the night, Mardaexperiences some form of attack.

As another splendid sunset lights theheavens of Krynn ablaze, Marda sud-denly lets out a shriek and tumbles toher knees. She scrambles across the dryground in apparent terror and panic,entangling her thrashing legs in hervoluminous skirts. Finally she managesto get to her feet, then dashes off, run-ning full tilt across the countryside andscreaming hysterically.

The Story ContinuesPresumably, one or more of the heroeswill pursue Marda, who has run overthe crest of a hill, collapsed, and curledinto a fetal position. She lies shiveringviolently and sobbing softly, making noresponse if anyone calls her name ortouches her. Heroes with a Spirit codeof �A� or �B� can sense the turmoilwithin her. Even without casting aspell, those practiced in the mentalismor sensitivity can feel her terror as aphysical ache in their own bodies. It�s asthough Marda exudes psychic pain.

A Citadel mystic may have once seena comrade help someone in a similarstate. Another hero might attempt toassist Marda by using mentalism or sensi-tivity to see into her mind, find out whathas terrorized her, and calm her. In doingso, however, the hero opens himself up toan involuntary response from Marda�slatent mystic powers: As mentioned inAct One, she is a powerful spiritualist,but has no control over her abilities.

In time, Marda regains her senses, butremembers nothing of what set her off.She had no idea she was conveying herpain to anyone else, she moans.

At the heroes� urging, Marda tear-fully reveals that when the Dark Knightwho abducted her brother imprisonedher, draconians subjected her to a vari-ety of tortures, claiming they wanted to�harden� her. If she hadn�t managed toescape when she did, she�d have goneinsane, she says-she had begun seeingand hearing things that weren�t there.

As this scene unfolds, the Narratorshould shift the mood from serenity toconfusion to terror to sympathy forMarda�s plight. The final act of Storm ofOver Krynn will only get darker, andthis scene sets the stage.

Marda�s Story

Atmosphere

30 Act Three

VINGAARD HORRORSActionsPursuing Marda automatically suc-ceeds, assuming the heroes chase herimmediately. If not, the Narrator maycall for an average Perception actionfrom those who attempt to track her.

Should a mystic wish to reach outand touch her mind in an attempt tosoothe her or determine what is hap-pening to her, the Narrator shouldrequire a random draw. What happensnext depends on the aura of the carddrawn.

White aura: Marda�s uncontrolledpower of the heart has drawn thehero into a vision of the events thatawoke these powers and continue todisturb her. The hero experiencesthe events recounted in �TheVision,� below, as though he has beentransported to that very time andplace. When the vision ends, hefinds himself lying on the ground,surrounded by concerned friends.Red aura: The hero, locked in a fightwith Marda�s subconscious will, seesa vague impression of the visiondescribed below. (The Narratorchooses what to reveal.) Then he feelsa stab of pain and falls unconsciousfor a number of minutes equal to thecard�s face value. He awakens disori-ented, with terror filling his heart.Black aura: The hero brings Mardaback to consciousness but he couldgain no clue to the cause of herseizure.

The Vision

The smells of fear, human sweat, androtting flesh assault the hero. He feelsthe tight leather restraints keeping himtied to a hard, wooden plank, and thecold metal of the brace that preventshim from turning his head.

The horrid fanged visage of a Sivakdraconian comes into view. �My lordwants to see how this little beautyaffects you,� it hisses. �You are not a

warrior, but perhaps we may hardenyou in a different way.�

A clawed hand comes into view. Itholds a writhing creature that looks likean earthworm with tiny barbs all overits body and a stinger on its tail. Withthe other hand, the draconian forcesthe hero�s mouth open and drops thecreature in. Pain sears the hero as thebarbed worm slithers down his throat.Then he tastes blood in his mouth�.

CharactersMarda plays an active part in this scene,although the elves from the Epilogue,Scene One, may be along if the heroesrescued them in Act Two.

Marda: Human adultfemale, reserveddemeanor, Adventurer. Ag 8A, Dx 9B, St 5c,En 5B, Re 8x, Pe 7c, Sp 9x, Pr 7A, Dmg +2(dagger or sling), Def 0 (common cloth-ing), also uncontrolled mystic power.

OutcomeThe adventure continues in Scene Two.

Vingaard Horrors 3I

Scene Two:VingaardAbout a day after the events of SceneOne, the heroes reach Vingaard.

OverviewThis scene describes a pirate haven onthe Vingaard River, as well as meetingswith some potential allies there.

Getting StartedThe �river pirate� role in Chapter Oneof Cloak and Dagger offers insight intothe local character.

First ImpressionsMost of Vingaard was destroyed in theWar of the Lance. When the Blue Drag-onarmy withdrew, pirates claimed whatwas left. From a small rise nearby,heroes can get a look at this river town.

Not much remains of Vingaard�s for-mer glory: once grand neighborhoodsfallen to rubble, shadowed by the bat-tered, fire-blacked hulk of VingaardKeep perched high on a hill. It lookslike new buildings have sprung up nearthe docks on the shore of the VingaardRiver, but they are little more thanshacks. �I�ve heard this called a piratetown,� Marda says. �They live and dieon their boats, not on land.�

The Story ContinuesWhile in town, Marda hopes to findKnight-Officer Nikoles, the Knight whotook her brother. Asking the rightpeople reveals that he and his talonrecently took passage upriver to theircamp, the Knight�s Spur�with the lada slave among their prisoners. The side-bar on pages 34 and 35 explains howthe heroes come by this information.

The fiercely independent pirateslove to harass outsiders, be they dragonminions or freedom fighters, by sub-

jecting them to verbal abuse and chal-lenges. However, if an outsider offerswitty retorts or bravely stands hisground, the hostile facade melts andthe pirates welcome the newcomer.

AtmosphereThis port has the rough-and-tumble airof a pirate town like those portrayed inthe movies Against All Flags, CutthroatIsland, and Captain Blood.

ActionsAn easy Presence (Spirit) action lets a herowith a wealth score of 5 secure river pas-sage for the party from a pirate captain.

CharactersPirates� flamboyant personalities makethem brash, demonstrative folk but,oddly, they dress in practical styles andsubdued colors. Ship and familyremain the most important things tothem-if a hero really wants to insult apirate, those are the prime targets.

Heroes may meet pirates, both menand women, almost anywhere in town.Typical crews consist of adult and teen-aged members of the same family, aswell as spouses of children who have yetto secure a ship of their own. Thesetight-knit groups follow their captain-head of ship and family�in all things.

