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Ambyrmont

Ambyrmont 1, AC 1019

A New Barón for Gargoña.

Location: Town of Ciudad Real, Baronía de Gargoña, Savage Baronies. SC

Description: The interim government of Gargoña steps down, acknowledging the claim issued by Don Marco de Rivera. Without delay, Marco goes to the baronial palace, and declares himself as Barón Marco de Rivera. He then accepts the resignation of the governing council, and issues a formal proclamation that, as barón, he will speak for the people of Gargoña and defend their interests against all who would do the baronía harm. (See Fe. 13, Fy. 7; Ka. 17, Ka. 28.)

What This Means: Don Esteban has achieved his goal of gaining control over Gargoña. In the weeks and months to come, he will reorganise the country's army to make it combat-ready once more (ostensibly for the purpose of retaking the northern half of the country from Narvaez, but Esteban's interests lie elsewhere), and he will eliminate potential rivals discretely, using his cadre of thugs. Drawing on his own resources, and those of the nobles he has either cowed or persuaded to support him, he will complete the reconstruction of Ciudad Real and other villages that suffered during the war, as well as fortify the frontier along the Rio Copos. As time passes, Esteban plans to be seen as a decisive, strong barón who inspires confidence and loyalty most of his potential rivals are already dead, anyway.

What the PCs Can Do: There is little the PCs can do at this point, apart from continuing to investigate the barón; although they will have to be more discrete about it once he is in power. If they are employed by Esteban, the PCs might be given the task of tracking down any remaining opponents to his rule, and eliminating them quietly.

Bronsdale Burns.

Location: Village of Bronsdale, Republic of Darokin. OW

Description: The townspeople in the fishing village of Bronsdale by Lake Amsorak are suddenly interrupted from the quiet everyday life when a fire breaks out in the village. Though some try to put out the fire, most of the villagers flee their burning homes in horror. Some terrified villagers make comments about how the tragedy was caused by the "wolves of fire." (See Kl. 17, Fy. 18; Am. 12, Sv. 3.)

What This Means: The fire was caused by a group of howling demons released by the roaring demon, Razrog, from Itheldown Island. The howling demon is a four-armed wolf-like humanoid creature with the ability to use magical fire and cause fear and horror around it. It will take the authorities in Darokin a few days to investigate the matter, at which point they will find that only about a third of the village survived the fire. All of the villagers who remained to put out the fire are found dead, presumably having been caught unawares by the fire. In truth they were killed by the howling demons, who then burned the bodies, but that may take some time to put together. Meanwhile the howling demons will continue to randomly terrorise the countryside and torch settlements in the area.

What the PCs Can Do: Demons on the loose and terrorising the local townsfolk? What more do true adventurers need to know? True, they may not know that this is the work of demons yet, but when villages mysteriously burn, it should certainly entice curious adventurers to investigate.

The Eternal Fog.

Location: Open Sea south of the Island of Baraga, Merry Pirates Seas. HW

Description: The Defiant is the first ship to leave the fog, and Captain Hawthorne sets a course for Floresque. Elsewhere, the Hurricane, the Fast Food and the Tsingtao are still struggling to find clear skies. The badly hurt Res Publica has not yet sunk, but the exhausted crew is still trying to repair the damage, and therefore she is drifting in the fog. (See Fy. 27, Fy. 28; Am. 2, Am. 3.)

What This Means: Sheer luck gave the Defiant the chance she needs. The other ships are still lost in the fog, and the Res Publica has much more urgent matters to handle.

Ambyrmont 2, AC 1019

Clovefist Arrives in Cinsa-Men-Noo.

Location: Town of Cinsa-Men-Noo, Emirate of Nithia, Emirates of Ylaruam. OW

Description: Clovefist has taken members of his clan in Minrothad to help his great-grandfather build his canals. It has taken a long time, but in total 300 dwarves and 100 Siswa elves accompany him to complete this task. (See Kl. 12, Fe. 28; Sv. 22, Ka. 5.)

What This Means: Mujibur has acquired immense wealth to pay for such excursions, and he has also many converts to the Ylari religion. In his travels he stayed for a while at North Island in Minrothad. There he met Torcreft, Clovefist, and the strange elven culture called the Siswa. After a series of debates, Mujibur was determined to be a wise man or samadhi. Many of the Siswa adopted many of al-Kalim's philosophies, and word spread through much of the Elsan clans as well.

What the PCs Can Do: Besides the Northman emigration on Klarmont 12, these are the strangest adherents to the Ylari religion. They also carry a new fervour, much different from the teachings of Elyas in the Quiet Way. If characters remember the Siswa from B7 (Rahasia), they will be shocked by the more outgoing Siswa of Ylari faith. What is stranger than dwarves and their acceptance of the faith is their "brotherhood" to the elves.

Black Lion Takes Flight.

Location: Town of Klevermund, Territory of Heldland, Heldannic Empire. NW

Description: The relative peace of this bustling town is shattered, as the great clamshell doors of an immense, recently constructed structure in the town's northwestern corner grind open for the first time. Townsfolk gather on the great field that surrounds the building, as over 100 men are seen pulling ropes connected to something within the building. Soon, a great prow, bearing the growling visage of a black lion, comes into view, followed by a long, very large, ovoid body. The men continue pulling, and more people gather to watch the spectacle, until the strange contraption is brought into full view. It is a long, bloated cylinder, with a lion's head for a prow, and four great fins at the rear. Along each side is a great lateral fin, below a giant painted image of the black lion of the Heldannic Order, as well. Beneath the oval is what looks like a passenger compartment of some sort, which, although dwarfed by the structure above it, is quite large in itself, measuring over 30 feet in length. On each side of the compartment are two fan-bladed structures, one above the other, and held out from the sides on metal struts.

While the crowd still gapes at the sight before them, Hermann Adalard, the former Landmeister of Oceansend, presents the Black Lion, "the latest weapon in our ceaseless campaign against the usurper, Heinrich Straßenburger, a product of human, dwarven, and gnomish ingenuity in the service of the Heldannic Order." He then enters the passenger compartment, which is already occupied by a handful of gnomes, dwarves, and knights, and, with a great roar, the craft rises slowly into the air, its rotors whirring. The crowd still stands amazed as the dirigible turns slowly southwest, and vanishes into the distance. (See Fy. 6, Fy. 12; Am. 12, Am. 24.)

What This Means: Anna von Hendriks's plan has finally borne fruit the dwarves of Kildorkak were able to duplicate the Oostdokian zeppelin structure, and the small cadre of gnomes from the Falun Caverns built the required machinery to make it work. Thus, after many months of work, and at considerable expense, the Black Lion has entered service. Anna had chosen Klevermund to be the centre of activity, and had a hangar built with the help of dwarven engineers for this purpose. Fearing that Straßenburger's spies would learn about the project's specifics, the work was completed within the hangar, but the structure was placed within town to ensure that everyone knew something was going on all the better to keep one's enemies guessing.

For the time being, there will be only one zeppelin; Anna's faction does not have enough money to pay for another. Depending on how the Black Lion performs in upcoming conflicts, more might be constructed in future years as replacements to the warbirds. Even so, the fact that the zeppelins require their own power sources, and are very labour-intensive, and expensive, to build, means that there will never be very many of them. In the meantime, the hangar's security will be strengthened even more.

What the PCs Can Do: If they have served Anna loyally before, and are of mid- to high-level, the PCs might be given the task of guarding the hangar while the zeppelin is under construction. This is a position of great importance; only those working on the project directly, even after the launch, are allowed inside the hangar. PCs working for Straßenburger will have an extremely difficult job ahead of them if they try to infiltrate the hangar, but it is possible to do so with the right talent.

DM Note: If you have the Champions of Mystara boxed set, the Oostdokian airship information card will provide you with a rough idea of how the Black Lionis laid out. The main differences are that it is about twice as large primarily because it is scaled to human size and there is a blight belcher located in the lion's mouth on the prow.

Carlotina Seeks Enlightenment about the Radiance.

Location: Principality of Sablestone, Principalities of Glantri. OW

Description: The villagers of Kern are astonished to see a flurry of large griffons, bearing a regiment of soldiers with the Erewan coat-of-arms. These hardy frontiersmen are even more surprised when they see that leading the squadron of griffon-knights is none other than Princess Carlotina Erewan, good-hearted but embattled ruler of the Erewan elves.

At Sablestone, Sir Dominick Haaskinz welcomes the good princess warmly but uneasily, since Prinz Harald Haaskinz (the "Reluctant Prince") has in all politeness declined an audience, owing to his poor health. Undeterred, Princess Carlotina gently reminds Dominick of "the patience of the elves."

Later that evening, Princess Carlotina is invited to the prince's private study. (See Fy. 27; Am. 15.)

What This Means: Princess Carlotina has good reason for flying in from Glantri City (and surviving an assassination attempt!) to meet personally with Prinz Harald Haaskinz, who for the better part of the year has been indisposed and more reluctant than ever to perform his princely and even scholarly duties.

First, Carlotina approached Harald so that she may wield the magic of the Radiance to protect Erewan and perhaps all of Glantri. For many years, she has known of its existence, but only recently had she pieced together enough knowledge of its nature and powers, and the possible identities of its keepers, the secret Brotherhood of the Radiance.

Secondly and more importantly, with the advice and at the urgings of Tel'Erond, Carlotina has realised she and other forces of good must muster their powers (including the Radiance), to defend Glantri against the most insidious danger of all, the evil Queen of the Night Dragons, Synn. Carlotina discovered that Synn was the agent provocateur behind many evil plots the lich Deimos in Darokin (D&D Tower of Doom arcade game), the "Shadow Over Mystara" in Aengmor, and even the opening of the Dead Place in Ylaruam and linked to another agent of chaos in Glantri, Princess Dolores Hillsbury!

Prinz Harald, on the other hand, is unwilling to initiate the elven princess into the Brotherhood of the Radiance, mainly because he fears the corruption of the Radiant Voice, which caused his breakdown and has influenced the rest of the brotherhood malevolently.

The matter will remain unsettled, but with Carlotina far from being deterred by Harald's reluctance.

Clear Skies.

Location: Open Sea south of the Island of Baraga, Merry Pirates Seas. HW

Description: The fog vanishes, and three captains set their courses for Floresque. Captain Liu has used the time in the fog to repair as much damage aboard the Tsingtao as possible, but he cannot sail as fast as before. Captain Cato sets course for Baraga Island as the ship is still in danger: his crew has been able to keep the Res Publica afloat after the crash, but the damage is too heavy. (See Fy. 28, Am. 1; Am. 3, Am. 5.)

What This Means: Whatever he might have been doing, Protius is done now and the fog dissipates under the merciless rays of the Red Sun shining down onto the Merry Pirates Seas. The Defiant is one day ahead, but this does not preclude Hurricane or Fast Food from winning. The Tsingtao's chances are lower, or virtually non-existent.

Ambyrmont 3, AC 1019

The Vastergardic War.

Location: Town of Morden, Jarldom of Haltford, Kingdom of Soderfjord. OW

Description: For the past few months, the rule of Hoskuld Harekson in Vastergard has been alarming and dismaying his neighbouring jarls. Today, they announce a war of liberation against his usurpation. Forces from the Jarldoms of Haltford, Vandermark, Rogaviki, Highland, and Heddesfjord will all march in unison led by Hoskuld's exiled brother, Hogni to demand Hoskuld's overthrow. (See Ya. 19; Am. 9.)

What This Means: In spite of the many jarls allied against Hoskuld, this war will not be an easy victory for his enemies, and Hoskuld knows it. He is not without allies of his own, though they can't declare themselves openly, and he has the full backing of the cult of Loki. Also, many of the jarls opposing him are more interested in grabbing a slice of Vastergard's forestland or fishing grounds than deposing Hoskuld himself which provides a perfect opportunity to sow dissent in the enemy ranks. With Ragnar removed from the throne, there is no one to prevent the jarls of Soderfjord from resuming their sporadic squabbling if ever Ragnar had the authority to prevent it, anyhow.

What the PCs Can Do: The jarls of the Morden-based coalition are always willing to recruit more troops, at good pay. Exactly what the PCs are sent to do depends on their level of skill. Hoskuld will also be looking for extra warriors, though it's unlikely the PCs would be willing to serve under him.

Stranded.

Location: Island of Baraga, Merry Pirates Seas. HW

Description: The Res Publica reaches the Island of Baraga. The immediate danger is over, and the crew has much more time to repair the ship to return to a well-equipped harbour. (See Am. 1, Am. 2; Am. 5, Am. 7.)

What This Means: The race is over for Res Publica, but nobody died, and they should be able to bring their ship home.

A Matter of Communication.

Location: City of Mirros, Kingdom of Karameikos. OW

Description: A parcel of letters arrives from Halag. Lord Korrigan looks over the reports, noting the attacks by the werewolves. The seneschal of the royal estate is greatly concerned over this series of attacks. The western regions of the kingdom have tended to be isolated and overlooked by the throne; the crimes of the Black Eagle are one of the prime examples of these oversights. The truth is that travel through the western regions is limited to the Westron Road, leading to Radlebb Keep. Travellers to the more southerly settlements do not benefit from such a maintained and patrolled road. With some reluctance, Lord Korrigan calls for Sir Tyern Malkov, of the royal engineers. (See Fy. 21, Fy. 23; Am. 7, Sv. 11.)

