TEXT: PRW-9-INT1P
  Remnant of the Mailed Fist
  Prelude: Intelligence
  An adventure for a home Greyhawk Campaign
  Set in Perrenland
  By Peter Wood
  When orcs are found attacking orcs, the most obvious question most adventurers think about is how 
  many to leave alive. But sometimes a small skirmish is a symptom of a big problem.
  This adventure is best played by Players that completed the adventure “Atrocities”. This adventure is 
  a prelude to the Gameday Battle Interactive “Remnant of the Mailed Fist”.
  A one round adventure set in Perrenland for characters levels 1-9 (APL 2-6)
  Thanks to Bob Beck for the original material on Exag adapted for inclusion with this adventure.
  The following resources are recommended or required to completely run this adventure: Complete 
  Adventurer, Complete Scoundrel, Magic Item Compendium, Monster Manual IV, Player’s Handbook II. 
  This adventure is to be played with the 3.5 version of the Dungeons And Dragon rules by Wizards of the 
  Coast.
  
  Background
  Earlier  in  599CY  a  small  group  of 
  adventurers accompanied a cleric of Rao named 
  Nathanal  on a quest  so  he could receive an 
  atonement for a sin that he had committed many 
  years  ago.  During the  quest,  the  adventurers 
  and Nathanal met two orcs, Koth and Ola. They 
  were the last of their tribe, known as the Mailed 
  Fist.
  During  the  quest  the  adventurers  and 
  Nathanal found that the rest of the Mailed Fist 
  had  been  taken  by  the  forces  of  Iuz  and 
  subjected  to  experiments  that  mutilated  their 
  physical forms. However some of the mutilated 
  orcs were missing, and when Nathanal received 
  his atonement, he returned to Koth and Ola, and 
  asked if he could help them find the rest of their 
  tribe. There was a chance, he said, that they 
  would not be in their right minds.
  Koth and Ola agreed, so Nathanal and his 
  apprentice Joep went searching for the Mailed 
  Fist tribe.
  In 595CY the Sakhut were finally defeated 
  and forced out of Geoff. The Sakhut were the 
  leaders of the Giant forces that occupied Geoff, 
  but with their defeat, the alliance that held the 
  giants together was finally lost. Giant tribes went 
  their own ways, and some have come to the 
  Yatil Mountains.
  With  the  shift  in  power  away  from  the 
  Sakhut,  one  giant  tribe  in  particular  has 
  abandoned it’s traditional worship of Surtr, and 
  embraced worship of a being they call “The Iron 
  Duke”.  King  Verner  is  convinced  that,  in  the 
  service of “The Iron Duke” there is a place for a 
  nation of Giants on Oerth. If it can’t be Geoff, 
  maybe it can be Perrenland. And if the Sakhut 
  cannot hold it together, then maybe King Verner 
  can rule this new giant nation.
  King  Verner  intends  to  invade  Western 
  Perrenland and capture the city of Exag. This 
  will  then  become  his  capital  and  Western 
  Perrenland up to the shores of Lake Quag will 
  become his dominion.
  While  King  Verner  was  negotiating  with 
  other tribes of giants, he met the last remnant of 
  the Mailed Fist orcish tribe. The Mailed Fist were 
  no longer orcs, they had been grafted onto the 
  bodies  of  beasts.  The  giants  reached  an 
  agreement with the Mailed Fist, and the Mailed 
  Fist  began  recruiting  orcish  foot  soldiers  to 
  become part of the Giant army.
  So  when  Nathanal  and  Joep  began 
  searching  for the remnant  of the  Mailed  Fist, 
  they instead found a uniting of orc and giant 
  tribes.  When  they  went  looking  for  some 
  creatures that had once been orcs, they found 
  an army of Giants and Orcs was beginning to 
  form. They were captured, and Nathanal was 
  interrogated  by  King  Verner’s  agents,  Helga. 
  Nathanal  learned  as  much  from  Helga  and 
  Helga  learned  from  Nathanal.  Everything 
  Nathanal learned he wrote in code, in a book he 
  called “In Defence of Reason”.
  As this adventure is about to begin, Joep 
  has escaped. Nathanal has given him the book, 
  and  he  is being pursued  towards  Exag  by  a 
  force of orcs allied to King Verner. Joep has 
  found Koth and Ola, who have taken him into 
  hiding. The pursuing force have just found Koth 
  and Ola, and are about just about to “question” 
  them. 
  Summary
  Introduction: The  PCs  are  on  the  road 
  between Grafbridge and Exag when they hear 
  sound of a battle ahead.
  Encounter 1: When Orcs Attack  Orcs - 
  The PCs have the opportunity to save Koth and 
  Ola from the attacking orcs.
  Encounter 2: In Hiding – Koth and Ola take 
  the PCs to meet Joep. Joep shows them the 
  book that Nathanal wrote, called “In Defence of 
  Reason”, and he tells the PCs of the army.
  Encounter  3:  Exag  – the  PC’s  return  to 
  Exag and are tasked with gathering Intelligence 
  about the Giant army.
  Encounter 4: Mantrap – the PCs encounter 
  a trap set across one of the paths on the way to 
  the Giant army.
  Encounter 5: What Happens on the Side 
  of the Mountain – the PCs climb a mountain to 
  get a good view of the valley where the giants 
  are residing.
  Encounter 6: Lookout – the PCs discover 
  that the orcs have set a lookout in place too.
  Encounter 7: Signal Fires – the PCs must 
  prevent or  limit the signals that  the orcs  can 
  send to the army.
  Conclusion: The View from the Top – The 
  PCs get the idea of what they are dealing with, 
  setting the scene for the rest of the Interactive.
  Introduction
  This adventure begins with the PCs on the 
  road between Grafbridge and Exag:
  PRW-9-INT1P Remnant of the Mailed Fist – Prelude: Intelligence
  Page 2
  
  The roads around Exag are generally 
  well-maintained,  but  tend  to  be  heavy 
  going regardless. The rugged foothills of 
  the Yatil Mountains do not make traveling 
  easy at the best of times. It is not the best 
  of times, it is raining, and is cold enough 
  to  almost  turn  the  rain  into  snow.  It 
  appears  that  summer  has  passed,  even 
  before it properly arrived.
  Let the PCs introduce themselves to each 
  other if they are not already familiar. All the PCs 
  should make Listen checks. Apply a -5 penalty 
  to the check because of the rain. The DC of the 
  battle is -10, so all the PCs will hear the battle. 
  The purpose of the check is to determine how 
  far away from the battle the PCs are before they 
  hear it.
  Then  the sound of a  battle  becomes 
  clear, there is no doubt, a fight is on up 
  ahead.
  Continue with encounter 1.
  1: When Orcs Attack Orcs
  Map 2 is a graphic of the battle site. The 
  distance  between  the  battle  and  the  PCs  is 
  determined by the modified Listen check. Add 
  10 to the modified check and multiply by 10 feet 
  to determine the distance. The PCs will have to 
  either crest or round the hill on Map 2 to be able 
  to see what is going on. Once the PCs can see 
  the battle read or paraphrase the following:
  Obviously  the  orcs  up  ahead  have 
  managed to upset one another. Two orcs 
  are surrounded, and are obviously bearing 
  the brunt of the attack. The female of the 
  two  is  either  unconscious  or  dead,  the 
  male is trying his best to defend himself.
  They  are  outnumbered,  and  their 
  orcish attackers seem to be enjoying the 
  one-sided fight.
  If  any  of  the  PCs  present  played  the 
  adventure Atrocities, they may recognize Koth 
  and Ola.
  ALL APLs (EL-)
  
  Koth, Ola (2): orc warrior 1, hp 5, MM 203.
  APL2 (EL3)
  
  Orc (6): warrior 1, hp 5, MM 203.
  APL4 (EL4)
  
  Orc (4): warrior 1, hp 5, MM 203.
  
  Orc  veteran  (2):  warrior  2,  hp  11  each, 
  Appendix 1.
  APL6 (EL6)
  
  Orc  veteran  (6):  warrior  2,  hp  11  each, 
  Appendix 1.
  Koth and Ola take no part in this battle. Koth 
  is injured and exhausted. Ola is currently on -3 
  hit points and will dies unless she stabilizes or 
  the  PCs  heal  her.  The  orcish  attackers  are 
  uninjured. If the PCs are indiscriminate, or just 
  orcs, it is possible that they will kill Koth and Ola 
  as well. If this occurs, it makes the forthcoming 
  adventures more difficult.
  Koth and Ola
  If the PCs converse with the Koth and Ola, 
  they can learn the following.
  •
  They were from the Mailed Fist tribe. Their 
  tribe can be recognized by the brand they 
  each have on their shoulder.
  •
  The  tribe  formed  an  alliance  with  a 
  Voormann when the Witch Queen enslaved 
  Perrenland  in  481  CY.  Against  the  odds 
  (orcs  have  short  memories)  this  alliance 
  held until the present day.
  •
  Until recently they believed they were the 
  last  of  their  tribe.  The  Famine  Queen 
  attacked the tribe, they were injured and left 
  for dead. The rest of their tribe were either 
  killed or captured by the demonic forces.
  •
  They  recently  learned  that  some  of  their 
  tribe  were  still  alive,  although  they  had 
  probably been turned into abominations.
  •
  A human named Nathanal offered to try to 
  reunite their tribe. He was accompanied by 
  another  human  named  Joep  who  could 
  speak  orcish  and  was  translating  for 
  Nathanal.
  •
  They  very  recently  found  Joep  being 
  pursued by these orcs. They have hidden 
  Joep nearby.
  •
  The orcs were attacking hem because they 
  refused to hand Joep over to them, and they 
  refused to follow the new King. They have 
  never met the King and have no intention of 
  becoming part of this new King’s army.
  Speaking with the Pursuing Orcs
  If the PCs converse with the aggressors (if 
  they kept one alive), they end up speaking to an 
  orc  named  Grak.  The  PCs  can  learn  the 
  following.
  •
  They were pursuing an escaped prisoner, a 
  human. They had orders to either capture or 
  PRW-9-INT1P Remnant of the Mailed Fist – Prelude: Intelligence
  Page 3
  
  kill him. They planned to kill him as humans 
  are good eating.
  •
  Their orders came from Lord Rakliss, but the 
  Lord  said  they  came  from  King  Verner 
  himself.
  •
  They have never met the King, but they did 
  what the Lord said. The Lord is powerful, 
  and they dare not disobey.
  None of the PCs will have heard of Lord 
  Rakliss or King Verner before. If Koth and Ola 
  are still alive, they can lead the PCs to Joep, 
  otherwise the PCs will have to try and follow 
  Koth and Ola’s trail. A DC 10 Survival check is 
  sufficient if tracking. Survival can be used for 
  this purpose untrained as the DC is 10 or lower. 
  If the PCs can’t find Joep, he will make his own 
  way out of his hiding place and go to Exag under 
  his own steam.
  Interactive Effects
  Take special note of the following points for 
  the purpose of the Interactive.
  •
  Did Koth and Ola survive.
  •
  Did the PCs find Joep or did he return to 
  Exag under his own steam.
  Development: If  the  PCs  save  Koth  and 
  Ola, they earn the “Favour of Koth and Ola AR 
  entry.
  If Koth and Ola guide the PCs to Joep’s 
  hiding place, or if the PCs find it themselves, 
  continue with Encounter 2. Otherwise move to 
  Encounter 3.
  2: In Hiding
  Either Koth and Ola guide the PCs to Joep’s 
  hiding place or the PCs have followed the tracks 
  there. Once at the hiding place, continue with 
  the following:
  It  could  be  described  as  a  cave,  by 
  some  people.  Burrow  might  be  a  more 
  appropriate description. Hole in the ground 
  is most apt. The hole is no more than 2½ 
  feet round. Peering inside you are able to 
  confirm  that  yes,  there  is  a  man  in  the 
  foetal position cowering at the back of the 
  hole.
  This is Joep. He is scared and hiding, but he 
  is not insane. He will come out assuming the 
  PCs talk to him.
  ALL APLs (EL-)
  
  Joep: human (Suel) cleric (Rao)/rogue 1/1.
  Joep is desperate to get to Exag. He has to 
  warn the city of the amassed army. He confirms 
  Koth and Ola’s story.
  •
  He is an acolyte of Rao, and he serves the 
  cleric Nathanal on his life’s work to reunite 
  family’s after the recent war.
  •
  Nathanal offered to reunite the mailed Fist 
  orc tribe.
  •
  Nathanal did find the remnant of the mailed 
  Fist, but they imprisoned him. The remnant 
  of the tribe are monstrous, and they have an 
  alliance with Fire Giants.
  •
  They  were  captured,  and  Nathanal  was 
  often interrogated because he was seen as 
  the leader.
  •
  Recently Joep managed to get out of his 
  cage (the legacy of a misspent youth). He 
  didn’t have time to free Nathanal before he 
  had  to  flee,  but  Nathanal  did  give  him  a 
  book.
  •
  Joep was being pursued by the orcs when 
  he found Koth and Ola. They hid Joep.
  •
  He  is  very  concerned  about  his  master 
  Nathanal. The orcs and giants let him write 
  the  book  he  has,  titled  “In  Defence  of 
  Reason” but he skimmed the book and its 
  complete nonsense, there is nothing in there 
  pertinent to the teaching of Rao.
  Joep will show the PCs the book if they ask. 
  Page  one  of  the  book  is  included  as  Player 
  Handout 1.
  Interactive Effects
  Take special note of the following points for 
  the purpose of the Interactive.
  •
  When the PCs read Player Handout 1 do 
  they understand it?
  3: Exag
  Exag, Pearl of the Yattenheid, is the oldest 
  city  in  Perrenland  and,  according  to 
  Vorstamman  Vorrudden,  Hetmann  of  the 
  Yattenheid  canton  and  the  Morgenrood 
  Pfalzgraf,  it  is  the  oldest  city  on  Oerth.  It  is 
  renowned  as  the  birthplace  of  Perren,  the 
  original  and  current  Voormann.  The  current 
  population of 8,500 is half the population of the 
  city at its peak. The city contains many deserted 
  buildings and entire suburbs lie in ruins. The city 
  is incredibly ancient, and its architecture is an 
  unusual mix of domes and whitewashed walls 
  seen nowhere else in Perrenland.
  PRW-9-INT1P Remnant of the Mailed Fist – Prelude: Intelligence
  Page 4
  
