TEXT: SPOILER WARNING!
  This document contains many revelations 
  regarding the upcoming adventure Chronicle thorn 
  regarding the upcoming adventure Chronicle thorn 
  Throne and is addressed solely to the game 
  Throne and is addressed solely to the game 
  master. If you intend to play and not play lead 
  chronicle prompts you stop reading here.
  CAMPAIGN SUMMARY
  
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  SPOILER WARNING!
  This document contains many revelations 
  regarding the upcoming adventure Chronicle thorn 
  regarding the upcoming adventure Chronicle thorn 
  Throne and is addressed solely to the game 
  Throne and is addressed solely to the game 
  master. If you intend to play and not play lead 
  chronicle prompts you stop reading here.
  
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  SO SAID AROALETA
  "... and in antiquity was generating, the power that creates. Where Nothing ruled 
  since the origin Generate gave life to everything;  
  fashioned here and there, bred now and then, gave 
  birth to one while the other one. 
  And there arose piece, which thrived and multiplied 
  the wild ... ... but from the unbridled formed Chasten, force reigns: the 
  power to violate the intention; prying here and there,  
  that push now and then after the goal and desire; 
  harvesting one and buzzards second.  
  As time grew Taming greed, and resurrection was inevitable ... ... 
  forced breeds hatred begets Rasa, power shootout. Risen from Taming violence 
  generated works Rasa everywhere and nowhere,  
  Always close to where the mother meets the mother, always 
  strongest where the constraint is that skändligast. 
  The black fruit's arrival is given, 
  just as indispensable as dire ... ... and it happens, has happened, 
  and will happen again, that Rasa fed measureless, growing furious, blind in his 
  hunger. It happens that the blackness assume flesh and spirit sharpest claws,  
  the fruit shed seeds poisoning first,  
  in eagerness to trap the other.  
  Then everything dies ... "
  The barbarian legend as narrated above gives voice to an allegory as barbarians 
  The barbarian legend as narrated above gives voice to an allegory as barbarians 
  The barbarian legend as narrated above gives voice to an allegory as barbarians 
  describes how the world at large operates. They have witnessed battles between 
  the legend's three principles or forces, and they have often fallen victim to the 
  conflict aftermath. Generate represents creation, Tukta the purposeful use of 
  creation and Raging the furious force with which the creation turns back when the 
  use of going to the unbridled exercise - a phenomenon that ambrierna known as 
  "corruption".
  In any kind of natural sense, the principles of course no names, just as they are 
  linked to the respective body or form - they are not gods. But the principles of their 
  existence and through the centuries, countless people and creatures functioned 
  more or less clear representations of them.
  Adventure suite thorn Throne Set in a time and in a place where the force 
  Adventure suite thorn Throne Set in a time and in a place where the force 
  Adventure suite thorn Throne Set in a time and in a place where the force 
  legend calls Tukta growing in strength and threatening to bring his eternal 
  antagonist, Rasa, to action. It happens in Ambria and Davokar has happened 
  before, in the
  olden Symbaroum but also in the city-state Lindaros and the Dark Masters 
  homeland. Anyone who is able to look back even further in time will find further 
  examples of areas where Rasa has been so incredibly strong that its fury has also 
  gone out of the generated creation, with death and destruction as a result.
  Chronicle individual adventure will all affect what happens as the Tukta (and 
  thus Rasa) is growing in strength, but it will be some time before the characters 
  works certainly understand how things fit together. Most of deläventyren about 
  situations that arise as a result of the larger events, but that the role of people's 
  perspective, as conflicts over resources, skills or fame - in short, about power. It is 
  only with the last two parts as characters realize what is actually at stake and given 
  a chance to influence the course of history.
  The idea is also to chronicle parts must be independent of each other, in the 
  sense that players no means need to have the same characters from start to finish, 
  and that each 
  
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  Some will be radical but local effects. The latter means that the gaming world at 
  large will only be marginally affected by the outcome of deläventyren, so that 
  existing comb panjmaterial not invalidated, but may continue to be used with only 
  minor adjustments.