What This Means: Karameikos has a fairly good system of roadways, used for defence as well as trade. The roads are regularly patrolled and are considered to be mostly safe for travel beyond the safety of the kingdom's urban settlements. The western settlements depend upon the Westron Road, a single stretch of roadway cut through a large expanse of wilderness.

The royal engineers have long desired creating a stretch of roadway from Mirros, through Marilenev, along the coast, to Sulescu, through Vandevicsny, and ending at Halag and the Westron Road. The basis of this roadway is already present in the form of crude cart paths used by the locals. However, construction of the road is politically problematic. Lord Korrigan has called his most trusted friend in the engineers to look into the matter.

Academy Tower Completed.

Location: City of Darokin, Republic of Darokin. OW

Description: Thanks to the help of many powerful Darokinian wizards, the academy tower in Darokin City is completed well before the set deadline of the end of the year although the furnishings are a bit rough by many a present wizard's standards. Bastian Rodens can now initiate his courses, and he does not lack for prospective students, as many young Darokinians have heard about the school or saw its construction in the capital during the past months. (See Ya. 8, Fy. 18.)

What This Means: Now, Darokin has its school of magic to rival those of Glantri, Thyatis, Karameikos, and distant Alphatia, and the dream of Bastian Rodens has come true. To make the school functional and efficient will not be easy, but Bastian and many other Darokinian wizards are determined to succeed!

What the PCs Can Do: Foreign wizards from Glantri or Karameikos could try to sabotage the new academy with innocuous pranks or attacks against the building, even if they do not have the intent to kill anyone. PCs could be hired by Bastian to prevent any problems during the inauguration ceremony.

Devil Is a Pirate Ship's Enemy.

Location: Northern Sea of Dread, South of Kingdom of Karameikos, North of Kingdom of Ierendi. OW

Description: The hin pirate ship Daggersting spots a fat Thyatian merchantman, the Pride of Lucinius, laden with cargo, and gleefully sails to attack their hated traditional foes. Just as they are firing their warning shot, two huge shimmering black "things" resembling devil rays wink into view overhead. Each fires a salvo of meteors into the Daggersting, which explodes in a torrent of fire and sinks almost immediately. The survivors, two hin pirates and the ship's "maiden," are fished out of the wreckage by the Pride of Lucinius. (See Fe. 1.)

What This Means: Thyatis's two Devil Ray class airships, the Creative Destruction and the Spontaneous Order, were tracking the Pride of Lucinius for training purposes. The Daggersting just chose the wrong target. Thyatis constructed one Devil Ray in AC 1017, but the senate cut funding when they decided it was an inefficient use of resources the cost was too high. Eusebius was not convinced, and as Duke of Thyatis financed the completion of a second Devil Ray out of the income of his duchy. But faced with that cost, his enthusiasm over "gold-plated" airships cooled as well. The two Devil Rays are highly capable warships nonetheless, and are completing their testing period.

The hin pirates are turned over to Thyatian authorities in Terentias, where they are tried and ultimately sentenced to a life of hard labour in the mines of inland Thyatis, where they will never see the sea again and possibly not even the sun or sky.

The "maiden," Lady Josaca Pelacios, vows revenge against her former captors, and sets herself to fitting out, equipping, and hiring a crew for a privateer of her own. It turns out that most women do not like being held as ship's maidens. Josaca turns her attentions to mastering the art of the cutlass, eventually becoming a skilled swashbuckler.

What the PCs Can Do: Characters might be hired as part of the crew of the Dread Maiden, the ship commanded by Lady Josaca Pelacios.

Ambyrmont 4, AC 1019

Mivosian Finding.

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

Description: Reports reach Polakatsikes that spies working in the region controlled by Mivosia have discovered old Milenian ruins. It is currently being explored by Mivosian adventurers. Governor Wolfgang Stemmel orders more spies into the region to gather more information about the ruins and what can be found there. (See Fe. 14.)

What This Means: One of the Mivosian patrols north of Deletria found the remnants of a big Milenian city. The high grasses made it difficult to assess the size of the ruins but they are thought to be extensive.

What the PCs Can Do: DMs are free to place as many ruins in the region as they wish, since the area in question is not close to present-day trails. Any danger can be encountered, not counting the Mivosian agents crawling around the ruins to guard it from other potential lurkers. Tensions might rise in the region, especially if the PCs get caught. Mivosian PCs can participate in the exploration, or they can protect the site from Heldannic spies or monsters.

Ambyrmont 5, AC 1019

More Death in Oil Country.

Location: Town of Norfen, Republic of Darokin. OW

Description: A prospector comes across an oddly silent camp while en route to his own claim. Curious, he investigates the site, only to find that the occupants have all been killed! Word of the deed spreads like wildfire, and once again many people in Norfen are alarmed at what is happening to their part of the country. Before long, rumours of all sorts are circulating: some people say the victims were killed by rival prospectors, and others say the criminal gangs are behind it all. (See Fy. 20, Fy. 22.)

What This Means: The explanation for the killings is far simpler than many locals would think. The prospectors had ventured too close to the nest of a dwindling tribe of lizard men, whose habitat has been shrinking rapidly due to the drying of the Malpheggi Swamp. The locals are unaware of the lizard men, but the tribe has been watching the humans for decades, ensuring that no one discovered their nest or sacred grounds those who did "disappeared." With the recent oil boom, more humans are venturing deeper into the swamp, and the lizard man tribe feels that it will soon have to fight to survive.

What the PCs Can Do: Should the PCs investigate, they should be able to figure out what really happened, and possibly make contact with the lizard men. The question is, what do they do? If the PCs tell the town about the lizard men, they, or other adventuring parties, will be asked to hunt down the creatures and make the area safe. If they do not tell anyone, they may be able to help the lizard men find a new home, farther away from the town. Or, they may come up with an entirely different solution to this moral dilemma.

Damage Report.

Location: Tower of Zynillith, Kingdom of Blackheart, Floating Continent of Alphatia, Alphatian Empire. HW

Description: Lady Polint has finished her inspection of the air-conditioning enchantments, and she believes that she can fix the problem. It will consume time and money though. (See Fy. 24, Fy. 27; Am. 26, Am. 27.)

What This Means: Polint thinks that the necessary time and money will be lower than the costs for a totally new ship. It is to be hoped that she is right.

Terari Reports.

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

Description: In a closed meeting with the Naycese Council, Master Terari delivers his official report on the expeditions, the undead, and the Phylactery of Agmas. He explains that the parchments recovered from undead forces had revealed their interest in a reclusive mage living in the Kingdom of Turmoil, on Bellissaria. That mage was considered an expert in the field of magical items, boasting a sizeable collection of her own. The undead probably saw her as a means of discovering the location of the phylactery, perhaps believing that she might even have the item in her collection.

The mage was aware of the phylactery, though she knew nothing of its power and function. She was intent upon studying the item, but found that it had been confiscated by the imperial throne as a danger to the empire. Randel mages had stored the item within a secured facility designed to house magical items judged to be too dangerous to be privately owned.

Terari states that the exact whereabouts of this secured facility is unknown, except that it was located within the Kingdom of Randel. He adds that the facility's defences were impressive, even by pre-war standards, being designed to counter any concerted attack from a body of archmages. Terari suggests that the phylactery be left where it is, suggesting that the facility is more secure than anything that Nayce currently has. Likewise, there is the potential for great danger should any other items stored there ever be removed.

In attendance, King Verothrics of Veroth confirms the existence of the facilities, referring to them as the Nogryn Vaults. He explains that if the Phylactery of Agmas was placed there, it should remain undisturbed. He agrees with Terari's view that the Nogryn Vaults should be considered far more secure than any facility that Nayce currently has or can afford to construct. Karszamon also assents, stating that if the Alphatian Empire saw the phylactery as dangerous enough to warrant such extravagant storage, then Nayce should respect that. However, he adds that such a facility should be used by Nayce.

The Naycese Council agrees to leave the Nogryn Vaults alone, at least for the time being. (See Fe. 26, Fy. 18; Sv. 4.)

What This Means: Terari omitted to mention the identity of the mage and two children, which could have exposed him as the former Emperor Tylion IV. He is uncertain what type of reaction a revelation of his true identity, much less that there are two previously unknown heirs to the imperial throne living in Turmoil, would bring.

As Tylion IV, Terari knew of the Nogryn Vaults, and had several items confiscated and placed there during his reign. As such, he knows the potential dangers held within. However, in his identity as Terari, there is no plausible reason why he would have any in-depth knowledge of the vaults, including its defences and exact location; thus, he had to maintain the charade. Terari was hoping that Verothrics would be able offer more information. However, the former King of Randel knows very little about the facility, as he had little need to know the exact workings of the place.

In addition to his stated reasons, Karszamon's support for leaving the Nogryn Vaults alone comes from the apparent mystery surrounding the place. He feels that Verothrics either does not know how to access the facility, or thinks that the potential danger is not worth it. Otherwise, Karszamon feels that Verothrics would have taken advantage of the facility already.

In Floresque.

Location: Town of Floresque, Merry Pirates Seas. HW

Description: The Defiant enters the harbour and leaves it immediately. Nobody leaves the ship, and nothing unusual happens. (See Am. 2, Am. 3; Am. 7, Am. 10.)

What This Means: Captain Hawthorne has to enter the harbour, but he has no business here, and so he left as soon as possible.

Ambyrmont 6, AC 1019

Blue Dragon over Our Heads.

Location: Western Sind Desert. OW

Description: The Heldannic party spots great flashes of light in the pre-dawn hours, and then hears a loud and slow flapping sound above their heads. They see a wounded blue dragon flying over them and being struck by a lance of magic energy. The dragon plummets to the dunes below where it lands heavily. The party decides to investigate. (See Fy. 23, Fy. 24; Am. 9, Am. 12.)

What This Means: A party of adventurers has embarked on a journey that has led them to this region to face Hithaegir, a large blue dragon. What the PCs spotted was the battle, during which the dragon was badly wounded and finally fled to his lair to lick his wounds. Some members of the party could have survived their encounter with the dragon (the mage who cast the lance energy spell for example) but many are badly wounded, and must be tended to after two of the dragon's lightning breaths were unleashed upon them.

The dragon has a decent hoard (type H x2), comprised mainly of gold pieces. Some magical items could also be present but the remaining members of the group who ambushed the dragon would not easily relinquish their hard-earned share of the hoard.

Some surviving members or followers can be hired to accompany the Heldannic party in its mission, but then the group has an increased chance (+3% per new member) of having a random encounter every day due to their lack of silence and secrecy.

What the PCs Can Do: The Heldannic party can be the group that challenges the dragon and has to face its wrath (yet it would be best in that case to have more members in the party, or to lower the power of the dragon). If they succeed, they can try to find the dragon hoard. There is very little chance that the dragon can be tamed or subdued; he would rather flee. If the dragon does flee, the PCs can try to find his lair, which is located less than a mile away, and try to get rid of him once and for all.

In the unlikely event of the PCs subduing the dragon, they can ask him to serve as a flying mount, thus making their travel much faster to the oasis. Yet their chance of entering the oasis secretly would be nil.

Goblins Raid Darokin!

Location: Village of Reedle, Republic of Darokin. OW

Description: The normally quiet village of Reedle erupts in panic as a large group of goblins, riding dire wolves, sweeps down from the hills in the pre-dawn hours and proceeds to wreak havoc. Many shops, as well as the homes of prominent villagers, are looted and burned. The raiders escape within an hour, bearing a considerable amount of loot, and flee to the safety of the mountains. (See Fe. 21, Fy. 17; Am. 27, Sv. 21.)

What This Means: The goblins who mounted such a successful campaign in Thyatis have turned their attention to southeastern Darokin, where they expect easy pickings. Secure in their mountain strongholds, which they have managed to conceal from the Thyatian army, they have long kept watch over this part of Darokin, with its relatively unguarded villages, and its rich trade routes. Now that Thyatis is closed to them for the time being, they will mount a similar campaign in the region south and east of Selenica.

The people of Reedle are utterly shocked that such an attack was made on their village. Until now, humanoids rarely came near Reedle, preferring instead to attack merchant caravans on unprotected stretches of road further west. Even so, the fact that the goblins were well organised will not escape notice. Over the coming days, reports of similar attacks against other villages in the region, as well as isolated farms, will cause growing concern.

What the PCs Can Do: This event is intended to be a campaign hook to get Darokinian PCs involved, but the PCs could also just be passing through the area. The PCs could be in Reedle when the raid occurs, in which case they could force the goblins to retreat much earlier than they would otherwise.

Ambyrmont 7, AC 1019

Accusations against Ystran House.

Location: Cities of Akesoli and Darokin, Republic of Darokin. OW

Description: Umbarth House presents its accusation against Ystran House over what happened in Atruaghin lands. Umbarth House suspects that another great house, maybe Franich or Toney, was supporting Ystran House, but unfortunately cannot prove anything. The Darokinian Council fines Ystran House in the amount of 50,000 daros for "illegal international activities." The punishment is significantly less than what Umbarth House demanded, strengthening the suspicion of another great house's involvement. (See Fy. 2, Fy. 8.)