  A  few  of  the  notable  sites  in  Exag  are 
  included as DM Aid 1.
  If the PCs Accompany Joep into Exag
  If the PCs accompany Joep into Exag, then 
  Joep immediately wants to go to the Hetmann’s 
  Palace. They are taken before Denas, a well-
  educated  half-orc  and  the  Vuurzward 
  representative  on  the  Council.  Denas  listens 
  carefully  to  what  is  said.  The  existence  of  a 
  Giant-led  orcish  army  concerns  him  deeply. 
  They  lack  information,  so  an  Intelligence 
  gathering mission is necessary, and who better 
  to  gather  the  Intelligence  than  these  brave 
  adventurers.
  Denas  provides  a  map  (refer  Player 
  Handout 2) , and with the assistance of Joep, 
  the army is located. The PCs are requested to 
  go  up  to  a  high  pass,  overlook  the  army, 
  estimate numbers of troops, and return with as 
  much observed information as they can. If he is 
  given  Nathanal’s  book,  and  the  PCs  have 
  determined the key, he orders and immediate 
  decryption.
  If Joep has to make his own way to Exag
  Joep will be a lot slower getting to Exag, but 
  will immediately go to Hetmann’s Palace. Denas 
  will take Nathanal’s notes, and listen carefully to 
  Joep’s  report.  The  existence  of  a  Giant-led 
  orcish  army  concerns  him  deeply.  They  lack 
  information, so an Intelligence gathering mission 
  is  necessary,  and  who  better  to  gather  the 
  Intelligence than brave adventurers.
  Denas sends out a member of the Voice to 
  recruit adventurers for the mission, and the PC’s 
  can  be  recruited  this  way.  Denas  provides  a 
  map, and with the assistance of Joep, the army 
  is located. The PCs are requested to go up to a 
  high pass, overlook the army, estimate numbers 
  of  troops,  and return  with  as  much  observed 
  information as they can.
  The PC’s will not be shown Nathanal’s book 
  and will not have the opportunity to decrypt the 
  code.
  Word on the Street
  If the PCs spend some time on the streets of 
  Exag talking to the locals, they can learn the 
  following rumors and information. A successful 
  Gather Information check (DC as listed below) 
  means they gain all the information at the lower 
  DC’s as well. For every 10 gp they spend, they 
  gain a +1 circumstance bonus (up to +4).
  •
  DC  10:  What  was  Vorrudden  thinking, 
  nominating
   
  the
   
  unknown
   
  Blossom 
  Morganrood  for  Voormann.  Who  is  this 
  “Blossom Morganrood”?
  •
  DC  10: Lots  of  people  are  having  bad 
  dreams at the moment – must be people’s 
  way of recovering after the war.
  •
  DC 12: This year the Dance of Nerull was 
  one of the biggest ever. Many of the Kust 
  were secretly serving the Old One’s and the 
  Witch  Queen.  Hundreds  were  killed  on 
  Paleen Rock.
  •
  DC 12: Franz Hussen, former Voormann of 
  Perrenland  has  died.  Ordinary  Perrenders 
  are not mourning him. Franz signed the non-
  aggression pact with the Old One.
  •
  DC  15:  Perren  is  very  unhappy  with  the 
  Council of Perrenland. He wants to turn the 
  clock back, restore the Council of Grafs. He 
  has stacked the Council with his own people 
  – gave them all titles last year.
  •
  DC  15: 
  Blossom  Morganrood  is 
  Vorstammen Vorudden’s horse. He adopted 
  the  horse  so  the  horse  would  meet  the 
  requirements to stand for Voormann!
  •
  DC 18: Perren must have cheated death to 
  still be alive after all this time. We’ve heard 
  he made a deal with Nerull. What will this 
  cost our country?
  •
  DC 20:  Perren doesn’t understand modern 
  Oerth. He’s out of his time and Perrenland 
  will suffer if he doesn’t adapt quickly.
  •
  DC 30: Perren bears the mark of the Hus. 
  This year the Dance of Nerull was presided 
  over by none-other  than the  old  Ner-Graf 
  himself.
  4: Mantrap
  This encounter takes place on the way to 
  the identified lookout point. Refer to Map 3 for 
  an overview of the area. 
  Based on the map provided by Denas, 
  game trails are the best routes you have 
  into the Yatils.
  Determine  what  precautions  the  PCs  are 
  taking as they follow the game trails. Depending 
  on the precautions they are taking, determine 
  whether they avoid this encounter.
  The Rockfall trap was set up by the orcs to 
  protect  the  trail  up  to  the  lookout.  It  wasn’t 
  designed to stop any size force, it was designed 
  to stop a single scout or ranger.
  The  rock  fall  is  triggered  by  an  unstable 
  board camouflaged by small stones. The board 
  PRW-9-INT1P Remnant of the Mailed Fist – Prelude: Intelligence
  Page 5
  
  is on in the game trail. If it is stepped on, it 
  releases the rock fall that affects the character in 
  the  lead  who  stepped  on  the  board  and  the 
  character in the square immediately behind that 
  character. 
  APL2 (EL2)
  
  Camouflaged  Rockfall  Trap: 
  CR  2; 
  mechanical; location trigger; manual reset; 
  Atk +10 melee (2d6 rocks); multiple targets 
  (all targets  in two adjacent  5-ft. squares); 
  Search DC 20; Disable Device DC 20.
  APL4 (EL3)
  
  Camouflaged  Rockfall  Trap: 
  CR  3; 
  mechanical; location trigger; manual reset; 
  Atk +12 melee (4d6 rocks); multiple targets 
  (all targets  in two adjacent  5-ft. squares); 
  Search DC 20; Disable Device DC 20.
  APL6 (EL4)
  
  Camouflaged  Rockfall  Trap: 
  CR  4; 
  mechanical; location trigger; manual reset; 
  Atk +15 melee (6d6 rocks); multiple targets 
  (all targets  in two adjacent  5-ft. squares); 
  Search DC 20; Disable Device DC 24.
  If the Rockfall trap is examined, there is no 
  doubt it was deliberately placed along the trail at 
  this point. The PCs may speculate at who or 
  what set up the trap (it was the orcs). When the 
  PCs are ready to continue, move to encounter 5.
  5: What Happens on the Side 
  of the Mountain
  Map  4  includes  a  tactical  graphic  of  this 
  encounter. This encounter has is designed to 
  test the wilderness skills of the party. It is not 
  intended to be a major obstacle to them. It does 
  the affect the preparedness of the orcs in the 
  next encounter.  
  According  to  the  map,  the  time  has 
  come  to  leave  the  game  trail. 
  Unfortunately, as marked, you have to go 
  up the side of a cliff.
  The PCs have two choices, either find an 
  easier way to the lookout site, or scale the cliff.
  Finding an Easier Way
  The PCs can scout the area. For each hour 
  of scouting, allow the PCs to make a Survival 
  check  (aid  another  is  appropriate  in  this 
  situation). A DC 15 Survival check allows the 
  PCs to find a way to ascend that isn’t quite so 
  forbidding.  However  this  is  the  way  the  orc 
  lookout is observing (see Encounter 6).
  If  the  PCs  choose  this  route,  they  are 
  automatically seen by the orc, and the orc will 
  prepare for them.
  Scaling the Cliff
  The cliff is 110 feet tall and takes up 20 feet 
  of horizontal space (DMG pg 89). The cliff can 
  be climbed with a DC 15 Climb check. The PCs 
  can take a number of precautions when climbing 
  the cliff.
  •
  If  the  PCs  are  using  pitons  to  make 
  handholds  and  footholds  makes  a  lot  of 
  noise  unless  precautions  are  taken  (a 
  Silence spell for example. Allow the orcs in 
  Encounter 6 to make Listen checks. If they 
  hear the PCs they will prepare for them.
  •
  Using  rope  is a good  (and  quite) way to 
  scale  the  cliff  as  long  as  a  competent 
  climber can get up there first. The PCs must 
  have sufficient rope for the climb.
  •
  In a straight climb up, a PC can move at 
  one-quarter normal speed.
  •
  Using a grappling hook is an option, but the 
  hook has to be thrown the whole 110 feet to 
  be of any assistance. The grappling hook 
  requires a DC 32 Use Rope check to be 
  successful, it’s not impossible for parties at 
  the higher APLs. The orcs will not notice a 
  thrown grappling hook.
  Development: When the PCs have scaled 
  the cliff, continue with encounter 6.
  6: Lookout
  Map  4  includes  a  tactical  graphic  of  this 
  encounter. An Orc scout has taken up position in 
  here, as he gets a good view of the surrounding 
  area.
  A flat plateau is set into the side of the 
  mountain. A narrow path leads around the 
  other side of the mountain. An orc stands 
  guard.
  If  the  PCs  have  not  been  noticed  in 
  encounter 5, then they have a single action as 
  the  orc  is  surprised.  If  the  PCs  have  been 
  noticed  scaling  the  cliff,  continue  with  the 
  following.
  The  orc  has  his  sword  drawn  and 
  starts yelling.
  The  orc  is  yelling  a  warning  to  his 
  companions (just around the mountain). 
  PRW-9-INT1P Remnant of the Mailed Fist – Prelude: Intelligence
  Page 6
  
  APL2 (EL3)
  
  Orc scout: scout 3, hp 19, Appendix 1.
  APL4 (EL5)
  
  Orc scout: scout 5, hp 32, Appendix 1.
  APL6 (EL6)
  
  Orc scout: scout 6, hp 39, Appendix 1.
  Development: 
  When  the  PCs  have 
  defeated  the  orc  scout,  they  can  follow  the 
  narrow mountain path, continue with encounter 
  7.
   7: Signal Fire
  Map  4  includes  a  tactical  graphic  of  this 
  encounter. The orcs have set up a signal fire 
  here. If they have been alerted by the scout in 
  encounter 6, they are well on the way to lighting 
  the fire.
  If the orc scout had time to raise the alarm, 
  read the following:
  Another flat plateau is set into the side 
  of the mountain. A pile of small twigs and 
  brush has been placed in the centre of this 
  plateau. Two orcs have lit a fire and are 
  fanning it into life.
  If the orc scout did not have time to raise the 
  alarm, read the following:
  Another flat plateau is set into the side 
  of the mountain. A pile of small twigs and 
  brush has been placed in the centre of this 
  plateau. Two orcs are reclining next to the 
  brush and twigs.
  The orc rangers will attack any intruders in 
  this area. They will try to protect the fire if lit. . 
  APL2 (EL4)
  
  Orc Ranger: ranger 2, hp 11, Appendix 1.
  
  Orc Sorcerer: sorcerer 2, hp 15, Appendix 
  1.
  APL4 (EL6)
  
  Orc Ranger: ranger 4, hp 22, Appendix 1.
  
  Orc Sorcerer: sorcerer 4, hp 24, Appendix 
  1.
  APL6 (EL8)
  
  Orc Ranger: ranger 6, hp 33, Appendix 1.
  
  Orc Sorcerer: sorcerer 6, hp 39, Appendix 
  1.
  When  the  PCs  have  defeated  the  orc 
  rangers, they have time to take in the view from 
  the plateau. Continue with the conclusion.
  Interactive Effects
  Take special note of the following points for 
  the purpose of the Interactive.
  •
  Was the orc ranger successful in lighting the 
  signal fires? Consider the following – were 
  they alerted by the scout’s yells? Did the 
  PCs delay for healing between Encounter 6 
  and Encounter 7? How long did the signal 
  fire burn in Encounter 7?
  Conclusion:  The  View  from 
  the Top
  Map 3 includes some indication of the valley 
  layout where the orc giant army has assembled. 
  When the PCs look  out over the valley after 
  defeating the orc rangers read or paraphrase the 
  following:
  Nestled  in  a  valley  in  the  Yatils,  an 
  army  has gathered.  Clusters  of orcs  are 
  gathered  around  fires,  and  through  then 
  move creatures that have the torso of orcs 
  on the bodies of animals.
  There are also giants in the army. The 
  smallest stands 10 feet tall, and looks like 
  a  brute.  Two  black-skinned  giants  stand 
  either side of a cave, as if on guard.
  At one edge of the valley a series of 
  cages forms a makeshift prison.
  If the orc rangers successfully lit the signal 
  fire, continue with the following:
  At other high points around this valley 
  fires are being lit one-by-one. The valley is 
  beginning to come to life. Like a massive 
  swarm, the army is beginning to move…
  The PC’s should gather as much information 
  as they can about the make-up and layout of the 
  army in this valley. This adventure is continued 
  in the interactive Remnant of the Mailed Fist.
  AR Rewards
  This section should detail how the PCs can 
  earn or lose any favor or access found on the 
  AR. 
  •
  If the PCs saved Koth and Ola they earn the 
  “Favour of Koth and Ola” AR reward.
  PRW-9-INT1P Remnant of the Mailed Fist – Prelude: Intelligence
  Page 7
  
  Experience Points
  Each  encounter  should  earn  the  PCs  a 
  number of experience points. The PCs earn a 
  number xp equal to the sum of the challenges 
  they overcame. 
  Encounters  grant  30xp  per  EL  faced. 
  Adventures should always grant at least 60% of 
  its xp through combat.
  Only include encounters that grant the PCs 
  experience.
  1: When Orcs Attack Orcs
  For defeating the orcs
  APL2
  90xp
  APL4
  120xp
  APL6
  180xp
  4: Mantrap
  Encountering or bypassing the rockfall trap.
  APL2
  60xp
  APL4
  90xp
  APL6
  120xp
  6: Lookout
  For defeating the orc scout.
  APL2
  90xp
  APL4
  150xp
  APL6
  180xp
  7: Signal Fire
  For defeating the orc ranger and sorcerer
  APL2
  120xp
  APL4
  180xp
  APL6
  240xp
  Discretionary Roleplaying Award
  APL2
  90xp
  APL4
  135xp
  APL6
  180xp
  Total XP allowed per TU
  Below  are  the  maximum  XP  that  can  be 
  awarded per TU spent. 
  Some adventures may penalize PCs with an 
  extra TU cost (for example, getting thrown in 
  jail). Those TUs do NOT give the PC any extra 
  xp.
  APL2
  450xp
  APL4
  675xp
  APL6
  900xp
  Treasure
  At  the  end  of  every  adventure,  all  the 
  treasure found in the adventure is pawned off 
  and sold off in exchange for gold. 
  Add  the  cost  of  the  loot  found  in  each 
  encounter and divide it by 12. The result is how 
  much each PC’s share is. 
  Some adventures may penalize PCs with an 
  extra TU cost (for example, getting thrown in 
  jail). Those TUs do NOT give the PC any extra 
  gp.
  Any gold left beyond the maximum allowable 
  (aka “overcap”) can be used ONLY to obtain 
  NPC spellcasting.
  1: When Orcs Attack Orcs
  Loot the orcs
  APL2
  51gp
  APL4
  51gp
  APL6
  51gp
  6: Lookout
  Loot the orc scout.
  APL2
  194gp
  APL4
  373gp
  APL6
  565gp
  7: Signal Fire
  Loot the orc ranger and sorcerer
  APL2
  250gp
  APL4
  416gp
  APL6
  916gp
  Total GP allowed per TU
  Below  are  the  maximum  XP  that  can  be 
  awarded per TU spent. A PC may spend an 
  extra  TU  to  obtain  20%  more  by  making  a 
  successful Craft, Perform Profession or Sleight 
  of Hand, DC= 10+APL.
  APL2
  450gp
  APL4
  650gp
  APL6
  900gp
  Special Rewards
  Favor of Koth and Ola: For saving Koth 
  and  Ola  from  the  other  orcs,  you  have  their 
  thanks.  They  will  provide,  as  a  gift,  one 
  masterwork  orc-crafted  falchion.  They will  not 
  forget you, should you come across them in the 
  future.
  Item Access
  APL 2:
  PRW-9-INT1P Remnant of the Mailed Fist – Prelude: Intelligence
  Page 8
  
  •
  Arcanist’s Gloves (Adventure; 500gp, MIC)
  •
  Gloves  of  Agile  Striking 
  (Adventure; 
  2,200gp, MIC)
  APL 4 (all of APL 2 plus the following):
  •
  Blighter’s  Hex-Eye (Adventure;  1,400gp. 
  MIC)
  •
  Healing Belt (Adventure; 750gp, MIC)
  APL 6 (all of APLs 2-4 plus the following):
  •
  Cloak  of  Weaponry (Adventure;  2,300gp, 
  MIC)
  PRW-9-INT1P Remnant of the Mailed Fist – Prelude: Intelligence
  Page 9
  
  Appendix 1: ALL APLs
  2: In Hiding
  JOE P
  CR 2
  Male Human (Oeridian) Cleric (Rao)/Rogue 1/1
  NG Medium Humanoid (Human)
  Init +2; Senses Listen +6, Spot +6
  Languages Common 
  AC 12, touch 12, flat-footed 10
  (+2 Dex)
  hp 10 (2 HD); 
  Fort +3, Ref +4, Will +4
  Speed 30 ft. (6 squares);
  Melee Unarmed Strike -1 (1d3-1)
  Space 5 ft.; Reach 5 ft.
  Base Atk +0; Grp -1 
  Atk Options Sneak Attack, Turn Undead
  Cleric Spells Prepared (CL 1st):
  1st—command, disrupt undead D, endure 
  elements
  0—detect poison, detect magic, purify food and 
  drink
  D: Domain spell. Deity: Rao. Domains: Glory (turn 
  undead with a +2 bonus on the turning check and 
  +1d6 on the turning damage roll), Good (cast good 
  spells at +1 caster level)
  Already cast during escape
  Abilities Str 8, Dex 14, Con 12, Int 10, Wis 15, Cha 
  13
  SQ Restricted Spells, Spontaneous Casting, 
  Trapfinding
  Feats Point Blank Shot, Precise Shot 
  Skills Balance +6, Concentration +2, Disable Device 
  +4, Hide +6, Knowledge (religion) +1, Listen +6, 
  Move Silently +6, Open Lock +6, Search +4, 
  Spellcraft +1, Spot +6, Tumble +6
  Restricted Spells Cannot cast evil spells.
  Sneak Attack Any time Joep attacks somebody who 
  is denied their Dex bonus to AC, or if Joep is 
  flanking them, she inflicts an extra 2d6 damage. 
  Ranged attacks must be made within 30 feet to 
  apply this extra damage. The extra damage is not 
  increased on a critical hit. The extra damage is not 
  applied to creatures that are immune to critical hits 
  and to creatures that have concealment.
  Spontaneous Casting Can spontaneously cast inflict 
  spells by sacrificing a pre-prepared spell of equal 
  or higher level.
  Trapfinding (Ex) Joep can use the Search skill to 
  locate traps when the task has a DC higher than 
  20. He can use the Disable Device skill to disarm 
  magical traps.
  Turn Undead (Su) Turn undead 4 times per day, 
  Turning check of 1d20+3. Turning damage of 
  3d6+2 on a successful check. Considered 1st level 
  for turning checks.
  Code Remnant of the Mailed Fist – Prelude: Intelligence
  Page 10
  