Ship's captain: Human adults, independentdemeanors, Adventurers. Co 6, Ph 7, In 7,Es 6, Dmg +5 (sabre), Def �2 (leather).Ship�s crew: Human youths and adults,loyal demeanors, Novices and Adventur-ers. Co 6, Ph 5, In 5, Es 6, Dmg +5(sabre), Def �2 (leather).Marda: Human adult female, reserveddemeanor, Adventurer. Ag 8A, Dx 9B, St 5c,En 5B, Re 8x, Pe 7c, Sp 9x, Pr 7A, Dmg +2(dagger or sling), Def 0 (common cloth-ing), also uncontrolled mystic power.

OutcomeWhen the heroes have secured passageupriver, they continue with Scene Three.

32 Act Three

Vingaard Horrors 33

Areas of TownThis sidebar, divided into sections thatcorrespond to the map on the previouspage, can help Narrators create theheroes� visit to Vingaard based onwhere they decide to go first.

Toll Station

Prior to the War of the Lance, thoseusing the Knight�s High Road wouldenter town at a small fort on the westside of town. At this toll station, tax col-lectors would ask a fee from merchantsand travelers to maintain town coffersand contribute to the Solamnic trea-sury. The river pirates have dispensedwith the practice, however, leaving thetoll station abandoned.

Vingaard Keep

South of the toll station lies the greatfortress called Vingaard Keep. It fell tothe Blue Dragonarmy during the Warof the Lance, early in the Blue Lady�sefforts to conquer Solamnia. While itwas an important strategic goal, somesaid that taking the keep settled a per-sonal score for the Highlord. RadericTankreed, then lord of Vingaard,reportedly surrendered the keep to theBlue Lady without a fight, but she set itablaze nonetheless, tore down parts ofits walls, and hung Tankreed and hisimmediate family along the Keep Road.

A secret group of Solamnic Knightsoperates out of the mostly-ruined keep,by the grace of the river pirates whokeep their presence secret from Skie�sminions. These Knights watchNightlund�s unnerving shadows acrossthe river for clues to explain theincrease in roving undead monsters,which plagues travelers along the Vin-gaard today.

Sir Connor Heth, this group�s SwordKnight leader, dislikes the rambunc-tious pirates. If he thought he could doso without incurring the wrath of theBlue Dragon, he would attempt to drivethem from the ruins of Vingaard andreclaim this former Solamnian riverport.

Sir Connor Heth: Human middle-agedmale, determined demeanor, Champion.Co 7, Ph 8, In 5, Es 6 (36), Dmg +8(two-handed sword), Def -9(plate/horse), also mysticism (healing).Twenty Knights: Human adult males,various demeanors, Adventurers. Co 7,Ph 8, In 5, Es 6, Dmg +8 (two-handedsword), Def �8 (plate/target).

Ruins of VingaardMost of the town that once stood at thebase of the Vingaard Keep was destroyedduring the War of the Lance. Here andthere in the section north of the toll sta-tion, archways and corner towers oncebelonging to mansions still stand. Butfor the most part, the stones-and evensome of the dead-lie where they fellmore than fifty years ago.

While the pirates initially spent agood deal of time searching the ruins fortreasure overlooked by the dragonarmyduring the war, the lurking undead theresoon discouraged that practice. Hideouscreatures such as ghouls, wights, andshadows still populate these ruins. Thepromise of undiscovered treasure contin-ues to lure enough adventurers here tokeep the creatures adequately fed with-out bothering the folk on the waterfront.The pragmatic pirates even encourageadventurers to explore the ruins. (Chap-ter Six of The Book of the Fifth Age fur-ther details undead creatures.)

Ghoules: Undead creatures. Co 5,Ph 6, In 3, Es 6, Dmg +6, Def �2,also paralyze.Shadows: Undead creatures. Co 6,Ph 10, In 3, Es 4, Dmg +3, Def �3,also drain Strength.Wights: Undead creatures. Co 6,Ph 12, In 5, Es 7, Dmg +4, Def �2,also drain Presence.

Shanty TownA collection of poorly constructedhouses built from rubble stands alongthe river. Visitors who have seen Palan-thas or Caergoth find this pirate townlaughable and pathetic.

Continued on page 35

3 4 Act Three

Despite their haphazard appear-ance, most of the shanty-homes arelarge and well-appointed within. Manycontain enough rooms and beds to playhost to several families, if need be.

Young pirate crew members patrolthe shanty town in groups of three,guarding against the rare wanderingundead from the ruins or outsiderthieves who might try to take advan-tage of the pirates� hospitality by mug-ging citizens or robbing homes.Heroes asking about a recent visitfrom Knight-Officer Nikoles�ormerely Dark Knights with a load ofprisoners-are directed to the ferrydock (see below).

The children of Vingaard who aretoo young to serve aboard ship oftenhang about the shanty town and water-front (at right). They look ragged butwell fed and well loved: Every child inVingaard has an adult to care for him.These children will subject heroes toattempts at begging and stealing in aneffort to imitate their parents� treat-ment of outsiders.

Pirate children: Human children ofvaried demeanor, Unknown and Rabble.

Co 8, Ph 4, In 5, Es 4, Dmg +1 (impro-vised weapons), Def 0 (common cloth-ing).

Ferry DockOne Vingaard mainstay that predateseven the nation of Solamnia is anancient waystation at the north end ofthe shanty town, for passengers cross-ing the river via ferry. The local ferrystill provides one of the few ways forwagons and riders to cross the river,which measures one hundred yardswide at this, one of its narrower points.

The operators of the ferry are anodd pair: an elf and an aging gnome.The gnome, Gnatch, is a surprisinglyskilled cook. Unfortunately, he�s nothinker gnome-the oven and stove hebuilt take up roughly half the spaceinside the Ferry Dock Inn. Pirates cometo eat Gnatch�s cooking and watch thestove in action, hoping it�ll blow upwhile they are present. So far, the ovenhas worked flawlessly.

The elf, Kalthanan, seems dour andstandoffish, even to other elves. Actually,he is a loving father who raised his twindaughters alone after his river piratewife died in childbirth. If he hears thatthe heroes seek a group of Dark Knightswith prisoners, he directs them to hisdaughters. They captain a small vessel,Myrella�s Heart� one of the few shipsthat can get the heroes safely upriver tothe Dark Knight camp, the Knight�s Spur.

Gnatch: Tinker gnome elder male,innovative demeanor, Rabble. Co 7,Ph 6, In 6, Es 4, Dmg +3 (wind-drivenclub), Def 0 (common clothing).Kalthanan: Qualinesti adult male, dis-tant demeanor, Novice. Co 9, Ph 8, In 8,Es 5, Dmg +4 (cutlass), Def �2 (leather).

