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EVENTS: FYRMONT

First Week

Fyrmont 1, AC 1017: New Senate Convenes.

Location: City of Thyatis, Duchy of Thyatis, Thyatian Empire. OW

Description: The senate convenes with its newly elected members for the first time since the election.

Of the 112 elected senators, there are: 43 Gens Zendrolian (Eusebius' supporters), 11 Gens Aemilia (traditionalist aristocrats), 9 Gens Aurelia (clerical aristocrats), 7 Gens Sergia (moderate aristocrats), 4 Philosophers, 30 Populares, 2 Republicans, 6 Liberales (Free Thinkers). All in all, the Thyatian Senate has currently this composition: Total Senators: 228; Gens Aemilia 39, Gens Zendrolian 66, Gens Aurelia 30, Gens Sergia 24, Philosophers 12, Populares 45, Republicans 3, Liberales 8. (See Ya. 27, Ya. 28.)

Fyrmont 1, AC 1017: Torreón Prepares.

Location: Baronía de Torreón. SC

Description: Baronesa Isabel has been working at preparing Torreón for an extended campaign to take the Terra Vermelha. Many of the preparations are already made with the Torreóner army on schedule for the land grab (and the conflict with Texeiras and Vilaverde that it will inevitably cause) early next year. The baronesa has built herself up a skilled army of native Torreóner soldiers along with an elite force of afflicted with powerful legacies as well as a substantial force of artillery including cannons. All that remains is to train her army up to a high standard over the next six months. In doing so, she hopes to extend Torreón's control not only over Terra Vermelha and its cinnabryl and gold mines, but also over Texeiras and Vilaverde if possible. (See Fe. 20, Fe. 22; Am. 1, Am. 6.)

What This Means: Torreón's lack of involvement in the Narvaezan wars has a reason, and this is it. There is no end in sight for the conflicts that are raging up and down the Savage Baronies. Isabel's plans ensure that this state of affairs will continue well into the next year.

Fyrmont 1, AC 1017: Adonai Returns to Kastelios.

Location: City-State of Kastelios, Serpent Coast. DV

Description: Adonai Stephanos' vessel, the Helena, reaches Kastelios, and docks. Amid some fanfare, Adonai reports the success of the expedition to all present, and then makes his way to the assembly to relate all information concerning Mykonos to his fellow political representatives. (See Fe. 7, Fe. 18; Fy. 9, Fy. 22.)

What This Means: Adonai has made it back to Kastelios, and will share what he has learned with his associates. He hopes to obtain more political (and financial) support for his venture.

Fyrmont 1, AC 1017: Fly Loudly and Carry a Big Catapult.

Location: The Randel Line, Kingdom of Randel, Floating Continent of Alphatia, Alphatian Empire. HW

Description: Having arrived at the Grey Mountains, Dogrel opts to fly over the fortified border that separates Randel and Bettellyn. As they travel down the border, they pass over several groups of troops on the Bettellyn side. At spotting the approaching skyships, the land-bound troops take cover. However, Dogrel does not attack them, instead he passes over them low enough so that the Bettellyn troops can clearly see the imperial colours flying from the skyships' masts. Dogrel then has the fleet cross over into Randel's interior, using a Randel border fortress as a waypoint. He instructs his navigator to set a course for the coastal town of Dmireton. (See Fe. 8, Fe. 14; Am. 7, Ka. 6.)

What This Means: Since being given this assignment, Dogrel has contemplated all manner of angles to use. He has decided to adhere to Eriadna's orders and act as a show of imperial force in Randel. However, the sighting of the Bettellyn troops has caused him to act. As feared, Bettellyn has mobilised troops along the border; however, he has no idea if the Bettellyn forces are positioned to defend or readying to attack. Dogrel hopes that by showing them the imperial forces in Randel, he will be able to make them hesitate.

Originally, Dogrel had planned on travelling straight to Rardish to make an appearance to the queen. However, the sighting of possible invasion troops have given him an opportunity to rethink things. By going to Dmireton he will be able to use that town's skyship facilities to service his own vessels. It will also put his fleet in a position to move should Bettellyn invade. Also, by avoiding the Randel capital, he stays out of the local conflict and does not show any signs of sympathising with the monarch.

Fyrmont 2, AC 1017: A Second Assault.

Location: Town of Polakatsikes, Dominion of Polakatsikes, Heldannic Empire, Meghala Kimata Plains. DV

Description: Mivosian forces launch a second assault upon Polakatsikes, this time throwing a large portion of their conscript armies at the main gates while relying on their archers to keep the Heldannic soldiers manning the walls occupied. This strategy seems to work, as before long the gates are battered down with few casualties, and most of those fall to well-placed spells, rather than crossbow-fire. Taking over the attack, the Mivosian heavy infantry storms into the gatehouse, only to be greeted with boiling oil and crossbow bolts fired from murder-holes. Those who survive this counterattack attempt to batter down to inner gates, while catapults and archers still concentrate their fire on the town.

Within an hour, and after suffering considerable casualties, the Mivosians manage to break through the inner gates, and the heavy infantry gears itself up for a rampage through the streets, only to be confronted with an unsettling spectacle. A number of the larger buildings in the town appear to have fortifications built on top them, enough to shield archers and the like from counterattack while they fire upon intruders, as now appears to be the case. The archers of the Southern Legion of Vanya gaze grimly at the intruders, and proceed to fire a volley into their ranks. Those that remain standing witness another unpleasant sight-a phalanx comprising the remainder of the legion, bearing spears and shields, barring any further progress into the town. Some of the Mivosians lose heart, but many maintain their resolve, and advance against the phalanx, raising their shields against the archers.

As the Mivosians continue to take casualties, but nonetheless advance, more enemy soldiers pour into this part of Polakatsikes, most of them conscripts. These men are prodded into action by more Mivosian soldiers behind them, and they fight with desperation, sandwiched between their overlords and their enemies. The situation remains unchanged for many tense moments, until a large column of Mivosian infantry smashes through the Heldannic phalanx, dispersing quickly throughout the town and attacking anyone they see. Seizing the opportunity, more Mivosian soldiers force their way through the breach, but these are blocked by Heldannic infantry, who, dressed in full plate armour and wielding bastard swords, cut deeply into the intruders, and manage to hold the line.

Again the situation looks like it will hold, until a great boulder, no doubt launched by a catapult outside of the town, smashes in the midst of the melee, sending rock fragments flying everywhere. The invaders try to capitalise on the disarray of the defenders, and force their conscripts into action once more, this time pitting them against the remnants of the Heldannic infantry and the legion phalanx, which manage to reform themselves in time to hold back the worst of the assault. Suddenly, a number of the leading conscripts fall to the ground, their eyes blinded with light spells. Following up on this turn of events, a squad of Heldannic battle priests moves into position, casting hold spells at the more heavily-armed Mivosians. Soon, the invaders are pushed back into the gatehouse, where boiling oil and crossbow bolts inflict their deadly toll once more.

Seeing that no headway will be made this day, the Mivosian commander orders a strategic withdrawal. (See Fe. 23, Fe. 26; Fy. 3, Fy. 4.)

What This Means: The second Mivosian assault upon Polakatsikes has proven unsuccessful, though they did manage to force their way into the town. Unlike the previous battles, casualties were quite high for the invaders-almost 180 conscripts died (with another 17 taken captive), and almost 100 Mivosians suffered the same fate. At the same time, the defenders lost about 140 men, though had it not been for the sheer strength of the fortifications, the enhancements on some of the interior buildings (such as the interior battlements) ordered by Governor Wolfgang Stemmel, and the discipline of the Southern Legion of Vanya, many more people would have died. Even so, though the Mivosians have been repulsed once again, a number of them did manage to break through the defences and run rampant.

What the PCs Can Do: Those Mivosians who managed to enter Polakatsikes are still on the loose; the skills of the PCs will certainly come in handy in hunting them down.

Fyrmont 2, AC 1017: Parliament Builds Naval Base.

Location: Village of Chansea, Bishopric of Leominster, Kingdom of Bellayne. SC

Description: Labourers work around the clock to expand the port facilities offered by the small town of Chansea on the south coast. Artillery is brought down from Leominster and secreted in the cliffs around the town in an effort to better defend the strategic site, while three Vilaverdan-built frigates drop anchor in the harbour flying the parliamentary colours, having been purchased with the new taxes recently raised. All are equipped with a small number of bombards provided by Torreón, via the parliament's Vilaverdan trading partner.

Philip Southwell, in his capacity as parliamentary magist, weaves a number of illusions over the naval works in an effort to conceal them from rudimentary inspection. (See Fe. 11, Fe. 19; Fy. 18,Fy. 27.)

What This Means: As the only coastal site available to the parliament, Chansea will be turned into a naval yard as rapidly as possible by parliament order. Even at the breakneck pace set by the workers it will be some time before the place is finished. Nevertheless, the embryonic parliamentary navy is set to commence operations immediately.

Fyrmont 2, AC 1017: Outer Fortresses Complete.

Location: City of Helskir, Dominion of Helskir, Heldannic Empire, Isle of Dawn. SD

Description: Ordensgeneral Anna von Hendriks' mood improves slightly with the news from one of her messengers that the line of motte and bailey fortresses has been completed. She then takes the time to write up detailed orders, in which she assigns skeleton crews to man each fortress, while the remainder of the expeditionary force is to return to Helskir. (See Fe. 19, Fe. 23; Fy. 9, Fy. 16.)

What This Means: Anna, having reviewed the reports that have made their way to her desk over the past several weeks, has come to the realisation that, unless reinforcements arrive from the Heldannic Territories, her forces will not be able to hold out for very long against a concerted assault by the Thyatian and Heldunian armies. By utilising her defences as much as possible, she hopes to maximise the chance that Helskir, at least, will remain under Heldannic control.

Fyrmont 3, AC 1017: Assassination Attempt

Location: Camp of Rainbow Spring, Kingdom of Frisland, Floating Continent of Alphatia, Alphatian Empire. HW

Description: At night, a small group of assassins enter the Stonewall camp preparing their river boats, and try to kill General Selcomad while he sleeps. A few adventurers with the army notice and manage to stop them before Selcomad is slain, however. A few of the assassins are killed, but the rest manage to escape. (See Fe. 16, Fe. 22; Fy. 13, Fy. 25.)

What This Means: Stonewall will doubtlessly suspect the assassins to be from Arkan or at least be hired by Arkan's leaders. Since the assassins all died or escaped, there is no way to easily confirm or deny the theory, however, as magical means are best used elsewhere.

What the PCs Can Do: The PCs can foil the plan if they are with Stonewall, and thus rescue Selcomad. However, the PCs could also be the assassins themselves! If they are the assassins, then they were recently hired somewhere by a mysterious stranger who claimed to be trying to protect Arkan from the Stonewall invasion. This stranger never revealed his name, but appealed to the PCs by drawing a grim picture of all the innocent people in Arkan who would die if the Stonewall army was not stopped. This person also admitted that while assassination was a bad thing, the PCs should also remember that Selcomad and his forces are the aggressors here, and that Arkan has to do things like this to just stay alive. After the assassination attempt, however, the PCs will not be able to make contact with this mysterious stranger again.

Fyrmont 3, AC 1017: Colonists Will Be Sent... Eventually.

Location: City of Tarthis, Nithian Empire. HW

Description: The three soldiers dispatched by Uart-neter Semsu to deliver the status report to the pharaoh are summoned once more to the offices of the pharaoh's bureaucracy, where they are told to relay an official response back to their superior in Lothar. The official tells them that the sealed papyrus scroll states simply that the pharaoh is in favour is dispatching colonists to Lothar at the earliest possible opportunity, and will notify Uart-neter Semsu when arrangements have been made. (See Ya. 4, Fe. 16; Am. 1, Am. 4.)

What This Means: Although the soldiers will likely trust the word of the official, what they do not know is that, as with many nations boasting a considerable bureaucracy, many decisions are made which do not even reach the attention of the pharaoh; instead, they are decided by anonymous officials according to their own, occasionally competing, agendas. This is just one such occurrence-the pharaoh was very busy with his efforts to bolster domestic support and to show that he was in control of Nithia, and many senior officials deemed that Lothar was far too insignificant a matter to bring to his attention, given how distant it was, and how far more pressing concerns existed. As a result, the Lothar matter was decided by a handful of officials who had likely never even heard of the place, and figured that addressing it would not help their careers. The pharaoh will not be happy, if he ever finds out.