What This Means: The great house that is behind Ystran activities managed to persuade or bribe the other houses to impose only a minor penalty on its ally. Umbarth House will continue to investigate to discover who was behind the incident, and will continue to watch for the rival Akesoli house.

What the PCs Can Do: If the PCs are Umbarth House agents, they should try to discover which is the house allied with the Ystran, maybe dogging Arius Ystran, the head of the house.

Church and State.

Location: City of Mirros, Kingdom of Karameikos. OW

Description: Lord Korrigan is interrupted by an insistent Patriarch Sherlane Halaran, of the Church of Karameikos, requesting an audience. Halaran requests that the church be allowed to send priests along with the rumoured construction expedition to Sulescu. Lord Korrigan is hesitant, insisting that no construction plans have been set as of yet. He explains that one does not simply lay a road down: such a project requires planning and surveying. Undaunted, Halaran insists that clerics accompany any engineering expeditions into the west, especially to Sulescu. Lord Korrigan obliges, at least in theory, though he stresses that subtlety is needed when dealing with the western peoples. He ends the meeting stating that any clerics accompanying such an expedition will have to adhere to strict guidelines in their conduct. Halaran agrees, insisting that he would only put his best clerics on it, ones that would use some common sense in the matter. (See Am. 3; Sv. 11, Ei. 14.)

What This Means: Rumour of the planned road to Sulescu has leaked out, even though it is only a project on paper. The Church of Karameikos has a strong desire to spread its faith into the west. The imposition, real or perceived, of the Church of Karameikos upon the western Traladarans is not a prospect that Lord Korrigan relishes. Besides, the Church of Karameikos has recently been embroiled in secular fighting between passive and more aggressive members. An overly ambitious cleric could turn this into a political and domestic mess. If the Church of Karameikos were not so influential, Lord Korrigan would have forbidden the effort entirely. Instead, he has given it partial approval, but with an understanding that caution and respect for the Traladarans be adhered to.

Pursuers in Floresque.

Location: Town of Floresque, Merry Pirates Seas. HW

Description: The Hurricane and the Fast Food arrive and leave within mere hours of each other. (See Am. 3, Am. 5; Am. 10, Am. 12.)

What This Means: The distance has not yet significantly decreased between the Defiant and its main competitors.

Flames of Rebellion Quenched.

Location: Forested hills east of City of Az'Azhat, Carnifex Empire, Valley of Lions. DV

Description: Without warning, a large gathering of Hrissopolian rebels is attacked by a larger force of troglodytes, who seem to appear out of nowhere. Although caught by surprise, the rebels rally quickly, but are nonetheless cut down by superior numbers, and by their enemies' paralysing scent attacks. Several rebels manage to fight their way to their corralled ponies, and ride to freedom. (See Ya. 11, Fe. 13.)

What This Means: A botched raid a few days earlier yielded a rebel prisoner who knew about the gathering that was to take place today. After a few hours of not-so-gentle persuasion, he told his captors everything they needed to know, which allowed the Carnifex to send roughly 150 troglodyte warriors to this location, in advance of the meeting. Troglodytes are known for their ability to blend in with their surroundings, which, although it does not make them invisible, allows them to sneak up on opponents and ambush them. This is what they managed to do here. The rebels, many of whom were once soldiers, were still disciplined, and thus were able to overcome their surprise fairly quickly, and inflict quite a few casualties of their own.

Although this attack has managed to wipe out most of the rebels, enough of them escaped to spread the word to those rebel bands who did not attend the gathering. Over the next few days, the remaining rebels will flee the valley and head for Ilioloosti, where, they hope, some form of aid can be obtained.

If King Katamvos is still alive, he will lead a spirited counterattack, and then instruct his soldiers to regroup and follow him to Ilioloosti to seek help.

What the PCs Can Do: If the PCs have been working with the rebels, they could be at this gathering when it is attacked, in which case they will have a tough fight. Depending on what the PCs do, they might be able to defeat the troglodytes. If they do so, many rebel lives will be saved, and the Carnifex advance will be delayed.

Ambyrmont 8, AC 1019

Emerondian Help Sought.

Location: City of Izmira, Kingdom of Emerond, Jungle Coast. DV

Description: Envoys dispatched by the Thyatian Empire arrive in the city of Izmira under escort, and seek out representatives of King Jerem Rhody, in the hopes of securing official assistance in fighting the Scarlet Death. They make their case to the officials who meet them outside the king's residence, who then assure the visitors that their request, and its urgency, will be carried to the king. In the meantime, they are to stay at the residence of Cirus Bovas, the Thyatian ambassador to Emerond. (See Fy. 3, Fy. 4; Am. 10, Sv. 2.)

What This Means: The Empire of Thyatis and the Kingdom of Emerond signed a treaty of friendship and cultural cooperation a few years ago [AC 1016. Ed.], and thus, when they were met at the Emerondian border, they were allowed to enter the kingdom once their purpose was made plain. It also helped that a message was sent to Cirus once the messengers embarked on their journey, to inform him of what was happening.

What the PCs Can Do: The PCs could be the messengers sent to contact the Emerondians.

Atzanteotl Answers.

Location: City of Rafielton, Colony of Aengmor, Shadow Elves' Territories. OW

Description: The Church of Atzanteotl hits the very centre of Rafielton during the night to avenge the assault against its followers of two months before. Clerics, wizards and warriors of the church attack Princess Tanadaleyo's palace, slaying servants and guards alike. To cause even more havoc, some wizards target nearby buildings with fireballs and other destructive magics. After heavy fighting, and the participation of Princess Tanadaleyo herself, the followers of Atzanteotl are defeated, but most of them escape with gates and by using teleport spells. Dozens of shadow and fair elves are among the dead. (See Kl. 11, Fe. 2; Ei. 16, Ei. 22.)

What This Means: Despite the destruction caused, this is more an act of desperation by the Church of Atzanteotl: contrary to its usual conduct, the cult acted openly, thus uniting even more shadow and fair elves against it.

What the PCs Can Do: The PCs could help defend the palace of Rafielton against the assault, or try to magically track the followers of Atzanteotl to their last hideout. Or they could even be misguided Alfheim Avengers still fighting for the wrong side.

Ambyrmont 9, AC 1019

(Ambushing Those) Ambushing the Ambushers.

Location: Thyatian Hinterlands, Thyatian Empire. DV

Description: After a couple of unsuccessful raids, the Crimson Guard tries another strike against the Thratian resistance. Oddly, it seems that the Thyatians haven't learned much from past defeats. Once again, it seems like the fight will go the Thratian way, but within moments several shimmering, iridescent gates iris open over the battle. Through them fly two powerful gold dragons and several Thyatian adventurers including the Mistress of the Order of the Crimson Guard. The Nightstalkers find themselves unable to teleport away from the ambush, but fight back fiercely. They are outmatched in this battle, however. While a few fight to the bitter end, the rest surrender. (See Fe. 14, Fy. 21; Ei. 28, Ka. 27.)

What This Means: After the first success, the Nightstalkers managed twice more to surprise and defeat the Thyatian raiders. However, after the first defeat, the Thyatians had begun to think of a new strategy. The last Thratian victory was really a test by the Crimson Guard to study the best way to defeat the Nightstalkers' ambushing parties. The Nightstalkers were too inebriated by their recent successes to suspect anything, and change their fighting strategy enough to counter the Thyatian surprise attack: tonight, the hunter was the hunted.

The surviving Nightstalkers are taken to the Fortress-Estate of Anthusa in the centre of the Isle of Dread. They are treated cordially, almost as guests of a gracious and charming hostess, but are nonetheless kept as prisoners. Lady-Knight Vivianna Romanones will try to persuade them of the greatness of the empire, its civilisation, and the benefits of supporting it. Romanones keeps current with academic developments and is aware of the common background of the Thyatians and Thratians and will play on that in her efforts to convince the Nightstalkers that the Thratians' future is with the empire. The Thratians are akin to the Kerendans, she will argue, in being a "Thyatian tribe," and should join in upholding the imperium of the Thyatian people. She will not use magic to compel them, but attempts to brainwash them nonetheless.

For the Hinterlands as a whole, this battle is a blow to the morale of the Thratians. The Thyatians will make sure that word of it gets out, through the songs of bards, throughout the region, presenting the order as heroes and the Nightstalkers as noble but misguided failures. Because Thyatian attacks against them will continue, Thratian resistance bands will begin to dig and tunnel, burrowing their enclaves under the earth, "living as little better than orcs or goblins" in the view of one of their clan leaders. Even these underground bases will not be entirely safe, however, if the Thyatians discover them.

What the PCs Can Do: A rescue attempt to the Isle of Dread is in order. Characters might find a smooth tongue more likely to help them win than a swift sword or spell. Getting to the centre of the island and crossing the lake to Anthusa will be a challenge not just to Thratian PCs, but for anyone interested in putting an end to the increasingly pointless fighting between the Thratians and the Thyatians. They will find the inhabitants of the Isle of Dread unwelcoming to intruders and highly stubborn. But they, unlike many Thyatians, value integrity and will honour any deal they strike with the characters. Those who succeed might negotiate the release of the remaining Nightstalkers (and other captive Thratians), and find a powerful ally to advocate a peace settlement in the imperial court at Thyatis City, especially once she learns of the historical bond between the Thyatians and the Thratians. Though this will not succeed in driving the Thyatians from Davania something that Romanones would not support it may serve the Thratian people better than further fighting would.

The Oasis.

Location: Oasis in central Sind Desert. OW

Description: The Heldannic party searching for Bertolucius finds its way to the most central oasis of the Sind Desert. There they rest and book a tent. They soon subtly inquire about the convoy they seek. (See Fy. 24, Am. 6; Am. 12, Am. 19.)

What This Means: There is no way the convoy did not pass through the oasis. So the Heldannic party is convinced that with a little bit of intelligence and some blackmail (the gold found in the dragon lair could help), they should be able to get the information they need.

What the PCs Can Do: Good time to role-play. The Master and many other nasty local tribal chiefs would not look kindly upon a party of Heldannic people in the middle of their territory asking questions.

Fortification Plans for the North.

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

Description: Governor Wolfgang Stemmel orders the construction of a series of towers to guard the trails leading to Pyris. He wants the fallen city to remain a guarded secret though, so he publicly announces that those towers are to be built to repel any possible threats coming from the north. The towers will be located so far from Polakatsikes that it is deemed convenient to found a small village nearby to allow the watch post to be self-sufficient. If existing ruins are discovered that are judged fit for the purpose, they could be restored.

As for Tyrnae, which declared its independence, it is agreed that forts could be built on its territory to watch the Mivosian-held territories to the west. These forts will be manned for a period of five years by Heldannic soldiers, after which Tyrnaean soldiers will take them over.

Parthenaeum also asks for assistance in the construction of forts guarding its northern border with Mivosia. (See Fy. 8, Fy. 12; Am. 27, Sv. 25

What This Means: In the northwest, the towers will be left on their own and be commanded by the most troublesome yet promising officers, provided that they fulfil their mission and keep anyone out of the valleys leading north.

Tyrnae agreed to militarily cooperate with the Heldannic Knights. The knights will train Tyrnaeans in modern warfare tactics, and, in the meantime, they will be assisted in their watch duty. The same goes for Parthenaeum, which asked for assistance since Mivosia is a very close neighbour.

What the PCs Can Do: As always in this case, the area should be secured of any possible monster threat.

Delaying Tactics.

Location: Jarldom of Vastergard, Kingdom of Soderfjord. OW

Description: For the past few days, the borders of the Jarldom of Vastergard have been simmering with tension warriors on both sides have waited for a signal to attack. Today, open fighting finally breaks out.

The warriors of the Mordenic coalition attack in a conventional manner, trying to engage the enemy in battle and push towards Hoskuld's clan seat at Rollag. The Vastergarder warriors, on the other hand, avoid open battle and instead engage in quick, sharp skirmishes and raids. The Vastergardic tactics, though they don't cause much damage, are quite effective in slowing down the enemy advance. (See Am. 3; Am. 16.)

What This Means: Hoskuld knows that his vassals would be badly outnumbered in any conventional battle, and so is playing for time instead. Every day that he can avoid a straight-up fight is one more day for his spies and agents to foster chaos in the enemy ranks.

What the PCs Can Do: If the PCs are fighting on the side of the Mordener troops, they will likely be far more effective in intercepting the Vastergarder raiding parties than common soldiers. However, the Vastergarder troops are just too spread out for the PCs to do more than blunt the raids' impact.

Ambyrmont 10, AC 1019

Famine Strikes Gunjab, Averted in Nagpuri.

Location: Mumlykets of Gunjab and Nagpuri, Kingdom of Sind. OW

Description: In mountainous Gunjab, the few crops grown in the little arable land fail completely. Together with the loss of livestock due to landslides, the Gunjabi people are starving. Maharajah Sarojun Sur turns to Sayr Ulan for relief, but also seeks help from other quarters.

Meanwhile, in Nagpuri, a similar occurrence of failing crops ends differently. Rajah Almiron Kalkiin has supplemented the food supply with a fresh crop of magical rice and wheat from Jaibul, growing fast enough in time for the harvest. He has also arranged for a delivery of foodstuffs from Darokin, arriving just in time to stave off the famine. (See Kl. 18, Fe. 14; Am. 14.)