The WaterfrontThe waterfront remains the center oflife in Vingaard, although each year itbecomes less so. More and more, shipsset out looking for merchant vessels toraid, only to return with their crewstransformed into ravenous, flesh-eatingundead creatures.

As the pirate clans attempt to for-mulate a course of action, they lookincreasingly to the half-elf sisters,Myrelana and Leana for leadership.Their ship is one of the few that hassuccessfully fought the undead crewsnorth of Vingaard, whose numberscontinue to grow.

Not long ago, the sisters sailed tenDark Knights and their prisoners(including Marda�s brother) to a campon the edge of the swamp at the Mael-goth delta. The Knights were all handsduring the journey, the sisters recall. Ifthe heroes explain that the prisonersincluded Marda�s kidnapped brother,Wilie, the two captains will be happy tosail the party upriver to the Knight�sSpur free of charge�so long as theheroes agree to help defend the shipagainst possible attack.

Myrelana and Leana: Half-elf adultfemales, capable demeanors, Adventur-ers. Co 9, Ph 8, In 8, Es 7 (49), Dmg +3(short swords), Def -2 (leather), alsomysticism (mentalism for a continualtelepathic link with each other only).

Vingaard Horrors 35

Scene Three:Up the RiverThe heroes head up the Vingaard Riveraboard Myrella�s Heart, or another shipof their choosing, for the three-dayjourney to the Knight�s Spur.

OverviewThe lookout sights a ship captained byan ally. As the ship draws closer, how-ever, it becomes clear that the vessel isnow a ship of the dead, and the heroesmust battle for their very lives.

Getting StartedAlthough this scene is written assum-ing the heroes are aboard Myrella�sHeart, the Narrator can adjust it easilyto suit a ship with only one captain.

The map on the back of this bookshows the span of river between Mael-goth and Vingaard, where this scenetakes place.

First ImpressionsThe Narrator can improvise somerole-playing interaction between theheroes and the crew members to tillthe first and second days of the trip, orpossibly introduce a subplot or two ofhis own devising.

Initially, the journey up the Vingaardjust feels odd. Over the eastern side ofthe river hangs a persistent twilight,even when the sun is shining in a clearsky. It�s as if the shadow of someimmense creature has fallen over theentire land across the river. And atnight, even under the silvery light of afull moon, the Nightlund shore sinksinto an impenetrable darkness.

On the third day, the action begins,when the watch lets out a cry of alarm.As the heroes emerge on deck, the Nar-rator can read the following text aloud:

In the predawn gloom, the ship�s twocaptains consult with a couple crewmembers on deck as another pirateboat draws closer. One crew membersignals the other ship by raising andlowering a lamp, and you can see theother ship echo the signal.

�The Dragon�s Fear returned the sig-nal,� Myrelana tells Leana. �The crewmust be alive and well.�

As the ship draws closer, however,you can make out the faces of the crew,and it�s clear they are no longer alive:Horrid flesh peels from their bones,and their lips are drawn back fromneedle-sharp teeth. The sisters ordertheir ship brought around, but theDragon�s Fear has drawn too close. Itlooks like undead pirates will boardMyrella�s Heart in moments.

The Story ContinuesThe undead pirates outnumber thecrew of the Myrella�s Heart and theheroes two to one. If the heroes can�treact instantly, the creatures pour ondeck and begin the attack.

The Battle

When combat begins, each hero mustfight two undead pirates. During thebattle, it becomes clear that the creaturesparalyze their victims with their talonedhands. As soon as one of them scores ahit, the injured character or hero hastime for one more action before fallingto the ground, twitching. The undeadcreature then throws the paralyzed herooverboard, unless someone stops it.

Marda stands back from combatand slings rocks at any undead piratesattacking the heroes, a look of intenseconcentration on her face. She defendsherself with her dagger as needed.

The twin captains of the ship fightback to back, so well coordinated thatone might think they have one mindsplit into two bodies. However, at theheight of the battle, Leana gets rakedacross the face by the lethal claws.Myrelana goes into a berserker rage in

3 6 Act Three

defense of her sister, but unless a herocomes to her aide, she too will fall.

AtmosphereThis scene starts out eerie but confu-sion and panic sets in with the attack ofthe blood-chilling undead foes. TheNarrator should let his voice and ges-tures evoke the unnatural appearanceof the walking dead.

ActionsHeroes might try a number of actionsto prevent the undead pirates fromboarding, but in only one combatminute they are overcome and mustattempt to defend themselves.

The ripping claws of the undeadpirates inject a paralytic poison into theblood of their opponents. Once hit, thevictim has time for only one moreaction before he collapses for a numberof minutes equal to his Endurancescore subtracted from twenty minutes.

Anyone who succeeds in an averagePerception action during the battlenotices that Leana is down and canmove to assist her.

CharactersOn the first two days of the trip, Myre-lana and Leana seem friendly, outgo-ing, and very interested in hearingabout the heroes� experiences dealingwith undead. Their crew members, thecaptains� cousins, likewise act conge-nial, although they steer the conversa-tion toward more conventional topics.

Pirates: Undead creatures. Co 5, Ph 5, In 3,Es 1, Dmg +2, Def -2, also poison claws.Myrelana and Leana: Half-elf adultfemales, capable demeanors, Adventurers.Co 9, Ph 8, In 8, Es 7 (49), Dmg +3(short swords), Def -2 (leather), alsomysticism (mentalism for a continualtelepathic link with each other only).Four crew members: Human adults,various demeanors, Novices. Co 6, Ph 5,In 5, Es 6, Dmg +3 (short swords),Def -2 (leather).

Marda: Human adult female, reserveddemeanor, Adventurer. Ag 8A, Dx 9B, St 5C,En 5B, Re 8x, Pe 7c, Sp 9x, pr 7A, Dmg +2(dagger or sling), Def 0 (common cloth-ing), also uncontrolled mystic power.

OutcomeThe battle�s conclusion finds three crewmembers dead. If the heroes managedto save Leana, the twins agree to con-tinue the journey to the Knight�s Spur.Additionally, the group will haveearned a pair of loyal allies emerging a:leaders among the river pirates.

If the heroes could not save Leana,the surviving twin falls into a state ofcatatonia. The last crew member isunsure of the camp�s location andwants to turn back. The heroes candemand to continue the trip, but willhave to walk the last leg, searching thecountryside for the Knight�s Spur

After defeating the undead pirates,the heroes can board the Dragon�s Fearbut a search reveals no valuables.