What the PCs Can Do: If the PCs were entrusted with the task of conveying the status report to Nithia, they may be a little nonplussed at the response. PCs who know the pharaoh and his interest in Lothar will likely find such a response uncharacteristic, and may be tempted to investigate. They may embroil themselves in the background politicking present within the Nithian bureaucracy, and though they may not uncover the truth, they will likely make enemies if they ask too many questions, or threaten the wrong people.

Fyrmont 3, AC 1017: Disorder in the Ranks.

Location: Town of Polakatsikes, Dominion of Polakatsikes, Heldannic Empire, Meghala Kimata Plains. DV

Description: While preparing for what the commander hopes will be a final, decisive assault on Polakatsikes, a cry of alarm is sounded towards the fringes of the Mivosian camp. It soon becomes clear that a number of conscripts have risen in revolt, and are now attacking any nearby Mivosians. Without giving the matter a second thought, the commander orders a couple of infantry platoons to put down the revolt, and kill anyone who stands in their way. Soon, the battle is joined, as the conscripts are forced to fight for their lives.

The Heldannic forces observe the disturbances with interest, and soon deduce what is going on. With their enemy's attention drawn elsewhere, they decide the time is right to send out a raiding party of their own, and send out 25 cavalry, accompanied by the remaining archers of the Southern Legion of Vanya and 80 heavy infantry. With some of the Mivosians' attention drawn elsewhere, the Heldannic soldiers manage to make some headway, cutting a swath through those enemies they encounter, and driving even more away with focused flights of arrows. Some of the revolting conscripts notice the Heldannic counterattack, and their resolve hardens somewhat, allowing them to hold out against a charge by Mivosian heavy infantry.

The tide begins to turn against the Mivosians once a squad of Heldannic battle priests-in fact, the only remaining ones in Polakatsikes-ride to the battlefield, cutting down anyone standing in their way. Once they arrive, they cast a series of flame strike spells, which destroy the enemy heavy infantry who were bearing down on the Heldannic archers. Even when Mivosian archers begin to fire at the clerics, they ignore the danger to themselves and bless all the Heldannic solders close to them, and fear at any nearby enemies. Soon, the fields become littered with corpses, and the fields initially cultivated by the Mivosian army months earlier is put to the torch.

By evening, it becomes clear to the commander that his forces cannot hold their positions for much longer; a partial withdrawal will be necessary. He orders his runners to relay his orders to his officers: the army is to fight defensively, take any portable goods, and retreat to Treminios and Doleria. This the army does in short order, disengaging itself from its battles with the now-former conscripts and the Heldannic forces, and staging a fighting withdrawal until they take up positions along a line of hills roughly half a mile north of Polakatsikes, from which they will head for the villages. Their enemies opt not to pursue them. (See Fe. 26, Fy. 2; Fy. 4, Fy. 10.)

What This Means: The accumulated pressure inherent in a long siege, as well as the obvious use of the conscripts as expendable soldiers, finally pushed a number of them over the edge. They realised that there would be no hope of becoming free again, so long as the Mivosians continued winning; their empire would just expand ever more, and they would continue exploiting their conscripts until every last one of them was dead. This became apparent to them when the Mivosian army finally entered Polakatsikes: their overlords were literally throwing them at the Heldannic forces, sacrificing them in order to tie up more of the defenders. With nothing left to lose, many of the conscripts revolted, though they paid heavily for doing so.

The remaining Heldannic raiders helped them in this, providing a distraction while the conscripts organized a rough plan. Unbeknownst to either side, a handful of these men have managed to evade capture over the past few weeks, and have continued their acts of sabotage, as well as meeting with some of the conscripts to let them know that they were willing to help, since they had a common enemy.

The Heldannic army, for its part, did not wish to risk missing an opportunity to inflict a few more casualties on the enemy, and saw the counterstrike as the last chance to break the siege. With the main gates still damaged, little could have been done to hold back another concerted Mivosian assault. Although the gamble worked, it was a costly one: fewer than five senior battle-priests remain alive, and the dependable Heldannic cavalry is only a shadow of what it once was. The archers of the Southern Legion of Vanya, despite suffering heavy casualties, performed especially admirably, continuing to fire volley after volley of arrows into enemy formations, and the heavy infantry nearly spent itself protecting the archers. As a whole, the Heldannic garrison threw about half of its strength against the Mivosians, keeping the remainder in reserve should the strike fail, and Polakatsikes find itself invaded once more.

The Mivosians did not expect their conscripts to revolt, thinking that they had managed to bring them to heel. Nonetheless, the stresses arising from the sporadic sabotage of the raiders, and the two-front battle which was just fought, has diminished their resolve somewhat. Their withdrawal is an acknowledgment that Polakatsikes was far more difficult to attack than had been anticipated, but their resolve to push the Heldannic Knights out of the region remains; there will be other battles, and they have learned that the foreign knights are not invulnerable by any means. The siege is effectively broken-for now.

What the PCs Can Do: If they are serving with the Heldannic Knights, this counterstrike presents an opportunity to serve gloriously in battle. They will be surrounded by enemies, and face the very real prospect of death, but the DM should play this out as the climax of the long siege. Mivosian PCs may also try to win glory for their growing empire, by trying to eliminate the Heldannic battle-priests, or by holding off the counterattack long enough to allow for an orderly withdrawal.

Fyrmont 3, AC 1017: Clerics Visit Glantri.

Location: City of Glantri, Principalities of Glantri. OW

Description: Clerics from the Temple of Valerias in Darokin come to Glantri City, bringing healing salves, love potions and charms. Many Glantrians are actually amused by the quaint customs of these Darokinian clerics, and innocently believe that love trinkets and semi-religious icons will be the latest fads among the glitterati of Glantri. The more serious Glantrians are wary of their moves, especially when rumours circulate of the clerics asking audience with Princess Carnelia de Belcadiz. (See Fe. 15; Am. 22, Ka. 26.)

What This Means: The Temple of Valerias is intrigued by the rumours circulating of the manifestation of their Immortal Patroness in this heathen city, and have sent a couple of their brethren to investigate. When word gets out of their presence, and their reasons for being in Glantri, there will be many among the nobility who are less than pleased.

Fyrmont 3, AC 1017: Raids Continue.

Location: Dominion of Vanya's Rest, Aryptian Savannah, Heldannic Empire. DV

Description: For the past two weeks, the raids being conducted by the Meghaddara and their "divergan" allies against the construction sites has continued sporadically. Despite the advice provided by his aides, Castellan Heinz Kronenburg is convinced that a large-scale attack from the south or southwest is imminent, and that the divergans are actively aiding the Meghaddara. When news comes of the overpowering and abduction of the Heldannic patrol near the northern frontier, Kronenburg explodes in anger, ordering his subordinates to round up a force of knights to press into Meghaddaran lands, and to "teach those barbarians to fear the might of Vanya." (See Kl. 24, Fe. 18; Fy. 16, Fy. 18.)

What This Means: Kronenburg's actions are simply evidence of long-term isolation, coupled with developing delusions of grandeur. He has ruled Vanya's Rest, undisturbed, for many years, and has not returned to Heldann since his arrival here. Having almost complete control over the lives of the soldiers stationed here, with no one save the leaders of the Heldannic Order to countermand him (and this has not happened yet due to his efficiency), he has come to see himself as the absolute ruler of Vanya's Rest-someone who has no time for disagreement, and whose word is law. Hence, Kronenburg has developed a tendency to ignore the advice of his subordinates, since it is obvious to him that he alone knows how to deal with any crisis facing Vanya's Rest. Furthermore, due to the dominion's isolated location, there is little to relieve the tedium of patrolling and guarding the remains of Vanya, save for the occasional raid-all this despite the prestige of being posted to Vanya's Rest-and almost every person here realises that, if trouble arises, help will not arrive for many weeks. Some people are capable of working well under such conditions for prolonged periods, Kronenburg may not be one of them.

In response to his outburst, Kronenburg's aides calmly respond that soldiers will be dispatched as soon as possible, and that he will be apprised of their progress. In reality, no such force will be sent, and any reports received by the castellan will be falsified, since the advisers know that following such orders, when the full extent of the current threat is not known, and especially when the castellan is not in a rational frame of mind, might be inadvisable.

What the PCs Can Do: Meghaddaran or rakasta PCs can take part in the raids.

Fyrmont 4, AC 1017: New Faith in Thyatis.

Location: City of Thyatis, Duchy of Thyatis, Thyatian Empire. OW

Description: A Ceremony of Invitation is held in Thyatis, a ritual act that gives to a church or cult the permit to build a temple in mainland Thyatis' territory, and is performed every time an authorisation for a cult who previously did not have a temple in Thyatis is approved. The ritual is formally the adoption of the Immortal(s) or ideal of the cult among those of the Thyatians. This time, the church is the Temple of the Starlit Knowledge, a pantheist philosophy that professes to learn from all the Immortals how each of Them can enlighten one's knowledge of the world. (See Fy. 16, Am. 19)

What This Means: Ceremonies of Invitation are not frequent but neither totally uncommon in Thyatis; however it is about 10 years since the last one was held. Some begin to wonder if this faith has anything to do with the Justiciar Foundation, which has recently come to people's attention. Others suggest it could have some connection with the followers of Gareth, although their faith has not arrived in the empire yet.

Fyrmont 4, AC 1017: A Time of Thanks... and Planning.

Location: Town of Polakatsikes, Dominion of Polakatsikes, Heldannic Empire, Meghala Kimata Plains. DV

Description: Governor Wolfgang Stemmel, bearing a number of wounds from yesterday's battle, meets with the leaders of the former conscripts. Both parties thank each other for fighting hard the previous day, and securing a victory against the Mivosians. The discussion is businesslike; both parties present know that their common enemy remains in the area, and at most they have won a respite. The main topic is the scope for cooperation between the two forces: the Heldannic garrison has suffered considerable casualties, with an uncertain prospect of reinforcements, given the lack of news from Vanya's Rest. The former conscripts (who have begun to call themselves the Army of Meghala) number about 250 men, and are not in great shape either. Everyone present agrees, for now, to cooperate against the Mivosians, and the Army of Meghala will shelter in Polakatsikes until a decisive counterattack of some form is launched. (See Fy. 2, Fy. 3; Fy. 10, Fy. 13.)

What This Means: Both forces are following that age-old adage: "the enemy of my enemy is my friend." Although it has no love for the Heldannic Knights (who, to many people of the Meghala Kimata Plains, are little better than the Mivosians in terms of their philosophy and tactics), the Army of Meghala realises that, if it wishes to see its members' city-states liberated, it will have to cooperate with these foreigners, whose skill in battle is considerable. Wolfgang sees the Army of Meghala as a rag-tag band of rebels, but he, too, knows that he will have to depend on them-at least until he can obtain more reinforcements. In the coming days, numerous plans will be drawn up concerning how to push back the Mivosian army.

In the meantime, the remaining Heldannic clerics will use their healing magic to assist the critically-injured of both forces, and the damage sustained by Polakatsikes' fortifications will be assessed. Also, the conscripts who were captured during the Mivosian assault on the town will be freed.

What the PCs Can Do: PCs skilled in tactics can help in the planning.

Fyrmont 4, AC 1017: Magistrate Sells Out.

Location: Republic of Darokin. OW

Description: The ruling magistrate of one of the borderland regions east of Selenica signs away his title for a generous sum of money. The republic thanks him for his patriotism, and sends him on his way. His lands are absorbed into the heartland of the republic and placed under the temporary administration of Selenica, until a representative can be voted by the region's citizens. (See Th. 26, Fl. 10; Kl. 15.)

What This Means: The Council of Darokin has decided it needs to gain more direct control over some of its border regions, in case of imperialistic aggression by Thyatis. They will attempt to buy out magistrates rather than simply confiscate the lands or appoint their own magistrates.

What the PCs Can Do: If they have dominions of their own in border regions, they may be put under considerable pressure to sell out to the council. If not, but they still have political ambitions, they can attempt to run for the position of representative.

Fyrmont 4, AC 1017: Nhorg Reaches Gournzee.

Location: Duchy of Gournzee. WB

Description: Former Duke of Vrancea, Nhorg Alexander Dmochowsky, is escorted to the boundaries between the Klagorst Confederacy and the Duchy of Gournzee. There, the Klagorst escort is replaced by a group of varkhan guards, who bring the exiled ex-duke to the capital of the duchy, where he is met as a friend by Warlord Naarn Dvorcic. (See Fe. 14, Fe. 15; Fy. 7, Am. 27.)