What This Means: The famine is a natural consequence of the destruction brought about by the horde that ravaged western Sind earlier in the year. The magical nature of the creatures from the Plane of Earth has disrupted the fertility of the soil, not just for this harvest, but also for the next few years. Famine may strike again next year if the Sindhi people do not realise this.

What the PCs Can Do: Maharajah Sarojun Sur will be in need of envoys and diplomats for Gunjab, who will travel to Sayr Ulan, other mumlykets, Jaibul, or even to Darokin and Glantri. Guards for caravans and merchants delivering food supplies will also be in demand, since the occurrence of theft and looting will rise in this time of famine.

In both Nagpuri and Gunjab, sages and experts (whether mundane, magical, or divine) on the matters of agriculture and earth lore may also find their expertise called into service.

An Answer Sought... and Found?

Location: City of Izmira, Kingdom of Emerond, Jungle Coast. DV

Description: After more than a day of waiting, the Thyatian messengers, and Cirus Bovas, are summoned by representatives of King Jerem Rhody. They are met at the palace by a small group of Emerondian druids, who, along with the officials, escort the foreigners into the main audience chamber, where King Jerem waits.

After cordial greetings are exchanged, Jerem bids the senior druid to present what has been discovered. The older Emerondian, Pikkolu, then explains how he and his circle contacted the Forest, the Land, and the Sun, and asked them what sort of plague might strike the land and its inhabitants in the manner described, since there were no records of such an event happening before. They were told that the source of the plague was located near "a vast stretch of bogs and swamps, in a forgotten home of the forest's children," and that "only when what is wrong is set right, shall the corruption cease, and subside."

Realizing that this is all the information that they are likely to get, the messengers, and the ambassador, thank Pikkolu and the druids for their help, and the king for his aid, before they depart. (See Fy. 4, Am. 8; Sv. 2.)

What This Means: Although the Emerondians do not wish to have anything to do with the outside world if they can help it, they do realise that anything affecting the Hinterlands might eventually come to their lands, as well. Even setting their treaty of friendship aside, there are plenty of reasons for the Emerondians to cooperate.

What the PCs Can Do: The most obvious thing for the PCs to do here is to be the messenger party that travels to Emerond to obtain this information. Although Thyatis and Emerond are at peace, the surrounding lands are not; any number of wilderness encounters can be staged on the PCs' journey back home.

Tsingtaoin Floresque.

Location: Town of Floresque, Merry Pirates Seas. HW

Description: The damaged Tsingtao limps into the harbour. Captain Liu orders some repairs. (See Am. 5, Am. 7; Am. 12, Am. 12.)

What This Means: The damage sustained in the fog has taken its toll.

Ambyrmont 12, AC 1019

The Wizard and the Shadow.

Location: City of Darokin, Republic of Darokin. OW

Description: Upon returning to Darokin City, Millington Vonaday arranges for the wizard Graylock to meet with Dawn Henry, better known as the thief Shadow. Convincing the authorities to allow him to meet her alone was not easy, but by explaining that taking the wizard's advice might be the only way to end the Itheldown curse, he was able to grant Graylock his request. Little is known of the meeting, but Graylock calmly leaves it without an expression on his face and without uttering a word. Shadow, however, is positively white with shock when Millington meets her afterwards. She refuses to discuss what they talked about, however, since she promised not to. When Millington presses the matter, she bursts into tears and merely says that she cannot betray his trust again...

Millington then seeks out Graylock to learn about the meeting. The wizard merely tells him that he must arrange for Dawn Henry's release and then let her go away with the wizard. Losing patience, he angrily demands an explanation before he will consider bringing such a drastic proposal to his superiors. The wizard impatiently replies that he has no time for debate, then reminds Millington that he sought out the wizard's aid, not the other way around. This is unacceptable to Millington, who wants to know where the wizard intends to take the thief. Graylock merely comments that they will, of course, go to Itheldown Island. Shocked, Millington denies the request. Graylock persists, however, and tells him that this is what the prophecy he learned on Honour Island states must be done, and surely he believes that more than anybody, having found the prophecy himself. Even so, Millington remains sceptical and would like to understand what is going on, as he fully intends to join any such expedition. The wizard merely and comments that he is merely a priest with a passing interest in the Itheldown curse as a hobby, with no other duty or interest in the matter. He should leave the matter alone now, rather than risk his life. Millington is infuriated by Graylock's superior attitude and informs him that he is very mistaken if he thinks Millington will just stand by and watch while Darokin faces trouble from Itheldown Island. If there is something he can do to resolve the current situation, then he wants to be involved. He then continues with a tirade where he chides Graylock for being resentful of Immortals and suspicious of other people under his secretive and yet exceedingly charismatic surface, all the while alienating any potential friend or ally he might find during these trying times. If Graylock wants Millington's cooperation, then he must return the favour and treat him as an equal.

The wizard has a smug smile on his face for a minute, then comments that he thinks he has finally seen the priest's real face for the first time. He promises to explain further, but still asks Millington to trust his motives for now and do as he asks, as there is little time to waste. He does agree to let Millington go with him and Shadow, if Millington can get permission for Shadow to be released. Finally Millington asks the wizard if he is the wizard called "Dusk" that he has been looking for. Graylock merely smiles knowingly and tells him to give his regards to Rezak Xygar the next time he sees him. (See Fy. 18, Am. 1; Am. 15, Am. 19.)

What This Means: Between the recent events concerning the Trimark in Akorros and the burning of Bronsdale, the authorities of Darokin are now fast becoming aware that the problems coming from Lake Amsorak are not going to just go away and may even get worse if they don't do something about it. Since previous attempts to investigate the matter have met with the utter disappearance and presumed death of the investigators, Millington's pursuit of the Itheldown curse seems to be the best and perhaps only resolution. Therefore they agree to his proposal to allow the wizard to see the captured thief. They are unlikely to respond as positively to Graylock's latest demand, though.

Though the relationship between Graylock and Shadow is unclear, Millington is now convinced that Graylock is indeed the mysterious "Dusk," who was once the apprentice of Rezak Xygar. His assumption is correct, though Graylock didn't actually admit it just yet, and so the part of the prophecy about uniting dawn and dusk has now come to pass. What the consequences of that meeting are remains unknown, however.

Secret Meetings and Public Announcements.

Location: City of Abbashan, Emirate of Abbashan, Emirates of Ylaruam. OW

Description: Khalid has been out of the public eye for several weeks, as Sultan Hassam sent Khalid to Tameronikas to talk quietly with the Preceptor Faction. Khalid was to give the message that the sultan has listened to the sounds of the desert, and times have changed. He can no longer attack another believer, and has asked for the Emir of Tameronikas to be his adviser in Abbashan. The announcement was made at a match of polo, a game brought back from periods of friendship with faraway Hule. Khalid will step down and become part of the faculty at the new University of Tameronikas. (See Va. 11, Fl. 25; Sv. 22, Ka. 5.)

What This Means: Khalid has been working very hard with the Kin Faction to stop its petty quarrels with its own people. With Mujibur bringing a host of many new cultures that are also believers, the Kin were forced into acceptance. The cooperation between the emir and the sultan will be a large boon to the efforts of both Khalid and Mujibur. Yet it is also an uneasy alliance. Both sides know how the 1,001 Tales Told have affected the populace, and both are afraid that, if they do not adhere, a new emir will be installed; either Mujibur with control of a vast army or Khalid "Tale Teller" in control of the ministries and viziers. Thus, Tameronikas will remain semi-independent and a bastion of openness to the outside world, but must pay tribute to the universities of Ylaruam and Abbashan and provide scholars to exchange between the three major universities of Ylaruam, Abbashan, and the newly installed University of Tameronikas. As word gets out, Emperor Eusebius will react unfavourably, as this means that the buffer state he cunningly created on his border is mostly reintegrated into the emirates. He will, however, seek to devise counter-measures, and find ways to turn the situation to his advantage over the longer term.

What the PCs Can Do: Weeks prior to the meetings, PCs can be asked to help guard a disguised Khalid into Tameronikas, as Khalid would want to know how the populace feels toward a unified Ylaruam. Thyatian spies may not like these talks, and may hire PCs to delay or stop them.

Leaving the Oasis.

Location: Oasis in central Sind Desert. OW

Description: The Heldannic party has gathered sufficient information about the direction and goals of the convoy that supposedly holds Bertolucius. They are now convinced that the convoy is heading toward Jaibul, a place well known for suffering and slave trading. Alatia's sleep is disturbed by nightmares where she sees herself battling against a familiar cloaked male figure whom she cannot identity, surrounded by high walls of flame and a high and spiked minaret in the background.

In the morning the party buys some camels and extra water supplies and heads southeast toward Jaibul. (See Am. 6, Am. 9; Am. 19, Am. 21.)

What This Means: It was not hard to find information about the convoy, but it is possible the Heldannic party has attracted the attention of some spies. During the three days they stay in the oasis, many things can happen.

The dream is a premonition that some danger might be close to them, even within the party itself.

What the PCs Can Do: Any kind of side adventure is possible as long as it does not attract too much attention to the party.

Alphatians Are Let Go.

Location: City of Mirros, Kingdom of Karameikos. OW

Description: After a long stay at the Foreign Quarter, the Alphatians are escorted by the Guard Phorsis to the harbour, where they embark onto several ships. (See Fy. 1, Fy. 13; Sv. 9.)

What This Means: The extended stay in Mirros allowed the Alphatians to arrange for passage aboard various ships, mostly Thyatian and Minrothaddan. The search for loot taken from the Karameikan School of Magecraft is largely fruitless, as many wizards had already teleported themselves and their most valuable possessions to their new estates, and were not to be found among those who had to travel mundanely. To the Alphatians, the Karameikans are lucky that they did not relocate the entire school which they built as well! As for state secrets, it is impossible to effectively search three thousand persons. The Alphatians are accompanied to their ships because the king still fears them turning into marauders inside the city.

Tsingtao Leaves Floresque.

Location: Town of Floresque, Merry Pirates Seas. HW

Description: The Tsingtao sets sail again. The repairs took much longer to complete than originally anticipated, and she cannot be expected to win the race. Captain Liu continues nevertheless. (See Am. 7, Am. 10; Am. 12, Am. 13.)

What This Means: The Tsingtao is in the race once more, but most likely it is too late.

The Ride of the Horsemen.

Location: Villages of Blauendorf and Schwarzberg, Territory of Heldann, Heldannic Empire. OW

Description: As hostilities continue across southern Heldann, news reaches both factions of a series of raids along the southern frontier with Ethengar. The villages of Schwarzberg and Blauendorf, both of which lie close to the border, are hit particularly hard by sizeable groups of horsemen. (See Fy. 12, Am. 2; Am. 24, Am. 26.)

What This Means: The northern khans of Ethengar, Huaji Khan of the Kaeruts and Hulagu Khan of the Uighurs [who forged an informal alliance in AC 1016. Ed.], have been watching events in Heldann closely over the past year, and have decided to increase their raiding activity to take advantage of the situation. Beforehand, forces loyal to Ordensgeneral Heinrich Straßenburger and Ordensmeisterin Anna von Hendriks were spread across the interior in sufficiently large numbers that anything more than low-level raiding might attract unwanted attention possibly leading to a united punitive assault on northern Ethengar itself. Now, however, Straßenburger's forces have withdrawn to a handful of strongholds, and Anna's armies have directed their attention to eliminating them. This has left large sections of southern Heldann relatively open to raiding.

Straßenburger will ignore the news when he receives it many of the areas struck had pledged allegiance to his enemy, after all and instead focus on taking advantage of any change in Anna's tactics as a result. For her part, Anna will dispatch small groups of veteran soldiers to hunt down the raiders, and provide aid where it is needed. Needless to say, this will force Anna to spread her military strength around more thinly, and thus slow her advance. In the meantime, the Ethengars will ride about southern Heldann with a fair degree of impunity, terrorising villagers up the coast as far as Klagen, and even raiding the area around the fortified town of Thurgau.

What the PCs Can Do: PCs in Anna's service are prime candidates for any hunting parties. If they are selected, they will have to track down the raiders (who are scattered in many small groups), and either eliminate them, or chase them out. Either way, they are likely in for a few tough fights.

In Puerto Morillos.

Location: Town of Puerto Morillos, Merry Pirates Seas. HW

Description: The Defiant enters the harbour and leaves it. Again, nothing unusual happens. (See Am. 10, Am. 12; Am. 13, Am. 16.)

What This Means: Captain Hawthorne has to enter the harbour, but he has no business here, and so left as soon as possible to maintain his lead.

Ambyrmont 13, AC 1019

Reward Time.

Location: Meghalese Nomad Lands, Meghala Kimata Plains. DV

Description: The nomads receive the aid of a party of high-level clerics to help them locate water and dig wells in their new lands. Their main settlement will be a town called Jalâlâbâd, on the border of the desert. The town will be made of cave dwellings, dug in the high cliffs of red sandstone.

In a great ceremony, Father Sigmund blesses the new town of Jalâlâbâd in the name of Vanya and pours some holy water on the ground. (See Fe. 8, Fe. 14; Am. 16, Ei. 18.)