  This chapter and a presentation of the major power groupings that will be 
  active during Kroni influence time, and a brief description of deläventyren. It is 
  hoped that the report will give you the game master a basic understanding of the 
  chronicle as a whole, so that you can prepare game meetings and plan future 
  interlude with some insight on what to expect in the upcoming modules.
  factions
  Below a INTRODUCTION to thorn Throne s most prominent factions. In addition to 
  Below a INTRODUCTION to thorn Throne s most prominent factions. In addition to 
  Below a INTRODUCTION to thorn Throne s most prominent factions. In addition to 
  Below a INTRODUCTION to thorn Throne s most prominent factions. In addition to 
  these, of course, several smaller communities, groups and individuals to emerge in 
  individual adventure, but those considered in this section, has a prominent role in 
  several of deläventyren.
  Most of the factions can be said to act in line with Tukta and it is also these 
  groups' actions that promote development. At first, they will also appear as clearly 
  the most powerful, but remember also that the competing themselves and that by 
  their actions contribute to fractions related to Rasa growing in strength. Mention 
  must also be Iron Pact and to some extent, witches, ie Fractions representing 
  Generate, have a reactive and defensive posture - their primary purpose is to put a 
  spoke in the wheels of others.
  Each faction is described on a number of points that will expand on below. 
  Role: Fala's behavior in the overall story. Depending on the positions 
  Role: Fala's behavior in the overall story. Depending on the positions 
  characters makes the role can vary.
  Prominent figures: People / creatures that serve as leaders in the wing for a 
  Prominent figures: People / creatures that serve as leaders in the wing for a 
  shorter or longer period. Chiefs of smaller groups within the wing takes orders from 
  and accountable to them.
  Principle: Indicates which or in any case which of the three principles included 
  Principle: Indicates which or in any case which of the three principles included 
  as phalanx agents mainly represents. Note that both the runners infiltrators can be 
  found in all groups.
  Goal: The vision or dream that explains phalanx age adjusting. Individual 
  Goal: The vision or dream that explains phalanx age adjusting. Individual 
  agents who appears in the adventures may however be unaware phalanx 
  overarching goal or have completely own goal in mind.
  Strength: What speaks for the phalanx and which are their most important 
  Strength: What speaks for the phalanx and which are their most important 
  weapons in the fight against other power groups.
  Weakness: What speaks against the phalanx and located them in the dish in 
  Weakness: What speaks against the phalanx and located them in the dish in 
  conflicts with others.
  relationships: The general relationship between the wing and the other 
  relationships: The general relationship between the wing and the other 
  associations - often closely linked to the principle represented, but not exclusively. 
  house Kohinoor
  Role: The house Kohinoor and its representatives embodies the ambition to 
  Role: The house Kohinoor and its representatives embodies the ambition to 
  cultivate nature, to bring order in the wild, and that for man to extract as much as 
  possible of the world's resources. Queen Corinthia will
  with time to develop into a full-fledged incarnation of the force called Discipline.
  Prominent figures: Queen Corinthia is understood phalanx brightest star. 
  Prominent figures: Queen Corinthia is understood phalanx brightest star. 
  Field Marshal Beremo of Herengol is her unswervingly loyal and Empire Army 
  Corps is completely faithful to both of them. On their side, they also Ordo Magica 
  grandmaster Seldonio, while other powerful words magicians have a more 
  ambivalent attitude to the Queen.
  Principle: The house Kohinoor represents Chasten, they see generated 
  Principle: The house Kohinoor represents Chasten, they see generated 
  creation as a resource and Rasa as evil.
  Goal: The ambition is to Ambria to become so rich and powerful that future 
  Goal: The ambition is to Ambria to become so rich and powerful that future 
  enemies can be defeated quickly or preferably discouraged from all thoughts of war 
  and conquest. 