Fyrmont 4, AC 1017: A Tribute for All to See.

Location: City of Menkara, Empire of Nithia. HW

Description: After many weeks of work, the object of so many workers' toil is unveiled to assembled dignitaries, plus the Selhomarrian ambassador, by the nomarch of Menkara, Djemun. In a carefully crafted speech, she reviews the tribulations faced by the people of the Delta Kingdom under the rule of Senkha and her sympathisers, and how the rightful rule of Pharaoh Ramose was restored once more. She thanks everyone present for their loyalty to the true ruler of Nithia, and expresses the gratitude of the pharaoh and his family for the efforts of the Selhomarrian armies in their efforts to help free northern Nithia from Senkha's rule.

She concludes her speech with a gesture, and workers uncover the new structure, which is revealed to be an archway leading from the port into the city proper. On one side stands a Nithian warrior, his khopesh sword raised high, and on the other stands a Selhomarrian soldier, his own short sword upraised. The two swords meet midway above the street, thus closing the arch. (See Th. 20, Fl. 18.)

What This Means: This is the way in which the ruler of Menkara is choosing to show her appreciation for the efforts undertaken by the Selhomarrians to liberate the city, which fell to Senkha's forces in 1015, and was occupied for roughly a year. Many residents of the city had no love for the Senkhites' rule, and were happy to see them go; they were even happier when, after conquering Menkara, the Selhomarrians helped them form a provisional government under a clerical coalition, instead of occupying it for a prolonged period. This, plus the aid the soldiers rendered in maintaining order and assisting in repairs to the city walls, made the Nithians see the Selhomarrians in a rather positive light. This archway, whose figures look out to sea, is symbolic of that partnership which developed.

Fyrmont 5, AC 1017: The Tribes Are Joined.

Location: Kitma Tribal Lands, Tanagoro Plains. HW

Description: High General Shazula Shazeke announces that he formally intends to take the woman Miopi as his wife. To solidify the proposal, Shazula personally leads a party of warriors and servants to travel to Kitma lands to present to the Kitma Chief Xalmak his offering of twenty prized aurochs, numerous pelts, and an assortments of crafted goods and weaponry. Xalmak graciously accepts the offering and offers both his approval and best wishes for the couple. (See Ya. 10, Kl. 3.)

What This Means: Shazula has pretty much discounted the prophecy. He feels that if there is any truth to it, it has been completely misinterpreted by the old hag, Izala. He rationalises that the vision actually was a prophecy foretelling his meeting Miopi, the warrior women being the motivation. Though he cannot explain all the details he feels that he has made the wisest choice.

Fyrmont 5, AC 1017: Sultan's Armies Reach Ctesiphon.

Location: Town of Ctesiphon, Emirate of Dythestenia, Emirates of Ylaruam. OW

Description: Sultan Hassam al-Kalim leads several thousand Ylari warriors marching to the relief of Ctesiphon. When they get within a few miles of the town, the Thyatian troops hastily withdraw back towards Biazzan, burning their own siege engines rather than taking the time to bring them along. The sultan leads his troops through town quickly, to the cheers of the townsfolk, and orders the Emir of Ctesiphon to have the Thyatian campsite dismantled. The sultan then leads his troops in pursuit of the retreating Thyatian forces. (See Kl. 10, Fe. 9; Fy. 9, Fy. 10.)

What This Means: The Ylari have cleared the Thyatian troops from Dythestenia, but the brigands that came with them scatter into the hills. They will plague the area for some time.

Fyrmont 6, AC 1017: Darokin Does Little.

Location: City of Darokin, Republic of Darokin. OW

Description: After over a month, the Darokin Council issues a formal protest against naval attacks against the Five Shires, but votes against actual military aid. Although Elissa Pennydown does her best to persuade the council to send help, she is left in the minority this time. (See Fe. 10, Fe. 11; Fy. 8, Fy. 13.)

What This Means: Though his assistance was probably not necessary in influencing the negotiation-minded Darokin Council, the Master of Hule nevertheless exerts all available influence in the vote. He does not want open warfare between Darokin and Thyatis yet-first he needs to create tensions between the Western Defence League countries. So he has Greenleaf Vickers argue against providing help to Five Shires, with the side effect that Vickers does not appear to be supporting any single faction consistently, thus eliminating suspicions that he might have some kind of ulterior plan. The Master's plot is working-the hin will be extremely disappointed with their fellow league members.

Fyrmont 7, AC 1017: New Ruler for Vrancea.

Location: Duchy of Vrancea, Confederacy of Klagorst. WB

Description: On this day, it is decided by the Klagorst Confederated Assembly in Gask that Lord Jozef Drulovic of Nerkul will become the new Duke of Vrancea. (See Fe. 15, Fy. 4; Am. 27, Sv. 1.)

What This Mean: Lord Jozef is a nobleman from Tcheltar, and he was not 'involved in the recent war. This is the main reason why he has been chosen; the confederacy does not want to upset the Vranceans by choosing a noble who had fought against them in the war. Lord Drulovic has represented Tcheltar more than once in the assembly, and has also served as an ambassador of Klagorst to Brasov, so he is not a puppet, but rather a diplomat and a potential ruler, who is, however, fully loyal to the confederacy.

What the PCs Can Do: If one of the PCs has considerable status in the Klagorst Assembly and is an experienced politician of the region, and has not been involved directly in the war... well, it could be his or her time to become a ruler!

Fyrmont 7, AC 1017: They Convene Again... This Time To Act.

Location: Town of Kedy, Kingdom of Randel, Floating Continent of Alphatia, Alphatian Empire. HW

Description: In a private back room of a tavern, several Randel military officers meet to discuss the domestic situation. This time Administrator Alphatar, the magist Karatnora, Sister Marigara of the Razud Order in Randel, Brother Swertigon of the Alphatian Order of Stonewall, and several adventurers are on hand. The meeting begins with a brief introduction of the participants.

Brother Swertigon offers that the Order of Alphatia will condone any actions taken against the clerics, citing that they have been told by their Immortal that the majority of the clerics have been corrupted and no longer share the graces of the Immortal Alphatia. Sister Marigara likewise offers the support of the Orders of Razud, both in Randel and in Stonewall in any move against Junna and her clerical advisers. Both clerics cite that their orders will testify to the justification of the actions and limit adverse reactions from the empire's clerical followings. Both cite their preference that as many as possible of the clerics be taken alive to allow a proper investigation of their motives and status in the whole matter. In particular, Brother Swertigon wants Sister Riddlynn arrested and is adamant about leading any assault on the temple.

Alphatar and Karatnora both reluctantly condone any actions taken against the clerics and any moves to remove Junna from power. However, they do press their will that Junna not be harmed, as it is unclear if she is corrupted or is merely guilty of following the advice of her clerical advisers. Karatnora announces that she will assume the reins of power and appoint Alphatar as her chief adviser. Since they have knowledge of the palace, they will assist in the admittance of any forces sent there, particularly in lessening resistance from the palace guards.

Colonel Kattesh informs them that his commander, Army General Brikstrist, is poised to assist the conspirators in any reasonable role. However, the involvement of the military will have to be limited due to recent developments. Kattesh reports that border units at the Randel Line have been monitoring Bettellyn troop build-ups along the border. They suspect that Bettellyn may be using the situation in Randel to mount an assault. As such, Brikstrist has mobilised Randel's limited forces into position to meet any invasion.

Kattesh also makes mention of the sighting of the three imperial skyships and their presence in Randel lands. The colonel reports that Randel agents have discovered that the fleet is commanded by Dogrel and is in Randel to monitor the situation and to offer a visual deterrent to Bettellyn. This news is a boost to the conspirators as some had feared that Eriadna may have sent them to intervene on Junna's behalf. That the vessels failed to respond to magical communiqués only heightened the mystery. (See Kl. 21, Fy. 1; Fy. 8, Am. 14.)

What This Means: The Randel military and people have had all that they can take of Junna's reign. As such, the various sects have come together to plan her overthrow. The approval of the Razud and Alphatia Orders does much to bolster their cause. With Karatnora's offer of assuming the throne, the matter of a replacement is a non-factor. Most see past the facade that she will actually rule, but act as a figurehead for Alphatar. Regardless, the move technically fills the traditional requirements so they do not oppose it.

The matter of Dogrel's skyships has also been troublesome. Few think that Eriadna would take sides in the local troubles or even in any conflicts between kingdoms. Randel agents have managed to uncover some of the details of the expedition and have concluded that the skyships will not hamper their coup. It really does not matter as the coup would have been initiated anyway, the support of the Alphatia and Razud Orders being primary allies in the matter. Their non-participation just makes it a bit easier.

What the PCs Can Do: Obviously the PCs can be the ones tasked with the temple or the palace. If need be they can participate in both. As a two-part adventure designed for a small window of opportunity, the PCs can split their numbers and attend to the objectives simultaneously. If need be, their numbers can be supplemented by NPCs. Care must be taken in regards to the temple and with Junna-irreparable harm to either will sour any appreciation for success. As further insurance for Junna's sake, Alphatar gives the PCs a symbol that they are allied to the family and not simple burglars.

Fyrmont 7, AC 1017: Fire in Trintan.

Location: Village of Trintan, Principalities of Glantri. OW

Description: A fire breaks out in the southeastern border village of Trintan, spreading quickly through the houses and threatening to engulf the villagers. To make matters worse, bands of humanoids are sighted at the vicinity of the blaze, harassing fleeing villagers and looting the burning houses. News of this disaster reaches the nearby Fort Monteleone, as well as a strange report of a humanoid-driven war machine, which may have started the blaze. (See Fe. 18, Fe. 20; Am. 3, Am. 14.)

What This Means: Though roving humanoids are not uncommon in Trintan due to its proximity to the Broken Lands, these goblins and gnolls are armed and organized. The war machine, made from a wooden cart, the skull of a dragon, chain spears, and a fire-spewing dwarven furnace, did start the fire. By instruction of the new warden of the marches, Prince Malachie du Marais, the authorities of Fort Monteleone are already on the alert for trouble involving humanoids or shadow elves, and will be hardly surprised by such an event.

What the PCs Can Do: The adventure arcade game D&D: Shadow Over Mystara actually begins with this scenario. The PCs will be involved in confronting the humanoids invading Trintan, who started the blaze and operate the war machine (one of the bosses in the arcade game!). The next part of the plot leads the PCs to Fort Monteleone, where they are then referred to Prince Malachie in Glantri City. The warden of the marches sends the PCs on a skyship to Aengmor to investigate the trouble with the shadow elves-and ultimately, to foil Synn's plot!

Fyrmont 7, AC 1017: Not Exactly the Future We Envisioned.

Location: Village of Latveii, Province of Septentriona, Thyatian Empire. SD

Description: The robots reach the Isle of Dawn, and find themselves flying near a small settlement apparently inhabited by backwards rustics. They consider buzzing the hamlet, but decide to take a leisurely stroll through it first before picking some suitable mayhem to unleash. When they arrive, they get mistaken for a group of knights-errant, their automatic translators giving them facility with the locals' crude speech. They decide to play along for now with what appears to them to be some sort of live-action drama about early Blackmoorian history.

They make acquaintances with a small group of itinerants who seem to be playing the parts of heroes, and who say they are intent on exploring a nearby ruin, slaying the creatures they find within, and taking whatever treasure they might find. Though they find the robots aloof and taciturn, the party nevertheless entreats the "knights-errant" to join them on this escapade. The group leaves town, headed up the Doloma River towards the ruins of Fjellstue.

The following morning a local family is found dead in their domus, each apparently killed by precise burns that passed completely through them. The family is known for its team of horses, which seem to be missing. (See Fe. 7, Fe. 20; Fy. 11.)

What This Means: The robots are psychotic, dangerous, and unpredictable-classic Chaotic Evil types. They killed the family that night in order to take the horses, so they could "better play their parts." Eventually they plan on killing the party, taking the treasure for themselves, and switching roles to play the part of black knights and evil warlords, a role they think they'll be good at.

What the PCs Can Do: If the PCs are in town, they might be the party the robots latch on to. Even if they don't end up inviting them, the robots will feel it is their role to involve themselves in the activities of the characters, and will follow them.

Second Week

Fyrmont 8, AC 1017: Junna Deposed.