What This Means: This was one of the concessions obtained by the Meghalese nomads for guarding the desert border. The Heldannic Knights dispatched Father Sigmund, who had already established friendly relations with the Meghalese nomads during the war, to the region, as well as a group of gnomes.

The gnomes are to help dig the cave dwellings. Father Sigmund will remain there as an ambassador of the Heldannic Knights. Unknown to many, he secretly poured water from the Well of the Moon instead of normal sacred water. Miracles will soon occur around the site and will be attributed to Vanya's blessing, thus enhancing Her influence in the region among the nomads.

What the PCs Can Do: Good opportunities to meet different people. Some local threats could be dealt with too. PCs might be part of the diplomatic corps or simply be soldiers responsible for protecting them.

Pursuers in Puerto Morillos.

Location: Town of Puerto Morillos, Merry Pirates Seas. HW

Description: The Hurricane and the Fast Food arrive and leave within mere hours of each other. (See Am. 10, Am. 12; Am. 16, Am. 19.)

What This Means: The two ships are trying to catch up with the Defiant, and have managed to reduce Captain Hawthorne's lead down to one day.

Ambyrmont 14, AC 1019

Martial Arts University.

Location: Celestial Domains, Exarchate of Ochalea, Thyatian Empire. SD

Description: The Royal Office of Cultural Conservation awards the Order of Perpetual Harmony an enormous grant of land in the south for the creation of a university under the direction of the order. (See Fe. 26; Sv. 1, Ei. 3.)

What This Means: The demonstration of the martial skills of the order's monks has been successful in gaining the bureaucracy's favours. The exarch hopes to sway the fears of the powerful priestly class, which has been beset by the changes occurring in the Ochalean society, and also to diffuse the secrets of martial arts.

Gareth Feeds the Hungry.

Location: Mumlyket of Gunjab, Kingdom of Sind. OW

Description: In the aftermath of the horde and the resulting famine, the followers of Gareth once more visit Raneshwar, this time bringing clerical aid and nourishment to the hungry and malnourished. They are welcomed with warmth and gratitude by most everyone of the Gunjabi, from the most exalted Maharajah Sarojun Sur to the lowliest of the nantyaj (untouchables), save for the glaring exception of the priests of the rishiya caste. (See Fl. 28, Am. 10.)

What This Means: Since the horde first came to Gunjab, the rishiyas adamantly maintained that the elemental creatures are the Sacred Larvae of the Earth Mother. They were outraged that the maharajah and the followers of Gareth tried to tamper with the Sacred Larvae, and now remain indignant that the Gunjabi refuse to accept their karma of suffering and starvation in spite of all the evidence contrary to their religious proclamations.

While the assistance provided by the followers of Gareth will make them more accepted by the general Sindhi people, their actions will only serve to alienate their rivals in the rishiya caste.

Ambyrmont 15, AC 1019

Secrets and Revelations.

Location: City of Darokin, Republic of Darokin. OW

Description: Millington Vonaday brings the mysterious wizard Graylock before Chancellor Corwyn Mauntea. Graylock's demands have been met with disapproval by the senior members of the Merchants' Guild, and yet Graylock has insisted on keeping his secrets to himself, so Millington now has little choice but to bring the wizard before the most powerful man in Darokin. Mauntea is stern in his comments and states that he will demand some exceedingly compelling reasons to just let Shadow go after what she has done. He will also need to know how Graylock expects the group to survive a trip to Itheldown Island when all others who ever went there have apparently perished, and what his association with Shadow is.

Graylock swears Vonaday and Mauntea to secrecy before he finally reveals the truth about himself. Dawn Henry, the thief called Shadow, is actually his sister, and he is indeed the wizard called "Dusk" that was once an apprentice to Rezak Xygar. His real name is Derelin Henry, or rather that is what his sister thinks it is, as she is herself unaware of the truth. Indeed, his real name would actually be Derelin Ithel, as he and his sister are both direct descendants of the Ithel family. Unknown to all, a single member of the Ithel family, the grandson of Henry Ithel, survived the horrors centuries ago when Itheldown Island was cursed. The grandson, Franklin Ithel, was flung into the waters of Lake Amsorak on that fateful night and was picked up by a passing ship days later. The sailors assumed he was a survivor from another ship, and Franklin Ithel never told them otherwise. He changed his last name to Henry after his grandfather to remind himself of the folly of his relative. When he later got married and had a family, only the oldest child would be told the truth, however, and would be sworn to never allow a member of the family to embrace magic and wizardry again for fear of repeating the mistakes of old. Derelin himself disagreed with this and instead sought to end the curse, so although Millington Vonaday has been interested in the Itheldown curse for years, Graylock has actually been focusing toward one day breaking the curse, for decades. It was indeed the very reason why he became a wizard in the first place. When Derelin learned the truth from his father, he was a junior merchant in the Toney House in Akorros. Soon after he discovered that his sister Dawn was strongly involved in the thieves' guild in Akorros, however, and since the matter was getting so bad that that Derelin knew the Merchants' Guild would have to step in, he feared that his secret might be revealed if he became a suspect himself, and so he left his position in Toney House and became an apprentice wizard instead, taking the name "Dusk" as a mockery of his sister's name. Since then he has been adventuring over much of Mystara and even other worlds and planes as he grew in power in preparation for the confrontation with Razrog. During the war with the Master of the Desert Nomads, he aided Darokin's side under several assumed aliases, for example. Naturally he has also been studying the curse for years, which has revealed the truth of Razrog himself and several other details to him. Among other things, he has discovered how Henry Ithel used a mysterious tome of dark magics known only as The Throne of the Dark Arts and a powerful magical item called The Nefatrixis.

Chancellor Mauntea and Millington Vonaday are both stunned by these revelations as Graylock continues his story. When he finishes, Mauntea asks why he thinks they can reach Itheldown Island when nobody else has succeeded. Graylock explains that as members of the Ithel family, he and his sister should be protected by the magics of Henry Ithel once they reach the island, which is why he asked for only the two of them to go. Chancellor Mauntea remains sceptical about letting the thief go, and prompts Graylock and Millington to find a way to use protective magic to allow a group to travel to the cursed island. Graylock protests, but must eventually concede the point, when the chancellor informs him that he will not be able to let Shadow go otherwise. (See Am. 1, Am. 12; Am. 19, Sv. 3.)

What This Means: Graylock has been quite truthful for once, though there are obviously still many details he has not revealed about his adventurous life, as that would be a tale of many days. For example, he calls himself Graylock because he was at one point trapped for years on the world of Oerth and settled near the free city of Greyhawk. He does continue to be silent about some things, but Millington already suspects his disdain for the Immortals. As Graylock sees it, even the more benevolent Immortals have allowed a demon like Razrog to tighten his hold for centuries without doing anything about it or revealing anything to the people of Darokin, while many people have died as a consequence. For that Graylock feels the Immortals have abandoned or failed the mortal lands and shown themselves to be no more divine than any mortal. The Wrath of the Immortals during the Great War has only confirmed the Immortals to be so in his mind. He can accept Them as more powerful beings, but not as being superior or flawless, and he would prefer They all just left the mortals alone, as he feels Their interference causes more damage than good.

Corwyn Mauntea is truly astounded by the news he has learned, and he believes what the charismatic wizard told him. Since Shadow's theft was aimed primarily at himself, he was a major opponent to her release, but now he has to admit to himself that letting her go might serve a greater good. It will take a good deal of persuasion and negotiation to meet Graylock's requests without Mauntea House losing face, but the chancellor is certain that he will eventually succeed for the good of the nation. However, neither the chancellor nor Millington Vonaday noticed that Graylock subtly cast a powerful suggestion spell on them during their meeting to keep them silent about the truth of his past. Circumstances may have forced him to reveal much, but wizards usually take their precautions when revealing their secrets, and Graylock is very much a wizard. Since neither Mauntea nor Vonaday intend to betray his confidence, the spell will actually have little or no effect, but then Graylock couldn't know that.

What the PCs Can Do: The PCs won't be there for Graylock's revelations, and since he has taken steps to keep his secrets, they aren't likely to find out anytime soon. They might begin to learn more clues once they see him with Shadow, who will be hard-pressed to avoid revealing things about their past.

Wedding at Sablestone.

Location: Principality of Sablestone, Principalities of Glantri. OW

Description: Initially set for the early spring last year, the momentous wedding of Sir Dominick Haaskinz, son and heir of Prinz Harald Haaskinz of Sablestone, and the "Flower of Belcadiz," Doña Ysabel de Fedorias, cousin to Princesa Carnelia de Belcadiz y Fedorias, had been postponed because of the tumultuous events last year the Alexander Day Massacre of AC 1017, the siege of Sablestone last Yarthmont (where Dominick nearly lost his life), and Prinz Harald's breakdown this past winter. The wedding has been further delayed by Lady Tereis Haaskinz, Dominick's doting aunt, who insisted on setting the ceremony to the most astrologically favourable date and time.

Thus, a grand wedding is promptly held at dawn on this chilly Ambyrmont day, graced by numerous prominent and powerful personalities of Glantri. The most illustrious of guests are Princess Carnelia of Belcadiz, Prinz Jaggar von Drachenfels of Aalban, and Prince Ralindi Virayana of Krondahar, Harald's student and Dominick's groomsman and formerly Ysabel's lover. Other nobles in attendance include Harald's closest allies, Viscount Gerrid Rientha of Castelbianco and Baroness Danira Voshane of Egorn.

At the wedding feast that follows, a mysterious old wizard arrives and asks for a private audience with Prinz Harald, who is only too willing to leave the boisterous banquet. But the keen elven Princess Carnelia notices and recognises the old man, and word quickly spreads that Le Prince-Magicien Etienne d'Ambreville has arrived to meet with his former protégé! Prinz Harald, however, does not return to the celebration to confirm or deny the rumours. (See Nu. 25, Am. 2; Ei. 28.)

What This Means: Harald Haaskinz is arguably the most powerful Glantrian wizard at the present time, and with the forging of closer ties with Belcadiz, he may become the most influential political force in the principalities as well. The Immortal Rad, Patron of Glantri and the Radiance, took on His original Etienne d'Ambreville persona to remind Harald of this and to warn him of the coming dangers that Glantri faces dangers that Harald, in spite of all his reluctance, must confront and lead the forces of Glantri against!

The nature of these dangers and Harald's mission will be revealed in the days to come...

Ambyrmont 16, AC 1019

In Kota-Jayang.

Location: Town of Kota-Jayang, Merry Pirates Seas. HW

Description: On this very sleep the Defiant, the Hurricane and the Fast Food enter the harbour of Kota-Jayang and leave it. Captain Saviola can see his old rival in the distance, but he does not take the time to do anything special. (See Am. 12, Am. 13; Am. 19, Am. 21.)

What This Means: All ships have made good process, but the participants from the previous races have decreased the distance.

Miracle in Jalâlâbâd.

Location: Future Town of Jalâlâbâd, Meghalese Nomads Lands, Meghala Kimata Plains. DV

Description: The effects of the magical water poured on the barren ground are breathtaking. The camp wakes up in the middle of a luxuriant oasis. The few existing date and palm trees, and other tropical plants, have grown overnight into a mature stand of trees. No one noticed or heard anything during the night. A fountain now springs from the bottom of the cliff. (See Fe. 14, Am. 13; Ei. 18, Ka. 20.)

What This Means: Vanya meddled with the effects of the water, magnifying their intensity to reward the Meghalese nomads for their contribution in the war against the humanoids. She also managed to deepen their sleep when She triggered the growth of the trees in order to get a better effect on them.

What the PCs Can Do: If the PCs are members of the Heldannic diplomatic corps, they can spread the word of Vanya.

The Sails of Ostland.

Location: Jarldoms of Rogaviki and Vandermark, Kingdom of Soderfjord. OW

Description: For the past few weeks, many of the warriors of Rogaviki and Vandermark have been in the southern part of the dominion, waging war against Vastergard. Today, the danger of that move becomes apparent, as pirate vessels from Ostland strike the coast, attacking the undefended fishing villages. (See Am. 9; Am. 22, Sv. 6.)

What This Means: The timing of these raids is not a coincidence, of course. Hoskuld's intrigues alerted the Ostlanders to the possibility of attacking Soderfjord this fall, and made sure their attacks would be concentrated on the domains of his closest enemies, rather than the neutral jarldoms further along the coast.

Underhanded or not, it works. The Jarls of Rogaviki and Vandermark will have to pull some of their warriors back north to protect their lands against future raids.

What the PCs Can Do: No matter how powerful they are, the PCs can only protect one village when the raiders come ashore two, at the most. They can go after the Ostlanders as they sail for home, of course, attacking a few more ships on the open sea but this won't bring back the destroyed villages, or keep their jarls from sending troops north to protect against future attacks.

Ambyrmont 17, AC 1019

Unrest in Ersenbal.