  Strength: Empire soldiers idolizing both the Queen as field marshal, because of 
  Strength: Empire soldiers idolizing both the Queen as field marshal, because of 
  the victory against the Dark Masters, but also for all the successes on the 
  battlefields north of the Titans. Large parts of the Ordo Magica is also adamant on 
  the King ningens side and the same can be said of the overwhelming majority of 
  the ambriska people. Even among those who live in misery directed mostly 
  discontent against other than the house Kohinoor
  - against the Dark Masters who killed Alberetor course, but also against the 
  barbarians, rebels, elves and the wild Davokar.
  Weakness: The house Kohinoor has few weaknesses, but their unwillingness 
  Weakness: The house Kohinoor has few weaknesses, but their unwillingness 
  to compromise and tendency to let the purpose (of the kingdom prosperity) justify 
  the means making them prone to acquire enemies. The division that exists between 
  the Queen and some of her relatives should also be mentioned. Duke Alesaro 
  certainly have the same ambitions as the Corinthia, but he would himself be the 
  one sitting on the throne. Even Duke Ynedar, the Queen's nephew, begins to be 
  obstinate on some issues. Queen's popularity will eventually begin dala, much due 
  to the factors mentioned above. Towards the end of the Chronicle, she has 
  managed to turn a large part of the people against them.
  relationships: Initially dynasty Kohinoor formally allied with both the clergy 
  relationships: Initially dynasty Kohinoor formally allied with both the clergy 
  who Solriddarna but both of these factions will evolve into enemies. It should also 
  be said that the queen from the start concerned at first father Jeseebegais 
  ambitions and therefore secretly helps his opponents within the church - something 
  she later bitterly will come to regret. Witches frac tion will shatter, and then some 
  witches stand on the queen's side while others remain neutral or join the ranks of 
  the enemy ranks. Iron Pact and Blood Eden and becomes dynasty Kohinoors 
  enemies!
  Clarification
  Please note that all titles in this document are the working titles that may 
  change. We also hope you understand that some adjustments may be made 
  regarding the composition of phalanx / strategies and deläventyrens content. It is 
  simply inevitable when it comes to a job as big as this.
  
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  clergy
  Role: Solkyrkan a bit into the chronicle of undergoing a reformation. The 
  Role: Solkyrkan a bit into the chronicle of undergoing a reformation. The 
  interpretation represented by the first father Jeseebegai and according to which 
  man's task is to process PRIO creation will be replaced by an older, gentler and 
  more loving variant instead emphasizes the responsibility to manage and care for 
  creation.
  Prominent figures: Initially governed solkyrkan the first father Jeseebegai with 
  Prominent figures: Initially governed solkyrkan the first father Jeseebegai with 
  Twilight brothers' tales person, brother Eumenos - two men of God who does the 
  same interpretation of both PRIO bid and the kingdom present plight. In the shadow 
  seems the candlelight jug Deseba the Old. A piece in the Chronicle, she will 
  orchestrate a coup that leads to Jeseebegais imprisonment and Sarvolas elevation 
  to the new first father.
  Principle: Are initially Tukta but will after the Reformation urgently to represent 
  Principle: Are initially Tukta but will after the Reformation urgently to represent 
  Generate.
  Goal: Jeseebegais goal is to transform Ambria a sun theocracy and that the 
  Goal: Jeseebegais goal is to transform Ambria a sun theocracy and that the 
  PRIO pleasant drive out the "evil" of Davokar. After the Reformation is solkyrkan 
  and its representatives rather a force that is fighting to stop the man's bridle loose 
  rampage, which means that they want to see a new Kohinoor in the kingdom faith - 
  specifically the young Duke Ynedar.
  Strength: Solkyrkan have their teurger, which are a significant force in 
  Strength: Solkyrkan have their teurger, which are a significant force in 
  themselves. After the Reformation, however, many teurger be expelled from the 
  church because they refuse to accept the new interpretation of the PRIO bid. On 
  the other side wins when the fraction of larger and larger parts of Ambrias 
  population on his side and can count on help from the many old veterans who are 
  increasingly convinced that Korinthias strategy likely to restore the Dark Masters 
  empire, in Ambria.