Location: City of Rardish, Kingdom of Randel, Floating Continent of Alphatia, Alphatian Empire. HW

Description: While the majority of the capital sleeps, adventurers enter the Temple of Alphatia and the royal palace, going about their business of removing the despised elements. Junna is beaten and subdued, and Karatnora placed upon the throne. Without their spells, the clerics fall apart at the attack of the conspirators. Unfortunately, Sister Riddlyn is slain by Brother Swertigon in the temple. However, many of the clerics surrender after her death. The main threats come from the doppelgangers, which use their innate abilities to wreak havoc among the attackers.

With the palace and temple secured, the conspirators are told by one of the captured clerics that Brother Paxxel is missing. Curious, they press the cleric for more information. The cleric points them towards the chambers that lay beneath the temple, saying that the brother and several of his fellows used them for their quarters. The conspirators make haste for the chambers but find that Brother Paxxel and his allies have disappeared from there by means of a freshly excavated tunnel that links in with the city's sewer system. They do find their quarters, which are morbidly placed in an empty crypt. Also found are several freshly drained corpses. When asked about these corpses, the clerics respond that those were part of Paxxel's bizarre practices; they themselves show signs where they have been fed upon.

Outside Randel troops move into position to quell any possible problems. The troops stationed at the Randel Line, the Randel Wall and in Alpira go on full alert in case their neighbours decide to take advantage of any chaos within the kingdom. Surprisingly, the transfer of power unfolds without too many incidents. Quite to the contrary, the news of the ascension of Karatnora and its validity in the imperial court are met with a sense of relief. For the rest of the day both the temple and palace are filled with activity as troops, officers, mages, and clerics come and go with great frequency. (See Fy. 1, Fy. 8; Am. 14, Sv. 1.)

What This Means: The plotters have initiated a coup against Queen Junna's reign. Its execution was relatively smooth, being limited to the temple and the palace. Civil unrest was at a minimal due to the popular tone of the coup and the confined nature of it. Junna is forced to sign an abdication against her will and then is secured within the palace under watchful guard. Though the adventurers' tasks are done, there are still questions to be answered. The scenes of the coup are filled with investigating parties trying to sort through the evidence to piece together what had all transpired.

What the PCs Can Do: PCs directly involved in the temple and palace actions may find themselves being hailed as heroes, depending on their manner in performing the duty. They will be fully debriefed on the matter to aid in the investigations. Likewise they may find themselves participating in the evaluation of the evidence.

Fyrmont 8, AC 1017: Houses Organise Volunteers.

Location: City of Darokin, Republic of Darokin. OW

Description: Not content with the council's decision, Elissa Pennydown and Corwyn Linton start gathering volunteers to help the hin fight Thyatian and Minrothaddan attacks. The Darokin Council does not oppose this, but makes it clear that the volunteers will not 'have any official status or support. (See Fe. 11, Fy. 6; Fy. 13.)

What This Means: There is nothing hidden in this event. Certain Darokinians still want to help the Five Shires, and Pennydown and Linton will organise them.

What the PCs Can Do: PCs could join the volunteers to help the Shires.

Fyrmont 8, AC 1017: Torpin Fallout... and Explanation.

Location: City of Ionace, Ionace Island, Nayce. AS

Description: Xerathis, Tredrigon, and Dlanor are furious as the limiting of the Torpin Class submersible. They arrive at Ionace to protest the decision and lobby for their project to be expanded to more than one example. Before they reach the council hall, they are intercepted by several military officials who tell them why the Torpin is to be unique. They cite its overly large size, high cost, low manoeuvrability, and limited offensive capability. For the cost of two Torpins, Nayce could finance a sizeable submersible fleet; one that would better suit the expansive region that needed patrolling. With all of the island bases being brought online, the need for long range submersibles like the Torpin Class are not as pressing-smaller, higher performance submersibles can use the bases to maintain their logistical needs.

The officers do tell the project leaders that the Torpin would continue, but in a slightly different role and as a singular vessel. It would still be a military vessel but would also act in an exploratory capacity. The officials stress that the Torpin Class is not officially dead, and that the future of the class will depend upon the performance of the Torpin. For their part the project leaders reluctantly accept the decision and explanation. They reconcile themselves that at least they will be able to manifest their mentor Brodicim's dream by creating the Torpin and possibly being paramount in the production of the Reaver Class submersible. Promises of the use of their massive submersible works to fill the fleets also presses the point. (See Ya. 23, Kl. 24; Fy. 22, Fy. 24.)

Fyrmont 9, AC 1017: Ylari Enter Biazzan... Almost.

Location: Fort Nicos, County of Biazzan, Thyatian Empire. OW

Description: The Ylari forces pursuing the retreating Thyatians enter the pass of Biazzan. As the vanguard approaches Fort Nicos, rockfall traps are activated, raining down on the main column of Ylari troops. Dozens are crushed to death, and the Ylari vanguard is trapped on the Thyatian side of the blockage, while the main body is cut off on the other side. As the vanguard is milling about, several thousand Thyatian troops, members of the Hespirian Tagmata Regiment and the garrison of Nicos, begin to advance. Some Ylari attempt to escape back over the rubble blocking the pass, while others try to spur their mounts up the rocky slopes on both sides of the valley, hoping to escape. Others attempt to sell their lives as dearly as possible, while still more simply recognise the futility of the situation and surrender.

At the north side of the blockage the sultan is told it will take a day or longer to clear the rubble sufficiently to allow his armies to get through to the other side. His mages and clerics use their magic to hasten the process, but it is still nightfall before they are able to break through to the other side. By then, the battle is already over on the other side of the pass. The sultan's engineers notice there are several more such rock traps lining the canyon walls, and that advancing under these conditions would be dangerous. Sultan al-Kalim orders his forces to withdraw a mile up the pass and encamp for the night, while he and his council discuss what to do. The next morning they receive word, via magic, that Tameronikas has been attacked. (See Fe. 9, Fy. 5; Fy. 10, Fy. 12.)

What This Means: The Thyatian forces at Fort Nicos are more prepared and alert than they were when the Ylari raiders attacked during the Great War. Full use is made of the rock traps, which the Ylari did not suspect existed because they had not previously been utilised. The sultan's forces have been caught out of position by the Thyatian attack on Tameronikas, and now the sultan will have to decide whether to abandon the pass and attempt to relieve Tameronikas, or to press forward. After considering the situation and consulting with his advisers, Hassam decides to return to Ylaruam and have his troops march as swiftly as possible. He hopes to reach Tameronikas before it falls.

Fyrmont 9, AC 1017: Beset on All Sides.

Location: City of Helskir, Dominion of Helskir, Heldannic Empire, Isle of Dawn. SD

Description: The long-anticipated day arrives: the combined force of Thyatian and Heldunian soldiers has massed around the perimeter of Helskir, several hundred feet from the protective ring of motte-and-bailey fortresses. The attacking force sends out a few patrols to probe the defences, and many of these suffer moderate casualties. Seeing that no retaliatory strikes are in evidence, the Thyatian-Heldunian force entrenches itself. (See Fe. 23, Fy. 2; Fy. 16, Fy. 18.)

What This Means: With a chokehold on all of the territory surrounding Helskir, and the Naycese blockade at sea, the Heldannic forces are effectively trapped. Lacking the troop strength-they have roughly 1,500 soldiers left-to stage a major offensive, Anna von Hendriks and her advisers concluded that, so long as they remain ensconced within Helskir, the enemy must come to them, and try to break through the numerous defences that have been erected.

What the PCs Can Do: If they are part of the Heldannic forces, the PCs might be ordered to sneak behind enemy lines to determine the attacking force's strengths and weaknesses, and possibly carry out an act of sabotage or two. If they are part of the Thyatian-Heldunian force, they could perform similar missions against the Heldannic forces-and possibly even infiltrate Helskir itself to obtain vital military secrets. Definitely an opportunity for good espionage activities.

Fyrmont 9, AC 1017: Mykonos to Receive More Support.

Location: City-State of Kastelios, Serpent Coast. DV

Description: In a unanimous decision, the Assembly of Kastelios agrees to provide the nascent colony of Mykonos with more financial support, in the form of investment to go towards making it more self-sufficient, and providing incentives to encourage a small number of Kastelians to settle there. Pleased with the decision, Adonai Stephanos immediately begins to draw up plans for a second voyage to the island. (See Fe. 18, Fy. 1; Fy. 22, Am. 20.)

What This Means: The evident success in establishing Mykonos has won political points for Adonai, something of which he is well aware. The development of Mykonos is actually quite timely: the arrival of hundreds of Milenian refugees from the Meghala Kimata Plains has begun to tax the resources of the city-state, and some members of the assembly see the island as a potential place to offload the newcomers. This, and the apparent richness of Mykonos, makes the whole arrangement seem entirely beneficial to Kastelios.

Fyrmont 9, AC 1017: Østmark Besieged!

Location: Town of Østmark, Kingdom of Qeodhar, Nayce. AS

Description: As grim news continues to trickle in concerning the reversal of the Antalians' fortunes in central Qeodhar, the inhabitants of Østmark are shocked to see ships, flying Qeodharan colours, sailing towards the not-too-distant coast. The townsfolk grow alarmed at the implications. Hastily, defences are erected, and arms prepared, for the conflict that is sure to come.

Within hours, the ships drop anchor not far from the coast, and soldiers are rowed ashore. A force of roughly 200 men marches up to the wooden palisade surrounding Østmark, and from its ranks comes a heavily armoured man, who demands the unconditional surrender of the town. Without hesitation, the inhabitants refuse, and the Qeodharans commence the siege. (See Th. 16, Ya. 4; Fy. 15, Am. 1.)

What This Means: Morale among the Antalians is already beginning to ebb. Since the defeat at Almisford, the "liberated" territories have steadily been whittled away by concerted Qeodharan-Alphatian assaults. While this campaign has been occupying the Antalian jarls' attention, Norlan has secretly been sending soldiers and ships to Icehop Island, which lies off the eastern coast of Qeodhar, for the past several months. Sparsely inhabited by Antalians, control was secured quickly before any word of the second invasion spread, and a long-disused naval base has been pressed into service once more. From this base, an assault has been launched along the eastern coast of Qeodhar, with the aim of cutting off the Antalians' access to the sea, thus trapping them between two forces. Østmark is one of several landing points.

What the PCs Can Do: If they are working with the attackers, the PCs could find themselves engaged in reconnaissance missions to determine the strength of the town's defences. Alternatively, if they are working with the Antalians, they might be asked to carry messages to other defenders in the region, in order to coordinate a counterattack to relieve Østmark; or they might be asked to interfere with the besiegers' plans (either though sabotaging their equipment or assassinating key figures).

Fyrmont 9, AC 1017: Foiled by Turtles and Ants.

Location: Hinterlands, Thyatian Empire. DV

Description: Siobhan daughter of Maeve renews the strategy of raiding seemingly vulnerable Thyatian settlements, hoping to undermine their strength in the region and get them to give up the Hinterlands as too costly and unprofitable. But key areas prove tougher than they used to, with increased (if improvised in many cases) fortifications and better-equipped and organized defenders. The raids are more difficult and less successful than they were earlier in the year. Furthermore, few members of the Raven Clan participate, and even the members of the Jackal and Rhino Clans seem reluctant to wage a campaign of destruction in their own lands. So the burden of fighting falls mainly on the Leopard Clan. (See Kl. 5, Fe. 6; Fy. 25, Sv. 14.)

What This Means: At Leilah ben Nadir's command, the inhabitants loyal to Thyatis (both settlers and Thyatianised natives) have been organized into militias and given good equipment (including surplus equipment from mainland Thyatis sent as forces there re-organized and downsized). Outlying farmsteads have been converted into fortified villas and communities, able to better resist attack. With more forces, Leilah has organized her troops into fast reaction forces under several commanders, able to respond quickly to raids.

What the PCs Can Do: As the war grinds on there are many small skirmishes the characters can be involved in.

Fyrmont 10, AC 1017: Assassination Attempt on Bakai.

Location: Camp of Chagon-Nah, Ethengar Khanates. OW

Description: In the night, one of Bakai's attending priests attempts to poison her as she sleeps. The attempt is foiled by a Bortak bratak-one of the bodyguards assigned Bakai by her husband Batu Khan. The priest is brought before Manghai Khan, and is sentenced to immediate death. In the morning, Manghai Khan apologizes to the Bortak bodyguards and Bakai, and explains that the priest was a radical who wished to see Manghai succeed his father at all costs. (See Fe. 3, Fe. 18; Fy. 12, Fy. 15.)