Location: County of Ersenbal, Walrus Island, Tranquil Coast. NW

Description: There is growing unrest throughout Ersenbal, as the local population begins to feel the vice of the Thyatian blockade now mostly pirate raids from Ostland, Huninhold, and Muninhold that prevents the county from trading with Oceansend. Ersenbal exports food, so the population is at no risk of starvation, but without the city's market to buy food and timber and other products, and without the finished goods they were traded for, the island's economy is suffocating. Even the Alphatian veterans from the Great War those who were not killed in the ill-fated skirmishes with Canium begin to grumble against Seneschal Gerwen. (See Th. 3, Fy. 10; Sv. 3, Sv. 25.)

What This Means: Following their victory against the invasion from Ersenbal, the Thyatians of Canium imposed a naval blockade against Walrus Island, which they ended to deflate tension with Alpha, but only to replace it with privateering from their Ostlander friends that proved just as damaging to Ersenbal's economy. Laurida Tremlaine's attempts at destabilising Gerwen's power in order to put Ersenbal on a better footing, have been increasing the discontentment to near unrest, especially since she holds great sway over the veterans.

Stinging Blow.

Location: Kingdom of Jibarú, Orc's Head Peninsula. SC

Description: In the western reaches of the forest of Jibarú, amid raging fires and smoking trees, the phanatons begin the long, dangerous game of tracking and killing manscorpions. It is a difficult game, with the forest on fire, and the manscorpions keeping mostly to areas that have been thoroughly burned down and thus in which the phanatons cannot glide unseen as easily.

Some manscorpions manage to avoid the horrible death wrought by the removal of their protective makeup, and report to their officers the new tactic used by the phanatons. The Nimmurians reach the dreadful conclusion: The phanatons have discovered the manscorpions' vulnerability to light, and how they used Menlil's (Atzanteotl's) gift to counter Idu's (Ixion's) curse. Appalled, they regroup into a more defensive position, which puts a stop to the task of igniting new forest fires, and send word to Suneveh to inform the prince of the situation and requesting the permission to retreat to the Wind Flats. (See Fy. 6, Fy. 24; Am. 22, Am. 24.)

What This Means: The phanatons used the new tactic which, although not especially effective, has an adverse effect on the manscorpions' morale, as they wrongly assume that the phanatons have discovered their secret and are using it to kill them in the worst possible fashion the manscorpions would rather die from the lethal poison the primitives use than from the excruciating sun burns.

What the PCs Can Do: The PCs can be sent to capture and interrogate a phanaton. If the little creatures have uncovered the manscorpions' secret, the Suneveh pincers will withdraw without awaiting word from their prince.

Ambyrmont 19, AC 1019

Clemency for a Thief.

Location: City of Darokin, Republic of Darokin. OW

Description: Though he still has his differences with the wizard Graylock, Millington Vonaday is now certain that he is on the right path to solve the Itheldown mystery, and so he pleads for clemency for Dawn Henry, better known as the thief Shadow, as Graylock has requested. His request meets with grudging disapproval from the authorities, though they are at least willing to consider it in light of the Amsorak threat and her actions during the war with the Master of the Desert Nomads. After lengthy discussions and considerations, it is eventually agreed that Shadow may be released, though only into Millington's custody, and only until the Amsorak threat is dealt with. Once the threat is over, she must return to serve her sentence. She is to remain close to Millington Vonaday and follow his orders at all times under pain of death. Several guards are assigned to protect Millington and keep Shadow from escaping. (See Am. 12, Am. 15; Sv. 3, Sv. 8.)

What This Means: Naturally Millington's official pleas for clemency are somewhat staged after Graylock's meeting with Chancellor Mauntea, who has worked behind the scenes to make certain that the plea for clemency is approved. Corwyn Mauntea may realise the need to meet Graylock's request, but that doesn't mean he wants it to be public knowledge that he is just letting a convicted criminal go, so he has to play politics and keep up the appearances, which is one reason why he insists on guards. Indeed, the chancellor will do all he can to keep this entire matter secret, though he expects his political enemies in the Merchants' Guild to let the truth of the matter "leak" to the public.

What the PCs Can Do: The PCs are the ideal choice for guards, as it will be a natural way for them to enter the plot if they haven't already. If they were already with Millington, he will ask for them to have the assignment. If they were the ones who dealt with Shadow before, they will undoubtedly be asked to guard her again. But even if they haven't been involved until now, the DDC is still likely to hire them for the job, since they need adventurers for this task Shadow has already proved to be very resourceful, so regular soldiers probably won't be able to handle her.

Faked Final.

Location: City of Baraga, Merry Pirates Seas. HW

Description: A battered-looking Res Publica enters Baraga's harbour. Before Captain Cato can say anything he is crowned as the winner. Later this day the truth leaks out, and a mob tries to lynch him for cheating. King Necco gets him out in time and finally the captain can explain his early return. Some pirates are infuriated, though, as a lot of money that had changed hands has to be returned. (See Am. 13, Am. 16; Am. 21, Am. 23.)

What This Means: Due to the damage sustained by his ship right after the start of the race, Captain Cato was not able to enter any of the harbours on his course. After his makeshift repairs he returned to the biggest and best equipped harbour, which happened to be Baraga. Unfortunately, he arrived before the other ships, hence his troubles.

First Steps in Jaibul.

Location: Western Rajahstan of Jaibul, Sind Desert. OW

Description: The end of the desert materialises, in the form of a small mining village called Nainpur. Ignatius urges the group not to enter the village for fear of being discovered by the black rajah's agents. During the night, while they camp outside the village, Alatia and Thraïm (and any other member of the party but Ignatius) share the same dream in which they are offered huge sums of money, slaves, and riches beyond imagination in exchange for their help in a mysterious plan. In the morning, none of them remembers what was asked in exchange for the riches, or what their own answer was. (See Am. 9, Am. 12; Am. 21, Am. 25.)

What This Means: The black rajah, who is a very powerful archmage, has received some clues that a party of resourceful adventurers is heading his way. He used long-lost dream spells to enter the minds of his victims and test them.

What the PCs Can Do: They can try to understand what is going on. They have a very slim chance of realising who sent the dream, and why, but it is not impossible.

Ambyrmont 21, AC 1019

Pain Sometimes Backlashes.

Location: Western Rajahstan of Jaibul, Sind Desert. OW

Description: Following brother Ignatius's advice not to go too quickly to Jaibul, the trio has set camp in the merchant enclave outside the village of Nainpur. During the night, Alatia's mind is probed by the black rajah's powerful spells. This ordeal turns out to be very painful for the black rajah himself, who is forced out of Alatia's mind by an even more powerful magical force. He stumbles on his feet, exhausted and unable to further shape magic. Scared and panic-stricken, he shuts himself in his tower and wonders what kind of entity has kicked him out of his prey's mind.

In the morning, Alatia wakes up very rested and is very eager to head for Jaibul to find her loved one. Despite Ignatius's opinion and reservations, the group resumes its journey. (See Am. 12, Am. 19; Am. 25, Am. 26.)

What This Means: Ignatius is actually under the Master's power. His mind has been trapped in a jewel now held by Alrethus, the High Magist of Hule, who controls Ignatius's body like a puppet. That's why Ignatius has been unable to use any clerical spell, as his mystical link with Vanya has been severed.

Vanya Herself kicked the black rajah out of Alatia's mind. She was surprised and much displeased by the rajah's attempts to take control of one of Her most efficient agents. She hopes that Alatia, now freed, will honour Her by fulfilling her mission.

What the PCs Can Do: If they are rivals in magic, they can try to use the back rajah's surprise and dismay to try to defeat him. However, he is a very mighty mage with countless magical resources. The PCs have a seven-day window to take advantage of the consequence of Vanya kicking the rajah out of Alatia's mind. For that period of time, he will be unable to use any spell (even those on scrolls) and has a 50% chance of failure when using any other kind of magical item.

A Voyage to the Pious Land.

Location: Town of Reslar, Barony of Savaria, Kingdom of Eusdria. SC

Description: After concluding largely successful business in Robrenn, the Thyatian expedition, led by Paulus Angelinus, reaches the Eusdrian town of Reslar. Once docking procedures are complete, Paulus and his personal retinue obtain an audience with Baroness Utha the Fair, who, it seems, is expecting them. From his discussions with the baroness, it soon becomes apparent to Paulus that Savaria is one of the more prosperous dominions of Eusdria, and it has weathered the past couple of decades (which have been chaotic to say the least) quite well. Nevertheless, the baroness is interested in what the Thyatian and Minrothaddan mercantile interests have to offer steel (which Eusdria cannot produce in large enough quantities), glassware (particularly Minrothaddan frosted glass), and books (especially mass-produced Thyatian treatises on the Immortals).

After the finer points of business are concluded, Baroness Utha asks Paulus what exactly he and his expedition are doing in the region. Paulus replies that he is forging diplomatic and trade ties in the name of Emperor Eusebius, who offers friendship to all nations wishing it. The baroness replies that what the emperor wishes is fine, but what she, and her people, really want is support against the goblins of the Yazak Steppes, who are frustrating King Sigismund's efforts to bring greater order to this part of the world in the name of Tiuz [Eusdrian name for Ilsundal. Ed.]. His interest piqued, Paulus asks the baroness about what the king has been doing in support of this goal, and is treated to a long discussion of Eusdrian politics, as well as a liberal dose of theology.

After the audience ends, the Thyatians are welcomed to Eusdria on behalf of the king. (See Fy. 13, Fy. 17; Am. 26, Sv. 1.)

What This Means: From their Texeiran sources, the Thyatians knew that Eusdria was an orderly land, made so by King Sigismund's efforts to build a society based on chivalry, honour, and a devotion to Viuden [Eusdrian name for Odin. Ed.] and Tiuz. In some ways, this struck the Thyatians as being similar to the policies of the Heldannic Order. The results of that organisation's meteoric rise to power have been felt over much of the known world for good or ill for more than fifty years. Not wishing to see his empire's interests in the Savage Coast threatened by the rise of another such organisation, Paulus will ensure that a number of experienced spies are stationed in Eusdria. Even so, a strong Eusdrian nation could become a useful ally; Thyatis will devote some of its resources in the future to cultivating allies within the kingdom, and ensuring that its interests do not come into conflict with the empire's.

The next few days will be spent purchasing goods for eventual sale in Thyatis, and exploring the lands around Reslar.

What the PCs Can Do: PCs can take part in the discussions, or they can explore the barony. The latter option is quite suitable if the PCs have been assigned the task of spying for the empire.

Final in Baraga.

Location: City of Baraga, Merry Pirates Seas. HW

Description: The Defiant is still leading in the Baraga Sound, but the Hurricane and the Fast Food are closing in. To the big surprise of the spectators watching from various ships, the two captains, Saviola and Merryweather, do not fire at each other, but continue to pursue Hawthorne. Although the race is quite close, the Defiant berths before the other ships can do the same. Some spectators swear that they see Barbarossa and the hin exchange a look before they both berth peacefully. The jury declares both of them runner-ups. (See Am. 16, Am. 19; Am. 23.)

What This Means: The third race, the first one with more than two ships participating, sports a third, and new, winner. The pirates are quite pleased although the final performance did not match those from earlier circles.

Ambyrmont 22, AC 1019

Expansion of Green.

Location: Eirundrynn Castle, Kingdom of Eirundrynn, Continent of Bellissaria, Nayce. AS

Description: A number of elves arrive at Eirundrynn Castle and voice their concerns to Governor Jhedryll about the lack of hospitality toward elves in the kingdom. They argue that numbers of reluctant or even adversarial humans and lack of forests are serious factors against the land being settled by elves. Jhedryll asks them for suggestions, which prompts several to point out that it might be possible to increase the forestation in the kingdom, which would attract more elves. Before that can happen, however, an agreement must be reached with the humans, who will otherwise see the move as a form of invasion and so prompt active resistance. An elf in the group named Lathadras promises that he will look into the matter of forestation if Jhedryll can keep the peace with the humans. Jhedryll agrees and promises he will aid to the extent he is able. (See Va. 1, Kl. 10; Sv. 18.)

What This Means: The elves don't really want to force the humans away, but they also know that they will have to push the humans a bit if there is ever to be enough forest for the elves to settle in here, and so they realise that some disputes with the humans will be inevitable. The current leadership is also a minor problem, as Jhedryll isn't a very typical elf. Lathadras is much closer to the usual elven characteristics, though Jhedryll is a much better person to mediate the co-existence between elves and humans that will be necessary in Eirundrynn.

What the PCs Can Do: If the PCs are involved, they could be a help to Lathadras. Looking into increased forestation will lead Lathadras to hear of the accomplishments of other elves, like those of Norwold or former Alfheim. To further study the matter he might have to travel to Norwold to talk to the elves there, or he could seek out Alfheimer elves by travelling to Karameikos or Wendar, where the elves of former Alfheim have settled down now. The PCs might go with him to protect and guide him.

Skaddri Raises His Banner.

Location: Jarldom of Ozurfold, Kingdom of Soderfjord. OW

Description: After hearing the news of Ostlander attacks on Soderfjord, Skaddri declares his opposition to Hoskuld Harekson in Vastergard. A Soderfjorder warrior's first duty is to protect the jarldoms, he declares, and the aid given to Hoskuld by Ostlander pirates proves that Hoskuld is not fit to rule in Soderfjord.

Skaddri also announces his intent to form a warband to march north and aid in the attack on Vastergard. Many of the men who have served with him against the kobolds sign up immediately; more will be recruited as Skaddri marches north. (See Fe. 5, Am. 16; Sv. 6.)