  Weakness: Solkyrkan shortage of arms, especially after Solriddarna break with 
  Weakness: Solkyrkan shortage of arms, especially after Solriddarna break with 
  the Curia in the chronicle the start-up phase. They are also plagued by internal 
  strife, partly or wholly prevents them to act with joint force.
  relationships: At first Solkyrkan formally allied with Corinthia, although the 
  relationships: At first Solkyrkan formally allied with Corinthia, although the 
  latter secretly conspiring with Deseba the Old. Solriddarna breaks early in the Curia 
  but not developed to the faction enemies until about the middle of the Chronicle - 
  leaving the community only to have freer rein to fight evil, but becomes a real 
  antagonist until they give up on humanity. Regarding Iron Pact and the majority of 
  the witches is developing the reverse: they go from being a faction's alleged 
  enemies to become its allies.
  solriDDarna
  Role: Solriddarna begins as fanatical fighters of evil, that is, the wild nature and its 
  Role: Solriddarna begins as fanatical fighters of evil, that is, the wild nature and its 
  representatives. A piece in the Chronicle they draw the conclusion that what is 
  happening in the region's happened before and equate PRIO with barbarlegen 
  dernas Generate. With the notion that humans unavoidable probably meant to 
  destroy PRIO / Generate become the faction "in the name of light, choose to walk 
  in the shadow of death."
  Prominent figures: Solriddarna are blindly loyal to their commander Iakobo of 
  Prominent figures: Solriddarna are blindly loyal to their commander Iakobo of 
  Vearra. Ervano his son and daughter Alisa Beta evolve over time to the leaders of 
  the respective units, and towards the end of the chronicle ally themselves also 
  nattalven Gidim and his bleksiktiga army.
  Principle: The dying sun brotherhood begins the story as Taming ardent 
  Principle: The dying sun brotherhood begins the story as Taming ardent 
  champions but will eventually break into vengeance bloody road and then becomes 
  virtually Rasas gear.
  Goal: Fraction goal is first to avenge PRIO death by crushing evil in Davokar. 
  Goal: Fraction goal is first to avenge PRIO death by crushing evil in Davokar. 
  Later, they themselves realize that PRIO is the same as the barbarian generate 
  and that evil occurs when man violates guddomen, then revenge gets another 
  target.
  Strength: Templárerna rely on their weapons and their faith. Their cavalry is a 
  Strength: Templárerna rely on their weapons and their faith. Their cavalry is a 
  force to be reckoned with and many of solriddarna also "gudagåvor" in the form of 
  mysterious forces. Towards the end providing they also allies among depicting 
  humanity to the Mother of Darkness.
  Weakness: When chronicle starts fraction consists of about two hundred 
  Weakness: When chronicle starts fraction consists of about two hundred 
  solriddare and as many companion (second constants, panty workers, grooms 
  more). So they are relatively few in number, and because of his fanatical attitude 
  isolated from other factions.
  relationships: Before Iakobo of Vearra concludes that humanity must be 
  relationships: Before Iakobo of Vearra concludes that humanity must be 
  eradicated is some cooperation possible between solriddarna and fractions house 
  Kohinoor and clergy. All other factions are right from the start to be considered 
  PRIO killer, and thus as templárernas mortal enemies.
  blood oath
  Role: Blood Eden is "the threat of the North" which is growing stronger in the 
  Role: Blood Eden is "the threat of the North" which is growing stronger in the 
  chronicle time.
  Prominent figures: Fraction obvious foreground figure is a teenage girl who 
  Prominent figures: Fraction obvious foreground figure is a teenage girl who 
  does not wear any name other than blood daughter and every time she turns 
  soaked in blood from head to toe. The real leaders are, however, her father, 
  saarernas clan chiefs Razameaman, and perhaps even more so gaoiernas infor 
  middle ruler, winding serpent Odralintos (called the Great Father Lint).
  Principle: Blood Eden remains as clear champion of Discipline as the house 
  Principle: Blood Eden remains as clear champion of Discipline as the house 
  Kohinoor.