  APL 2
  6: Lookout
  OR C S CO UT
  CR 3
  Male Orc Scout* 3
  *Complete Adventurer 10-13 
  CE Medium Humanoid (Orc)
  Init +2; Senses Listen +5, Spot +5; Darkvision 60 ft.
  Languages Common, Orc 
  AC 14, touch 11, flat-footed 14
  (+1 Dex, +3 armor)
  hp 19 (3 HD) 
  Fort +4, Ref +4, Will +0
  Weakness Light Sensitivity
  Speed 40 ft. in Studded Leather (8 squares), base 
  movement 40 ft.;
  Melee Falchion +6 (2d4+6/18-20) or
  Ranged Light Crossbow +3 (1d8/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +2; Grp +6 
  Atk Options Skirmish, Telling Blow
  Combat Gear Gloves of Agile Striking
  Abilities Str 19, Dex 13, Con 14, Int 10, Wis 8, Cha 6
  SQ Battle Fortitude, Fast Movement, Trackless Step, 
  Trapfinding, Uncanny Dodge
  Feats Martial Weapon Proficiency, Telling Blow  
  Skills Balance +8, Disable Device +6, Hide +6, Listen 
  +5, Move Silently +6, Search +6, Spot +5, Tumble 
  +6
  Possessions combat gear plus Falchion, Light 
  Crossbow, Studded Leather Armour
  Battle Fortitude (Ex) Scouts gain a +1 competence 
  bonus on Fortitude saves and initiative checks.
  Fast Movement (Ex) The scout has increased speed 
  (limited by armour and encumbrance)
  Light Sensitivity (Ex) An orc is dazzled in bright 
  sunlight or within the radius of a daylight spell.
  Skirmish (Ex) For any round in which the scout 
  moves at least 10 ft., he gains 1d6 damage and a 
  +1 competence bonus to AC.
  Trackless Step (Ex) Scouts leave no trail in natural 
  surroundings, and cannot be tracked unless he 
  chooses to.
  Trapfinding (Ex) Scouts can use the Scout skill to 
  locate traps when the task has a DC higher than 
  20. Scouts can use the Disable Device skill to 
  disarm magic traps.
  Uncanny Dodge (Ex) Scouts retain their Dex bonus 
  to AC even if flatfooted or struck by an invisible 
  attacker.
  7: Signal Fire
  OR C R AN G E R
  CR 2
  Female Orc Ranger 2
  CE Medium Humanoid (Orc)
  Init +2; Senses Listen +3, Spot +4; Darkvision 60 ft.
  Languages Common, Orc 
  AC 15, touch 12, flat-footed 13
  (+2 Dex, +3 armor)
  hp 11 (2 HD) 
  Fort +5, Ref +6, Will +2
  Weakness Light Sensitivity
  Speed 30 ft. in Masterwork Studded Leather (6 
  squares), base movement 30 ft..;
  Melee masterwork battleaxe +4 (1d8+3/x3) and 
  masterwork handaxe +4 (1d6+1/x3)
  Ranged masterwork longbow +5 (1d8/x3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +2; Grp +5 
  Atk Options Two-Weapon Fighting
  Special Actions Combat Reflexes
  Abilities Str 17, Dex 15, Con 12, Int 8, Wis 12, Cha 6
  SQ Favoured Enemy, Wild Empathy
  Feats Combat Reflexes, Track, Two Weapon Fighting 
  Skills Climb +8, Knowledge (nature) +6, Listen +3, 
  Spot +4, Survival +6, Swim +8
  Possessions combat gear plus Cloak of resistance 
  +1, masterwork battleaxe, masterwork handaxe, 
  masterwork longbow, masterwork studded leather
  Favoured Enemy (XX) The ranger gains a +2 bonus 
  to Bluff, Listen, Sense Motive, Spot, and Survival 
  checks as well as weapon damage rolls against 
  humans.
  Light Sensitivity (Ex) Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.
  Wild Empathy (Ex) The ranger can make a 1d20+0 
  check to improve the attitude of 1 animal. The 
  ranger must be within 30 ft. of it, and it generally 
  takes one minute to perform the action.
  OR C S OR CE RE R
  CR 2
  Male Orc Sorcerer 2
  CE Medium Humanoid (Orc)
  Init +0; Senses Listen +2 Spot +2; Darkvision 60 ft.
  Languages Common, Orc 
  AC 10, touch 10, flat-footed 10
  hp 15 (2 HD) 
  Fort +2, Ref +0, Will +3
  Weakness Light Sensitivity
  Speed 30 ft. (6 squares);
  Melee Quarterstaff +2 (1d6+1) or
  Ranged Masterwork light crossbow +2 (1d8/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +1; Grp +2 
  Sorcerer Spells Known (CL 2nd):
  1st (5/day)—Magic Missile, Shield
  0 (6/day)—Acid Splash, Daze, Detect Magic, Ray 
  of Frost, Read Magic
  Already cast
  Abilities Str 12, Dex 10, Con 14, Int 10, Wis 11, Cha 
  13
  SQ Familiar
  Feats Toughness 
  
  Skills Concentration +7, Listen +2, Spellcraft +5, Spot 
  +2
  Possessions combat gear plus quarterstaff, 
  masterwork light crossbow, arcanist’s gloves
  Familiar The sorcerer has called a toad as his 
  magical companion.
  Light Sensitivity (Ex) An orc is dazzled in bright 
  sunlight or within the radius of a daylight spell.
  
  APL 4
  1: When Orcs Attack Orcs
  OR C V ETER AN
  CR 1
  Male or female Orc Warrior 2
  CE Medium Humanoid (Orc)
  Init +0; Senses Listen +1, Spot +1; Darkvision 60 ft.
  Languages Orc 
  AC 13, touch 10, flat-footed 13
  (+3 armor)
  hp 11 (2 HD) 
  Fort +4, Ref +0, Will -2
  Weakness Light Sensitivity
  Speed 30 ft. (6 squares);
  Melee Falchion +5 (2d4+4) or
  Ranged Javelin +2 (1d6+3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +2; Grp +5 
  Abilities Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
  Feats Alertness 
  Skills Listen +1, Spot +1
  Possessions studded leather armour, falchion, 3 
  javelins
  Light Sensitivity (Ex) An orc is dazzled in bright 
  sunlight or within the radius of a daylight spell.
  6: Lookout
  OR C S CO UT
  CR 5
  Male Orc Scout* 5
  *Complete Adventurer 10-13 
  CE Medium Humanoid (Orc)
  Init +6; Senses Listen +7, Spot +7; Darkvision 60 ft.
  Languages Common, Orc 
  AC 14, touch 11, flat-footed 14
  (+1 Dex, +3 armor)
  hp 32 (5 HD) 
  Fort +4, Ref +5, Will +0
  Weakness Light Sensitivity
  Speed 40 ft. in Studded Leather (8 squares), base 
  movement 40 ft.;
  Melee Falchion +8 (2d4+7/18-20) or
  Ranged Light Crossbow +4 (1d8/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +3; Grp +8 
  Atk Options Skirmish, Telling Blow
  Combat Gear Blighter’s Hex-Eye, Gloves of Agile 
  Striking
  Abilities Str 20, Dex 13, Con 14, Int 10, Wis 8, Cha 6
  SQ Battle Fortitude, Evasion, Fast Movement, 
  Trackless Step, Trapfinding, Uncanny Dodge
  Feats Improved Initiative, Martial Weapon 
  Proficiency, Telling Blow  
  Skills Balance +10, Disable Device +8, Hide +8, 
  Listen +7, Move Silently +8, Search +8, Spot +7, 
  Tumble +8
  Possessions combat gear plus Falchion, Light 
  Crossbow, Studded Leather Armour, Healing Belt
  Battle Fortitude (Ex) Scouts gain a +1 competence 
  bonus on Fortitude saves and initiative checks.
  Evasion (Ex) On a successful Reflex save against a 
  magical attack the scout takes half damage.
  Fast Movement (Ex) The scout has increased speed 
  (limited by armour and encumbrance)
  Light Sensitivity (Ex) An orc is dazzled in bright 
  sunlight or within the radius of a daylight spell.
  Skirmish (Ex) For any round in which the scout 
  moves at least 10 ft., he gains 2d6 damage and a 
  +1 competence bonus to AC.
  Trackless Step (Ex) Scouts leave no trail in natural 
  surroundings, and cannot be tracked unless he 
  chooses to.
  Trapfinding (Ex) Scouts can use the Scout skill to 
  locate traps when the task has a DC higher than 
  20. Scouts can use the Disable Device skill to 
  disarm magic traps.
  Uncanny Dodge (Ex) Scouts retain their Dex bonus 
  to AC even if flatfooted or struck by an invisible 
  attacker.
  7: Signal Fire
  OR C R AN G E R
  CR 4
  Female Orc Ranger 4
  CE Medium Humanoid (Orc)
  Init +2; Senses Listen +4, Spot +5; Darkvision 60 ft.
  Languages Common, Orc 
  AC 16, touch 12, flat-footed 14
  (+2 Dex, +4 armor)
  hp 22 (4 HD) 
  Fort +6, Ref +7, Will +3
  Weakness Light Sensitivity
  Speed 30 ft. in +1 Studded Leather (6 squares), base 
  movement 30 ft..;
  Melee masterwork battleaxe +7 (1d8+4/x3) and 
  masterwork handaxe +7 (1d6+2/x3)
  Ranged masterwork longbow +7 (1d8/x3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +4; Grp +8 
  Atk Options Two-Weapon Fighting
  Special Actions Combat Reflexes
  Ranger Spells Prepared (CL 2nd)
  1st—Entangle
  Abilities Str 18, Dex 15, Con 12, Int 8, Wis 12, Cha 6
  SQ Favoured Enemy, Wild Empathy
  Feats Combat Reflexes, Diehard, Endurance, Track, 
  Two Weapon Fighting 
  Skills Climb +11, Knowledge (nature) +8, Listen +4, 
  Spot +5, Survival +8, Swim +11
  Possessions combat gear plus Cloak of resistance 
  +1, masterwork battleaxe, masterwork handaxe, 
  masterwork longbow, +1 studded leather
  Favoured Enemy (XX) The ranger gains a +2 bonus 
  to Bluff, Listen, Sense Motive, Spot, and Survival 
  
  checks as well as weapon damage rolls against 
  humans.
  Light Sensitivity (Ex) Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.
  Wild Empathy (Ex) The ranger can make a 1d20+0 
  check to improve the attitude of 1 animal. The 
  ranger must be within 30 ft. of it, and it generally 
  takes one minute to perform the action.
  OR C S OR CE RE R
  CR 4
  Male Orc Sorcerer 4
  CE Medium Humanoid (Orc)
  Init +0; Senses Listen +2 Spot +2; Darkvision 60 ft.
  Languages Common, Orc 
  AC 11, touch 10, flat-footed 11
  (+1 armor)
  hp 24 (4 HD) 
  Fort +3, Ref +1, Will +4
  Weakness Light Sensitivity
  Speed 30 ft. (6 squares);
  Melee Quarterstaff +3 (1d6+1) or
  Ranged Masterwork light crossbow +3 (1d8/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +2; Grp +3 
  Sorcerer Spells Known (CL 4th):
  2nd (4/day)—Scorching Ray
  1st (7/day)—Magic Missile, Shield, True Strike
  0 (6/day)—Acid Splash, Daze, Detect Magic, Ray 
  of Frost, Read Magic, Resistance
  Already cast
  Abilities Str 12, Dex 10, Con 14, Int 10, Wis 11, Cha 
  14
  SQ Familiar
  Feats Combat Casting, Toughness 
  Skills Concentration +9, Listen +2, Spellcraft +7, Spot 
  +2
  Possessions combat gear plus quarterstaff, 
  masterwork light crossbow, arcanist’s gloves, 
  bracer’s armour +1
  Familiar The sorcerer has called a toad as his 
  magical companion.
  Light Sensitivity (Ex) An orc is dazzled in bright 
  sunlight or within the radius of a daylight spell.
  
  APL 6
  1: When Orcs Attack Orcs
  OR C V ETER AN
  CR 1
  Male or female Orc Warrior 2
  CE Medium Humanoid (Orc)
  Init +0; Senses Listen +1, Spot +1; Darkvision 60 ft.
  Languages Orc 
  AC 13, touch 10, flat-footed 13
  (+3 armor)
  hp 11 (2 HD) 
  Fort +4, Ref +0, Will -2
  Weakness Light Sensitivity
  Speed 30 ft. (6 squares);
  Melee Falchion +5 (2d4+4) or
  Ranged Javelin +2 (1d6+3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +2; Grp +5 
  Abilities Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
  Feats Alertness 
  Skills Listen +1, Spot +1
  Possessions studded leather armour, falchion, 3 
  javelins
  Light Sensitivity (Ex) An orc is dazzled in bright 
  sunlight or within the radius of a daylight spell.
  6: Lookout
  OR C S CO UT
  CR 6
  Male Orc Scout* 6
  *Complete Adventurer 10-13 
  CE Medium Humanoid (Orc)
  Init +6; Senses Listen +8, Spot +8; Darkvision 60 ft.
  Languages Common, Orc 
  AC 14, touch 11, flat-footed 14
  (+1 Dex, +3 armor)
  hp 39 (6 HD) 
  Fort +5, Ref +6, Will +1
  Weakness Light Sensitivity
  Speed 40 ft. in Studded Leather (8 squares), base 
  movement 40 ft.;
  Melee Falchion +9 (2d4+7/18-20) or
  Ranged Light Crossbow +5 (1d8/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +4; Grp +9 
  Atk Options Skirmish, Improved Skirmish, Telling 
  Blow
  Combat Gear Blighter’s Hex-Eye, Gloves of Agile 
  Striking
  Abilities Str 20, Dex 13, Con 14, Int 10, Wis 8, Cha 6
  SQ Battle Fortitude, Evasion, Fast Movement, 
  Flawless Stride, Trackless Step, Trapfinding, 
  Uncanny Dodge
  Feats Improved Initiative, Improved Skirmish, Martial 
  Weapon Proficiency, Telling Blow  
  Skills Balance +11, Disable Device +9, Hide +9, 
  Listen +8, Move Silently +9, Search +9, Spot +8, 
  Tumble +9
  Possessions combat gear plus Falchion, Light 
  Crossbow, Studded Leather Armour, Healing Belt, 
  Cloak of Weaponry
  Battle Fortitude (Ex) Scouts gain a +1 competence 
  bonus on Fortitude saves and initiative checks.
  Evasion (Ex) On a successful Reflex save against a 
  magical attack the scout takes half damage.
  Fast Movement (Ex) The scout has increased speed 
  (limited by armour and encumbrance)
  Flawless Stride (Ex) A scout can move through any 
  terrain that slows movement at full speed and 
  without suffering damage or impairment. Magically 
  manipulated areas still hamper him.
  Light Sensitivity (Ex) An orc is dazzled in bright 
  sunlight or within the radius of a daylight spell.
  Skirmish (Ex) For any round in which the scout 
  moves at least 10 ft., he gains 1d6 damage and a 
  +1 competence bonus to AC.
  Trackless Step (Ex) Scouts leave no trail in natural 
  surroundings, and cannot be tracked unless he 
  chooses to.
  Trapfinding (Ex) Scouts can use the Scout skill to 
  locate traps when the task has a DC higher than 
  20. Scouts can use the Disable Device skill to 
  disarm magic traps.
  Uncanny Dodge (Ex) Scouts retain their Dex bonus 
  to AC even if flatfooted or struck by an invisible 
  attacker.
  7: Signal Fire
  OR C R AN G E R
  CR 6
  Female Orc Ranger 6
  CE Medium Humanoid (Orc)
  Init +2; Senses Listen +5, Spot +6; Darkvision 60 ft.
  Languages Common, Orc 
  AC 16, touch 12, flat-footed 14
  (+2 Dex, +4 armor)
  hp 33 (6 HD) 
  Fort +7, Ref +8, Will +4
  Weakness Light Sensitivity
  Speed 30 ft. in +1 Studded Leather (6 squares), base 
  movement 30 ft.;
  Melee +1 battleaxe +9/+4 (1d8+5/x3) and +1 
  handaxe +9/+4 (1d6+3/x3)
  Ranged masterwork longbow +9/+4 (1d8/x3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +6; Grp +10 
  Atk Options Two-Weapon Fighting, Improved Two-
  Weapon Fighting, Two-Weapon Pounce
  Special Actions Combat Reflexes
  Ranger Spells Prepared (CL 3rd)
  1st—Entangle, Resist Energy
  Abilities Str 18, Dex 15, Con 12, Int 8, Wis 12, Cha 6
  SQ Favoured Enemy, Wild Empathy
  