Going on with the trip to the camptakes the adventure to Scene Four.Turning back to Vingaard (againstMarda�s strenuous protests) sendsthe heroes back to Scene Two.Groups that did not meet Gilthanasin Act Two find him held prisonerwith five other elves in the hold on the undead pirate ship, as describedin the Epilogue, Scene One. (Thelast surviving crew member suggestssearching the vessel, if no one elsedoes.)

Vingaard Horrors 37

Scene Four: TheValley of Lost SoulsThis scene takes place roughly fifteenhours after the undead pirates attacked

the heroes' ship.

OverviewHaving left Myrella�s Heart behind, theheroes head for the Knight�s Spurcamp. Wisps of mist drift across theswampy ground as they come upon aDark Knight sentry post. While dealingwith the sentry, they realize that themist is actually made of human spiritsand from them, the heroes discover themost tragic and horrifying aspect ofthe spawning process.

Getting StartedThe special abilities of the ghosts theheroes meet here are described in theBook of the Fifth Age, Chapter Six.

First ImpressionsIf both twins survived the river battle,Myrella�s Heart drops the heroes at theedge of a dense swamp, and Leanapoints them in the direction of theKnight�s Spur. If one or both of the sis-ters are dead, the heroes must wanderthe swamp for the better part of a daybefore finally finding the first sign ofthe Dark Knights.

A sentry post stands at the edge of anarrow valley. Beyond it lies a largecamp and a ring of standing stones.The ridges along the valley have beencleared of vegetation, and you see signsthat someone is making an effort toclear the valley as well.

Standing on a mound at the edge ofthe valley are three sentries: a DarkKnight, a goblin, and a misshapenwinged creature that bears a faintresemblance to a Sivak draconian�except that it has blue scales.

The Story ContinuesIf the heroes move carefully throughthe swamp, they might be able to avoidthe sentries�the foes� vantage pointwould allow them to spot the approachof a large force or flying creature, notprevent small groups like the partyfrom sneaking past. Unfortunately,though, the sentries have an advantage.The draconianlike creature is a bluespawn with an exceptionally fine senseof smell. Anyone who has seen a dragon-spawn before recognizes it at once.

The heroes may decide to attack thesentry post, but if they play it safe andtry to sneak past, the spawn may catchtheir scent in the air (see �Actions�). Inthat case, it sounds the alarm by send-ing a blast of lightning into the sky.This warning alerts the eight Knightsand one other powerful guardian wait-ing in the camp: An important ritual isabout to start, and everyone knows thatif anything disrupts it, they will face thewrath of Khellendros.

If questioned after a battle, the gob-lin sentry, named Nark, reveals that theKnights in the camp are about to per-form a ritual to create more spawn. He�snot sure what it entails, as the Knightshave never let him in the camp; theyordered him to remain on the knoll,and brought food and supplies out tohim and the other sentries. He sawMarda�s brother when he arrived andthinks he is in the camp. This revelationhorrifies Marda, who insists the partyhead there immediately. The heroes cancalm her somewhat, but she still wantsto rush into the camp.

As the heroes talk with the goblin(or as they begin making their waythrough the valley), the mists at theirfeet rise and swirl around them. Severalstrands pass through the dead orunconscious Knight and spawn andissue soft moans. At this point, itshould be clear that these are no ordi-nary patches of mist. In fact, one of thegroup may find himself taken over bythe spirits (see �Actions�).

38 Act Three

�They stole my body,� your companionmoans in a voice not his own. �TheDark Ones forced the spirit of a mon-ster into my body, then bound myspirit to this place. I did horrible thingsin my life, but I don�t deserve this end.No one deserves this. You must stopthem. They are about to deal this fateto others. Stop them. Stop them!�

After so exhorting the group, thespirit releases the hero.

The Battle

If the heroes attack the sentries, Narksurrenders immediately and begs forhis life. The others fight to the death,the Knight employing her sword whilethe spawn hits the heroes with electro-mantic spells and his lightning breath.

AtmosphereThe swamp should exude despair,inspiring a strange, undefinable sensa-tion of dread in the heroes.

ActionsShould the heroes try to sneak past thesentries, the Narrator can make a ran-dom draw from the Fate Deck. If thecard�s aura is white or red, the heroespass without incident. However, a blackaura means the spawn smells themcoming and sounds the alarm.

When the mists begin to swirl uparound them, the heroes may attemptan easy Perception action to determinethat the wisps of fog are moaning softlyand look vaguely humanoid in shape(automatic success for heroes withacute hearing or vision).

Moments after a hero makes thisrealization, a spirit tries to enter one oftheir bodies. One at a time, in order ofascending Spirit score, the heroes mustattempt an average Spirit (Spirit) action,opposed by the ghost. The first one tofail becomes temporary taken over bythe spirit. (If they all succeed, the ghostsseize control of Marda instead.) A

mishap means the hero gains the �sharedbody� secret described in Chapter Threeof Cloak and Dagger. The spirit is eitherthat of a hard-bitten, violent mercenaryor a psychotic killer (Narrator�s choice).

Heroes who can cast spiritualismspells may lay the spirits to rest withdaunting Spirit actions. Each success laysonly one spirit to rest. Should a heroembark upon this course, he soon findshimself mobbed by well over one hun-dred displaced spirits who desperatelywant release. They eventually get angryin their impatience and attack the hero.

CharactersThe following characters appear in thisscene, as do the six rescued elves:

Marda: Human adult female, reserveddemeanor, Adventurer. Ag 8A, Dx 9B, St 5cEn 5B, Re 8x, Pe 7c, Sp 9x, Pr 7A, Dmg +2(dagger or sling), Def 0 (common cloth-ing), also uncontrolled mystic power.Countless displaced spirits: Ghosts. Co 5,Ph 6, In 7, Es 8, Dmg N/A, Def N/A, alsofear aura and drain Spirit.Nark: A goblin. Co 4, Ph 3, In 4, Es 5,Dmg +3, Def �2, also missile weapons.Dark Knight: Human adult female,authoritative demeanor, Adventurer.Co 7, Ph 8, In 7, Es 6, Dmg +8 (two-handed sword), Def -5 (plate mail), alsomissile weapons (crossbow/+5).Blue spawn: A hostile nonhuman. Co 8,Ph 12, In 5 (25), Es 8, Dmg +l0, Def �5,also dragon breath, sorcery (electro-mancy), dissolves into an electricallycharged cloud at its death.

OutcomeThe scene has two possible outcomes.

Should the heroes go to the ritual,the adventure moves to Scene Five.Heroes who turn back can hike backto Vingaard, then travel to Relgoth (ifthey haven�t been there), continuingwith Act Two. Those who have alreadyplayed that act go to Scene Two ofthe Epilogue. In either case, Mardarefuses to leave her brother and headfor the camp alone, if she must.