  Goal: Restoring Symbaroum with ambrierna slave people.
  Goal: Restoring Symbaroum with ambrierna slave people.
  Strength: Blood Eden grows larger as more and more clans are incorporated in 
  Strength: Blood Eden grows larger as more and more clans are incorporated in 
  the fraction. Their warriors are fearless and often fully inflated with invigorating 
  elixir, the same time as they are able to take advantage of the growing number of 
  special forces of the clans who subdued. Finally, do not Odralintos forgotten - with 
  coil snake through fraction may also get help from other power-hungry skogsbestar.
  Weakness: Blood of Eden's biggest weakness is its lack of cutting capacity in 
  Weakness: Blood of Eden's biggest weakness is its lack of cutting capacity in 
  terms of mysterious forces - namely the banning witchcraft at an early stage. In 
  addition there are also an increasing number of internal conflicts, due to rebels 
  within the clans who allow themselves to be incorporated.
  relationships: Blood Eden is simply at war with everyone else, even with 
  relationships: Blood Eden is simply at war with everyone else, even with 
  witches since they have banned all forms of mystical practices. 
  Witches
  Role: The witches are in many cases likely allies of characters and trying 
  Role: The witches are in many cases likely allies of characters and trying 
  desperately to get well ambriska as barbarian factions to recognize their role in the 
  impending disaster.
  
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  Prominent figures: Huldran Yeleta will not betray their mission. First of 
  Prominent figures: Huldran Yeleta will not betray their mission. First of 
  hålgångarna in Karvosti, later fleeing feet is she who puts words in the mouth of the 
  witches sent to consult the other faction leaders. Her aide, Gadramon and 
  Eferneya, often acts as a leader in various tasks to be performed.
  Principle: The witches are convinced that a balance can be maintained between 
  Principle: The witches are convinced that a balance can be maintained between 
  generate and Discipline - something that the clans have actually shown through the 
  lives they have lived in Davokar. 
  Goal: Most of the witches see it as their task to relieve the effects of Rasas 
  Goal: Most of the witches see it as their task to relieve the effects of Rasas 
  awakening. They want to put an end to ambriernas and blood daughter's progress, 
  and at the same time help to keep Rasa sleeping. Where the latter is not possible, 
  it is important to quickly send witches to the site to limit the damage of the 
  resurrection.
  Strength: The witches have their mystical powers, a superior regional 
  Strength: The witches have their mystical powers, a superior regional 
  knowledge and can also conclude agreements with the mighty creatures of the 
  forest that share their ambition to keep Rasa sleeping. When a piece in the 
  Chronicle forced to leave Karvosti they also bring parts of Dormant wrath garde.
  Weakness: In addition to being few in number are the witches also scattered 
  Weakness: In addition to being few in number are the witches also scattered 
  among many different tasks. Some are always traveling with the task of trying to 
  persuade other faction leaders to the right, the rest will do their best to "put out 
  fires"  
  - that is, go to places where Rasa threatens to wake up and prevent this from 
  happening; alternatively, to try to lull already awake aspects of Rasa laurels.
  relationships: The witches are the most neutral of all fractions nerna - they are 
  relationships: The witches are the most neutral of all fractions nerna - they are 
  nobody's enemy, but also mixture friend. The exception, of course, those that are 
  contrary to Rasas belief, but neither they regarded the witches dedicated enemies. 
  Rather, think well Yeleta that most of her followers sorry for "Rasas tools".
  iron Pact
  Role: Iron Pact will chronicle the time to pursue a desperate and ultimately losing 
  Role: Iron Pact will chronicle the time to pursue a desperate and ultimately losing 
  battle that ends with the full or nearly extinct.
  Prominent figures: The yndarosbaserade Elori and elf prince Eneáno in 
  Prominent figures: The yndarosbaserade Elori and elf prince Eneáno in 
  Thousand tårars halls are most prominent among the Iron Pact members who 
  initially seek a diplomatic solution. Towards the end the latter will join with 
  höstalvskrigaren Adreanea and the more warlike oriented elves while Elori flee to 
  Ravenia in order to establish a partnership with Duke Ynedar and Solkyrkans new 
  management.