  Feats Combat Reflexes, Diehard, Endurance, 
  Improved Two Weapon Fighting, Track, Two 
  Weapon Fighting, Two Weapon Pounce 
  Skills Climb +13, Knowledge (nature) +10, Listen +5, 
  Spot +6, Survival +10, Swim +13
  Possessions combat gear plus Cloak of resistance 
  +1, +1 battleaxe, +1 handaxe, masterwork 
  longbow, +1 studded leather
  Favoured Enemy (XX) The ranger gains a +4 bonus 
  to Bluff, Listen, Sense Motive, Spot, and Survival 
  checks as well as weapon damage rolls against 
  humans and a +2 bonus against elves.
  Light Sensitivity (Ex) Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.
  Wild Empathy (Ex) The ranger can make a 1d20+0 
  check to improve the attitude of 1 animal. The 
  ranger must be within 30 ft. of it, and it generally 
  takes one minute to perform the action.
  OR C S OR CE RE R
  CR 6
  Male Orc Sorcerer 6
  CE Medium Humanoid (Orc)
  Init +0; Senses Listen +2 Spot +2; Darkvision 60 ft.
  Languages Common, Orc 
  AC 12, touch 10, flat-footed 12
  (+1 armor, +1 natural)
  hp 39 (6 HD) 
  Fort +4, Ref +2, Will +5
  Weakness Light Sensitivity
  Speed 30 ft. (6 squares);
  Melee Quarterstaff +4 (1d6+1) or
  Ranged Masterwork light crossbow +4 (1d8/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +3; Grp +4 
  Sorcerer Spells Known (CL 6th):
  3rd (3/day)—Fireball
  2nd (6/day)—Resist Energy, Scorching Ray
  1st (7/day)—Burning Hands, Magic Missile, Shield, 
  True Strike
  0 (6/day)—Acid Splash, Daze, Detect Magic, 
  Mending, Ray of Frost, Read Magic, Resistance
  Already cast
  Abilities Str 12, Dex 10, Con 14, Int 10, Wis 11, Cha 
  14
  SQ Familiar
  Feats Combat Casting, Improved Toughness, 
  Toughness 
  Skills Concentration +11, Listen +2, Spellcraft +9, 
  Spot +2
  Possessions combat gear plus quarterstaff, 
  masterwork light crossbow, arcanist’s gloves, 
  bracer’s armour +1, amulet of natural armour +1
  Familiar The sorcerer has called a toad as his 
  magical companion.
  Light Sensitivity (Ex) An orc is dazzled in bright 
  sunlight or within the radius of a daylight spell.
  
  Appendix 2: New Rules Items
  Feats
  Telling Blow
  Source: Player’s Handbook II  83
  Improved Skirmish
  Source: Complete Scoundrel 78
  Improved Toughness
  Source: Monster Manual IV 203
  Magic Items
  Arcanist’s Gloves
  Source: Magic Item Compendium 72
  Blighter’s Hex-Eye
  Source: Magic Item Compendium 75
  Cloak of Weaponry
  Source: Magic Item Compendium 89
  Gloves of Agile Striking
  Source: Magic Item Compendium 105
  Healing Belt
  Source: Magic Item Compendium 110
  
  Appendix 3: Regional Information
  History
  Perrenland was formed c. 400CY, although 
  the name Perrenland was not given to the nation 
  until the apparent death of Perren, the great first 
  Voormann. Perren was elected first Voormann 
  of  clan  holdings  drawn  together  for  mutual 
  armed  assistance.  The  Covenant  of 
  Concatenation  established  the  Concatenated 
  Cantons  of the Quaglands. Perren proved an 
  inspirational leader and was elected Voormann 
  five  consecutive  terms.  A  ritual  bound  the 
  Voormann to the land, and it was said that the 
  fate of the Voormann was linked to the fate of 
  the land.
  Perren's  successors  were  capable 
  executives, but were unable to protect the land 
  from  the  Archmage  Iggwilv.  Perrenland  was 
  enslaved by Iggwilv  for 10 years. In the end 
  Iggwilv was effectively brought down by her own 
  devices, she sought to control a demon prince. 
  Without her control, Iggwilv's armies could not 
  respond  when  the  armies  of  Perrenland 
  liberated  their  land.  Iggwilv's  occupation  of 
  Perrenland was followed by a two-year famine.
  Perrenland  escaped  the  worst  of  the 
  Greyhawk  wars,  but  made  no  friends  in  the 
  process. In 583CY Voormann Franz signed an 
  agreement  with  Iuz.  Perrenland  remained 
  neutral in the wars. The document even offered 
  Iuz  mercenary  assistance,  although  no 
  Perrenlander  volunteered  for  service  in  the 
  armies  of  the  Old  One.  This  unpopular 
  agreement  meant  Franz  was  removed  from 
  office at the first available election. It also meant 
  that Perrenland had no real allies, only trading 
  partners  and  enemies  that  resented  the 
  agreement with Iuz.
  In 592CY Karenin Weisspeer was elected 
  Voorman of all Perrenland for a second term. 
  Unfortunately he vanished in unusual services, 
  and Untervoorman Orgus Bildgear stepped into 
  the role. Karenin Weisspeer was confirmed dead 
  in  594CY,  Orgus  Bildgear  was  confirmed  as 
  Voormann. He tore up the agreement that had 
  been signed with Iuz. Immediately forces of the 
  Old  One  invaded  Perrenland,  and  Perrenland 
  found itself at war with Drelzna, Iuz's daughter. 
  To add to the misery of the people the eruption 
  of a local volcano brought famine to the land.
  Upon  confirmation  as  Voormann,  Orgus 
  Bildgear  started  to  suffer  from  an  illness,  for 
  which there was no cure. The search for a cure 
  and  for  a  means  to  defeat  the  forces  that 
  assailed Perrenland lead to an island in Lake 
  Quag. There Perren was found alive, and he 
  took the mantle of Voormann once again, and 
  defeated Drelzna. 
  Current state of affairs
  Perren has taken the mantle of Voormann of 
  all Perrenland, and is confident that he will win 
  the  next  election,  scheduled  for  600CY. 
  However nearly 200 years has passed since he 
  was originally Voormann, and there are already 
  concerns that he is out of touch with the new 
  political reality.
  There  is  also  remaining  evil  from  the 
  occupation that needs to be removed. Families 
  have been torn apart, and there are questions 
  about the fate of some of the Auszug (Army) that 
  defended Perrenland during the recent war.
  Clans in Perrenland
  Human  Perrenlanders  are  nearly  all 
  members  of  one  clan.  The  original  Flan  and 
  Oeridian tribes intermingled and re-split into the 
  Perrenland clans. A Perrenlander is loyal to his 
  clan  and/or  the  canton  but  is  still  a  patriotic 
  supporter of his country. Clans are generalised 
  into  Lagland  (lowland  clans)  and  Hoogland 
  (highland)  clans.  The  lowland  clans  were 
  originally Oeridian and the highland clans were 
  originally Flan. 
  The Hoogland clans are the Hussen (south-
  west Perrenland), Roodbergs (the only clan to 
  discourage non-human members, they originally 
  come  from  the  Clatspurs),  Vosser  (from  the 
  southern Yatils), and the Weisspeer.
  The Lagland clans are the Meerijder (further 
  recognized as three groups, the Oostmeer, the 
  Vestmeer, and the  Kar-Hoosh  Rhennee),  and 
  the Rosrijder clan.
  Two clans are considered neither hoogland 
  or  lagland.  The  Morganrood  clan  is  almost 
  exclusively  descended  from  original  Oeridian 
  stock, and the Vuurzward clan are travelers with 
  only a loose tie to their clan.
  Two  nonhuman  clans are recognised,  the 
  Kershane elven clan and the Khund dwarven 
  clan.
  Religion in Perrenland
  Traditionally Perrenlanders worship the Flan 
  Old faith, but with a distinct local twist. The Old 
  Faith in Perrenland is called the Old Kerk, and 
  
  consists of the worship of ten deities. These are 
  Allitur,  Beory,  Berei,  Mayaheine,  Obad-Hai, 
  Nrull, Pelor, Rao, Vathris and Zodal. The Old 
  Kerk has three main sects, the Shool (clerics 
  and  others  who  tend  the  shrines),  the  Grove 
  (druids  and  those  that  tend  the  sacred 
  wilderness, called the Old Seed areas), and the 
  Voice (often bards, they tell the history and lore 
  of the land, and attempt to keep the Flan culture 
  alive).
  Nerull is not openly worshipped, but the Old 
  Kerk recognizes that all things must die. Certain 
  ceremonies  include  Nerull,  either  for because 
  they are incomplete without him, or possibly to 
  placate him.
  Some  other  deities  have  a  following 
  amongst  Perrenlanders.  These  are  simply 
  known as non-Kerk deities by the people. Most 
  important  among  these  deities  are  Boccob, 
  Olidammara, and Saint Cuthbert. 
  Perrenland Organisations
  Ordinary soldiers in the Perrenland army are 
  known as the Landwehr. Most Perrenlanders are 
  also members of the Auszugen. Each canton 
  has a standing Auszugen, e.g. the 3rd comes 
  from Yattenheid and are known as the Sturm 
  Crow.  Perrenland  is  also  known  for  its 
  mercenaries, the Pax Mercuri that often serve 
  on foreign soil.
  Exag is the home of the Den Zauber Guild 
  or High Guild of arcane spellcasters. The guild 
  favours  wizards  over  other  casters,  and 
  considers other casters as tainted.
  Den Masque von Tausend Gesichtern is a 
  traveling  circus  filled  with  rogues  and 
  entertainers. The people who join Den Masque 
  hide their identities behind elaborate masks.
  Perrenland Culture
  Perrenland has a rich and unusual culture, 
  that  includes  unusual  aspects  not  found  in 
  surrounding  lands.  Perhaps  the  most 
  misunderstood cultural oddity is the removal and 
  display  of  the  heads  of  the  dead.  Honoured 
  ancestors  and  fallen  foes  have  their  heads 
  removed, preserved in a very specific way, and 
  then  the  head  is  put  on  display.  Failing  to 
  remove the head of a fallen foe is seen as a sign 
  of  contempt,  a  grave  insult  to  a  traditional 
  Perrenlander.  Honoured  ancestors  have  their 
  heads preserved intact, but the heads of fallen 
  foes have the eyes and the tongue removed so 
  they cannot spy on the house where they are 
  displayed, and they cannot speak about what 
  they know.
  The standard Auszug (army) kit includes a 
  waterproof bag capable of carrying two heads.
  Perrenlanders  have  a  strong  tradition  of 
  keeping  one’s  word.  The  verbal  contract  is 
  considered binding, and a request then to put a 
  verbal contract into writing can be seen as an 
  insult. An oath is not given lightly, and breaking 
  an oath is a very serious and shameful thing to 
  do.
  Den Recht is the local name for the law, and 
  those  who  are  authorized  judges  are  called 
  Rechters.  The  law  is  based  around 
  compensatory payments, known as a Kopprijs, 
  or  head-price.  If  the  convicted  person  cannot 
  pay, they can elect another form of punishment 
  (such  as  a  judicial  duel,  exile,  flogging,  or 
  indentured  servitude).  The  final  value  of  any 
  kopprijs is determined by a rechter.
  Another  unusual  aspect  of  Perrenland 
  culture is the Skâmtèguler (shame criers). These 
  are  exclusively  women  that  traditionally 
  accompanied fighting-men into battle. They hurl 
  abuse at their own warriors, calling their courage 
  and valour into question. This aimed to inspire 
  fierceness in the warriors, they would fight more 
  effectively rather than listen to the abuse of the 
  Skâmtèguler.
  Modern Skâmtèguler still fulfill the traditional 
  role,  but  are  often  effective  strategists.  The 
  abuse is used to identify  when the enemy is 
  weakening the attack, and praise of the enemy 
  is used to identify the greatest threats on the 
  battlefield.
  Names in Perrenland
  Perrenlanders have a first (given) and last 
  (family) name. There is also a common practice 
  of using the  clan name  instead  of  the  family 
  name.  For  example,  Valeska  Nachtkrijsen  of 
  clan Weisspeer and Valeska Weisspeer may be 
  one and the same person.
  
  Maps
  Map 1: Map of Area Around Exag Showing Local Communities
  1.
  Hornersicht
  2.
  Dunkelwald
  3.
  Schwarzumpf
  4.
  Kriegsrat
  5.
  Trunkenzwerg 
  6.
  Treppezu Hlle 
  7.
  Nichtendrache 
  8.
  Rotzwerg 
  9.
  Diamante 
  10. Diegenaue 
  11. Wassertief 
  12. Shrine of Wee Jas 
  13. Elfefestmahl 
  14. Langsamziet 
  15. Hollefuer 
  16. Hexenkessel 
  17. Hugelsumf 
  18. KleinGrauHabcht 
  
  Map 2: Tactical Map of Encounter 1. PCs are Traveling South
  
  Map 3: DM’s Area Map Showing Encounter and Orc/Giant Army Location
  
  Map 4: Tactical Map for Encounters 5 – 7.
   