What This Means: Manghai/Jaku's explanations are truthful-he did not commission the priest to murder Bakai. The man was simply an extremist who hoped (like Manghai does) that in slaying the eldest daughter of the Golden Khan, he would secure his lord's succession. Despite the coincidence, the repeated attempts on Bakai's life will set many to begin their own investigations-notably Akmad ibn Yussef.

Fyrmont 10, AC 1017: Reconstruction.

Location: Town of Polakatsikes, Dominion of Polakatsikes, Heldannic Empire, Meghala Kimata Plains. DV

Description: Under Governor Wolfgang Stemmel's orders, Heldannic field engineers, assisted by local masons and other craftsmen, begin the process of repairing the town's damaged fortifications. (See Fy. 3, Fy. 4; Fy. 13, Fy. 15.)

What This Means: The recent siege showed where the weaknesses in Polakatsikes' fortifications, though still largely intact, were located. This work will take a few months, but it is something that cannot be ignored, especially if the town could be attacked again.

Fyrmont 10, AC 1017: Ierendi Steps Up Patrols.

Location: Kingdom of Ierendi. OW

Description: Naval patrols in the Sea of Dread are stepped up in numerical strength and frequency. Ierendi's powerful sea forces are on particular lookout for piratical activities and raids-notably those carried out by Thyatian and Minrothaddan vessels. Merchant ships from the Five Shires are given special escort through Sea of Dread waters. (See Fy. 4, Fy. 8; Sv. 3.)

What This Means: Ierendi has been very concerned about the increasing Thyatian interest in the Sea of Dread region since the annexation of Minrothad last year. In response to the call for aid by the hin of the Shires last month, Ierendi has sent its navies out in force, to ensure that the Sea of Dread stays safe, and to attempt to keep a check on Thyatian and Minrothaddan activity.

What the PCs Can Do: Sea-oriented PCs can find a lot of action in the Sea of Dread-either working with the Ierendi navy, or working with any of the various other factions in conflict in the region.

Fyrmont 10, AC 1017: Thyatis Attacks Tameronikas.

Location: Town of Tameronikas, Emirate of Nicostenia, Emirates of Ylaruam. OW

Description: When he learned from his commander at Ctesiphon that the Ylari were pursuing them, Eusebius personally led the main Thyatian forces up the coast to Tameronikas. There are over 4,500 troops with this force (consisting of the Hetaereia Augustiana, the Anatolian Tagmatic Regiment, the 2nd Marine Expeditionary Force, and the 6th Imperial Battle Fleet). With them also are a few hundred unenthusiastic Ylari volunteers, under the command of a fringe member of the Preceptor faction who happens to be a prominent native of Tameronikas.

When the Thyatians arrive, the land troops construct a fortified camp outside the walls of Tameronikas while the ships bombard the town from the sea. The Ylari garrison and townsfolk attempt to hastily repair the seaward defences of the town to prevent it from being captured immediately. (See Fy. 5, Fy. 9; Fy. 12, Fy. 14.)

What This Means: These are the steel jaws of Eusebius' trap snapping shut on Ylaruam. With the sultan's main army far to the west, the Thyatians can attack Tameronikas with relative impunity; it will be a few days at least until the sultan's forces can arrive. By then, Eusebius hopes to have Tameronikas under Thyatian control. The Ylari troops accompanying the Thyatians consist of some of the men captured by Thyatis last year and this year, plus some Ylari sellswords, all of whom are more or less supporters of the cause of the Preceptors, but none of which are enthusiastic about fighting on behalf of Thyatis.

Fyrmont 10, AC 1017: Thyatian Emissaries Reach Twaelar Capital.

Location: Twaelar Merrow Empire, Sea of Dread. OW

Description: Emissaries representing the Thyatian Empire, including several Seahome elves, reach the capital of the Twaelar Merrow Empire under a banner of truce. They inform the Twaelar that they are empowered to negotiate peace between the Twaelar and Thyatis. The Twaelar, themselves also growing weary of a costly war with no apparent benefits and no victory for either side in sight, agree to discuss an end of the conflict. (See Th. 13, Ya. 16; Fy. 19.)

What This Means: The war has gone on for two years with no resolution. Though in the beginning things went well for the Twaelar, battles have become more difficult and costly as the war has worn on and the Thyatians learned how to fight back. Thyatian ships, including airships, carrying frogmen equipped with armed diving sleds, have been conducting strikes against Twaelar bases and settlements while just as the Twaelar have been conducting raids against the Thyatians. Now both sides are growing tired of a war that seems like it could go on indefinitely without a negotiated settlement.

Eusebius also uses this as an opportunity to learn more about the Twaelar Empire.

What the PCs Can Do: Characters might be dispatched to negotiate, or as guards for the envoys. They will then witness firsthand the extent of the Twaelar Merrow Empire, and face whatever challenges the DM chooses to put before them.

Fyrmont 11, AC 1017: The Role of an Aeon.

Location: Ruins of Fjellstue, Province of Septentriona, Thyatian Empire. SD

Description: The adventurers and the "knights-errant" delve into the ruins of Fjellstue. The robots help the party through a couple of encounters with monsters before they decide their charade is getting tedious. They then turn on their "comrades" in the next encounter, cutting them down quickly. After that, they begin the long process of intimidating the local monster population into submission, the first act in their new career as evil warlords. (See Fe. 20, Fy. 7.)

What This Means: The robots will face competition with the other monstrous leaders in the region before they can succeed in their quest to become menacing warlords. The Thyatians will soon discover, based on similarities between the descriptions provided by surviving crewmen of the figures that attacked their ship and the "knights-errant" described by the inhabitants of Latveii (and who are now the prime suspects in the murder of a local family), that they apparently have a new problem on their hands.

What the PCs Can Do: If the PCs were the ones the robots accompanied, they'll face a sudden and possibly surprising attack just when they're engaged with some tough monsters and somewhat drained as a result of previous encounters.

Fyrmont 12, AC 1017: Preceptor Defects!

Location: Town of Tameronikas, Emirate of Nicostenia, Emirates of Ylaruam. OW

Description: The Thyatian forces wake up to discover the banner of the Preceptor who had been commanding their Ylari auxiliaries flying over the gatehouse of Tameronikas. The Ylari volunteers had set up camp north of the main Thyatian camp, and it is now abandoned-all of them appear to have joined the defenders of Tameronikas. (See Fy. 9, Fy. 10; Fy. 14, Fy. 26.)

What This Means: The Ylari sneaked out in the dead of night, having made contact with the troops within the walls and convinced them of their desire to abandon the Thyatians-if the town would declare its support for the Preceptor faction and reject the rule of Sultan Hassam. Somewhat out of desperation, they agreed.

Fyrmont 12, AC 1017: Alphatians Retreat.

Location: Countryside of Province of Anchorage, Republic of Esterhold, Nayce. SK

Description: With the recent advances of the united Jennites, those Alphatians who do not live in the coastal towns have begun to move to the city of Skyfyr and the towns of Port Marlin and Rock Harbour, and Anchorage of course. Few stay in Anchorage, though, but soon continue on toward Skyfyr. However, some determined Alphatians decide to stay in Anchorage and fight to the bitter end. (See Fe. 20, Fe. 25; Fy. 26, Am. 23.)

What This Means: The recent Jennite advance has most Alphatians on the run. Alphatian encounters with the enemy have not gone well, so few are hopeful that the Jennites will be stopped anytime soon.

What the PCs Can Do: Alphatian PCs can help organise the retreat and escort the refugees, while Jennite PCs can spy on the refugees and stage attacks on Alphatian positions.

Fyrmont 12, AC 1017: Suspicions Confirmed.

Location: Camp of Chagon-Nah, Ethengar Khanates. OW

Description: The wizard Akmad ibn Yussef receives a visitor in his yurt, a young Ethengar shaman named Trungpa. After a lengthy discussion, the two arrive at the conclusion that Manghai Khan is under a powerful possession. Unfortunately, the knowledge alone is not enough to solve the problem-even if they were to dispel the spirit from Manghai's body, the young khan's soul would still be missing. They must somehow locate Manghai's soul. Trungpa believes it to be in the Spirit World, and the two begin to make plans to retrieve it. (See Fe. 18, Fy. 10; Fy. 15, Ei. 15.)

What This Means: Trungpa received a warning from his spirit lord in Kaldmont of last year that things were not right in the Spirit World and the World Yurt. Over the course of the year, his investigations have led him to the truth-that an evil spirit is possessing Manghai Khan. Akmad, too, has begun to suspect Manghai of not being himself. The two will be very cautious about their plans, so as not to draw Manghai/Jaku's suspicions.

What the PCs Can Do: Trungpa will need adventurers to accompany him into the Spirit World to find Manghai's soul. They will have to be unimportant characters-people that the khan will not miss if they disappear for a time.

Fyrmont 12, AC 1017: Dead Travel Fast.

Location: Barony of Two Lakes Vale. NW

Description: Sylarion and the Shadow Lord stop at the border of the small barony of Two Lakes Vale, and hide their undead troops (numbering some 1,500 creatures) in the caves of the hills. The vampire elf then communes with his Immortal, to receive new instructions. (See Fe. 14, Fe. 16; Fy. 15, Fy. 17.)

What This Means: Nyx ordered the exodus of the undead troops from Aeleris Pits (where Sylarion left a small garrison of 100 lesser undead under the wyrd Aeleris' command, however) to the Barony of Two Lakes Vale with the promise She'll have turned this vale into a veritable paradise for the undead race. However, Sylarion and the Shadow Lord don't know how this will happen exactly, so they are now waiting for precise orders from Nyx.

Fyrmont 13, AC 1017: Mauntea Warehouses Sacked.

Location: Shireton Port, Five Shires. OW

Description: Under the cover of the night, the warehouses of Mauntea House in Shireton Port are looted and burned by unknown vandals. The house makes an official complaint, and the authorities conduct a short investigation, but the criminals are not found. (See Fy. 6, Fy. 8.)

What This Means: This is the hin anger against Darokin pouring out. And the hin authorities don't really want to investigate this either. So this crime, and other similar ones, will remain unsolved.

What the PCs Can Do: Hin PCs could be the ones looting the warehouse.

Fyrmont 13, AC 1017: Taking the Battle to the Enemy's Door.

Location: Town of Polakatsikes, Dominion of Polakatsikes, Heldannic Empire, Meghala Kimata Plains. DV

Description: Both the Heldannic Knights and the Army of Meghala agree to send small scouting parties into Mivosian-held territory, in order to find out how strong their grip on the surrounding lands happens to be, and to initiate various acts of sabotage. Priority will also be placed on meeting with any resistance leaders they can find, and providing whatever assistance to them can be given. (See Fy. 4, Fy. 10; Fy. 15.)

What This Means: Realising that a frontal assault is out of the question, the allied Heldannic-Meghalan force has decided to use disruption and subterfuge as its weapons of choice against the Mivosians. If there are enough people suffering under Mivosian rule, who wish for freedom, they might be spurred into action if they knew that their struggle would not be an isolated one.

What the PCs Can Do: Naturally, the PCs should be among those considered for such a mission. Several parties will be formed, and each will be sent to a different city-state, where they will have to spy on the enemy and determine where the Mivosians' weaknesses happen to be. A dangerous job, to be sure.

Fyrmont 13, AC 1017: Nature's Emissaries.

Location: Forests near Camp of Rainbow Spring, Kingdom of Frisland, Floating Continent of Alphatia, Alphatian Empire. HW

Description: While the Stonewall forces are now busy finishing their river boats and loading supplies and troops onto them, the guard patrols have been expanded due to the recent assassination attempts, and some monsters wandering in from Blackheart. One such patrol goes missing, and when a group of experts are sent out to find them, they are attacked by bears, wolves, a few treants, and other sylvan creatures. They discover that these were apparently made to do so by a druid, whom they then capture. Suspecting that this druid might have something to do with the recent assassination attempt, they then bring him to Rainbow Spring for questioning. However, even after intensive questioning, the druid, Arbandas, continues to claim that the attack was in response to the army's utter disregard for the forests they're in. He does admit, though, that he had his forces attack and kill the patrol that went missing, and even reveals where their bodies are buried. He also admits that he used to live in Arkan, which only suggests to Selcomad and the other leaders that he may indeed have been involved with the assassination attempt, and they decide to keep him prisoner until they can decide what to do with him. (See Fe. 22, Fy. 3; Fy. 25, Am. 4.)