  Principle: Iron Pact struggling generated behalf, always against both Tukta as 
  Principle: Iron Pact struggling generated behalf, always against both Tukta as 
  Rasa.
  Goal: Elves and their allies want to prevent peopl iskornas dominance over the 
  Goal: Elves and their allies want to prevent peopl iskornas dominance over the 
  mainly Davokar continues to grow, through diplomacy or by violent means.
  Strength: In addition to the unrivaled knowledge Pact members have about 
  Strength: In addition to the unrivaled knowledge Pact members have about 
  historical events and Davokars nature possesses the powerful magic and martial 
  devices that are both agile and accurate. 
  Weakness: Iron Pact members are far too few in number to be able to go into 
  Weakness: Iron Pact members are far too few in number to be able to go into 
  open war against the region's second power groupings. They also have difficulty 
  keeping up with the face connections and to act jointly, primarily because the elves 
  in different phases of life tend to perceive the world differently - it
  as a sommaralv appears to be an urgent and serious problems can be a vinteralv 
  seem like a gentle ripple at the time of the sea surface.
  relationships: Since iron Pact consists of various groupings, with partly 
  relationships: Since iron Pact consists of various groupings, with partly 
  different methods and objectives, it is difficult to describe their relationship to other 
  fractions in an unambiguous way. Elori is an example that they are willing to 
  cooperate and many witches can testify that they have good relations with 
  individual elves. Basically, however, refuses members to compromise in defense of 
  the generated creation, and they have absolutely no sympathy for Taming 
  representatives.
  oldest blood Holy
  Role: Oldest blood is sacred "power in the shadows" that pop up where you least 
  Role: Oldest blood is sacred "power in the shadows" that pop up where you least 
  expect it, to the lies and manipulation tenth cause problems for the other factions. 
  With time depraveras cult members and is one of the most powerful tools Rasas.
  Prominent figures: The cult has been established on the initiative of the Duke 
  Prominent figures: The cult has been established on the initiative of the Duke 
  Sesario but it is a secret that only his daughter, Esmerelda know. It is she who is 
  the duo face new recruits, recruits who in turn either know each other or their real 
  leader identity.
  Principle: Initially stands Oldest holy blood of Taming side but with time 
  Principle: Initially stands Oldest holy blood of Taming side but with time 
  members will be corrupted more and more so that they end up being fulfilled by the 
  desire to serve Rasa.
  Goal: Sesario (and Esmerelda) has two goals with the cult - both to tame 
  Goal: Sesario (and Esmerelda) has two goals with the cult - both to tame 
  Davokars dark forces and use them to refine Ambrias already noble blood, and 
  thus repatriate the undead Queen Mother Abesina to real life. Other members 
  focus on the former, convinced that their essentially noble blood can never be 
  corrupted. But of course it is wrong, and before the end comes Oldest blood Saints 
  to really strive to bring Rasa - primarily by the lies and manipulation as a weapon 
  incite their environment.
  Strength: The cult's greatest strength is that they appear in the hidden and that 
  Strength: The cult's greatest strength is that they appear in the hidden and that 
  they have good connections and access to the corridors of power. It should be 
  added that in time they will become greater and greater with regard to the 
  cultivation of the dark arts - which among other things gives them access to more 
  weapons power in the form of undead warriors and enslaved skogsbestar.
  Weakness: The cult's biggest weakness, not least in the beginning, is that all 
  Weakness: The cult's biggest weakness, not least in the beginning, is that all 
  its members are basically serve their own self-interest. Even at the end, leadership 
  duo have problems that they can never rely on their agents really do as they're told.
  relationships: Oldest blood is sacred in early chronicle completely unknown to 
  relationships: Oldest blood is sacred in early chronicle completely unknown to 
  everyone else. Only in the final stages they emerge from the shadows and 
  becomes a relatively strong power that is in conflict with any other - even with 
  Solriddarna which will consider the cult nobles as their main enemy!