  
  Player Handout 1 – Nathanal’s Book “In Defence of Reason”
  The book is hand-written in a spidery hand. 
  This heavenly epitaph makes unlikely terrors in leather and traitors eat dead remains. Every maniac 
  needs a natural thread or feels that he eats melons. An iceberg lies eternally, detailed fissures intrude 
  safely to terrible ridges. Ideally bandits emerge happy and voracious. Even all lilacs like incredible edible 
  delicacies. They have every mace sent elves living very esoteric strange ways. In the head great 
  intelligent actors need to see liars. Earn devils breath yet life overcomes, Rao’s divine, Rao’s ankles kiss 
  like ivory sandals. Sometimes
  help even intends sending nomes or teetotallers. The Halfling eats leaves. Eating and drinking 
  encourages Rao. Often fire takes hold eating goblin’s intestines. And never take statues
  heavenward. Even shoes, even rakes, vie every season and kiss. I never guessed
  that his incredible song kicked icicles. Notable great  weaving attained status over nice careful 
  elephants. Partial art retained texture or felt tacky, hot, even sorrow. After kissing hermits under threat
  
  Player Handout 2: Map Provided by Denas and Annotated by 
  Joep (Encounter 3)
   
  
  DM Aid 1: Exag
  Exag lies on one of the few plateaus of the Mounds of the Dawn.  This particular plateau backs onto 
  the first slopes of the Yatil Ranges.  It is fed by a natural spring from within the city, and several springs 
  that run down these slopes all year long.  The city and its lands lie in the heart of the far north.  Part of the 
  civilised nation of Perrenland, Exag is surrounded by marauding hordes and Barbarian Lands.  The 
  mysterious Mounds of the Dawn are the adventurer’s playground, while the serious delve into the heart of 
  the Yatils, where mighty beasts are felled.  Further north, is the poisoned threat of the Tiger Nomads. 
  Yearly, adventurers lay their lives beside their brothers in the army, facing this bitter enemy.  The 
  Môrgenrood clansmen and adventurers have become masters at ambushing and traps, slowing the 
  barbarians’ progress until the larger military and mercenary units can arrive and deal with them.  Thus far, 
  no incursion has got further than ten leagues into recognised Yattenheid territory in recent memory. 
  Marauding humanoid bands are a more disruptive threat, as they come all year round with little warning. 
  Bold adventurers and rangers stop many at their source, but just as many get through to disrupt trade and 
  raid farms.  This threat has been managed poorly by the army, as the bands strike without warning and 
  travel too swiftly for the army to respond.  So, mercenary companies specialising in this type of warfare 
  are being created to face this threat.  The town of Beldor Tor is a secondary centre for these units.  West 
  into the Yatils there are copper mines to be protected.  Here the army has achieved amazing success, 
  revolutionising the protection and logistics of this endeavour.  To the east is the rest of Perrenland, the 
  Laaglanders.  Some mistrust, misunderstanding and tension exists between the Hooglanders and the 
  Lowlanders, as they are sometimes known.  But the trusted Vuurzward clan, who inhabit the Mounds of 
  the Dawn in large numbers, have acted as a bridge between the rest of the clans.  Their numbers are 
  disproportionately represented in the mercenary units.  Finally, Lake Quag provides the Canton both with 
  a fishing industry and the need for a navy.  It has provided a leisure outlet for the rich, and winter activities 
  such as ice sailing races and ice fishing. 
  Môrgenrood Clan
  This is the dominant clan in both Yattenheid and Hugelrote (but only just in Hugelrote).  They are 
  descended from the Oeridian settlers who built Exag over three thousand years ago.  This clan is the 
  most pure of the clans with little intermarriage with other clans.  Their isolation has helped here as 
  Laaglanders have little need to travel to such places, and the Môrgenroods mostly kept to themselves. 
  Môrgenrood folk have the reputation for being abrupt and unfriendly, although this is a mostly unfair view 
  of a predominantly private people.  Well actually, it is mostly true if you aren’t Môrgenrood.  Môrgenroods 
  are quick to be abrasive if approached with unnecessary banter.  They are a hardworking people, who 
  pride action over words.  Service to the clan is prized highly, above all in fact, so Môrgenrood people 
  usually avoid Laaglanders and their constant self-praising drivel.  But while in these cantons, they pride 
  themselves on hospitality to guests, and will do their best to be friendly and generous.  The reputation of 
  being old-fashioned and ultra-conservative, mostly relates to the city of Exag.  They pride themselves on 
  their history and are slow to pick up new ideas.  This has lead to an ultra-conservatism that has up until 
  now, held the city back, but the new Hetmann has injected a rash of reforms and changes to breathe new 
  life into the old city.  The rest of the clan who live in small communities are careful, cautious and 
  pragmatic.  They have to be because of the constant raiding by both the Tiger Nomads and humanoids. 
  They accept these as part of life and get on with laying ambushes and springing them in raiding season. 
  For their part, the nomads seem to accept their losses and defeats as part of the game and keep coming 
  back.  The humanoids aren’t so tolerant, and hatred between various settlements and communities and 
  various tribes of humanoids has at times been bitter.  (Vortrote’s Legacy, though set in Hugelrote, is an 
  example of this).  Môrgenroods dislike politics, and wear it as a badge of pride that no Môrgenrood (well, 
  almost – there was one a long time ago) has been elected into the position of Voormann.  Though 
  Môrgenroods  led  the  rebellion  that  finally  freed  Perrenland  from  the  yoke  of  occupation,  they  are 
  comfortable with their lives and don’t have the time, the want or the inclination to meddle in the affairs of 
  others, and politics is just that.  
  Oeridian by birth, most Môrgenroods still display many of the original traits that allowed the Oeridians 
  to conquer this area.  They value self-sacrifice and loyalty above all and they make fierce warriors.   Many 
  say they are prone to a temperamental disposition.  They prefer strict social order and have strong and 
  
  proud military traditions.  Where the Môrgenroods have evolved from the original Oeridians, is in their 
  dislike of politics and especially subterfuge, but they are still basically a practical hardworking group. 
  Exagians have developed more intellectual pursuits suited to a cosmopolitan environment.  The rural 
  Môrgenroods still don’t pay mind to intellectual pursuits.  
  Cultural Oddities
  There is rivalry between the city folk and the rural folk.  At times, this can be quite nasty, but it doesn’t 
  lead to fights, they are far too pragmatic for that.  Instead the lifestyle costs reflect this tension, but there 
  is also a living social hierarchy that exists within both the clan and the Cantons of Yattenheid and 
  Hugelrote.
  (1) The urban Môrgenroods see themselves as the social elite, with wealth, success and high-
  ranking service as the yardstick.  They see others, particularly the Hugelrottens, are just yokel dirt farmers 
  scratching a living as best they can and many inbreed jokes are directed at them.
  (2) The rural Môrgenroods of Yattenheid resent many of the Exagians as freeloaders.  The rich 
  Exagians tend to bring out the worst of the unfriendly and abrasive attitude of these people.  It has been 
  known that  silly Exagians that get themselves in a spot of bother with the local wildlife, occasionally have 
  been left to sort it out themselves. Normally the body is retrieved the next morning. The new Hetmann has 
  come down hard on this attitude, and has meted out punishment to such communities but the ‘c'est la vie’ 
  attitude is still dominant.  
  (3) To outsiders, the rivalry is intense and serious.  Nasty jokes and jibes that would start a barroom 
  brawl anywhere else are common here.  The Hugelrottens are amazing, they take this all and even add to 
  the jokes and improve them.  This annoys mostly the Exagians who think they are above them.  The rural 
  communities of both Cantons get along well with the greatest rivalry in the yodelling competitions. 
  (4) Yodelling is something that bonds all rural Môrgenroods together culturally.  Up the highest 
  Mountain or down the deepest mine they practice as they work.  In the past decade or so, Yattenheid 
  groups have won the contest. The Vortrote miners put in a good showing several years ago, but since the 
  loss of the great Gurgol VonGargalagger and several others from their team, their performances have 
  been below average.
  (5) Adventurers see this as a joke because, in the face of an enemy, Môrgenroods are a formidable 
  foe.  Vuurzward clansmen see Môrgenroods as the greatest warriors of all Perrenland.  Thus adventurers 
  stay out of this issue.  But there is the ‘Môrgenrood Festival’, a secret festival recently created as an outlet 
  for adventurers.  Here they secretly get drunk and tell the old and create new jokes about Môrgenroods. 
  Rumour has it that Hugelrote spies are infiltrating this festival to add to their stock of retorts and jokes.
  (6) Rural Môrgenroods mostly train as Warriors; (in fact all young men that are not apprenticed out 
  and survive to manhood are trained as warriors.)  Warriors with Wilderness lore skill can ambush many 
  times their number and survive.  Skill in archery, whether bows or crossbows is highly prized.  In the rural 
  communities, all warriors are part of the local guard to support the army.  Militias are popular pastimes as 
  they encourage friendships within communities.  Often women join and contribute to these units.  It is 
  popular for the urban Môrgenroods to join the army, as the militia is beneath them.  Thus they train as 
  fighters, but heavily armoured fighters struggle in rugged terrain, many falling to their deaths.  They move 
  too slowly and can’t move silently or hide easily to initiate ambushes.  Thus, while they may dislike each 
  other, the power of the army units, plus the ease in which they defeat the enemy has built a grudging 
  respect between these two types of warriors, (the brotherhood of battle).
  The Army
  The 3rd Auszugen is the local army unit in Exag and Yattenheid.  The “Sturm Crows” as they call 
  themselves are an excellent military unit.  Yearly they bloody the Tiger Nomads and have become very 
  effective in covering terrain quickly.  They have earned the bitter respect of the local humanoids and 
  nomads for their prowess in battle.  They have modernised logistics and organised small unit tactics 
  second to none.  Many other army units make claims to fame, but none have the continued combat 
  experience and records that the 3rd Auszugen have racked up.  Veterans, those who survive stay for life, 
  only moving when ordered to.  Life is hard for members of this unit, but it is extremely rewarding as well. 
  Môrgenroods are at all times polite and respectful of the service and sacrifices these boys make.  Thus, 
  they are treated extremely well, better than in any other Canton in Perrenland.  
  
  All is not well, and the Sturm Crows accept this.  They now have under 2,000 troops, they cannot be 
  everywhere at once, and at times, they need to be!  The main body of troops is still too slow to react to hit 
  and run tactics.  They suffered badly in the recent war, and were not treated well by the 6th Auszugen. 
  The Hetmann, a former Officer and experienced Ranger set a new idea in motion.  In 590 CY the call 
  went out all over the western Oerth, for wilderness warriors wanting a life of high adventure to come to 
  Exag.  Over the next two years, hundreds of outsiders of rough disposition, (mostly rangers, barbarians, 
  fighters, and rogues looking for a fresh start, no questions asked), have been accepted.  They have joined 
  the  local  clans,  mostly  the  Vuurzwards,  but  they  are  extremely  loyal to  Yattenheid,  especially  the 
  Hetmann.  
  The  Army  re-equipped  these  recruits  and  has  formed  skirmishing  units  that  patrol  set  areas, 
  becoming expert guides for the army as it passes through.  They have also reduced the hit and run tactics 
  of the local humanoids.  The Môrgenroods named them the Yattenheid Legion.  The Canton pays their 
  upkeep separate of the main unit.  Many worried that there would be conflict between this new unit and 
  the 3rd, but they see themselves as one and the same, both bring glory to the mighty Sturm Crows.  As it 
  turned out, this pre-emptive move paid off. The 6th Auszugen was withdrawn to Schwartzenbruin and the 
  3rd has had to extend its protectorate into the Mounds of Dawn, and Hugelrote city. However the 3rd are 
  still rebuilding after the war, and the defence of the area is seriously weakened.
  The Navy
  Exag has a few warships to patrol its shores of the lake.  But few in officialdom can recall the vessels’ 
  names.  The Zee-Auszugen has a very low profile in Yattenheid.  A few fishermen celebrate them, but 
  that is about all.  The Exagian elite, with summer palaces on the lakeshore, see them as personal guards, 
  but they perform a vital task.  The Tiger Nomads have in the past launched seaborne raids.  These are 
  defeated by the Zee-Auszugen.  They patrol for monsters and generally keep the shoreline a safe place 
  to be.  
  Landwehr
  The local militia or Landwehr as it is known comprises of about 5% of the total population of 
  Yattenheid or approximately 2,250 members.  About 20% are females who serve in any capacity they 
  can, from frontline fighters to healers.  They are predominantly warriors and fill the role of town guard and 
  frontier militia.  The militia’s job is to slow the invading forces so that skirmishers and main army units can 
  engage and destroy these forces.  They are trained in ambush, guerrilla hit and run tactics, with high 
  regard given to archery skill.  They are not expected to engage these invading forces in a pitched battle, 
  though many examples of heroism and bravery by the Landwehr in the face of overwhelming odds are 
  littered through Yattenheid's history.  This proud tradition plus a devoted sense to duty make these forces 
  though light, a dangerous opponent.  
  These forces can swell to around 10,500 in a time of war in a matter of a week.  That is approximately 
  22% of the total population.  Once a year this is practised, the week following Varday, the festival 
  celebrating the graduation of new mercenaries and adventurers.  Such forces have not been called on for 
  hundreds of years, but Yattenheiders will not be caught out again.  The regular members serve and train 
  on either a part-time or permanent basis.  Guarding the towns and population is taken seriously.  The 
  emergency members are called upon, usually as the Tiger Nomads/humanoids are riding towards their 
  farms or villages.  Stoicism in the face of the enemy is a trait warmly respected and expected by 
  Môrgenroods.  Cowardice is only second to treason on the list of crimes.
  The Landwehr also suffered in the war, and most of the Landwehr are young and require much 
  training. 
  Exag’s History
  Exag is the oldest recorded community this side of the once great kingdom.  Some sages had 
  theorised that Exag is over three thousand years old.  From a small crossroads village to a once great 
  provincial capital of the western part of the Great Kingdom, Exag was once the pearl of all the western 
  realms.  Some obscure documents of ancient Flan origin record a thriving village, busy with trade around 
  three thousands years ago.  But the Flannae calendar isn’t completely reliable, so it is only an educated 
  guess.  The Oeridian expansion of -458 CY effectively destroyed the Flannae culture with the first written 
  
  record of the sacking of Exag.  The Oeridians levelled the Flannae town and rebuilt Exag, the start of a 
  process of renewal that would haunt this city.  With the expansion of the Great Kingdom, the site of their 
  provincial capital in the Western realms was located at Exag.  Many believe Exag is of Flannae origin, 
  and the probable original name of the village.  
  Anyway, Exag exploded from a busy town to a large provincial city in a matter of two or three 
  decades, around 101-130 CY.  Certainly, at its height 17,000 souls made their lives in the city, relatively 
  comfortably.  It was the pick of the colonial appointments within the western realms, with the rest of it 
  considered uncivilised.  For hundreds of years, the western realms were ruled from here.  The Northern 
  Keep was built to protect Exag from the roaming nomad and barbarian hordes around 210 CY.  (Some 
  things never change).  Exag decayed with the downfall of the Great Kingdom.  The final decades were 
  plagued with mismanagement and the introduction of blood sports.  The locals found guilty of minor 
  crimes were thrown into fighting pits with various Monsters and Gladiators for the ruler’s pleasure.
  Furyondian’s would have you believe that it was they who finally overthrew the Great Kingdom, but in 
  reality, when the Exagians heard of the rebellion, they planned their own.  Suddenly one night, they rose 
  against their captors and after three days of bloody fighting, took control of the city.  This cut the head off 
  the Great Kingdom’s ability to control this region and was the beginning of the end for them.  Though, the 
  Great Kingdom got the final revenge, laying siege to Exag and slaughtering the mixed Flan/Oeridian 
  population.  (This was when the surviving Flan began their underground existence.  Thus the Under-
  Exagians as they came to be known began).  The Great Kingdom decided to rebuilt the city and populate 
  it with Oeridian people of good service to the Kingdom.  But eventually, the Furyondian’s rebellion 
  overthrew the city, before it was completely rebuilt.  It once again became a provincial Kingdom for a 
  Furyondian empire, but on a smaller scale.  The city was rebuilt and could still house 17,000 comfortably, 
  but it never achieved that number again.  
  The empire was loosely  controlled,  and  Exag run fairly autonomously.  They paid  their  taxes, 
  patrolled their patch of the Kingdom, and for this, they were left alone.  For hundreds of years, this was 
  the case.  More and more Oeridians came to live in the region, founding the origins of the now flourishing 
  Perrenland clans.  The Môrgenrood clan came into existence now, dominating the Yatils and the Mounds 
  of the Dawn.  As with the Great Kingdom, the decline of the Middle Kingdom, (what it came to be known 
  as in Exag), brought injustices to the local peoples.  
  When the  huge  Barbarian  Hordes  of  the  North  invaded,  Exag  was  sacked  again  in  320  CY. 
  Fortunately, most of the city’s population took to the mountains and after a harsh winter, where many 
  died, they returned to the city.  The barbarians surprising didn’t destroy much of the property, but anything 
  related with magic was razed to the ground.  At this stage, the outer walls where strengthened with the 
  aim to withstand the siege of another Barbarian Horde, which came in 345 CY. 
  They say there has never been a Môrgenrood Voormann.  Perren was believed to be a Môrgenrood, 
  born in the Northern Yatils, but with his return in 597 CY his true clan was found to be Hussen. He came 
  to be Perrenland's greatest ruler and father of the nation.  Speaking of Perren, he united all the clans 
  around 400 CY and finally drove the invaders from our land.  That was almost the last time Perrenland 
  has suffered under the yoke of an aggressor.  While other clans elect a Hetmann for eight years, the 
  Môrgenrood clan, elect theirs for life.  This follows the decision to originally elect Perren.  Faith was given 
  to the young warrior and he returned it many times over.  So the Môrgenroods decided not to change 
  what works.  And as a whole, it has been successful.
  Now Perrenland was relatively free for nearly a century before being invaded by Ket.  The Ketites, 
  lead by the evil witch Iggwilv, aggressively controlled all of Perrenland.  It was a corrupted regime from 
  the  beginning,  causing  a  burning  hatred  to  be  inflamed  between  all  Môrgenroods  and  anyone  of 
  Baklunish origin.  They are deeply mistrusted.  Laws still stand today outlawing the speaking of the 
  Baklunish language in the Yattenheid Canton, though it isn’t heavily enforced.
  The past thirty years haven’t been the best for Exag, the wars and the pact with Iuz wasn’t popular 
  with the Môrgenroods.  But, many understand why the pact was entered into.  Voormann Franz was 
  popular, but that was his fatal mistake.  Karenin was less popular, but at the time of the last election the 
  Môrgenroods did not desire change. This election most Môrgenroods support Perren and don’t understanf 
  why Vorstammen Vorrudden would propose a different candidate.
  Môrgenroods see Iuz as their greatest enemy.  Many muse over this, because it seems natural that 
  the Tiger Nomads would be!  But a Môrgenrood would tell you, that the Nomads couldn’t organise and 
  successful invade another country.  Their yearly raids are accepted as part of life.  Of course, this doesn’t 
  mean they leave their guard down.  Iuz is a long way away from Exag, while the Nomads are just up the 
  