What This Means: Arbandas is telling the truth. He's a pretty young druid, and his youthful anger got the better of him when he decided to attack the invaders. This is just an unfortunate side-effect of the Stonewall army's presence here, but due to the recent assassination attempt, the Stonewall forces are very reluctant to accept Arbandas' claims of innocence.

What the PCs Can Do: Obviously the PCs could be the adventures who capture Arbandas.

Fyrmont 13, AC 1017: The Hatfei Counter... Brutally.

Location: Makekei Territory, Neathar Lands. HW

Description: A Hatfei raiding party crosses over into Makekei lands and stealthily make its way towards the home of Swerg, the believed instigator of the assassination of Duma and his two companions. The Hatfei strike at the abode, killing Swerg, his three sons, and two kinsmen outright. The Hatfei raiders withdraw from the area after setting fire to the residence, the flames killing still more of the family, including Swerg's wife and youngest daughter. Other Makekei assemble to fight the fire but by the time they do so the Hatfei are well away from the area. (See Ya. 6, Fe. 6.)

What This Means: It did not take long for the perpetrators of the assassinations to be found out, their boasts doing much to undermine secrecy and even support within Makekei. This waning support within the Makekei Tribe explains the ease that the Hatfei had in assaulting Swerg's home. The demise of Swerg's wife and daughter is a tragedy, but deemed an accident by those wishing to avoid further conflicts. Others see their deaths as omens to the brutalities to come if war erupts. However, several of Swerg's friends and kinsmen swear vengeance and subtly offer bounties on the heads of Hatfei tribesmen.

What the PCs Can Do: PCs already engaged in the conflict may organise and execute the revenge, or try to prevent it, or plan further retaliation, depending on their side and alignment.

Fyrmont 14, AC 1017: Thyatis Recognises Emirate of Tameronikas.

Location: Town of Tameronikas, Emirate of Nicostenia, Emirates of Ylaruam. OW

Description: Eusebius agrees to meet with the Ylari leader within Tameronikas under a flag of truce. After several hours of negotiation, the emperor signs an agreement, recognising Tameronikas and the region around it as the sovereign Emirate of Tameronikas, and the leader of the Preceptors as its emir. He pledges Thyatian support in protecting the Emirate of Tameronikas from attempts by other authorities to control it. In exchange the representatives of Tameronikas agree to cede the small border region east of Fort Zendrol, running from below the hill escarpment due east to the coast, to the Empire of Thyatis. (See Fy. 10, Fy. 12; Fy. 26, Am. 1.)

What This Means: Eusebius would have preferred to conquer Tameronikas outright and add it to the Thyatian Empire, but he is very satisfied with the idea of creating a small client state, dependent upon Thyatis, as a buffer between Ylaruam and the empire. The Emirate of Tameronikas covers the southern half of the former Emirate of Nicostenia, with its northern frontier roughly halfway between Cubia and Tameronikas, and its southern and western frontiers ending at the border with Thyatis.

Ylari living in the region ceded to Thyatis will be allowed to move into Ylari territories, while Eusebius will settle some Thyatians in that border area to better control it, including by making some military land grants. Thyatian advisers, representatives;, and attachés will be very prominent within Tameronikas.

The Preceptor faction as a whole will be of two minds regarding the Emirate of Tameronikas. On the one hand, they do not want to be perceived as being pawns of Thyatis, but on the other hand the Preceptor-led emirate will be too convenient a gathering point for them to pass up; so the opposition to the Kin regime will gather here. This will both help them, but will also undermine their popularity some and thus further entrench Kin rule of Ylaruam. Sultan Hassam will not be pleased when he learns of this.

Third Week

Fyrmont 15, AC 1017: Who Mourns for Wazor?

Location: Barony of Two Lakes Vale, Icereach Range. NW

Description: During the night, Wazor, Court Mage of Baron Maltus Fharo, is interrupted in his sleep by the intrusion of a sinister elf in his quarters. The elf suddenly attacks the wizard, who tries to repel the enemy the best he can. When the guards storm the mage's bedchamber, they find the body of the dead wizard lying limp on the floor, his neck broken and his nightgown caked with blood. The assassin is nowhere to be found, however. (See Fe. 16, Fy. 12; Fy. 17, Am. 4.)

What This Means: Nyx has ordered Sylarion to assassinate the court wizard of Baron Fharo. The mage Wazor was in fact a member of the Onyx Ring, and was the effective ruler of the barony, having charmed the baron and his seneschal for many years. Wazor administered the barony according to Idris' wishes, and had it stay out of any possible political agreements with the lords of Norwold and Heldann to avoid interference in the country's internal affairs. In fact, Wazor was slowly but steadily spreading the cult of Idris among the population, who had so far accepted it without problems, since the Church of Idris seemed to keep the preying dragons away. With Wazor out of the way, Nyx's servants can now proceed with the next stage of the Immortal's plan.

Fyrmont 15, AC 1017: Date of Burial Set.

Location: Camp of Chagon-Nah, Ethengar Khanates. OW

Description: After some talks with the priest and shamans of the Murkit tribe, Manghai Khan announces that the burial of his father will be on Rinpoch, 15. This day is known as the Day of the Spirits and so the shamans see it as an especially appropriate time to bury Moglai Khan on the World Mountain. All important Ethengars are summoned to this ceremony. The body of Moglai will continue to be magically preserved until then.

Akmad ibn Yussef and Trungpa agree that the ceremony would be an opportune time to begin their quest into the Spirit World. (See Fy. 10, Fy. 12; Ei. 15.)

What This Means: There is a gate to the Spirit World at the top of the World Mountain. Akmad and Trungpa hope to use this to gain entry into that world, that they might find Manghai's lost soul. Using the funeral procession as cover is a perfect opportunity, as a band of adventurers might otherwise be discovered by evil spirits working in conjunction with Jaku the Render.

Fyrmont 15, AC 1017: The Jarls Confer.

Location: Village of Ragnisfjord, Kingdom of Qeodhar, Nayce. AS

Description: The surviving jarls of eastern Qeodhar meet in this fortified village, 50 miles west of Østmark, to discuss the recent turn of events. Everyone present is well aware of the continued Qeodharan-Alphatian drive eastwards into the Antalian-held territories, as well as the fates being visited upon those who are captured. Rumours abound of prisoners being impaled on stakes, and many villagers being force-marched in the direction of Farend-towards what is certain to be an unpleasant end. Making matters worse is news of the siege of Østmark, as well as other Antalian settlements on or near the eastern coast.

Realizing that they cannot hold off an invasion on two fronts, the jarls agree to send for aid. The main problem is that they are unsure as to who would be willing to aid them. Qeodhar is distant from most of the lands of the Old World, and there are no regional powers on Skothar or further north to which they could turn. After hours of tense debate, they arrive at one possibility-the Northern Reaches, and specifically Ostland. All present know of their heritage as the people of fallen Ystmarhavn, as well as the kinship they share with the people of the Northern Reaches; if there are any people who might be swayed to aid them, it would be those people, and more so for the Ostlanders, who even in Qeodhar are known for their prowess in battle and their stronger adherence to traditional Northman ways. In the meantime, they resolve, their forces will continue to harry their enemies whenever possible-especially in the northern regions of the island, where Norlan's forces are spread thinly. Happy at arriving at a decision, the jarls commission envoys to make their way to the island nation. (See Ya. 4, Fy. 9; Am. 1, Am. 10.)

What This Means: As the embattled descendants of the once-mighty nation of Ystmarhavn, the Antalians of Qeodhar have taken great pains to remember who they are and where they come from. They are also aware of the existence of their distant kin-the people of the Northern Reaches. Although contact with these southern cousins is all but nonexistent, mainly taking the form of sporadic trading years ago, the fact remains that they do exist. The jarls are hoping that the Ostlanders will not have forgotten about them, nor their own warrior spirit.

As for the rumours, they are mostly just that-rumours. Antalian prisoners have not been executed in large numbers; instead, they are force-marched along with their non-combatant families to parts unknown, perhaps for some more sinister purpose.

What the PCs Can Do: PCs could easily find themselves taking part in a diplomatic mission to Ostland. There are all sorts of dangers awaiting the envoys at sea, some of which could test the mettle of any adventurer!

Fyrmont 15, AC 1017: The Shadow Withdraws.

Location: Villages of Treminios and Doleria, Meghala Kimata Plains. DV

Description: A scouting party from Polakatsikes, sent to these villages to determine the size of the Mivosian force stationed here, is surprised to find them abandoned, and in ruin. Anything of value that could be taken is gone, and the surrounding fields have been burned. (See Fy. 10, Fy. 13.)

What This Means: The Mivosians have withdrawn to Syropolis and Tyrnae, both of which have better fortifications, and possess more resources which may be used in the war effort. Furthermore, this better protects the army from any raids or other forms of attack. In the coming months, the Mivosians will be working to replenish their ranks, and further cement their hold on the various city-states they have conquered.

Fyrmont 15, AC 1017: Imperial Expedition Returns to Minaea.

Location: City of Minaea, Confederated Kingdom of Minaea, Minaean Coast. SK

Description: The expedition to Skothar returns to the city of Minaea after its transactions with the Jennites. Theodorian Metothemius sends in a search party to try and find the men who deserted, but they have left the city and are not found. After re-provisioning and a brief stopover, the squadron continues on south along the coast of Skothar. (See Kl. 27, Fe. 21; Sv. 10.)

What This Means: Theodorian Metothemius knew he was unlikely to find the deserters, and even if he did he wasn't sure he'd want them back. But he felt he had a duty to try. In any case, the expedition has until now remained within areas that are at least somewhat known to the Thyatians. Now they will begin travelling into the unknown.

Theodorian decides the expedition will winter in Minaea, sending ships and men on short expeditions to explore the region, especially charting the coasts. Metothemius meanwhile tries to develop good relations with the Minaean government.

What the PCs Can Do: Swindlers or con-men in Minaea might try to separate the characters from their hard-earned loot. Or the characters might try to do that to some poor, innocent, naive, Minaeans-if they can find any.

Fyrmont 15, AC 1017: Pirate Ball.

Location: City of Baraga, Merry Pirate Seas. HW

Description: King Necco the Black holds the annual Pirate Ball, an extremely formal affair which is a virtual who's who among the Merry Pirates. The ball is held in the Grand Ballroom, a lavish hall on Necco's private estate. All of the pirate-kings and their queens, other pirate nobility, plus those with connections or great wealth, are present. The most talented musicians, the finest foods, and the most elegant clothes are all part of the gala. During the ball, "Handlebar" Emilio, Pirate-King of Puerto Morillos, makes an overly aggressive pass at Carola the Grappler, one of the few successful women captains. Emilio, having consumed far too much drink, gropes at Carola during a romantic dance. Carola responds, despite her elaborate and attractive gown, by dropping Emilio to the ground and pinning him with an expert wrestling move, her dagger held to his throat. The stunned crowd immediately cheers for Carola and jeers at the drunken Emilio. Carola quickly regains her composure and the ball continues. Emilio leaves, convinced that she'll be along shortly. (See Fl. 17, Fe. 6; Fy. 20, Am. 20.)

What This Means: The Pirate Ball is the highlight of the Merry Pirate's social calendar. This is one of the few times when all of the wealthiest and most famous pirates will set aside their differences to come together in one place. Besides socialising and carousing, the pirates will use this opportunity to hear rumours, check up on their rivals, and other gossip. Emilio is a notorious womaniser who has sought after Carola for many circles, to no avail. Carola is annoyed by Emilio and his brash act at a highly visible public event demanded harsh action. She is also an expert wrestler. Although this is a formal ball, no one is really concerned by the incident-these are still pirates, after all.

What the PCs Can Do: Unless the PCs are of Name level, are very wealthy or very well connected, they will not be invited to the ball. However, bribes or trickery may also be able to get them in. The gala can serve as a rumour mill and is an excellent opportunity to role-play the interactions between famous pirate captains. Alternatively, lower-level PCs can be hired as guards, or can hear the gossip from the ball as it spreads through Baraga the next sleep.

Fyrmont 16, AC 1017: A Supposition Vindicated?

Location: Dominion of Vanya's Rest, Aryptian Savannah, Heldannic Empire. DV

Description: Observers stationed at the southern fortresses note the existence of campfires during the night-to the southwest. Curious, the officers dispatch several scouting parties the next days to determine the source of the fires, and after they return, they report the existence of many sets of footprints, some of which appear to have been made by paws. (See Fe. 18, Fy. 3; Fy. 18, Fy. 19.)