Vingaard Horrors 39

Scene Five: TheSpawning GroundThis scene takes place at the Knight�sSpur, immediately after Scene Four.

OverviewIn this scene, the heroes may witnessthe beginning of a spawning ritual andrescue Marda�s brother.

Getting StartedThe Rising Storm adventure m Heroes ofSteel offers a detailed description of thetransformation to spawn.

First ImpressionsAs the heroes sneak up to the Knight�sSpur camp, the Narrator should readthe following text aloud.

The place looks like what one mightexpect from a Dark Knight camp: adozen identical tents lined up in perfectrows, each row with its own cooking area.At the center of the camp sit several largesteel cages�large enough to hold man-sized prisoners. However, these cagesare presently empty. It looks virtuallydeserted, but beyond it rises a circle ofstanding stones. Several draconians andDark Knights stand at the edge of the cir-cle, facing away from the camp. A strangechanting drifts toward you on the breeze.

Continuing the StoryIf the spawn sounded the alarm in theprevious scene, the Dark Knights in thestanding stone circle are ready fortrouble. The heroes can either search thecamp or head straight for the ritual site.If they split up, they can do both at once.

Although the tents all look similaron the outside, ten of them are so neatlyarranged inside that one might wonderwhether anyone has used them. Theblankets on the cots are spread neatly,the spare boots carefully positioned at

the foot of the cots, and weapons andother gear arranged in an orderly fash-ion. The other two tents look like merecollections of clutter. The first tenbelong to the Dark Knights, of course,and the other two to the draconians.

One Dark Knight tent holdsMarda�s brother. (The Narrator canmake a random draw from the FateDeck to determine how many tentsthey search before they reach his.) Theboy is chained hand and foot and ispolishing boots. Brother and sister areelated to see each other and will con-verse excitedly in their own language assoon as Marda has asked the heroes tofind a way to remove the chains.

The boy, Wilie, explains thatKnight-Officer Nikoles has kept himlike a slave and treated him like an ani-mal. Marda immediately wants revengeon the officer, but Wilie says that hewent with the other Knights and thedraconians to the spawning ritual bythe standing stones some time ago.

At this point, the heroes couldsimply try to sneak away again, againstMarda�s urging. If they have alreadyplayed Act Two, Wilie tells them thatanother tent holds an old man alsokept as a slave and urges the group torescue him, too. The old man isRaalumar Sageth, a scholar from Palan-thas (see the �Characters� section). Ifthey have not yet played Act Two, Wilietells the heroes of a stronghold in thecity of Relgoth, where these spawningsubjects had been held captive untiltheir arrival here. Wilie saw the Bastionof Darkness when he passed throughRelgoth with Nikoles and heard thathundreds of prisoners were held there.

If the heroes manage to sneak awayfrom the camp, the Narrator can turnto the �Outcome� section. However, theheroes most likely will want to scoutout the ritual with Marda�a simpletask, if no one has sounded the alarm.

Before you is a chilling sight. At the cen-ter of the stone circle stands a group oftwenty bruised and battered men andwomen in chains. Ringing them around

40 Act Three

the edge of the circle, eight DarkKnights repeat a foul chant, horrible tohear. Four draconians stand motionlessas wispy arcs of energy reach from themto each of the the prisoners. Thescreaming captives writhe in pain.

At that moment, an enormous blackshape emerges from the shadows of theswamp before the stone circle, its yelloweyes glinting menacingly. �More spawnfodder,� the dragon hisses, arcing itslong neck down to be level with theheroes. �Khellendros will be pleased.�

The Battle

If the heroes disrupt the ritual, theblack dragon attacks with an anguishedcry and a wide spray of its acid breath.The Knights fight to subdue the heroes,knowing they could serve as morespawn, but the draconians are toodazed to join the fight. If the heroeshave not yet played Act Two, the battleends with the heroes taken prisoner.

AtmosphereTo create a creepy mood, the Narratorshould focus his descriptions on theswamp�s spooky shadows, the eeriechanting, and the sudden appearance ofthe black dragon from the dark swamp.

ActionsIf the alarm was sounded, the heroesneed to succeed at easy Dexterity (Per-ception) actions to sneak past the DarkKnights and into the circle. In the eventthy haven�t realized they are witnessingthe creation of dragonspawn, the partyleader can attempt a Perception or Rea-son action to figure it out.

CharactersThe following characters appear in thisscene, in addition to the elves from theEpilogue. The unfortunate prisonersare wounded and very hungry.

Cauxillor: A young black dragon. Co 9,Ph 30, In 8 (64), Es 8 (64), Dmg +12,

Def �8, also dragon breath, swallow whole,dragonawe, sorcery (hydromancy, aero-manq geomancy), mysticism (animism).Twenty prisoners: Human adults ofvaried demeanor, Unknowns. Co 6, Ph 5,In 5, Es 5, Dmg 0 (unarmed), Def 0(common clothing).Eight Dark Knights: Human adults ofvaried demeanor, Adventurers. Co 7,Ph 8, In 7, Es 6, Dmg +8 (two-handedsword), Def -5 (plate mail).Marda: Human adultfemale, reserveddemeanor, Adventurer. Ag 8A, Dx 9B, St 5c,En 5B, Re 8x, Pe 7c, Sp 9x, pr 7A, Dmg +2(dagger or sling), Def 0 (common cloth-ing), also uncontrolled mystic power.Wilie: Human young male, resourcefuldemeanor, Rabble. Ag 5c, Dx 9B, St 3D,En 8B, Re 7D, Pe 8B, Sp 3c, Pr 6c, Dmg +2(sling), Def -0 (common clothing).Four Baaz: Draconians, belligerentdemeanors, Novices. Co 8, Ph 6, In 6,Es 7, Dmg +4, Def �3, also can glide,turn to stone on their death.Raalumar Sageth: Human elder male,eccentric demeanor, Unknown. Co 4, Ph 4,In 8, Es 7, Dmg 0 (unarmed), Def 0(common clothing).

OutcomeIf heroes rescue Wilie and sneak away,they escape the camp without incident.

They can then go to free the prison-ers in Relgoth, if they have not yetdone so, by continuing with Act Two.Assuming they have been to Relgothand also rescued the old man in thisscene, the story concludes with theEpilogue, Scene Two, as Khellendrosarrives to perform the climax of thespawning ritual.