  road, as you would say.  But Iuz has a recent history of successfully invading and controlling other 
  countries.  Thus, they are a real threat. Disturbing news of late, places envoys from Iuz meeting with the 
  Tiger Nomads. If Iuz were to organise and reinforce the Tiger Nomads It would place Yattenheid and 
  Hugelrote in the front line of a very bloody war.  
  Exagians still dislike the peoples of Ket and Furyondy.  When a Furyondian states that Perrenland 
  should have come too their aid against Iuz, instead of signing a Pact with him, the response has caused 
  many a bar fight.  Môrgenroods have little compassion for the Furyondian’s, with such statements as “you 
  live with the sword, you die by the sword” are bluntly retorted.
  Current attitudes by some people have forced some Môrgenroods to begin to take a look at the 
  outside world.  Up until now, they have relied on travelling merchants to provide news of events outside 
  the clan’s territory. But they don’t like what they have found.  The rivalry between Perrenland and the 
  Highfolk is confusing.  Why are Perrenlanders actively pushing into lands possible controlled by these 
  people?  Have we forgotten our past?  They seem to be friendly people, though becoming less friendly as 
  time progresses.  The Laaglanders seem to have the idea that they can become a regional power.  Note 
  what has become of all empires, they rise hard, but fall harder.  The fairly good relationship between 
  Perrenland  and  the  Wolf  Nomads  are  good.   But,  they  are  between  a  rock  and  a  hard  place. 
  Môrgenroods want Perrenland to organise against our main enemies, Iuz and the Tiger Nomads. The 
  Tiger Nomads are just cursed and should be hunted into extinction.
  Exag’s Climate
  Exag is part of the Bitter North, with harsh winters, cool spring, and occasionally warm summers.  The 
  city does suffer from extremes of temperature change in the summer months.  The daily temperature can 
  change from near freezing summer storms to balmy 80°F (27C).  But mostly it is a cool 50-60°F  (10°C-
  15°C) temperature.  This is due to the elevation of Exag.  It is situated on the highest point of the Mounds 
  of the Dawn perched against the mighty Yatils.  At an elevation of some 4,600 feet, it can be a bitterly 
  cold place.  Snow covers much of the city for seven to eight months a year, but it is only light except for 
  the two coldest months when the snow line comes down below the city.  But it has many crisp beautiful 
  winter days with a magnificent vista of the Yatil Ranges above, and the Mounds of the Dawn below 
  stretching out to Lake Quag.  A warm day in the heart of winter is around Freezing point.  Thus the 
  Exagians are a hardy race of people.  
  Spring and autumn are very changeable, and as a hardy Yattenheider would say, “Treat all spring 
  and autumn days as winter, so you won’t be disappointed, and occasionally, pleasantly surprised?” Winds 
  tend to blow from the north and are bitter at best.  Precipitation comes as snow or sleet for eight months 
  of the year.  But it rarely rains in the summer.  Except for the occasional summer storm, it is a pleasant 
  time.  Winter is the longest season and thus many a visitor, not hardened to the environment, has been 
  driven mad with cabin fever.  
  This explains way the Exagians have adopted the cultural habit of decorating the inside of their 
  houses.  This reduces the effects of cabin fever amongst Exagians, but provides little help to outsiders 
  used to open spaces.  The harsh weather destroys the exterior of buildings quickly, so most buildings are 
  made of stone to withstand the environment. Although no Exagian will ever admit it, this building style was 
  adopted from the Baklunish and modified to suit the cold.  Exagians now take it as their own.  Spring, as 
  stated before, is changeable but in late spring the weather patterns settle and planting begins.  This is 
  also the time of the Barbarian raids, thus young men in both the militia and army march out for spring 
  manoeuvres to meet the hordes.  
  Summer is short but settled – usually two and a half months long.  At the height of summer, it can get 
  quite hot, up to 80F  (26C).  Then the rich leave for the shores of Lake Quag, as this is festival season. 
  The week of high summer is celebrated as the time when Perren finally rose and threw of the oppressor’s 
  yoke.  Even though this isn’t quite in line with actual events, most Exagian and Môrgenroods just don’t 
  care.  It is a great time to have a break.  Young children, usually under supervision of apprentice 
  adventures, track into the mountains to local waterfalls for daily outings at this time.  Of course, the local 
  area is heavily patrolled, as this is also the height of the humanoid raids. Autumn, and harvesting time, is 
  usually a race between getting the harvest in and the encroaching harsh weather. Luckily, Perrenland 
  isn’t short of food, and the mines and other industries provide enough capital to purchase food from other 
  Cantons in the harshest of famine years.
  
  Exag’s Trade 
  Exag has always been a trading place, once three thousand years ago as a village at the intersection 
  of trading routes.  Some of those trading routes have disappeared over time, fading from memory.  Sages 
  tell of trade routes with Ekbir and Tusmit, but nobody believes them.  As the regional capital and main city 
  for  so  many  years,  it  has  established  some  of  the  largest,  certainly  oldest  trading  houses  in  all 
  Perrenland.  These houses are based in all other cantons and bring back new of what is going on in other 
  areas of Perrenland and Oerth.  During the time of the Furyondian occupation, circa 350CY, the most 
  powerful houses came into creation.  They helped keep the peace between the people and the rulers. 
  Some became corrupt and supported the later Ket occupation.  But the smart houses supported Perren, 
  providing arms and armour for his army.  
  In  recent  years,  the  people  of  Exag  have  grown  distrustful  of  these  merchant  houses.   This 
  resentment comes from the fact that the large trading houses have become very rich and powerful.  The 
  heads of these houses act like petty nobles disassociating themselves from the sweat and blood of those 
  that have made them rich.  Thus the people began to form their own guilds, which over the last fifty years 
  have become as powerful as the trading houses.  This has not lead to any bloodshed, as there is plenty of 
  work for both, but both jealously guard their business ventures.  The Hetmann is worried that there are so 
  many powerful yet distrusting organizations within Exag.  Since little has come of it, he can do nothing, 
  but he has warned all parties that if something were to happen, he will not be very forgiving at all!
  The main trade of Exag is copper, brought from the mines high in the Yatils and smelted into 
  Perrenland coinage.  Smaller amounts of gold and silver are mined as well, but pale compared to the 
  amounts of copper.  Next in size are the textile industries.  Many are so old, that the most ancient of 
  dwarves remembers them fondly from their heyday.  The industry is still strong with orders for stout winter 
  garments of style, trading to all regions of Oerth.  Horse breeding, particularly mountain ponies is strong. 
  The demand for the sturdy creatures can barely reach demand.  But the guilds and trading houses 
  jealously guard this industry.  
  Armouring and weaponsmithing have sprung up recently to serve the adventurers who flooded in to 
  the area.  It has grown quickly, under the protection of the Mercenaries Guild.  Usually old retired 
  adventurers having set up these businesses.  Only fifty years ago, nearly 90 percent of arms and armour 
  was imported from the rest of Perrenland.  Now Exag produces enough to meet demand and export a 
  little. 
  Exag has a thriving food industry, with specialties such as smoked, herbed and vintage cheeses, 
  boiled sweets, brewing and baking standing out.  The cheese and brewed products are popular in 
  Greyhawk and are exported widely.  Bee keeping is popular, with hives located in small sheds to survive 
  the harsh winters.  Thus honey and mead are popular as well.  A large logging industry exists around 
  Exag, in the foothills of the Yatil Mountains.  It is run from Exag but nearly all the produce goes to the 
  Capital and the rest of Perrenland.  But the most recent and important of all trade, is the mercenary and 
  adventuring business.  
  Demand for the Exagian based mercenary companies has tripled in the last ten or so years.  Barely 
  do they return  from  some  campaign then they are  off again to  some other  part of  the  continent. 
  Adventurers exploring the denizens of the Mounds of the Dawn and the Yatils, come full with gold, wealth 
  and  magic.   This  has  made  Exag  rich  compared  with  previous  generations.   Exagians  know  the 
  importance of pleasing these brave souls.  As they are just as likely to pack up and move somewhere 
  else.  This industry exceeds all the other trade combined.  The Hetmann, being an adventurer himself in 
  the past has developed ways of attracting them and also sharing in their spoils and wealth.  As long as 
  they spend their money in Yattenheid, they aren’t taxed.  If, they leave, they are taxed lightly.  This 
  taxation is used to reduce the tax level of all the other industries.  Thus, each year, the tax rate usually 
  reduces, the people are happy, and the adventurers are especially happy.  Mercenary Companies ply 
  their profits directly into Exag and thus, the Hetmann has decided to do celebrate that as well.  Most of 
  the companies are surprised at the hero’s welcome they receive when they arrive home 
  At first, many on the Council were worried at the loss of tax income.  They didn’t trust this new 
  Hetmann who they hardly knew.  However, they get more now because less people evade paying tax and 
  as each year goes by, it usually reduces and more happily pay the bill.  This has lead to more wealth 
  being available to start new business previously being brought from other parts of Perrenland.  This 
  economic upsurge is helping create a new happier Exag.
  
  Note that this has come as a complete surprise to the Hetmann.  He was prepared to don his gear 
  and go adventuring to fill the city coffers.  He knew the adventurers and mercenaries to be the strength 
  and future of this Canton.  So being and adventurer himself, he activity created an environment that 
  adventurers would thrive in.  He remembered times when he was a young adventurer and fellow party 
  members were trying to avoid crippling taxes by sneaking treasure past the town guard.  Eventually, it led 
  to  resentment  and  the  adventurers  spending  their  wealth  in  other  places.   So  the  Hetmann  has 
  encouraged loyalty of adventurers by being fair and supportive of them.  Taverns, Inns and the town 
  market have had a massive increase in adventuring business.  And the ones that sneered at the idea 
  initially have either gone out of business or changed their tune.
  Exag the Minting Centre
  Exag has the oldest, largest and most overworked mint in the Bitter North.  They mint about 80% of 
  Perrenland's coinage.  Much of it leaves the Canton for Schwartzenbruin.  The Schwartzenbruin Mint is 
  (nominally) the premier mint, producing Perrenland’s special coins, commemoration of a new Voormann 
  etc.  The Vortrote mint also produces Perrenland coinage, but at a much smaller level.  What most people 
  don’t know is that all the dies are made in Exag by skilled dwarven, gnomish and Exagian craftsmen. 
  Most have been part of the craft for generations and centuries in the case of the dwarven and gnomish 
  workers.  Wisely, Perren left them in Exag but recent, less wise Voormann have tried to attract the 
  craftsmen to the capital.  Thus far, none have taken the offer.  The few gnomes that live in Yattenheid 
  control the money exchange industry.  These gnomes moved here about 360CY and reorganised a 
  chaotic monetary system, running it ever since.  Highly respected and supported by the Dwarvish 
  community, they run a thorough but above board guild.  You can’t find an Exagian or Yattenheid who has 
  a bad word for these bankers.  Their percentage is low, the lowest in any area in Perrenland and still they 
  make a good living.  They get the coinage from the Exagian mint at 1% lower than everybody else, even 
  the Voormann pays the Exagian tax on the coinage although this is usually a reduction of the Canton tax 
  owed. 
  Exag, The Learning Centre
  Exag was once a centre of learning at the height of the Aerdi Empire.  Now, it is a place of industry. 
  Many of the once lavish libraries were never rebuilt after the numerous sackings.  Only the Librarium 
  Arcanum stands now.  This is due to the dedication of the Verhaus family.  They have gained status 
  through this life of love with the ancient books of the city.  Ma’am Gilbeer Verhaus runs the library and has 
  plans to restore the lower levels.  Ma’am Gilbeer has nobility status in the city and Canton.  Even the well-
  heeled people in the Capital know of her.
  The High Guild or Den Zauber Guild as it later became, is the mages guild that began around 100CY. 
  Supported by the Aerdi rulers, they lived well.  Perren destroyed the guild, only to concede and rebuild it 
  several years later, but severe restraints were placed on the new guild.  It could never hold political 
  power, and all members must swear personal allegiance to the Voormann.  Now, the locals praise the 
  institution for its sturdy local wizards that come from the guild.  The guildmasters take their charge 
  seriously, loyalty to the  Vormann ranks just under  their  devotion  to the  magical arts.  Graduating 
  apprentices are sought after both by mercenary companies and adventuring teams.  Den Zauber Guild 
  has more mage recruits than it can normally deal with, so some are now trained in both Beldon Tor and 
  Hugelrote.  Recruits are accepted by, firstly, their Clan (Môrgenroods then Vuurzward Clansmen), then by 
  their Home Canton. (Yattenheid, then Hugelrote).  Finally, family members of ex-graduates or tutors are 
  accepted.  All others must get the Hetmann of Môrgenrood approval before being accepted. Perren 
  decreed that all outsiders cannot be trained in Exag, especially nomads who are banned from even 
  entering this guild.  Once, the great Khan visited Exag, and he wanted to visit the guild.  He was denied, 
  even when he threatened to sack the city.  The edicts of Perren are above the law of the land.  Several 
  Voormann have changed the entrance requirements, but they have been openly ignored.  The present 
  Hetmann openly supports the guild, and it is too small an issue for Karenin to bother with.
  The scribes’ guild is an old warren of a building made of wood.  It has been expanded haphazardly 
  over the last one hundred years.  Sages and scribes work in this building.  It is cool and comfortable in 
  summer, but extremely cold and unpleasant in winter with most of the occupants viewing this as a test of 
  their  dedication  to  their  arts.   The  scribes’  guild  is mostly  utilised  by  adventurers  and  mercenary 
  companies.
  