What This Means: Skaddri may be a Mortal Identity of Loki, but that doesn't mean that he is automatically on Hoskuld's side. Loki has larger plans than installing one false jarl on a not very stable throne, and Hoskuld is merely a pawn.

Balking at Water.

Location: Kingdom of Jibarú, Orc's Head Peninsula. SC

Description: In addition to the usual harassment from hard-to-catch phanatons, the army of Ankesh, which is slowly advancing north through the forest, is the target of a new kind of weapon. This weapon is terrible: it removes the protective makeup and leaves them exposed to Idu's (Ixion) curse.

As they walk into a major ambush where they fight a large group of phanatons, the Nimmurians are shocked by the horrible deaths of their comrades. After some fighting, they turn and flee, abandoning right there the Ankesh campaign into Jibarú. (See Fy. 24, Am. 17; Sv. 6, Ei. 3.)

What This Means: The Ankesh Nimmurians are horrified by the fact that the barbaric phanatons have discovered their secret. It is a very bad news for Nimmur, and especially Ankesh, for which they will blame Suneveh.

The southern phanatons, though, are not really thrilled by the new dart designs the western tribes have provided them, as they quite rightly don't find them any more effective than simple poisoned darts, which are easier to make: the giant spider venom is easily collected, stored, and kept, and does not require the assistance of a shaman to be coated to a dart. They attribute their victory over the manscorpions more to the cunningness of their ambush than to the water darts.

What the PCs Can Do: Phanaton PCs will certainly take part in the ambush and maybe organise it; in that case, it is up to them to decide whether they want to use water darts or not, and the odds are not so much in their favour if they do not scare the Nimmurians by using them.

Ambyrmont 23, AC 1019

Final in Baraga Sort of.

Location: City of Baraga, Merry Pirates Seas. HW

Description: Nearly unobserved, the Tsingtao reaches the harbour as the last ship. (See Am. 19, Am. 21.)

What This Means: Although he knew that he would not have a chance, Captain Liu completed the whole course.

Ambyrmont 24, AC 1019

An Unpleasant Surprise for Grauenberg.

Location: City of Grauenberg, Territory of Heldann, Heldannic Empire. OW

Description: The garrison of Grauenberg, currently under the control of Ordensgeneral Heinrich Straßenburger, notes the approach of several columns of enemy soldiers, hauling wheeled siege engines. A small force stages a sortie against the enemy troops, and Straßenburger's forces manage to drive back their opponents to a line of hills, where their advance is halted by newly arriving cavalry. Encouraged by their initial success in repelling the attack, more of the garrison pours out of the city to join the battle before the tide turns again. Just as the reinforcements crest the nearest hill, they see what can only be an airship of some sort in the distance, heading their way!

Some of Straßenburger's soldiers lose heart, and retreat to the city, but many of them hold their ground, and continue to fight. The battle continues, with no headway being made on either side, until a blast from the airship's lion-headed prow disintegrates a large portion of one of the hills, killing many of the defenders! With this turn of events, the attackers press their foes with renewed vigour, and, accompanied by the occasional burst of destructive magic from above, dislodge Straßenburger's troops from their positions, and pursue them all the way to the city's main gates. (See Am. 2, Am. 12; Am. 26, Am. 27.)

What This Means: Having regrouped her armies in Forton, and having dealt with the refugees, Ordensmeisterin Anna von Hendriks has resumed her march into the heartland of the Heldannic Territories. She encountered little opposition on her way south most of Straßenburger's remaining soldiers in the northern hills and forests have relocated to Hockstein and Freiburg and she chose Grauenberg as her first target, in order to remove any chance of an attack from the west once her forces commenced the final assault on Straßenburger's main strongholds in the east.

What the PCs Can Do: If they are part of Anna's army, the PCs could take part in the siege of Grauenberg.

It's Raining Again.

Location: Kingdom of Nimmur and Kingdom of Jibarú, Orc's Head Peninsula. SC

Description: Rains naturally common at this time of year around the Orc's Head Peninsula and the north settle in around much of the peninsula and up into Nimmur and Jibarú. (See Am. 17, Am. 22; Sv. 6, Sv. 20.)

What This Means: The rains are a natural phenomenon, although this year they appear more persistent as this is the start of a couple of weeks of drenching rains. The rains are missing the area of the Wind Flats although they are having a number of effects around southern Jibarú. The manscorpions of Suneveh are annoyed as their forest fires start to be extinguished, but thankfully the increased cloud cover is nullifying the effects of the phanatons water darts.

Not Even Close.

Location: City of Le Vieux Carré, Colonie de la Nouvelle-Renardie, Animal Kingdoms. SC

Description: The hutaakans who came to Nouvelle-Renardie to find more about their origins and try to cement friendship and cooperation between the two groups of Pflarr-worshippers, send disappointing news to El Grande Carrascal: the lupins are much less supportive than they expected. The hutaakans learned very little from the close-mouthed lupins, who seem unimpressed with the hutaakans' finds. (See Va. 7, Kl. 13; Ei. 10.)

What This Means: Following their expulsion from Renardie, the hutaakans, who are looking for clues about their origins, increased their investigation in Nouvelle-Renardie, which they assume would be more open-minded to their quest because most Nouveaux-Renardois lupins share the same faith in Pflarr, and are likewise looking for their origins things that got them deported to this damp place. The hutaakans believe the two groups can cooperate, and, while they never had extensive contacts with the lupins before, they expect to get along like they do with the gnolls.

The lupins, however, are not so open-minded. Renardois are nice-enough people most of the time, but they are often haughty and consider themselves superior. Certainly they consider themselves above gnolls and hutaakans. They are not openly hostile toward them, but they look down upon them, or resolutely ignore them. The Nouveaux-Renardois, rather than being what the hutaakans expected from persecuted people sharing the same faith and questions, turn out to be all the more narrow-minded, xenophobic, and clannish.

What the PCs Can Do: The PCs can try to make the lupins cooperative or steal or coerce information from them, depending on their inclinations.

Ambyrmont 25, AC 1019

Jaibul! It's Now or Never...

Location: City of Jaibul, Rajahstan of Jaibul, Sind Desert. OW

Description: The Heldannic party arrives in Jaibul at sunset. They book a meagre room in a disreputable inn and wait for the night to come. Unfortunately there is still moonlight and any attempt to sneak out will not likely work. So Alatia opts to use a very old and rarely used shadowform spell and together with Brother Ignatius they sneak out once turned into shadow. They then head to the main tower of the black rajah and enter unnoticed.

It takes some time to locate the secret chamber where the black rajah has retreated to study and try to recover the use of his magical powers. While sneaking in the corridors, Alatia overhears a conversation between two exotic beauties probably apprentices about their master being unable to work any magic and eagerly seeking a way to get things back to normal. She decides to act fast. After creating a noise barrier and other magical protections, she bursts open the door of the secret study where a purple-robed figure is sitting at a table laden with parchments, scrolls and grimoires. The black rajah discharges his staff of lightning at the invaders only to see it deflected back at him and almost scorching his silk turban. Alatia opts for a ray of enfeeblement, and soon the once mighty rajah is tightly bound and interrogated. It requires a lot of diplomacy, ESP spells and threats to obtain the desired answers.

It appears the rajah captured Bertolucius for his knowledge of the location of the Well of the Moon [see module X4. Ed.] and because the Master of Hule is apparently after him for his own reasons. The rajah hoped to learn enough about the Well of the Moon to further his magical studies and then sell it to the Master, or trade it for a significant amount of cinnabryl. The group also learns that the first step of the "canal project" seizing the towns of Tyjaret and Kladanovic is to be undertaken during the "cool season."

Seeing no reason to go any further with the interrogation, Alatia magically erases the last day from the rajah's memory, drugs him to sleep, and sneaks out of the palace unnoticed with a bag full of documents and maps. Yet unknown to her, as the rajah's memory is erased, so is her spellbook. (See Am. 19, Am. 21; Am. 26, Am. 28.)

What This Means: The time has come for Alatia to act according to her heart. She feels that Bertolucius is being tortured and is on the verge of death; she cannot let that happen. Unknown to her, Vanya is boosting these feelings, for She knows that the window is quite narrow.

What the PCs Can Do: If they are with Alatia of if they have the role of Alatia, sneaking in the tower could be made quite a challenge even with the blessing of Vanya.

Ambyrmont 26, AC 1019

A Royal Visit.

Location: Town of Withimer, King's Domain, Kingdom of Eusdria. SC

Description: The Thyatian expedition to the Savage Coast reaches the town of Withimer, finding it to be full of activity. Everywhere the Thyatians look, buildings are being erected or rebuilt, while workers scurry about like ants. Nevertheless, the expedition is able to dock with relative ease, and the relevant authorities are sought out, as instructed by Baroness Utha the Fair of Savaria, in order to secure an audience with the king, who is in Withimer overseeing an important phase of its reconstruction. Within fairly short order, Paulus Angelinus and his associates are led to a well-appointed audience hall in a palatial fortified mansion, and instructed in accented Espan to wait.

Eventually, a steward summons them into another, grander chamber, where King Sigismund is seated upon a throne carved to resemble intertwining oak trees. The king greets the Thyatians in Espan, welcoming them to Eusdria, and expressing his hope that they have enjoyed what they have seen of the kingdom thus far. Paulus thanks the king for his hospitality, and praises the orderly nature of the kingdom. He states that he has been empowered by his emperor, Eusebius Torion, to open diplomatic relations with the kingdom, and establish areas of mutual interest between the two nations, should the king wish it to be so. Thinking quietly for a short period, King Sigismund accedes, stating that he hopes his realm, and Thyatis, will find many areas of mutual interest, and that both can profit from a harmonious relationship. (See Fy. 17, Am. 21; Sv. 1, Sv. 16.)

What This Means: Thyatis wishes to cultivate alliances with nations that either follow compatible philosophies, or whose interests further its own. Based on his discussions with Baroness Utha, Paulus believes that King Sigismund would be a useful ally. The king is trying to shape his realm into a sophisticated, orderly, powerful holy empire, which would likely be a strong bulwark against the goblinoids of the Yazak Steppes. Thus, Paulus exercised his judgment and offered diplomatic recognition, and strongly hinted that the empire could possibly offer an alliance of some sort to the kingdom. Nevertheless, the discussion will remain perfunctory; the real negotiations will continue over the coming days, but they will take place with the king's full endorsement Sigismund sees benefits for Eusdria, after all, especially if he can secure some form of assistance against the goblinoids.

What the PCs Can Do: It is unlikely that the PCs will be involved in the discussions, unless they are of high level. During the negotiations, the PCs could explore the town of Withimer, or they could venture to the ruined city of Gundegard, formerly the capital of the kingdom, which is now inhabited by outlaws and monsters. King Sigismund plans to retake, and rebuild, the city once Withimer has been fully restored, but in the meantime he offers substantial rewards to any heroes of stout heart who manage to recover any treasures belonging to the crown or the Church of Tiuz or who manage to clear out part of the city. Should the PCs undertake such a quest (Paulus will not oppose them, knowing that such an act can only build goodwill between the two nations), they could earn the gratitude of the king.

Grauenberg Retaken.

Location: City of Grauenberg, Territory of Heldann, Heldannic Empire. OW

Description: The garrison of Grauenberg is bombarded during the morning twilight hours by ballistae and trebuchets built and operated by the Thyatian tuldum [field engineer. Ed.] regiment, currently attached to Ordensmeisterin Anna von Hendriks's army. The initial assault clears some sections of the wall, allowing some of Anna's heavy infantry to scale it in some places, and secure portions of the battlements. As more forces converge on the main gates, with the intention of opening them, the defenders manage to regroup, and drive their enemies back in some locations. Straßenburger's men, despite their resolve, are forced to flee, especially when faced with the Black Lion. In a disturbing replay of the scenario that gained them control of the city in Felmont, Straßenburger's followers gather in the Spike to make a last stand, and watch while their enemies secure the rest of the city. (See Am. 12, Am. 24; Am. 27, Am. 28.)

What This Means: Anna's plan to retake Grauenberg, and thus secure all of western Heldann, seems to be running smoothly. Although Straßenburger's soldiers have wisely chosen the Spike as a last redoubt, it remains damaged from the time when they took Grauenberg. For the people of Grauenberg, who have become numb to all the fighting, there is nothing to do but take shelter, and hope for the best.

What the PCs Can Do: PCs fighting on either side will have many opportunities to display their bravery.

Blank pages!

Location: Southwest of the City of Jaibul, Rajahstan of Jaibul, Sind Desert. OW

Description: As she prepares to memorise her spells for the day, Alatia is shocked to see that her whole spellbook has been erased! She can only count on the spells still present in her memory. (See Am. 21, Am. 25; Am. 28, Sv. 1.)

What This Means: This is just a setback, but it can turn out to be the challenge of a lifetime for someone accustomed to using magic in almost every aspect of life.

What the PCs Can Do: Try to spare as many spells as possible in order to survive a dangerous mission with the minions of Jaibul and Hule after them.

Problem Fixed.