Other heroes may attack the Knights,giving a Narrator two different options:

If the group has played Act Two, heshould let the battle run for severalexchanges, then turn to the Epilogue,Scene Two while the fight rages.However, heroes who have not yetbeen to Relgoth are taken captiveand regain consciousness in a prisonwagon approaching the Bastion ofDarkness (Act Two, Scene Three).

Vingaard Horrors 4 I

EPILOGUE

Scene One: The elves� long swords and leatherarmor lie in a pile nearby.

Meeting GilthanasAtmosphere

This scene can take place after either ActTwo, Scene Six or Act Three, Scene Three. The atmosphere of this scene matches

that of its location, but the mood light-Overview ens considerably when the heroes realize

they have just rescued a living legend.

ActionsReaching the elves requires an easyDexterity action to pick the lock or aneasy Strength action to break it.

Qualinesti elves more than seventy-Before the heroes arrive at this scene, five years old or Silvanesti with a socialthe Narraor should review Gilthanas's status of Aristocracy or higher maydescription on the page opposite. challenging Reason actions to recognize

the elf who carries himself like royalty.Those who succeed realize he isGilthanas, long-lost uncle and namesakeof Qualinesti Speaker Gilthas. (A mishapleads the hero to think he is Gilthas.)

Gilthanas does not immediatelytrust the heroes. Any elf hero whowants to convince him of the party�ssincere intentions may make an easyPresence (Reason) action to gain histrust (average for non-elves).

Heroes can pick the lock on the cagewith a challenging Dexterity action,assuming someone has the proper tools.Without them, the action is daunting.

CharactersIn addition to Gilthanas, the heroes meet:

Five elf prisoners: Qualinesti and Sil-

vanesti of varied age and demeanor,Novices. Co 7, Ph 6, In 5, Es 5, Dmg +0(unarmed), Def �0 (common clothing).

From here, the story moves to eitherScene One or Scene Four of Act Three.If the group has played both of these,

on board the pirate ship) can be easilyopened. The text below describes them.

In the dim light ahead, six elves lan-guish in a steel cage. They look bruisedfrom repeated beatings, and most ofthem have an air of despair about them.Only one appears to have an unbrokenspirit, a golden-haired elf who carrieshimself like a born leader.

As the heroes approach, the blond elfglares at them defiantly. If he sees an elfwith them, he says, �We have nothing tosay to traitors of our race or their allies.�Elves know him as a Qualinesti by hisaccent and coloration. He refuses togive his name, but elf heroes might rec-ognize him as Gilthanas (see �Actions�).

Once Gilthanas knows the heroesaren�t enemies, he introduces himselfand explains that he and his comradeswere betrayed by elves serving the Blue

Here, the players witness the return ofGilthanas, a Qualinesti prince who hasbeen missing since shortly after theWar of the Lance.

Getting Started

First Impressions

The Story Continues

Outcome

4 2 E p i l o g u e

E p i l o g u eGilthanas might have returned to Southern

Ergoth. He was on his way there whenHazel-eyed Gilthanas is the second elves in the service the Dark Kinghts

child of Solostaran, former QualinestiSpeaker of the Sun. His older brotherPorthios was to inherit the throne, andGilthanas looked forward to serving ashis aide and loyal supporter. But his life,like that of so many others, was irrevo-cably changed by the War of the Lance.

While in exile with his people inSouthern Ergoth during the dragon-army occupation of Qualinesti,Gilthanas fell in love with Silvara. Thissilver-haired beauty was a Kagonestishaman�or so he believed.

When Silvara revealed herself to be asilver dragon named D�Argent, the youngGilthanas felt as though he had beentricked into loving someone that did notreally exist. Even though the dragonreturned his feelings, his hurt andresentment ultimately drove her away.

It took Gilthanas two years to realizethat the emptiness and depression hefelt was his longing for Silvara, his onlytrue love. But by the time he had out-grown his prejudice, she was long gone.So the elven youth set out to find her.

For years he remained a prisoner inSilvanesti (the younger Qualinesti heirwas captured shortly before the ChaosWar, as was his older brother, Por-thios). When he finally escaped,Gilthanas searched for Silvara all acrossAnsalon. He has seen more turmoil andhad more misadventures than most

elves do in a lifetime. magical effect against non�elves.These adventures haveleft their scars�bothphysical and mental�upon the handsomeblond elf. And Silvararemains ever elusive.

Gilthanas has alwaysbelieved that Silvara

survived the Summerof Chaos, but recentlyhe has uncoveredevidence that she

betrayed and imprisoned him.These days, the elf favors practical

clothing�his long years away from hisfamily and his native land have taughthim to dress like a human adventurer.Although he has but commoner statusnow, he would regain his position as amember of the royal family if he everchose to return to Qualinesti.

Gilthanas can employ three schoolsof sorcery: divination, enchantment,and aeromancy. He also owns an itemof magic known as the Amulet of Heal-ing Hands, a gift from Silvara. It can:

Create bright light once each day.Prevent him from succumbing todisease, helps him resist poison, andlets him heal from wounds at twicethe normal rate.Allow him to heal others by touchfour times per day, restore a poison-ing victim to life (if dead only fiveminutes), and remove a diseasefrom a victim once per day.Create a barrier between the wearerand magically summoned or createdcreatures.Form a circle of protection aroundthe wearer and four others, keepingthem safe from melee and personalattacks from those outside the circle.Offer a trump bonus to Presenceactions to promote harmony withothers (Gilthanas even enjoys this

(The Last Tower dramatic supplemetcontains additioronlal details on this andother magical items.)

Gilthanas: Qualinesti adult male, capble demeanor, Legend, 4 . Ag 8C,Dx 6A, En 7c, St 6B, Re 7A (49), Pe 8B,Sp 7D, Pr 6B, Dmg +7 (long sword)Def �3 (chain mad), also missile weap-ons (long bow/+6), sorcery (divination,enchantment, aeromancy), Amulet ofHealing Hands.

E p i l o g u e 4 3

Scene Two: TheStorm DescendsThis scene can open with the heroes:battling the Knights from the end ofAct Three, having just escaped the Bas-tion of Darkness with the prisoners, orsneaking away from the Knight�s Spur.

If this adventure is not being playedas part of a Dragons of a New Age cam-paign, the Narrator can replace Khel-lendros here with another dragon(perhaps Cauxillor from Act Three).

OverviewAs part of a multilayered plot, Skieintentionally fails in an attack on theheroes. Not only does he want them tohave the treasures they may have stolenfrom his lair in Act One, he wants togive them the confidence to stand up toa Great Dragon- for only then can heuse them as his pawns.

Getting StartedNarrators can read more on dragoncombat and the effects of dragonawe inChapter Six of the Book of the Fifth Ageand about dragonlances in Chapter Five.