What This Means: Castellan Heinz Kronenburg will feel vindicated that his suppositions concerning the current threat posed to Vanya's Rest appear to be correct, but he is mistaken. During the recent series of raids, the Meghaddara and their rakasta allies captured a Heldannic patrol. Through interrogation, they learned from the officer in charge that the castellan suspects an attack from the southwest, convinced as he is that the rakasta are in fact divergans. Using this information, they arranged to have a number of warriors make false camps to the southwest of the Heldannic fortifications, to give the illusion that enemies are gathering there.

What the PCs Can Do: Meghaddaran or rakasta PCs can take part in the raids, or they could have interrogated the prisoners.

Fyrmont 16, AC 1017: The Offensive Begins.

Location: City of Helskir, Dominion of Helskir, Heldannic Empire, Isle of Dawn. SD

Description: Feeling that the time is right, the assembled Thyatian and Heldunian forces form up into their respective regiments, and begin the final offensive. The advance forces are quickly bogged down by traps and other defences constructed around the motte-and-bailey fortress, such as spike-filled pits, snares, and various lethal booby-traps concealed among the thick shrubs and copses that grow in the area. As they slowly make their way through these, crossbowmen rain bolts upon the advancing forces, cutting down many where they stand. Some men manage to pass through the gauntlet, and force the troops in some of the fortresses to spread their resources thinner in order to hold off attackers from all sides.

For a while, it seems that the Heldannic forces will be able to hold the line, until the main tower of one fortress suddenly explodes in a ball of flame! While the surviving troops within are disoriented, magic missiles and lightning bolts take down those who did not head for cover. Taking advantage of the confusion, a group of several hundred screaming Northmen charges a battered section of the wall, smashing a large hole in it, and proceeding to rout the remaining defenders. Before the defending Heldannic forces can react, several other fortresses also erupt in balls of flame, or are smashed by large boulders, hurled by heavy Thyatian catapults.

Within an hour, what was a faltering of the line among the southern fortresses becomes a rout, as a large break in the chain of defences is made. Within that gap, outside the reach of the Heldannic crossbowmen, the assembled force gathers, and then passes through into a region of light forests and open fields... and within view of the outer wall of Helskir. Soon, it becomes apparent to the fortress commanders that their enemies have successfully breached their defences; the options are clear-surrender, or make a mad dash for freedom. Some of them, under the white flag of peace, march from their fortresses, and are quickly disarmed and brought to the rear of the Thyatian and Heldunian lines. Others, hoping to win the favour of Vanya one last time, lead their men into a last defiant charge against their enemies-being utterly annihilated in the process, but taking many of their enemies with them as they go down. Finally, there are those who abandon their posts, and hope to escape. Although many of these are captured, others manage to make it to the outer walls, and are thrown rope ladders in order to enter Helskir, or they disperse into the wilderness. (See Fy. 2, Fy. 9; Fy. 18, Fy. 20.)

What This Means: Although the Heldannic force's outermost defences have failed, they did serve their purpose-they delayed the enemy's advance, and they forced the Thyatian and Heldunian troops to expend resources and soldiers against well-built, but barely-manned, wooden fortresses. Anna von Hendriks and her advisers knew beforehand that the advance to the outer wall could not be prevented, only delayed, and even one or two days' respite might be enough the better entrench themselves.

In total, about 170 soldiers manned the fortresses, of which about 90 died, with around 40 being captured and the remainder escaping into the wilderness or to Helskir. The assault cost the Thyatian-Heldun force about 140 men, with another 50 or so wounded, by comparison. Aside from superiority in numbers, what tipped the balance in the attackers' favour was the presence of battle mages, the elite Antalian Guard, which single-handedly secured three fortresses during the battle, and the Thyatian tuldum regiment, which constructed the heavy catapults that were used to great effect.

What the PCs Can Do: If they are serving with the attacking force, the PCs can earn themselves some glory in battle, especially if they prove instrumental in destroying and/or conquering one or more fortresses. Even after the battle, there will be plenty of work to do: the surrounding territory is still filled with traps, and surviving Heldannic soldiers who managed to escape. If they are with the Heldannic force, the PC will have their hands full just trying to survive, but if they manage to do so, an exciting adventure could be staged, in which they must try either to escape the northern Isle of Dawn, or make it back to Helskir.

Fyrmont 16, AC 1017: The Temple of Starlit Knowledge.

Location: Town of Julinius, Duchy of Thyatis, Thyatian Empire. OW

Description: In the city of Julinius, construction is begun on the Starlit Knowledge Dome, the new cult's first permanent shrine in Thyatis. It will be a three story high building capped by a dome. A group of expert Modrigswerg dwarves from Soderfjord are hired to work on the construction. It seems quite odd to the population, and the strange dwarves immediately give way to a lot of rumours among the population, especially since the dwarves do not mingle much with others and keep largely to themselves while they are in Thyatis. (See Fy. 4; Am. 19.)

What This Means: There is nothing sinister about the Modrigswerg involvement in the tower's construction, although their strange appearance and habits raise a lot of curiosity in the city, and people do wonder why they were contracted to do the work. Questions about the Temple of Starlit Knowledge continue to grow, but for some people the mystery surrounding the cult creates a form of attraction, as a secret they want to be in on and share.

Fyrmont 16, AC 1017: The Olgarians' Problem.

Location: Olgarian Levtja, the Converted Lands, Hulean Empire. WB

Description: The war in Olgar has been dragging on for many months now, but with decreasing results. Realising that their cause will not succeed in the short term, the few remaining rebels decide to flee to the Marmureg Woods. If they cannot free Olgar, at least they can live free themselves. Some head west, hoping to begin a new dominion in the Yazak Steppes free from the Master's domination. (See Va. 10, Fl. 15; Sv. 1.)

What This Means: The rebels realise that their cause is hopeless. The people of Olgar have become increasingly scared in the face of the Master's deceptions and use of brute force. Hosadus has been doing his best to depict the rebels as subversives incited by a foreign power (Zuyevo) wanting to conquer the region and destabilise it. The Olgarian Church, having no love for the Master, is however somewhat disillusioned with Zuyevo for going on military adventures elsewhere instead of helping Olgar. Since the Master never really suppressed the church, as long as it did not hinder his rule, they have no option but to accept his control for lack of a better alternative. The Master will continue to increase his hold on the minds of the Olgarian people in the meantime, free from interference from outside powers.

Fyrmont 16, AC 1017: Platoon Disappears near Maelstrom.

Location: Sundsvall Maelstrom, Nayce. AS

Description: A scouting patrol of Underocean merrow disappear while passing near the Sundsvall Maelstrom while on their way to a mission of survey for possible undead activity. There is no sign of battle with undead or other hazards. (See Ya. 12, Fe. 10; Sv. 23, Ei. 18.)

Fyrmont 16, AC 1017: A Little Night Music.

Location: Town of Kopstar, Principality of Bergdhoven, Principalities of Glantri. OW

Description: Glantri's most notorious couple, Princess Juliana Vlaardoen and the Black Eagle Ludwig von Hendriks, are enjoying an evening's entertainment at a popular music hall in Kopstar. Midway through the performance, the pair is interrupted by Juliana's uncle Anton. He regrets the intrusion, he says, but there are urgent matters regarding the military banner stationed in town, and could he trouble the Black Eagle for his extensive expertise? Perturbed, but unable to refuse such a request in front of the princess, von Hendriks complies.

Shortly after the pair leave, the princess is visited by an unexpected visitor-Sir Feldian Lehenard. Upon seeing her former lover, the princess is overwhelmed by emotion, and it is not long before she is professing her love to Feldian. When he presses her on the topic of her relationship with the Black Eagle, she turns away. She is in love with him as well, she confesses. Nevertheless, Feldian manages to convince Juliana to come away with him for a time, that he might show her how much he truly cares for her. He also tells her of Anton's acceptance of his bid to marry her . Quietly, the pair slips out of the music hall, and to Feldian's waiting chariot.

Later, when the princess does not return to the Tower of Linden at the appointed time, Ludwig von Hendriks grows angry. Servants hear him cursing and breaking things well into the night. The princess does not return for several days. (See Fe. 7; Am. 24, Ei. 2.)

What This Means: The magicks used by the Black Eagle to woo Juliana cannot entirely compete with true affection-this is one reason why Dolores Hillsbury arranged for the death of Prince Jaggar's wife years ago when she used a similar enchantment on him. The Black Eagle had no idea about Feldian's existence-the boy was at war before the Black Eagle started his plan to win the princess. When she returns, Juliana will have a lot of explaining to do, and von Hendriks will not be at all pleased with her answers.

What the PCs Can Do: If the PCs are the sort of characters who keep their ears to the ground and associate with unscrupulous types, they may overhear a plot to have Feldian assassinated. They can warn the young man, and get in his good graces (for what it's worth-he's no noble), or perhaps they can go straight to the princess herself. If they get involved, however, the Black Eagle will be certain to notice their interference.

Fyrmont 17, AC 1017: The Death Stone.

Location: Barony of Two Lakes Vale, Icereach Range. NW

Description: In a secluded island in the middle of Two Lakes Vale's Western Lake, a black dragon's peaceful slumber is broken by an explosion. The dragon awakes bleeding and stares with agony and pure hatred at the black-robed stranger that stands in front of him, taunting the wyrm with a grin. The dragon immediately lunges at the stranger, biting only air where the projected image of the wizard stood, then his body is shaken by a terrible bolt of lightning he cannot avoid. Still fuming, the dragon tries to exit his hideout inside the isle, but a wall of stone blocks his way out. With powerful blows from his claws, the dragon carves his way out of the cave, while another fiery explosion burns his tail and wings. Once out of the hideout, the dragon darts in the air and turns back to the cave's entrance, prepared to unleash his acid breath upon the intruder. The black-robed wizard walks out without fear, and is suddenly washed by an acid rain. However, the fearless wizard stares back at the flying dragon, his red eyes blinking, and suddenly the wyrm plummets to the ground, dead frozen. The Shadow Lord grins at his deed, and proceeds to take possession of the black rock, which the dragon was closely guarding in the middle of his treasure cave. (See Fy. 12, Fy. 15; Am. 4, Am. 12.)

What This Means: Nyx instructed the Shadow Lord to locate the Death Stone, a powerful natural artifact that will be pivotal in the success of Her plan. The stone was guarded by an ancient black dragon that served Idris, so the Shadow Lord's delight in vanquishing the wyrm was even greater. Landryn still doesn't know why the stone is so important to Nyx, as She prefers to reveal Her plan bit by bit to Her servants, but he's determined to exploit it if the opportunity arises.

Fyrmont 17, AC 1017: Darokin Tunnel Plugged.

Location: Kingdom of Rockhome. OW

Description: Construction begins on a new fort, designed to keep watch over the so-called Darokin Tunnel, a pass through the Altan Tepes mountains into Rockhome.

What This Means: The dwarves of Rockhome have had to deal with a few too many invasions by goblinoids through the Darokin Tunnel, and now they are finally going to take measures to protect this border.

What the PCs Can Do: Adventurous PCs will be needed to help defend the workers from monster attacks in the dangerous mountain regions.

Fyrmont 18, AC 1017: One's Worst Fears... Come to Life!

Location: Dominion of Vanya's Rest, Aryptian Savannah, Heldannic Empire. DV

Description: During the predawn hours, sentries positioned along the ring of partially-completed fortifications report the presence of a host of unidentified armed men, possibly numbering in the hundreds, heading from the southwest. Once word reaches Castellan Heinz Kronenburg, he orders a force of 1,000 men be sent at once to meet the enemy force, and instructs all soldiers manning the various fortresses to hold their positions and try to prevent the enemy from entering Heldannic territory before help arrives. In addition, he orders one of Vanya's Rest's two warbirds to transport a number of troops to the region immediately, as a measure to bolster troop numbers there just in case the enemy force proves to be larger than anticipated.