  
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  chronicle deläventyr
  This section tries provide a comprehensive and concise picture of the chronicle as 
  This section tries provide a comprehensive and concise picture of the chronicle as 
  a whole. The description is based on three main components: the environment, the 
  main theme and fractions.
  Although it may seem obvious tolerate it noted that all these deläventyr 
  provides room for the game master to adjust, add, drag IFRA and thus adapt them 
  to actual head. The adventures will also be a greater or lesser degree giving 
  influence to the players and the role of people, which can mean different games 
  groups ultimately experience them in very diverse ways.
  The issues and concerns that arise after the time of the campaign overview, 
  you are of course welcome to raise our discussion forums. Remember, however, to 
  issue a warning to all those who in the future will experience the chronicle through 
  their role in people's minds can do it without experience is clouded by "undeserved 
  and annoying knowing".
  TisTla bracket: guard anger
  TisTla bracket: guard anger
  The adventure of the first book is set mostly in Tistla bracket. A few detours into 
  Davokar and the underworld will be made, but otherwise it is in lycksökarnas city 
  that characters will meet their challenges.
  Adventure main theme of an introductory character. The idea is that the role of 
  the people (and the players) will get a chance to familiarize themselves with the 
  Chronicle main factions and learn a lot about their objectives, methods, and internal 
  and external conflicts.
  Virtually all factions will be represented conditioned in Tistla bracket and be 
  possible to meet. The only exception is the oldest blood saints, whose agent in 
  town certainly is behind the adventure plot, but without that emerge from the 
  shadows, other than in the form of loose rumors.
  KarvosTi: Hammer of Witches
  KarvosTi: Hammer of Witches
  The second book focuses on the cliff Karvosti and the region. The characters will 
  be able to travel down through the rock labyrinthine hålgångar but are also reasons 
  to visit the islands in the giant lake Volgoma and a pair barbarklaners main 
  settlements.
  The theme of the adventure is the escalating conflict between different factions 
  ambriska - especially between starter Kohinoor and groupings within PRIO church. 
  The Queen wants to force witches to show her the way to Symbar and the situation 
  will be extra tight when it turns out that Solriddarna left Kurian and want the same 
  information for themselves. And it does not get better when tussle in the clergy 
  begin to appear in full light. The characters can become involved in conflicts in 
  many different ways, but regardless, they will learn a lot about Symbaroums high 
  culture and what made it great civilization construction on the case.
  In addition to the above fractions, a war band from iron Pact and a group 
  assassin from Blood Eden to figure in the scenario. The latter attempt to break into 
  storhövdingens stone castle is a central part of the adventure's plot.
  
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  Yndaros: extinct star
  Yndaros: extinct star
  Chronicle third deläventyr takes place mainly in the capital Ambrias Yndaros. In 
  addition to a trip to an anything but prosperous village in the countryside will 
  yndariska characters to visit Lindaros - both its sunken ruins and the mysterious 
  ways also the city-state as it appeared during its heyday.
  Adventure main theme is about to unveil the his toric links between 
  Symbaroum, Lindaros and Dark Masters kingdom - connections that it turns out 
  that Queen Corinthia want to cover up. Several other factions get wind of the 
  cover-up and the characters begin to unravel the whole, either on your own or 
  through a partnership with an ally.
  In Yndaros is understood all factions were represented, and all conflicts both 
  between and within them will come into play. The only exception is Blood Eden, 
  whose agents have not yet been any significant presence in the city.
  sYmbar: darkness parent
  sYmbar: darkness parent
  Chronicle turning point occurs in the depths of Davokar in the place from which 
  Symbaroums last ruler reigned. In addition to the grand adventure environment 
  itself devoted a large part of the adventure to describing the journey through the 
  forests.
  In the ruined city that during his prakts days called Symbar receives characters 
  a deeper understanding of what is at stake. It turns out that the name Symbar not 
  only this refers to a place, but also to a person and to the effect that occurs when 
  generated creations are violated (the barbarians call Rasa). The characters are not 
  alone in trying to uncover the ancient secrets herresätets ...