First ImpressionsThe Narrator should adjust the passagebelow if the heroes face a dragon otherthan Khellendros. (For example,replace the thunder and lightning withanother type of dragon breath attack.)

Suddenly, the sound of thunder rollstoward you. Then, what can be onlyKhellendros, the Storm Over Krynn,swoops down before you in all his terri-fying glory, lightning arcing around hisbody. His voice booms, more powerfulthan the thunderclaps. �You insignifi-cant nothings!� he bellows. �You darestand in the way of my goals! Now youshall pay for crossing a dragon!� Light-ning�s acrid scent touches your nostrils,as though heralding your death.

The Story ConcludesAfter this threat, the dragon lets loose ablast of his lightning breath. For show,the Narrator can turn a card from the topof the Fate Deck, but the result is moot:the heroes all manage to leap out of theway or otherwise miraculously avoidinjury. However, all surviving foes in thearea are incinerated as massive lightningbolts slam into their bodies (or they getwashed away in steaming streams of acid,in an assault from the black dragon).

Then the dragon prepares to dive.

Arcing toward the heavens, the dragonbellows, �Run, puny creatures! Or prayto the gods that have turned their backson you! Nothing can save you!�

�The dragonlance:� Marda cries,�Use the dragonlance! He may kill you,but at least you�ll take him with you!�

It will take nerves of steel to do asMarda suggests, but unless the heroesattempt to attack the dragon with theirlance or other magic, it pursues them.As long as the group fails to face him, thebeast lays waste to the countryside, thenkills their allied characters, and finallyexterminates the heroes themselves.

The Battle

The dragon barrels toward the party,seemingly oblivious to the lethal dragon�lance pointed at it. It narrowly missesthe heroes with its dragon breath attackas it dives. The Narrator should call forAgility actions to resist the assault but,regardless of the results, it causes a mere10 damage points to each hero. Thelightning injures the characters as well,though not to the point of unconscious-ness. Skie was just putting on a show.

If the heroes continue to face thedragon bravely with their magicallance, he actually lets them drive theancient weapon deep into his chest.Letting out a roar that causes theheroes� very bones to shudder, the beastbreaks off the haft of the lance. Then heswings up into the sky again, his bloodraining down upon the landscape.

44 E p i l o g u e

AtmosphereNarrators must present this scene at anincredibly rapid pace: The attackingdragon rushes at the group like a freighttrain. The beast�s fierce demeanor, fear-some attacks, and booming threatsshould also tell players they face certaindeath: Only heroes of legend can standagainst a dragon and live.

ActionsAs the scene opens, the heroes all mustattempt normal dragonawe actions. Tostrike with the dragonlance, a hero mustmake a challenging Spirit action (Khellen-dros does not oppose the attempt).Should the hero fail, the lance slips fromhis grasp and another hero can rush for-ward to pick it up. Once he has stabbedthe dragon, the hero holding the lancemay attempt to hang onto it with animpossible Strength action�a highlyunlikely success. Of course, a clever groupmay use magic against the dragon insteadof the lance. Inflicting some degree of

harm on the Blue with a big flashy spellcauses him to flee as described above.

CharactersThis scene lists no game characteristicsfor Khellendros, as this Great Dragonsurrounds himself in mystery.

Marda: Human adult female, reserveddemeanor, Adventurer. Ag 8A, Dx 9B, St 5c,En 5B, Re 8x, pe 7C, Sp 9x, Pr 7A, Dmg +2(dagger or sling), Def 0 (common cloth-ing), also uncontrolled mystic power.Wilie: Human young male, resourcefuldemeanor, Rabble. Ag 5c, Dx 9B, St 3D,En 8B, Re 7D, Pe 8B, Sp 3c, Pr 6c, Dmg +2(sling), Def �0 (common clothing).Raalumar Sageth: Human elder male,eccentric demeanor, Unknown. Co 4, Ph 4,In 8, Es 7, Dmg 0 (unarmed), Def 0(common clothing).

OutcomeThe next section offers a wrap-up forthe adventure and suggestions for theheroes to continue the quest.

E p i l o g u e 45

AfterwordAssuming the heroes both rescued theprisoners in Relgoth and recoveredMarda�s brother, they have completedone quest. Of course, if they picked upany of the Blue Dragon�s treasure inAct One, he can now track their futureactions!

After the climactic final scene ofStorm Over Krynn, the Narrator shouldnot tell the players that Khellendrospurposely allowed the heroes to injurehim and spared their lives (in Skie�sabsence, another dragon may havepursued a similar tactic in the over-lord�s service).

Once the smoke has cleared, an oldman clutching a clay tablet shakilyapproaches the heroes. The heroes justrescued this frail-looking fellow in grayrobes-either from imprisonment inthe Bastion of Darkness (if they playedAct Two last) or from his slavery at theKnight�s Spur encampment (if theyplayed Act Three last). After congratu-lating them for their performanceagainst the dragon and thanking themprofusely for releasing him, he asks tospeak to them in private.

The Scholar�s StoryThe old man, dressed in the gray robesof a Palanthian scholar, seems shakenbut in fair health. He introduces him-self as Raalumar Sageth and seems abit daft-he carries a clay tablet that herefers to often. However, he desperatelywants to talk to the heroes.

Raalumar Sageth: Human elder male,eccentric demeanor, Unknown. Co 4, Ph

4, In 8, Es 7, Dmg 0 (unarmed), Def 0(common clothing).

Although the colored text atright presents the scholar's storyas running run text, Narratorsshould try not to make thetale sound like a speech.Instead, they should

let the character reveal his story inconversation with the heroes. Thisstory can provide the foundation for ashort expository scene that can serve asa bridge to the heroes� next quest in theDragons of a New Age series.

�Years back, I studied at the GreatLibrary in Palanthas. I was there whensomeone magically seized most of thebooks in the Library, you see, and I wasthere when the Tower of High Sorcerywas laid low.

�Then Khellendros came, and theDark Knights soon after. Some of theother scholars fled, cowards that theywere. Me, I stayed behind. Seemed clearto me that the dragon wanted some-thing from the Tower and the GreatLibrary�something he�d have to lookfor elsewhere now.

�Of course, the Knights don�t havemuch patience for men of learning,particularly when we go poking ournoses into their affairs. But that�s whata historian has to do if he wishes to getthe facts of a situation right.

4 6 E p i l o g u e

�After one too many such offenses, Ihad to flee the city. But the stars musthave been against me, for the first stopon my flight turned out to be a villagethe Knights had targeted to serve as asource of raw material to create thosehideous blue-skinned spawn. May thegods give their poor souls rest.