  Other than that, there are few other institutions of learning.  Religious churches provide some other 
  centres of learning, and specific guilds provide bodies of knowledge in their areas.  The Old Shools are an 
  important place for learning in the ways and mysteries of the divine.  But most Môrgenroods are just too 
  busy with the day to day grind to bother with such matters.  That is best left to those whose heads are in 
  the clouds.
  The Old Kerk still exists though it is on the wane at present.  The Bards of the Kerk are still extremely 
  popular with the Exagians, but new recruits are getting harder to come by.  The Druids Order is almost 
  non-existent in Exag, but thrives in the rural areas of Yattenheid.
  Exag, the Religious Centre
  Not known as a great religious centre, Exag isn’t popular as a good political career move in most 
  churches.  All the main churches have at least a shrine here.  These religions have a temple and growing 
  following here: Allitur,  Ulaa, Zilchus, Berei, Pelor, Beory, Bleredd,  Fharlanghn, Heironeous,  Jascar, 
  Mayaheine,  Obad-Hai,  Rao,  Trithereon,  Vathris,  Velnius,  Wenta  and  Zodal.   These  churches  are 
  predominantly based in the religious quarter.  The church of Trithereon is quite new and based in the poor 
  quarter.  This raised a few eyebrows initially, but the Hetmann is friendly with its half-orc High Priest.  Few 
  see him, but he is a mild-mannered individual by all accounts, especially for a half-orc.  Lately, this church 
  has investigated humanoid transgressions around Exag, but only for those who cannot defend or afford to 
  defend themselves.  This has reduced the amount of foul play that has traditionally happened in the poor 
  quarter.  The Hetmann, after receiving a report from the High Priest, was heard to have said that not all 
  transgressions against the poor were by humanoids.  The Church has both raised support and enemies 
  within Exag.  It would seem mostly from the self-styled Workers Guild.  No direct allegations or actions 
  have been taken by the Church against the Guild, but damning evidence has been collected and 
  presented to the Hetmann.  The Guild has heard of this and is strangely silent about the matter.  What 
  information and evidence this is, only a few know.  
  The old churches have massive support from the populous masses.  Most Perrenlanders are practical 
  people and Exagians are extreme examples of this.  Most have a primary deity, but they will worship other 
  gods in times of need.  The hearth of the family home will represent this primary deity.  Public displays of 
  worship are frowned upon, but plenty of small shrines are available for quiet contemplation.  The major 
  temples are very busy places, usually only quiet on Godsday for prayer.
  Evil churches and cults are forbidden in Exag.  When evil shrines and cults are discovered, action is 
  immediate,  harsh  and  permanent.   Members  of  the  religion  are  executed  immediately,  only  those 
  magically enthralled are spared but even they are usually banished from the city for life.  Religions have 
  to do some amazing service to the city before they can build a temple in Exag.  Religions just can’t move 
  in with a cart load of cash and set up shop.  All old Churches can build temples if they wish as per 
  Perren’s declaration in Exag immediately after Perrenland’s liberation.  The city hasn’t forgotten those 
  particular recommendations.
  Guilds of Exag
  Already mentioned are several important guilds of Exag.  The High Guild of mages is an example of 
  this.  Guilds were slow to develop in Exag.  Most of Exagian history has been dominated by Merchant 
  Houses that in the past forced workers and craftsmen to their will.  Since the arrival of Perren and the 
  modern state of Perrenland, these houses have lost their power and sometimes prestige.  Guilds have 
  emerged in their place as workers and craftsmen band together for survival, regulating trade and make 
  decisions on trading practise.  Individual workers see the guilds as protectors that further the social and 
  economic interest of their trade and membership.  
  Guilds have more power than individual tradesmen can achieve.  While no guild can maintain a 
  monopoly, they can and do make it very difficult for the non-guild tradesmen to make a living. All guilds 
  offer apprenticeships for their members’ young.  These apprenticeships are also offered to important 
  clients’ offspring to further trade partnerships.  This mini-politicking has raised some eyebrows.  The most 
  powerful guilds can have a member on the city’s council. These are the major guilds of Exag:-
  The Den Zauber Guild - the history of this guild is hidden in time. After the reorganisation of 
  the guild by Perren, it has effectively been a new institution.  Thus all its history prior to this is locked 
  away in its deepest vaults.  But most people know that the buildings of the guild are about 460 years old. 
  Membership to this guild is open to all wizards.  Sorcerers are not permitted in at all.  Various Hetmenn 
  
  have tried to get this changed, but the wizards are steadfast in their beliefs.  Never has a spell been 
  knowingly given or sold to a non-wizard.  Punishment for this crime is instant banishment from the guild.
  Workers Guild - a very young guild, it is trying to organise the labour market away from the older 
  guilds and Merchant houses.  It is supposed to make the lot of the hired worker better.
  Pax Mercuri (Mercenary Guild) - the most powerful guild in Exag but wields surprising little 
  power when dealing with city politics.  The mercenaries dislike meddling in the cities affairs, they come 
  and go, doing their bidding and often wish the city not know their affairs.  The guild finds work for 
  mercenary companies often in the name of the city.  They provide work for small adventuring groups. 
  The guild provides safe and friendly lodging for all mercenaries.
  Merchant’s Guild - a very powerful group of rich merchants with more money than sense it 
  would seem.  They are politically powerful, and at present support the Hetmann in his endeavours.  But 
  recent rumbling about how the mercenaries are not paying tax, yet this city was founded on trade has 
  surfaced.  Vorrudden has approached the guild master about such claims.  They have members of the 
  original trading houses in this guild, which caused friction at times.  Hardworking merchants have little 
  time for these snobs.
  Apothecaries Guild - (often referred to as the Aid-Auszugen retirement home.)  This is a small 
  but overworked guild.  The guild does have a monopoly as most clerics, healers, apothecaries and 
  herbalists in the city belong to it.  The few druids in town are often found here.  No grandstanding is 
  allowed, so it is a neutral area for all healers to meet and swap ideas.  All non-magical healing is free to 
  Exagian and Canton citizens.  The city picks up the cost as part of the city’s responsibility to the well 
  being of its taxpayers.  This recent law is very popular.  Magical healing of individual adventurers is 
  handled by the churches.  No magical healing is permitted by this guild.  Only non-magical healing arts 
  are practised in this guild.
  Money-changer’s Guild - run by a merchant house of gnomes.  It is fairly and solely controlled 
  by this race.  The House Da’Gwayler has several change houses as they are known.  Workers are well 
  paid and cared for, but apprenticeships are few and highly prized.  The gnomes use Vuurzward clansmen 
  to guard their houses.  This was done with the approval of Perren to elevate them in the eyes of the all 
  Môrgenrood clansmen.  This has worked; they are accepted as next to equals and it has made the clan 
  very wealthy in Exag.
  Taverner’s and Brewer’s Guild - a small but growing industry surviving on the pockets of 
  the many mercenaries in the city.  Prices are set, licences given and competitions organised.  This guild is 
  very popular in the city because it supports all inns, taverns and breweries whether they are in the guild or 
  not. 
  Grain Guild - this guild controls all aspects of the grain industry, from growing through to the 
  baking of the bread.  Very controlling, the Exagians put up with the rigidness because it is extremely 
  successful, which has led to clashes with the Brewer’s Guild over sourcing grains.  They have averted 
  famines that have hit the rest of the country through rigid but well-informed planning.  Many druids advise 
  this guild and have a lot of influence in the guild’s decisions and direction.  Cartwrights belong to this 
  guild, providing a lot of the transportation required by this endeavour.
  Armourer’s Guild- a new guild that has grown rapidly in recent decades.  The tradesmen 
  create weapons and armour for the growing mercenary industry. Now, they are able to export a few sets 
  to the rest of Perrenland. Blacksmiths are also valued members of this guild.
  Scribes Guild - this guild contains all the workers of knowledge, sages, scribes, practitioner’s of 
  the law, and the occasional bard.  The all work in a large wooden building and provide research for all 
  Exag’s endeavours.  The City Watch, Council and Churches use this guild for research into matters 
  mundane
  Delvers Guild - This small guild of some 20 or so members is responsible for the exploration and 
  protection of the cities underworld.  They wear a purple scarf, a colour banned to all except the Hetmann. 
  They operate in the shadows of the undercity, protecting both the surface-dwellers and Under-Exagians 
  from each other.  They hunt evil cults and criminals that may wish too use one or the other against the 
  city.  Many Exagians don’t know of their existence.  Their guildhouse is in the darkest slum of the poor 
  quarter.  Grunag, the dwarven representative, is their guildmaster.  He has signed a treaty with most of 
  the Under-Exagian chiefs.  Only the Hetmann knows of this.
  
  Sewer and Streetlighter’s Guild - this small guild perform a necessary function in Exag. 
  Cleaning the sewers and the streets of rubbish and lighting the streets at night.
  Grave Diggers and Collectors Guild - they collect and bury the dead.  They are trained to 
  rounding up people in times of plague. 
  Merchant Houses of Exag
  House Da’ Gwayler - is the Merchant house of the Money Changers Guild. They run the Mint. 
  They are responsible for minting all Exagians coins, and a lot of Perrenland’s currency.  For all intense 
  and purposes, the House and the Guild are one, only divided for political reasons.
  House Stienz - the largest and most successful of the horse-breeding houses.  They breed the 
  rugged mountain ponies and a few warhorses.  This is an ancient merchant house with a crest blessed by 
  Perren for their loyalty in the rebellion.  It also holds a dirty secret. It played both sides during the rebellion 
  and will do anything to stop this secret getting out.  They see themselves as nobles, the social elite of the 
  city.
  House Gutz - the largest mining merchant house.  They control the largest copper mine and 
  several smaller silver mines.  They have established elaborate political ties with other Cantons and Clans. 
  They are extremely cosmopolitan for Exagians.  They are rarely in the city now, leaving the work to lesser 
  mortals.  They travel the country like nobility.  They spend six months a year in the capital.  They are 
  amongst the richest families in all Perrenland and also one of the most despised as well.
  House Rehummz - the fastest growing of the newer merchant houses.  They got onto the 
  booming logging industry. Though most of the logs leave Yattenheid, it is a highly profitable industry. 
  They have established good relations with the army.  Thus many logging caravans are guarded by the 
  army, as is the mining houses.  Their operations are in the mountains, only the house headquarters are in 
  Exag.
  House Blattz - are amongst the most reputable clothing merchant houses in all Oerth. This 
  ancient Merchant house is the oldest and sends it products to all known ends of Oerth.  They run 
  leatherworking, tanning and tailoring enterprises in Exag.  Many dwarves work for them, some into their 
  second or third generations.  Most of their products are beyond the cost of most people but they have 
  helped create a textile industry in the city.
  Minor houses exist in most industries, but their time of influence is over.  They look back at better 
  times.  Some may even be plotting for a rosier future.  But at present, they are generally disliked by the 
  average Môrgenrood.  The power of the traditional trading houses is slowly slipping to the new and slowly 
  establishing guilds.
  Politics
  No matter how hard they try to avoid it, politics always gets in the way.  The previous Voorstammann 
  was assassinated, the Pfalzgraf resigned, and the Hetmann of the Môrgenroods died.  All top-level 
  political offices were left vacant in a period of three months.  For several years, no one could be found for 
  any of these positions and Exag carried on in its own fashion.  Many began to believe that they did not 
  need the positions filled.  Finally, someone nominated Vorrudden, a young hardworking and respected 
  ranger for the local area.  Once he was nominated, many Exagian nobles stepped forward to be elected. 
  They had been using the power vacuum to cement their position.  Unfortunately, most Yattenheids / 
  Môrgenroods saw through this and duly elected Vorrudden to all the offices.  The Hetmann position is the 
  leader of the whole Canton.  He has been elected for life.  The Voorstammann is the head of all 
  Môrgenroods, this position is also for life.  The Pfalzgraf’s position is a political one, Vorrudden has 
  accepted the position for ten years, or until the end of the term of the upcoming Voormann.  Vorrudden 
  dislikes the Pfalzgraf position as it takes him away from his beloved Yatils.  The petty politicking of the 
  capital wears him down.  So now he sends representatives in his stead if the meeting isn’t of vital 
  importance.  He has surrounded himself with excellent advisers and powerful heroes to reduce the strain 
  of doing all three jobs.  He has become a master at delegating tasks and responsibilities to others with 
  surprising efficiency and success.
  Vorrudden governs with the assistance of a council.  This council is broken down into three elected 
  town  representatives,  three  mercenary  company  leaders,  the  head  of  the  Merchants  and  Money-
  
  Changers guild.  The Hetmann and assistant Hetmann round out the last two places.  This makes ten 
  members, but the Hetmann rarely votes and uses his assistant to break deadlocks.  This has been a 
  relatively successful endeavour.  Vorrudden likes the title Hetmann rather then the other two.   His 
  assistants  and  advisers  are  the  leader  of  the  3rd  Auszugen  -  the  High  Priest  of  Pelor,  the  High 
  Guildmaster, the dwarven representative Grunag, the gnomish representative Narish Da’ Gwayler and the 
  Vuurzward representative Denas, half-orcish clan leader.  Many were shocked at the selection of so many 
  demi-humans, some with less than wholesome backgrounds  but this has been extremely successful with 
  relationships between the races markedly improving.  He uses all six members as the situation dictates. 
  Vorrudden has never explained in motives and since they have worked, nobody has bothered to ask why.
  Since the assassination of the last Hetmann, Vorrudden has been given a bodyguard detachment. 
  This annoyed him, so he now surrounds himself with powerful adventurers who do the same thing.  He 
  enjoys their company and he can rely on them getting things done, no matter what it is.  His main 
  companion is a powerful fighter, an outsider called Rormur.  Legend has it, he has slain a dragon, felled 
  the worst type of beasts.  Who knows, but he is the most powerful warrior in all Yattenheid.  Often 
  Grunag, the dwarven representative is at his side.  He is the reputed leader of the Delvers guild, or so 
  rumour goes.  Dwarves are highly respectful of him, almost to the level of revering him for some mighty 
  deed done in the past.  No dwarf has yet to offer any information at all on their representative.  Denas has 
  a lot of meetings with the Hetmann, making all members on the council nervous about him.  He spends a 
  lot of time in the church quarter, but otherwise he is a soft spoken, well educated half-orc.  That is 
  suspicious in anybody’s book.  The Vuurzward clansmen like him a lot.  They believe that since he arrived 
  two years ago, their lot in life has improved massively.
  Vorrudden believes and tells all who will listen, that Karenin most stay as Voormann for another term. 
  Now is not the time for change, or expanding our borders.  The Môrgenroods vote is for the status-quo. 
  The Hüssen issue is causing him some sleepless nights.  But he has decided that diplomacy must handle 
  this one.
  Exag Architecture
  The fact that Exag has been sacked some many times has lead to the dominate feature of the city 
  been it massive walls and battlements.  It has also created an atmosphere often described as sullen. 
  Closer observation reveals architecture of a very ancient design.  The design is a combination  of 
  Flannae/Oeridian made to withstand harsh weather (similar to Mediterranean architecture, with domes or 
  slated roofs).  Most of the decoration is internal.  Exagians pride themselves on elaborate and colourful 
  interiors.  The Hetmann palace is a castle designed to withstand an internal siege.  It serves as both the 
  barracks for the army and jail all in one.  Being invited into someone’s home is a great honour, and they 
  treat the guest with the greatest respect.   Churches take many forms depending on the religion.  Inns are 
  the most decorated building externally. They are dotted around the city like flecks of colour.
  The City Quarters
  The Mercenary Quarter is the largest being located between the main gate and the market place in 
  the centre of the city.  Many a rough tough band of adventurers can be found lounging around here.  Daily 
  cries hailing men of might accomplishing heroic deeds can be heard, (hey, it keeps the bards in work). 
  The greatest mercenary companies, best training schools and watering holes can be found in this quarter. 
  This generally means after a night of revelry, quiet reflection is observed during the early part of the day.
  The Artisans Quarter is located in the centre of town surrounding the market place.  Most of the guilds 
  and trade houses are established here.  This area is heavily populated with tradesmen and there families. 
  Various small businesses are dotted everywhere in this quarter.  The market place is surrounded with 
  permanent shops.  Most of the stalls are tents or cart fronts that disappear when the market is closed. 
  Thieves ply their trade heavily in this quarter.
  The Merchant Quarter has the two largest guilds here plus the bigger of the trading houses and 
  merchant companies.  Many of the transportation businesses are set up here.  Horseflesh is bought and 
  sold in this quarter.  As with the Artisan Quarter, many people live and work here trying to scrape a living. 
  They have little time for anything that doesn’t make life easier.  Many a cheap but comfortable inn or 
  tavern can be found here.  The Merchant Quarter is to the right of the Artisans Quarter.
  The Religious Quarter is where most of the churches are situated.  The Hetmann’s palace is also 
  bordering between the Artisan and Religious Quarters.  Wealthy mansions litter this Quarter.  Smaller 
  