  In this adventure, faced for the first time all the power gruppe rings together, 
  and it is in a secluded spot from which only the winner will return with stories of 
  what actually happened. It is not about some armies, but of small groups of 
  explorers, most of which have been decimated on the way to the ruined city.
  albereTor: Wild vålnaDers impotence 
  albereTor: Wild vålnaDers impotence 
  Alberetor, ambriernas once beautiful, now doomed motherland is the scene of the 
  chronicle fifth part adventure. Important adventure environments is the castle where 
  the Corinthia was imprisoned by the Dark Masters, but also an ancient monastery 
  archive full of knowledge taxes and the resting place of a powerful artifact - an 
  oasis of life in all of the dead.
  The adventure gives further clues to Symbaroums, Lindaros and Dark Masters 
  common destiny and also suggests disturbing connections to what is now 
  happening in Ambria. It shows that the queen Korinthias stay in the castle was 
  perhaps not altogether unpleasant, and that the stories of her rescue is far from 
  true.
  The main antagonist of the adventure is the oldest holy blood, which has sent a 
  group of agents to the fatherland in search of the same information as the 
  characters want. But dynasty Kohinoor have agents in place, with the task of 
  preventing others from meddling in the past.
  Ambal Sheba: ärkemagins keys
  Ambal Sheba: ärkemagins keys
  Ambal Seba is the valley of Ravennerna who long ago was the main seat of 
  Symbaroums powerful magicians, and where they imprinted their secrets along the 
  roundel of sixteen 
  golden pillars. In connection with Symbaroums cases flooded the entire valley 
  when two mountainsides crushed and rubble dammed up a bergsälv. But now 
  Ambal Seba to be exposed again, with or without the role of people's direct 
  involvement.
  Among magicians secrets were the keys to the so-called arch magic - it's like 
  magic, the magic that creates without corrupting. Generated power. The adventure 
  is about yak ten on this powerful secret. By now, much has happened in the 
  Chronicle main factions and characters will have a fiery, whether they get there as 
  members of a faction or driven by self-interest.
  Solriddarna is there with the ambition to keep one and all from revealing 
  ärkemagins mystery. Corinthia gets there with his bodyguards, firmly convinced 
  that the pure magic key is to find the "real Symbar" and thus Symbaroums say 
  much spoken thorns throne. Solkyrkan, witches and Iron Pact join forces hoping to 
  get first to the valley's knowledge treasures and bring the secrets to a safe place. 
  And when the situation does not look set to become more loaded ride Archduchess 
  Esmerelda into Ambal Seba, at the forefront of these undead warriors.
  saroKlaw: aT Sovereign hard
  saroKlaw: aT Sovereign hard
  The last deläventyret discloses several places in Davokar depths to which the 
  characters and other groups set out in search Symbar - simply stated: the location 
  on which the person Symbar located. The largest portion, away from the storming 
  finish, played out, however, in the Underworld and the Sunken Ruins which long 
  ago was called Saroklaw.
  The question for the adventure is who will succeed Symbar as Symbaroums 
  emperor. There are three main throne pretenders, one representative for each 
  primal force, probably Queen Corinthia (Discipline), Esmerelda (Rasa) and father 
  Sarvolas bastardson Aluin (Generate). Depending on what has happened in 
  previous adventures, and above all who is in possession of ärkemagins secrets (if 
  any), the control keförhållandena between the three main factions vary and it is 
  also not unlikely that there are more hopeful that want to represent one or other 
  force, such as blood daughter (Tukta).
  The characters will of course have the opportunity to influence who will be 
  crowned or ally with the factions any time see that Symbaroums throne remains 
  empty. Regardless promised plenty of pressure on negotiations, stealth maneuvers 
  and epic battles in the archipelago lava lit halls.
  
SOURCE: textdata/thevault/Symbaroum [multi]/LANG/[SV]/Symbaroum - Extra - T%3Frnetr%3Fnen Kampanj%3Fversikt [SWE].sv.en.pdf