Thinking the matter settled, Kronenburg goes about his business, confident in the ability of his men to hold back a small number of ragtag Meghaddara and their divergan allies. His reverie is interrupted when, while enjoying a leisurely breakfast, he is interrupted by a breathless messenger, who reports that a large host of Meghaddara and cat-men have overwhelmed two northern fortresses, and are now bearing down on Vanya's Rest! Hurriedly, Kronenburg dispatches message to his commanders, ordering them to regroup their forces to meet the latest threat. At the same time, he receives word that the battle in the south has begun; the enemy force is composed primarily of cat-men, with a sprinkling of Meghaddara, and even at this early stage of battle, some observers report that the cat-men's tactics do not appear to resemble those documented as being used by the divergans. Nevertheless, the enemy force, though lightly armed, is highly manoeuvrable, which prevents the Heldannic Knights from pinning them down in order to wipe them out cleanly. Kronenburg orders his southern commanders to use whatever means necessary to hold back the assault until help arrives.

Just as he finishes digesting this latest information, Kronenburg's thoughts are interrupted yet again by an alarmed messenger-intruders have somehow breached the defences of Vanya's Rest! Already skirmishes are taking place in the lower corridors, as bands of Meghaddara and cat-men stealthily make their way through the fortress, wreaking havoc where they can and running away whenever they encounter a larger force of knights. Grabbing his weapons, he orders the messenger to send word to his remaining commanders: those positioned in the field should concentrate their efforts on eliminating the enemy force which had breached the outer defences, while garrison commands should rally their forces and ensure their respective areas are secure. (See Fy. 3, Fy. 16; Fy. 19, Fy. 21.)

What This Means: The Meghaddaran-rakasta feint has proved itself to be effective; Kronenburg thought the small force to the south (numbering around 600 humans and rakasta) was the vanguard of a much larger army, and so ordered his southern garrisons to remain in position, and at the same time ordered 1,000 men sent south to aid them. This left about 2,000 men in the fortress of Vanya's Rest itself. With Kronenburg's attention drawn south, it was easier for the main Meghaddaran-rakasta force (numbering about 1,500 warriors) to break through in the north. Once they managed to get past the defences, around 250 of the invaders broke off, and managed to sneak into Vanya's Rest itself, while the remaining warriors drew the attention of the garrison. Now that the Heldannic Knights have enemies in their midst, the situation looks grave, indeed.

What the PCs Can Do: If they are with the knights, the PCs will either be hunting down those enemies who managed to enter Vanya's Rest, or engaging in pitched battles outside (either around the fortress, or to the south). If they are with the Meghaddaran-rakasta alliance, the PCs could either be drawing attention by staging daring raids, or they could be part of the force that is infiltrating the fort.

Fyrmont 18, AC 1017: Commanders Nominated.

Location: Cities of Theeds, Earldom of Theeds, and Leominster, Bishopric of Leominster, Kingdom of Bellayne. SC

Description: Both sides choose this day to nominate overall commanders of their swelling armies.

For the royalists: General of the Army, Lord-General Jeremy Brumstead; Major General of the Foot, Sir Lionel Edgwinton; General of the Horse, Lord Rodney the Intrepid; and for the parliament: Commander in Chief, the Rt. Honourable Blythe-Jackson; Commander of the Horse, the Honourable Edward Hampden; Commander of the Foot, the Honourable Richard Croft; Magical Adviser, the Honourable Philip Southwell. (See Fe. 19, Fy. 2; Fy. 27, Am. 17.)

What This Means: By now both sides appear to have become bored of the paper war of words between the two sides-both sides launch a massive recruiting and arming drive across the kingdom. Due to the parliament's superior resources, it seems that the king is perhaps lagging behind somewhat in the race for recruits.

What the PCs Can Do: Prominent characters could be given secondary command positions or become staff advisers to one of the commanders or form special action squads on their faction's behalf.

Fyrmont 18, AC 1017: Withstanding the Storm.

Location: City of Helskir, Dominion of Helskir, Heldannic Empire, Isle of Dawn. SD

Description: A massive bombardment of Helskir's outer walls begins, as ten heavy catapults lob boulders at the fortifications. Although many of them miss their mark, falling short of the wall itself, others score direct hits, causing considerable damage and inflicting casualties. The barrage continues all day, with the hits becoming more accurate as the hours pass. A cease-fire is called by dusk, after which the Heldannic soldiers send out repair crews to restore the worst-hit portions of the wall. (See Fy. 9, Fy. 16; Fy. 20, Fy. 23.)

What This Means: The Thyatian-Heldunian alliance is displaying a show of force, to illustrate to their foes what they are capable of doing. They also hope to demoralise the Heldannic soldiers defending Helskir, by being able to pummel their defences from a safe distance, without fear of a counterattack. Although the damage was considerable, relatively few defenders lost their lives, and the worst of the destruction is repairable in fairly short order.

What the PCs Can Do: PCs serving with the attacking force could find themselves scouting the outer wall to determine where bombardments should take place, or perhaps sneaking behind the defences themselves. Heldannic PCs could perform acts of sabotage against enemy catapults, or wreaking havoc among outlying troops.

Fyrmont 18, AC 1017: Azcan Keep Falls.

Location: Calpaquelli Keep, Azcan Empire. HW

Description: After a long siege, punctuated by ferocious sorties by the Azcan defenders and costly bold assaults by the besieging Schattenalfen, the bastion finally falls, thereby completing the conquest of southern-central Azcan jungles. (See Va. 8, Fe. 11; Am. 24, Sv. 7.)

Fyrmont 18, AC 1017: Eastward Ho!

Location: City of Raven Scarp, Exarchate of Davania Superior, Hinterlands, Thyatian Empire. DV

Description: After months of alternating between resting in Raven Scarp, making runs to other coastal settlements (including a brief jaunt to Kastelios, where a small number of Milenian refugees from the interior were picked up), and charting some of the larger coastal islands of the Hinterlands, Julius Ambrosius orders his men to settle any business they might have in Raven Scarp, as tomorrow the exploratory flotilla will sail eastwards. (See Va. 25, Fl. 15; Am. 9, Sv. 2.)

What This Means: Julius wanted to familiarise his men (many of whom have never sailed in tropical regions) with the waters around northern Davania, as well as acclimatise them to the rigours of the land, as he suspects that future events in the expedition will not be so tranquil. In the meantime, the Thyatian authorities asked him to perform some minor chores for them, such as charting islands and ferrying cargo over short distances, in part because of the ongoing conflict with the Hinterlanders of the interior. Seeing that some action would keep his men alert, Julius agreed. Now, however, he can delay his voyage no longer; his crew are as prepared as they can be.

Fyrmont 19, AC 1017: Armistice Negotiated With Twaelar.

Location: Twaelar Merrow Empire, Sea of Dread. OW

Description: The Thyatian Empire and the Twaelar Merrow Empire conclude an armistice agreement, bringing an end to the two year long war between them. They agree to respect each other's presence in the region, and to cooperate against threats to their mutual interests. The Thyatians will draw up new sea-charts and their ships will travel in designated sea-lanes to avoid passing over Twaelar communities. This will limit the risk of a ship sinking and hitting a Twaelar settlement. Thyatis also agrees to pay 100,000 gp in compensation, plus a 1,000 gp per month subsidy to the Twaelar. The Twaelar officially recognise Thyatis' claim to the Thanegioth Archipelago islands (eastern, not the western group part of Yavdlom).

Both parties will establish permanent embassies in each other's capitals, and trade will be permitted. This last part was suggested specifically by the envoys from Minrothad, and will help expand the empire's trade network. Soon the Thyatian Empire will be taking in enough revenue from taxing the trade to more than cover the cost of the monthly subsidy to the Twaelar. (See Ya. 16, Fy. 10; Am. 20, Ei. 19.)

What This Means: The Thyatians and the Twaelar decided a mutually beneficial pact would be better than the mutually harmful war. Neither are rivals for the same resources, since the Twaelar are a sub-oceanic power and the Thyatians almost exclusively a land-based power. Twaelar consulates will also be established in Mora and Raven Scarp, and Thyatis will establish consulates in some other Twaelar communities as they learn more about the Merrow Empire. As a result of this peace agreement, the Thyatians will redirect several fleets of marines to support the fight in the Hinterlands against the Thratians.

As a part of this deal the Thyatians requested that the Twaelar turn over information regarding who was shipping them supplies during the war. Names of several of the Twaelar contacts in the Nayce's arms trade are given to Thyatis. The Thyatians will keep their sea-charts secret, available only to their own merchants (which include those of Minrothad). Thus their ships will stay in the safe sea-lanes. The Twaelar have the right to attack ships sailing outside these lanes, which may make things dangerous for those who don't have the proper charts. Most Thyatian captains will abide to this restriction and be safe, but ships from other nations-notably those from the Western Defence League, but also Kastelios, Yavdlom, Nayce, or some even farther countries-will not benefit from the same protection; such ships may be sunk by the Twaelar, and it will probably be some time before the merrow empire realises that Thyatis is not the only nation with ships passing above its cities.

What the PCs Can Do: Characters could explore the Twaelar Empire, gain some Twaelar contacts, or perhaps even a merrow character could join the party.

Fyrmont 19, AC 1017: Siege of Tashgoun Lifted.

Location: Kingdom of Douzbakjian, Midlands. WB

Description: The forces of Kiligi Alp Arslan reach the city of Tashgoun and drive the Zuyevans before them. The Zuyevans withdraw in good order back towards the borders of their empire, but are hotly pursued by the forces of Douzbakjian. The people of Tashgoun cheer as the relief forces ride into and through the city. (See Ya. 1, Fe. 6.)

What This Means: The Douzbaks will harass the retreating Zuyevans all the way back to the border over the next weeks and days, pursuing them closely, riding down foraging parties and stragglers. As the route back home is already denuded of forage, the Zuyevan troops begin to starve, and are forced to eat their own mounts and pack animals. Troops begin to try and sneak away, deserting in the night, at first in ones and twos and later in entire squads and bands. Some of these manage to slink safely home, but more are captured or killed by their enemies as the invasion becomes a debacle.

Fyrmont 19, AC 1017: Cabal Expedition Reaches Albarocca.

Location: Northeastern arm of the Great Escarpment, Isle of Dawn. SD

Description: After skirmishing with both phanatons and some araneas, the expedition sent out by the Cult of Thanatos reaches the isolated Barony of Albarocca. Albarocca lies on the edge of the escarpment, just south of Trikelios. The barony submitted to the Thothians during the fighting on the Isle of Dawn, but since then has languished, almost forgotten, in a monster-infested wilderness. They welcome their fellow Thyatians into their community. There is a degree of tension between both groups upon first contact. The expedition members stay for a few days, giving news from back home (emphasising tales of famine, riot, and civil war, making things seem unspeakably grim). They say they are refugees from Eusebius' tyrannical despotism, causing Baron Augustus Ignazio to feel sympathy for their plight. A few members of the Cult of Thanatos remain in Albarocca while the others travel on towards Trikelios. (See Th. 2, Kl. 3; Am. 8, Sv. 4.)

What This Means: The cultists of Thanatos, playing on the isolation of the barony and sympathy as fellow Thyatians, hope to quickly bring Albarocca under their sway, advising the baron and twisting him and his subjects towards the worship of Thanatos. What the cabbalists don't know is that Albarocca was overrun by araneas back in 1014 AC, and all of its inhabitants were slaughtered or enslaved.

Now, the barony is populated entirely by werespiders, in their latest effort at infiltrating the human communities on the Isle of Dawn. The tension between both groups that was initially felt was due to their mutual scheming, but was similarly dismissed by both as paranoia. It is inevitable that both groups will uncover one another's deception, but until they do, they will each attempt to manipulate the other.

Fyrmont 19, AC 1017: A Dark Day for the Heldannic Order.

Location: Dominion of Vanya's Rest, Aryptian Savannah, Heldannic Empire. DV

Description: The battles within and outside of Vanya's Rest continue throughout the night and into the next day. Although the initial Meghaddaran-rakasta attack has been blunted, and turned back to some extent, the skirmishing inside the fortress goes on, with the small squads of raiders, for the most part, able to avoid capture. So concerned is he with the situation that Castellan Heinz Kronenburg himself has donned his weapons, and has taken part in the hunt for the intruders. Indeed, it is in the midst of a fray in one of the numerous kitchens, where he and a handful of junior knights discovered a small party of Meghaddara rooting through a pantry, when a thunderous roar appears to shake the entire fortress itself! Everyone falls to the ground from the accompanying shock wave, and is unable to move until the dust settles once more. Losing no time, Kronenburg and his men dispatch the intruders, but in doing so he reflects upon where the emanations might have originated-the holy chamber containing the Star of Vanya?

With growing trepidation, he orders his men to follow him to the central chambers of the fortress, where the star lies, always under heavy guard. Prepared as he is for a surprise, he d