Location: Tower of Zynillith, Kingdom of Blackheart, Floating Continent of Alphatia, Alphatian Empire. HW

Description: Lady Polint has finally fixed the problem with the voidship. She believes that the crew will be able to survive without additional protective enchantments, but she has volunteered to join the crew in the next test flight. (See Fy. 27, Am. 5; Am. 27, Sv. 1.)

What This Means: It requires very high-level spells to protect somebody in the void. The "voidonauts" do not have the necessary experience. Polint can do it, as can Ardana and Loraan. The crew will be provided with enough protection, and Polint will observe the situation aboard and save the crew should it be possible.

Ambyrmont 27, AC 1019

Continued Goblin Trouble in Darokin.

Location: Southwestern Republic of Darokin. OW

Description: The surprise raid on Reedle has been followed by a succession of attacks against other minor hamlets and farms throughout southeastern Darokin. With each attack, panic increases among the people of the countryside, culminating in a daring attack today on a Selenican caravan bound for Ctesiphon, in which almost one-third of the guards are killed in the initial attack, and the goblins manage to escape with several thousand daros worth of trade goods. (See Fy. 17, Am. 6; Sv. 21, Ei. 8.)

What This Means: The goblins have become more aggressive and cocky, abandoning attacking relatively undefended farms and villages in favour of a well-guarded caravan. Even so, they maximised their advantage by attacking the caravan in the pre-dawn hours, just before most of the people woke up, and only after following the caravan covertly once it left Selenica, to determine how many guards there were, and how well they were armed. While extremely profitable, the attack was costly for the goblins; more than 40 of the 150 warriors died in the attack, and many more will die of their injuries in the days to come. The goblin king will order his warriors to cease their attacks for a time, until the tribe can reorganise itself.

Once word of this attack reaches Selenica, the local authorities and merchant houses will ensure that future caravans will be even better guarded. This event, however, will not be treated as an isolated event by everyone; certain elements of the Darokinian government will begin analysing it within the context of recent events.

What the PCs Can Do: If the PCs were hired as caravan guards, they will certainly take part in the battle, in which case their main goal will be to prevent the goblins from killing too many people, or stealing too much of the caravan's merchandise. Given the sheer size of the goblin raiding party, the PCs will have little chance of destroying it utterly, or of protecting the caravan from all harm, but they could inflict enough serious damage to alter the course of future events. Alternatively, the PCs could be working for the Darokinian government (perhaps as agents of the Darokinian Diplomatic Corps) such as scenario could result in the PCs being put on the case, and instructed to investigate goblin activities in the region to see if there is a common thread. Small parties who venture too close to the goblins' strongholds are liable to be attacked, and there is always the chance that one or more merchant houses might see an advantage in the goblin raids for themselves (especially if their own operations have not yet been affected), and take measures to foil any investigations.

Anna's Plans Go Awry.

Location: City of Grauenberg, Territory of Heldann, Heldannic Empire. OW

Description: As the armies of Ordensmeisterin Anna von Hendriks prepare for a final assault on the Spike, the fortress of Grauenberg, sentries report the approach of cavalry, massed in a formation commonly used by Ethengar horsemen. Losing no time, Anna dispatches the Black Lion to deal with the newcomers. It turns out that the sentries' observations are correct no less than 200 horsemen, most bearing the markings of the Uighurs, are closing in on the city, attacking anyone who stands in their way. Although the armaments of the Black Lion are formidable, the horsemen are too fast, and too manoeuvrable, to be hit with any degree of accuracy.

Once word reaches her about the imminent arrival of the Ethengars, Anna sends many soldiers to the walls to hold them off. This ploy works reasonably well, but some Uighurs manage to break through the defensive lines into the city, where they ride down the streets and alleys, wreaking havoc as they go. Soon, Grauenberg is a roiling pot of pandemonium, with soldiers, panicked city folk, and horsemen running rampant through the streets. (See Am. 24, Am. 26; Am. 28, Ei. 7.)

What This Means: Anna's plans for a quick victory in Grauenberg have bogged down with the arrival of the Uighurs and a handful of Kaeruts. The Ethengars are part of the small horde of Huaji and Hulagu Khan, who, with their khans' blessings, have ridden north from the hills surrounding Schwarzberg in search of further plunder. Seeing the city of Grauenberg in a state of war, the horse warriors decided to raid the relatively undefended farms and homesteads lying outside of the city walls. Some warriors declared that they would honour their khans by riding into the city, and striking down the Heldanners wherever they could. When it became clear that the soldiers in the city were concentrated around the Spike, some other prominent buildings, and the city walls, the raiders decided to loot with abandon.

With the Ethengars riding about the city in small groups, it is impossible for Anna's soldiers to fight them off, protect the city folk, and put the Spike to siege. In the resulting confusion, which will last for many hours, a considerable portion of the city's wealth is stolen by the raiders, including the magical sword used by Helga Grauenberg, who played a major role in the conquest of Skolgrim (the Heldanner town that was later renamed Grauenberg in her honour), and who was appointed the first landmeisterin of the city in AC 960. Although not an artifact, Helga's sword was treated with a similar level of reverence; its loss will strike a major blow to the Heldannic Order's morale. The embattled followers of Ordensgeneral Heinrich Straßenburger will seize the opportunity and try to flee the city.

By the time the chaos ends in the early hours of the following morning, about one third of Straßenburger's garrison will have been accounted for among the dead and wounded. Likewise, almost half of the Ethengars will have been killed or captured. Nevertheless, the remaining foes managed to escape, and Anna's army suffered losses as well.

What the PCs Can Do: PCs Heldannic or Ethengar will have a lot to do in Grauenberg. Heldannic PCs, or those allied to the order, will have their hands full fighting the Ethengars, trying to prevent Straßenburger's followers from fleeing, or trying to escape the city themselves. Ethengar PCs could have a lot of fun here, either in terms of looting the city or staging daring attacks against their enemies. Particularly bold Ethengars might try to capture or kill Anna herself, which would be a notable feat.

Other Solutions for Population Growth.

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

Description: Despite their best efforts, the scouting parties sent north to gather the Meghalan refugees have not had much success only about 1,000 people agreed to come back, despite being offered land grants, and tax cuts for the next three years. Governor Wolfgang Stemmel ponders new and creative ways to populate the lands under his control. Praying for an answer to this question, his thoughts first wander but then focus on the fact that Vanya despised slavery since She was once held as a slave during Her mortal life.

He immediately studies the possibility of buying the freedom of slaves, bringing them to Polakatsikes and granting them lands to cultivate. He dispatches special agents by magical means to places where people are being held into slavery, to investigate the possibility of realising his project.

Other means of boosting the population are studied, such as conquest and assimilation, but they are rejected for the time being. (See Fy. 12, Am. 9; Sv. 2, Sv. 25.)

What This Means: Most of the Milenians/Meghalans who fled the war have found shelter in Thyatian-held territories. Now that they have settled they are not ready to make their way back through the jungle and all its dangers.

The gems brought back by Alatia have not all been put to proper use yet. Freeing slaves using the magically-created rubies could be a decent way for the Heldannic Knights to use such a special treasure. This idea might have been inspired by Vanya Herself.

What the PCs Can Do: Escort the families who agreed to come back to Polakatsikes. Be sent as a special agent to remote parts of Mystara.

Final Test.

Location: Void outside the skyshield of the Floating Continent of Alphatia, Alphatian Empire. HW

Description: Kossan, Iris and Polint leave for the final test flight. This time everything goes correctly: Apollo 1 circles around Alphatia and returns to the tower. The manoeuvrability fulfils the requirements, and the repaired air-conditioning enchantments keep the pressure and temperature comfortable inside the ship. The mission can start soon. (See Am. 5, Am. 26; Sv. 1, Sv. 4.)

What This Means: Everything seems to be all right, and the flight into the Mystaran inner void can begin.

Cittanova and Raven Scarp Connected!

Location: Town of Cittanova, Barony of Cittanova, Hinterlands, Thyatian Empire. DV

Description: With great jubilation, an assembly of engineers, labourers, and townsfolk celebrate the official completion of the Imperial Way, which connects Cittanova with Raven Scarp. Exarcha Leilah ben Nadir is in attendance to preside over the ceremony, and she thanks everyone who worked on the project to ensure its completion. She notes as well that not only does the Imperial Way meet imperial standards for highways; it was constructed within a reasonable amount of time and was within its allotted budget. (See Nu. 24.)

What This Means: The Thyatian Hinterlands now has a core highway, along which east-west traffic may move more quickly and efficiently. This will improve trade within the region, and it will spur colonisation, as well, since much of the coastal territories of Davania Superior and Torionensis will be more accessible. In the near future, more dominions will be established along this route, and the wilderness will be pushed back. This project is also notable in that the governments of Davania Superior, Fiorenza, and Cittanova were able to finance the construction without imperial aid evidence that the economy of the Hinterlands as a whole is developing.

What the PCs Can Do: If they were involved in this project for any length of time, the PCs will have had the chance to prove themselves by defeating numerous monsters and other foes, as well as scouting the land in detail. PCs wishing to establish their own dominions may have spotted a desirable location on the way an application to found a dominion submitted at this time will be given special consideration.

Ambyrmont 28, AC 1019

Magical Hangover.

Location: City of Jaibul, Rajahstan of Jaibul, Sind Desert. OW

Description: The black rajah wakes up in his secret study with a terrible headache. He focuses his powers on a pile of blank parchments and causes them to disintegrate utterly. With a grin he realises that his magical powers have returned. He immediately notices that many important documents are missing. He storms out of the room, and orders the guards on duty for the last day or two to be put to death for their incompetence, and then orders spies and scouts to be sent after his missing documents and those who stole them. (See Am. 25, Am. 26; Sv. 1, Sv. 12.)

What This Means: The rajah is far from being an easy opponent. He will probably dedicate most of his time and resources to find out who dared rob him, how, and why.

What the PCs Can Do: Trying to hinder the rajah could be worth some experience points, but the risks might be too high. Escaping the rajah's wrath could prove a challenge.

A Hollow Victory.

Location: City of Grauenberg, Territory of Heldann, Heldannic Empire. OW

Description: Ordensmeisterin Anna von Hendriks and her army are victorious; the city of Grauenberg is theirs once more after a day and night spent fighting soldiers loyal to Ordensgeneral Heinrich Straßenburger, as well as a large band of Ethengar raiders. Unfortunately for the victors, it becomes clear that most of their opponents managed to flee in the confusion, and the city must still be secured before the army can continue its advance. As Anna issues orders to her most senior officers to assess Grauenberg's fortifications and supplies, as well as the condition of the city folk, returning scouts report seeing the Ethengars only a few miles to the south.

Determined to drive out the horsemen before they become a serious threat, Anna appoints a senior officer to govern Grauenberg in her absence, and leads a large detachment of troops southwards. (See Am. 26, Am. 27; Ei. 7, Ei. 8.)

What This Means: Although almost half of the Ethengar raiders were either captured or killed, a large number still roam the countryside. Anna knows that she cannot allow the horsemen to continue their activities while she continues her campaign against Ordensgeneral Heinrich Straßenburger. As a result, Anna's advance will be halted for several weeks until the Uighurs and Kaeruts basing themselves near Schwarzberg are driven away. Beyond that, however, the Ethengars remain a threat in southeastern Heldann, as well. Straßenburger's escaped loyalists will try to make their way to Freiburg, but they could certainly pose a threat while on the march.

What the PCs Can Do: Take part in Anna's drive to dislodge the Ethengars, and possibly recover some of the treasures stolen from Grauenberg. It is up to the DM to decide whether or not Anna is successful in driving out the Ethengars, and whether she recovers such treasures as Helga Grauenberg's sword. Future events assume that Anna succeeds in driving the Ethengars away from Schwarzberg, but she does not regain Helga's sword.

Topic of the Month

Torcreft

Torcreft is old, old even to some elves. He does not admit his age, but he remembers that his father was a captain at the battle of Sardal Pass (where Torcreft was stationed as a soldier). He left Dengar to retire his clan in Glantri, then when things became bad he retired them in Minrothad. Then he left Minrothad to die in peace, away from busy clan members wanting him to retire. He crossed paths with Mujibur al-Jaboor, and has been so enthralled with his stories that now Torcreft is determined to be a part of them. Together they have travelled the known world and he can be considered the first dwarf to ever follow a pilgrimage (or two) of al-Kalim not a convert, but he can recite the entire Nahmeh from memory. His age is catching up with him, and so he has asked Mujibur to help him settle in the desert, so he could try to finish the garden. Torcreft has made plans to build canals from the Hardanger Ranges to irrigate the desert, and build an aqueduct from Cinsa-Men-Noo to Ylaruam. At Mujibur's request, Torcreft has been crafting a magical pike. Torcreft knows he does not have much time, so he has been secretly working on some other extras in this device. Torcreft has been following the path of an Epic Hero as well, his scion is his great-grandson, Clovefist, who has retired back to Minrothad to be trained in the arts of the clan relic. Torcreft's last trial is to bring water to the desert; he hopes to have this feat done by his canal and aqueduct systems. The artifact he has acquired is the cause of his un-naturally long life, but is also the cause for him not completing anything he puts his mind to. He has stopped using the artifact, and is aging rather fast, but is regaining his determination to succeed in his final trial.