  shrines outnumber the larger churches and are surrounded by the homes of the rich. The headquarters 
  and barracks of the town guard are here.  This Quarter is to the left of the Artisan Quarter.  Next to the 
  Mercenaries Quarter, this is the safest quarter and only an idiot would commit a crime openly in either 
  quarter. They would be cleaning up the blood in the Mercenaries, while arrest and hefty fines/prison 
  sentence is the most likely outcome here.
  The Workers Quarter/Poor Quarter takes up the back half of the city.  The further you go towards the 
  back gate, the slummier it gets.  Most of the untrained labourers live here from average at best to poor 
  then awful conditions.  The Poor Quarter is where most of the muggings, murders and other violent 
  crimes occur.  The great burning is in the area razed in the last siege.  Few people have re-occupied this 
  area yet.  Life is extremely hard here and the weak do not last very long.  Though occasionally patrolled 
  by the town guard, most people avoid this area at night.  Wealthier citizens own large tracts of land here 
  and rent hovels to the poor.  Slum lording is popular with the rich and is very profitable.  They are often 
  here with personal protection for obvious reason.  Cheap lice infested, flea-bitten inns are numerous and 
  many a body spends the night on the side of the road.  Four guilds are present in the quarter.  The 
  Workers Guild, the Sewer and Streetlighters Guild, the Grave Diggers and Collectors Guild and finally the 
  Delvers Guild.  Street gangs abound here and petty thugs are around every corner.  Some fierce 
  adventurers of the brutal nature sometimes patrol at night waiting to be attacked and dispense some 
  street justice.  The Hetmann is as equally hard on these individuals as he is to the criminals if they are 
  caught. 
  Under-Exagians
  The Under-Exagians are bogey monsters dreamed up by mothers to scare little children with bedtime 
  stories.  Or that’s how the story goes.  Even so, Exagians will not venture into the undercity for any 
  reason.  With all the buildings that go up, few to no basements exist in Exag.  The Hetmann likes it this 
  way, because he knows the Under-Exagians exist.  The history of the Under-Exagian people reflects the 
  damning history of most native Exagians.  One day, great tragedy will befall you.  They are a warning to 
  all that make their lives in this region.  
  It started in -458 CY with the original Oeridian invasion.  That marked the start of the gradual decline 
  of the Flannae culture.  The Oeridians became the dominant culture, quickly converting and condemning 
  anything Flannae not adopted by their culture.  But generally the two races mixed well.   The passionate, 
  some say violent, Flannae learned much from the honest, steady, hardworking Oeridians.  The great 
  kingdom’s control became loose around 175 CY and as decades passed it degenerated into a culture of 
  Eastern Oeridian pedagogical superiority.  The Flannae particularly suffered under this yoke.  They were 
  sent to the arena for even the slightest transgression.  Some Oeridians suffered the same fate.  When the 
  uprising occurred, it was led by predominantly Flannae warriors and barbarians.  It was such a success 
  that the pillaging lasted many months.  All the Great Kingdoms citizens were executed in the extremely 
  brutal Flannae tradition.
  Eventually, though stretched, the Great Kingdom could not overlook such a brutal murder of its 
  citizens.  The siege lasted many months, and both sides used a lot of underhand tactics.  When Exag was 
  about to topple, the Oeridian general offered terms for surrender, but the defiant Exagians would not 
  accept them.  He informed them that all that was Flannae and all the supported the siege would be 
  cleansed when the city fell.  Still hoping for relief, they fought on, knowing their position was hopeless.  It 
  was decided to build tunnels to house the Flannae women, elderly and children when the final assault 
  came.  Thus on that fateful day many thousands of Ur-Flannae inhabitants fled into darkness, seeing their 
  last day of light. The Great Kingdom’s wrath was unlimited, the only survivors of the city were the traitors. 
  Some freely, but most were tortured into, revealing the main tunnel systems.  Most of the hidden folk were 
  dug up and ritually slaughtered.  The entire population was murdered with the Flannae.  The city was 
  burnt to the ground, and rebuilt.  The traitors saw out their days as slaves rebuilding the city walls.  The 
  few surviving Flannae witnessed this destruction and quickly realised their only hope for survival was to 
  stay buried.  Their story grows as one of hatred for the surviving Oeridian and the new populating 
  Oeridian peoples, gathered from afar, loyal to the evil occupiers.  Each generation perpetuated the myth, 
  until now only the priests of this culture understand the truth, but keep the knowledge esoteric. 
  Survivors lived on the refuge of the city above, at night scavenging and stealing what they could. 
  Small groups died over the years, but some banded together to form clans.  As centuries passed, the 
  Under-Exagians formed themselves into 13 separate clans.  Each has little to do with the others.  They 
  
  meet at a chiefs and priest council about every decade or so.  Conflict is limited, but violent when it 
  erupts.  Interbreeding with some humanoids, mostly orcs and goblinoids, has occurred.  A few lucky 
  criminals escaping death have made their home here, but most are slaughtered out of hand.  Ünterland is 
  divided evenly between the clans.  But fights do erupt over new lands excavated from time to time. 
  Resources such as water and cultivating fungus have caused wars in the past.  Lucky, Exag is plentiful 
  with underground streams and springs.  They mine into base rock about 20-30 feet below the city surface. 
  When the city was rebuilt, the general ordered the rock base covered with 30 foot of soil.  Nobody could 
  explain why, but the general on his deathbed stated, that he believed all the Flannae tunnels were 
  discovered.  Thus the soil was a burial for all that went before.  A new beginning, so to speak. 
  Centuries of tunnelling have contacted all the clans with both each other and with the city above.  The 
  clan are small – approximately 80 or so persons each.  About 900 Under-Exagians exist in 592.  The 
  cross-breeding with anything that delves into their world, humanoids, social cast-offs, criminals and the 
  occasional monster they meet or capture has created a new race of beings.  They aren’t humanoid or any 
  particular humanoid race, but a motley crew indeed.  The only standout culture is Flannae.  When they 
  went underground, they adopted the Flannae culture and their lives revolve around the old culture. They 
  speak Ancient Ur-Flannae and an obscure dialect at that.  Some are taught Common so they can interact 
  with the Exagians as they collect from the city above.  They are referred to as Collectors within the clans.
  Life is extremely hard for these people, but they are tough, for only the tough survive.  About 10% of 
  children reach adulthood.  Females that can successfully produce surviving offspring are valued above all 
  in the clan.  Most women die in childbirth.  Most of the priests (Beory, mother earth is the only god 
  worshipped here; the godwars resolved which Flannae god would be worshipped) are female.  All the 
  chiefs are men, though women have been chiefs in the past.  The leadership selection is a feat of 
  strength, a battle to the death often occurs.  Chiefs lead by force of arms.
  They deeply despise the surface dwellers, only the descendants of the traitors exist.  In their legends, 
  all good Oeridians were purged from the earth in the siege, and only evil stalks in an Oeridian heart. 
  They have a vengeful approach to intruders.  But they have witnessed the destruction of other clans who 
  took this hatred to the surface-dwellers.  Mercenary companies have nearly brought an end to their 
  existence several times.  So they don’t harm anybody on the surface.  They still plot to retake the city, 
  though this is now more an intellectual pursuit than a real aim.  They have resigned themselves to 
  understanding that their lives are now underground.  Recent incursions by a new group of surface-
  dwellers have been of concern.  Particularly the way they have easily defeated the clan’s best warriors. 
  The only good thing is they generally do not kill the warriors.  The chiefs have met and signed an 
  agreement with their Dwarven leader.  So an uneasy truce exists between them.  That is, only those who 
  wear a purple scarf and know the agreed signals aren’t attacked.  Other individuals that prove themselves 
  with feats of strength can earn the respect of the clans.  Usually they are encouraged to breed with the 
  women.  It is believed they are Flannae in spirit, but just don’t know it.
  But one or two clans have become cannibalistic recently, believed to be an infestation of lycanthropy 
  or such like.  When this has happened in the past, all the other clans have banded together to wipe out 
  the offending clans.  At present, contact has been broken off with these clans and the chiefs are having a 
  summit to decide on what action they can take.
  Important people in Exag
  The Hetmann is the most important member of Exag and Yattenheid society.  He was a Ranger 
  before coming into office.  An accomplished Ranger he has many contacts with bold adventurers both in 
  Perrenland and outside Perrenland. 
  Vorrudden is a 37 year old human male ranger.  After his apprenticeship as a Ranger ended, he 
  joined the 3rd for a short but distinguished 4 years.  The need to explore the world saw him resign and 
  start his career as an adventurer. He was very successful and is now independently wealthy.  Not 
  married, he throws himself into his work.  Many noble and important families are lining up their daughters 
  to marry Vorrudden.  Rumour has it he has fallen in love with a married woman who does not return this 
  love.  Rormur is his bodyguard, which he dislikes having, but he enjoys the company of this immensely 
  powerful fighter.  They occasionally go adventuring around the hills of Exag with Rormur and his wife, a 
  5th level ranger of Beory.  Vorrudden hates politics but accepts the burden as part of the job.  He is direct 
  and can be hard headed, this he developed from his adventuring days. 
  
  Rormur is the Hetmann’s protector. An 18th level fighter of immense ability.  It is rumoured that he 
  killed Clonocsplurcat, an ancient evil dragon that, until recently, plagued this region.  Dwarves revere him, 
  though he usually does not talk to them.  He lives outside the city in a beautiful mountain valley with his 
  small troop of followers, around 90 horsemen in a fortified manor.  Many of the council are regular guests 
  their, but Vorrudden goes as often as he can to hunt for monsters in the hills.  Rormur helps out the 
  Priests of Kord publicly as their champion, but privately he worships Beory with his beloved wife.
  Grunag is the guildmaster of the Delvers guild and dwarves representative on the Exagian council. 
  He is not a good councilman though he is a great guildmaster.  Clr11/Rog3, Grunag is the High Priest of 
  Olidammara, but few worship this god here.  Dwarves go to him for guidance and help, and though a 
  grumpy old dwarf, he has never turned anybody down.  No one knows why the Hetmann likes him.  He 
  spends all his time apologising for the dwarfs’ lack of manners.  Rumour has it, that the Hetmann owes 
  his life to this dwarf.  Rumour also has it that he also helped kill Clonocsplurcat as well, but was badly hurt 
  in the incident.  Grunag has a taste for the grog, and has an appetite for rowdy drinking songs that he 
  endlessly sings out of tune.
  Semar is the Vuurzward councillor.  A half-orc Clr12 of Trithereon, Semar is investigating the Workers 
  guild and it underhanded practices.  He is a quiet pleasant individual who sends his own time helping out 
  the lot of Vuurzward clansmen and half-orcs in general.  He is particularly friendly with Rormur, (secretly 
  they are half-brothers) and recently, a thug tried to kill Semar, but was intercept by Rormur and with brutal 
  efficiency destroyed on the spot.  It took Semar all his powers of persuasion to stop Rormur putting the 
  thug’s family to the sword as well.  Instead Semar now cares for the family.  (Of course Rormur believes 
  this is a plot by Semar to turn the family against the forces that caused their family member to attack him). 
  As brothers, they are chalk and cheese, the half-orc is calm and full of compassion, while the human is 
  passionate and violent.  Semar is very popular with the Exagians as he helps all he can.  Not even 
  Vorrudden knows they are brothers.
  Narles  Da’Gwayler  is  both  the  guildmaster  of  the  Money  changers  guild  and  the  Gnomish 
  representative.  An Ari8/Ftr2, he learnt early the harsh lessons of life.  He watched his brothers, sisters 
  and cousins get slaughtered as young adventurers by evil powerful warriors.  Thus he is fearful of Rormur 
  and his savage ways.  He is a wise councillor, compassionate leader and fair taskmaster.  But he has 
  banned his family from the life of adventuring saying it is for the fools of the world. For every Rormur, 
  hundreds if not thousands died trying to be like him.  He is amazingly rich, and he invests that wealth into 
  the Gnomish community. There are no poor Gnomes, just poor Gnomish adventurers.  If a member of his 
  family decides to become an adventurer, they are struck off the will, though they are taken as a family 
  sponsored adventurer.
  Minor NPCs of Exag
  Cromak is the bartender come manager of the Mercenary guild.  A dwarven Ftr6, he has retired to the 
  quiet life.  Cromak knows more about what is going on than anybody, getting it out of him is the hard part. 
  He has two buxom and attractive female serving wenches working for him.  They have been raised by 
  him, and consider him dad.  He manages the guild, organises events and thus knows everybody one way 
  or another.
  Grainox a powerful half-orc raised by the Granary Guild, later to become a successful adventurer.  A 
  Brb4, he lives in the guild, acts as minder for the girls and bouncer when things get out of hand.  He is 
  requested by the Hetmann to escort selected graduates each Varday.  He works for the town guard as 
  hired muscle if things go wrong or they need someone to go undercover in the poor quarter.  But since his 
  fame is increasing, the last job has become more difficult.
  Yulnar high priest of the church of Pelor was sent here for a misunderstanding in the capital. Life was 
  not as bad as first suggested.  The Laaglanders think of Exag as a cultural backwater and demotion in 
  career.  But it could be further from the truth.  Now he is not just high priest, but councillor, often Pfalzgraf 
  representative when Vorrudden is busy.  Now those who moved him sideways bow to him.  He has the 
  ear of many important people, including Karenin and all other Pfalzgrafs.  As a Clr11, he spends what 
  time is left over ministering to the weak and sick.  Life could not be better.  He has befriended Semar, 
  another high priest.
  Pfalners guildmaster of the High Guild.  He spent his life as a scholarly wizard and has finally taken 
  over as guildmaster after Heltz, the former guildmaster, passed away.  The guild is his life, defending its 
  place and position is all that matters to him.  He knows that he comes across as aloof and preoccupied to 
  others, yet is an excellent advisor to the Hetmann, so thinks he relies on your advice too much.  He is 
  
  aware of Perren law, that the High guild cannot become an influence within the politic structure ever 
  again.  So he refused to do Pfalsgraft duty as it has become known as.  Pfalners has plans to increase 
  the size of the guild to accommodate the increased demand for apprentice training.  As a Wiz9, he 
  spends a lot of time researching lost spells and the history of his guild.
  Ma’am Gilbert Verhaus is the curator of the only surviving library in Exag. Once a city with more than 
  forty flourishing libraries, the destruction has seen only the Librarius Arcanius survive.  What was saved 
  from the other libraries was brought this library.  An Ari7 with a lot of respect being built up over the years, 
  the Verhaus Trading House, though having lost some of its prestige in Exag, is still widely respected in 
  Perrenland.  This wealth has allowed her to rebuild the library to its former glory.  Over 200,000 books 
  and over twice as many manuscripts are kept in the library.  Any book found by adventurers can be sold 
  here for full price.  This library rivals any in Perrenland and Ma’am Gilbert has plans to extend it.  She is 
  the main customer of the scribes and sages guild, keeping them busy producing works for her library. 
  Ma’am Gilbert is often heard to refer to the new Hetmann as a puppy!
  Zalaus, captain and commander of the 3rd Auszugen. As a Ftr13, he commands the respect of the 
  lads by still being able to do what they do.  He demands that officers lead by example and any officer 
  caught lording it over this men is swiftly punished.  Spending a lot of time looking after the boys, he 
  respects Vorudden, and sees his time as advisor wasted.  Not a wise or intelligent man, he learnt life’s 
  lessons the hard way.
  Herrick is the overworked captain of the town guard. As a Ftr12 he sets the example for discipline. 
  His guardsmen are overworked, underpaid and under resourced.  Yet they do the most amazing job. 
  Herrick is constantly plaguing the Hetmann with requests for money and men.  To his credit, he meets 
  most of them. 
  Putsch, leader of Putsch Punishers, is not his real name but all who become leader of this mercenary 
  company must adopt this name.  It is the oldest and one of the most successful independent mercenary 
  companies in Exag’s history.  As a Ftr10, he set the tone for conduct and bravery of the unit.  As a 
  councillor, he’s not very effective, as he is often away.  Politics is not his thing, as they bore him, but he 
  puts up with it in order to not offend Vorudden.  Privately, he thinks Vorudden is the best Hetmann since 
  Perren himself.
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Perrenland/599/Interactives/PER9-INT1P - Remnant of the Mailed Fist - Prelude Intelligence (APL 2-6)/PER9-INT1P - Remnant of the Mailed Fist - Prelude Intelligence.pdf