�Before you rescued me, I learnedsomething else�something less tragicthan the dragonspawn, but potentiallyjust as dangerous for the free people ofKrynn. The great Skie is collectingmagical artifacts from yesteryear. Hehas ordered a special talon of the DarkKnights to gather every single one theycan track down. I don�t know why heneeds the artifacts, but, in my humbleopinion, no Great Dragon ought topossess that much concentrated magic.

�Perhaps adventurers such as your-selves could, well� liberate a few ofthe items and, with luck, foil whateverthat dragon is up to.�

Consulting his tablet, the scholar candescribe the artifacts he learned theDark Knights had been dispatched torecover:

The necklace of an old but youngwoman who lives at the base of anancient stairway.A ring, once worn by a dark elf, nowat home on the finger of another ina place that calls no land home.A jeweled scepter that rests in afortress at the heart of the GreenPeril.

A crown that waits beneath thewaves, guarded by elves kept pris-oner in their own land.The weapon of an ancient hero ofsong and story. It was crafted tofight dragons but now lies in a graveas white as the land that surroundsit and the master who rules it.

Of course, these cryptic descrip-tions refer to: Goldmoon�s medallion offaith, located on Schallsea; Dalamar theDark�s golden ring of healing, now atthe Tower of High Sorcery at Wayreth,the scepter known as the Fist of E�li,

which once belonged to Silvanos him-self, now hidden deep in the QualinestiForest; the Crown of Tides, sacred tothe elves of Dimernesti; and the famedlance with which Huma Dragonbaneimpaled the Dark Queen and ended theThird Dragon War, secreted away atHuma�s Tomb in Foghaven Vale.

Should anyone wonder how thescholar learned the details of his story,he smiles and replies that, as a man oflearning, he�s trained to report what hesees and hears�even while a prisoner.If asked, he urges the heroes to makevisiting the Tomb of Huma their toppriority-that�s where he believes theDark Knights are headed first.

The Real StoryOf course, when dealing with a dragon,nothing is exactly as it appears.

The events of the previous adven-ture in this series, The Rising Storm,made the Blue Dragon aware of theheroes� work to uncover his plans. Khel-lendros actually allowed their trip toRelgoth and permitted them to glimpsethe true nature of dragonspawn as theinitial stages of a complex plan involv-ing the other dragon overlords and hissearch for the spirit of his former part-ner: the Blue Lady, Kitiara uth Matar.

In addition, Skie decided to sendone of his agents to infiltrate theheroes. The scholar, Raalumar Sageth isthe mouthpiece of this agent: a hul-drefolk named Fissure. This ally ofKhellendros, one of Krynn�s Lost Folk,has used his inborn geomantic magicto take the form of the scholar�s claytablet, which allows him to secretly tellthe scholar what to say.

Fissure means to use the heroes aspawns as part of Skie�s complex, long-term scheme to get them, ultimately, tochallenge Malys. The details of this planwill become clear over the course of thenext installments of Dragons of a NewAge. For now, suffice to say the heroeshave been drawn into a plot that willaffect the future of Ansalon, althoughthey might not realize it right away.

E p i l o g u e 47

The Story UnfoldsThe next adventure in this series, AKilling Frost (part of the Heroes of Sor-cery dramatic supplement), advancesKhellendros's sinister plot as well asthe story of Gilthanas and Silvara

However, before beginning that ad-venture, Narrators might choose todevelop some of the story elements intro-duced in Storm Over Krynn. For instance:

The heroes can join Myrelana,Leana, and the other Vingaard riverpirates to discover who (or what) inNightlund is creating the undeadVingaard river pirates.Marda needs help with her uncon-trolled mystic abilities. The mastersat the Citadel of Light might be ableto assist her, if the heroes can con-vince her to go there. At the sametime, they could attempt to warnGoldmoon about the dragon�sdesire to put her medallion of faithto use in his foul scheme.A return trip to Relgoth might be inorder�a little well-placed effort on

the heroes� part could foment rebel-lion among the slaves in that belea-guered city.The heroes could travel to WayrethForest and seek information as tothe whereabouts of Dalamar�sgolden ring of healing. (The LustTower dramatic supplementincludes a wealth of informationabout adventures in and around theTower of High Sorcery.)Gilthanas needs a group to accom-pany him to Southern Ergoth andhelp in his search for Silvara. Ofcourse, the heroes should firstreport their findings to Palin Majereat the Academy of Sorcery.

The last of the above plot elementsdovetails straight into A Killing Frost,which features the heroes� search forthe dragonlance of Huma. (The searchfor the previously mentioned Crown ofTides is the subject of a subsequentadventure, part of the Heroes of Hopedramatic supplement.)

48 E p i l o g u e

BYS t e v e M i l l e r

The Unsung Heroes of Ansalon.

o one knows their names. There are no Sturm Brigthblades or Tanis Half-Elven among them. Yet for as long as Good has struggled against Evil, theyhave fought alongside the heroes famed of song and story.

They are the rogues, spies, diplomats, and scouts of Ansalon, the heroeswhose coming goes unheralded and whose passing goes unnoticed. Although thegenerations will never rally around their legends, these secret freedom fighters remainvital to the struggle. All too often, heroes whose names we know would have failedwithout the efforts of men and women whose names are lost to all.

Heroes of Defiance offers background on these heroes and guidelines for playing them in

the DRAGONLANCE® FIFTH AGE� setting. The handbook in this box, titled Cloak andDagger, includes:

Roles for playing bards, guild thieves, kender handlers, rebel elves, and more!

Guidelinse for creating adventures full of intrigue and mystery, as well as anintroduction to some of the kingpins of �underground� Ansalon.

Optional rules for playing gully dwarf heroes and for creating the mysteriouspersonalities and hidden agendas that rogue heroes thrive upon.

Geographic and historical details on Northern Ergoth, the birthplace of such roguishtraditions as bard colleges and thief guilds. Now emerging as the hub of civilization

in the Age of Mortals, this unique island is also beautifully presented on a full-colorillustrated poster map.

This boxed set also features Storm Over Krynn, a quest to uncover the truth behind theorigin of the terrifying dragonspawn and learn the secrets of the Blue Dragon's latestscheme. Groups can play the adventure as Part Two of the Dragons of a New Age cycleor as a stand-alone scenario. This adventurelinks with events in the second Fifth Agenovel, The Day of the Tempest by Jean Rabe.

Heroes of Defiance uses the Saga� dramatic adventurerules introduced in the DRAGONLANCE: FIFTH AGEboxed set.