TEXT: TWILIGHT OVER EMER
   
  1. CAMPAIGN SECRETS AND BACKGROUND............3 
  INTRODUCTION................................................................................3 
  GRAND OVERVIEW OF THE CAMPAIGN........................................4 
  THE MAJOR POWERS (INDIVIDUALS AND GROUPS)...................5 
  LIBRARY EXCERPTS........................................................................8 
  MISCELLANOUS IDEAS..................................................................12 
  MISC DETAILS OF VARIOUS PLACES..........................................12 
  SYNOPSIS OF THE CAMPAIGN BACKGROUND............................13 
  2. CAMPAIGN TIMELINE....................................................15 
  3.THE CHARACTERS ............................................................20 
  CASSIUS, PALADIN OF REANN.....................................................20 
  Dreams ...........................................................................................21 
  Cassius' Diary...............................................................................28 
  DANARI...........................................................................................33 
  Dreams ...........................................................................................33 
  LARON.............................................................................................34 
  Dreams ...........................................................................................36 
  Laron's Journal.............................................................................36 
  FLYNNDRIED..................................................................................38 
  BELRIC............................................................................................39 
  TAIRA..............................................................................................39 
  4. NPC'S (DRAMATIS PERSONAE) ..................................45 
  5.ADVENTURES PART I -- THE GATHERING............51 
  PROLOGUE......................................................................................51 
  ADVENTURE I - LOST SOULS.......................................................53 
  Travel Through Uj........................................................................54 
  Vajaar.............................................................................................55 
  A Meeting on the Road to Kaitaine...........................................56 
  ADVENTURE II - KAITAINE..........................................................57 
  ADVENTURE III - SEARCH FOR THE RING..................................60 
  Kaitaine..........................................................................................60 
  A Sea Voyage.................................................................................60 
  The Emerald Forest......................................................................62 
  The Sea of Votania.......................................................................63 
  Arakin - Capital of Stroane.........................................................64 
  The Arakin Court..........................................................................65 
  The Rhiani Factor........................................................................67 
  The Assassination of Selras........................................................67 
  To Divide the Three That Are One ............................................68 
  The Estate of Lorek ......................................................................68 
  Under Lorek's Estate....................................................................72 
  ADVENTURE IV -- FROM DARKNESS TO DARKNESS...............73 
  Out of Stroane...............................................................................73 
  The Spine of Emer ........................................................................76 
  The Downward Spiral..................................................................77 
  Through Tai-Emer........................................................................77 
  Nuyan-Khom..................................................................................77 
  Sel-kai.............................................................................................78 
  The Ethereal Plane.......................................................................81 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Autor: Patrick Plummer 
   
  Shadow World created by: Terry K.Amthor 
   
  Rolemaster created by ICE 
   
   
  This campaign was found on the the Shadow World 
  Internet Appendum and has been edited for printing 
  purposes. 
  You will need this books to play properly: 
  Shadow World Master Atlas 
  Emer Boxed set 
  Emer 1: Haestra and the Emerian Empire 
  Emer 2: Tai-Emer, Silaar and the isles of Namar-Tol 
  Thanks to the author, thanks to Terry and to all the 
  people in Shadow World mailing list, carry on the 
  flame! 
   
  Rolemaster is a trademark by Iron Crown Enterprises 
  Shadow World is a trademark by Eidolon Studio 
   
  Edited by F.A.C.  –  October 2001 
   
   
  
   
   
   
   
  Kaitaine soldier, note the light cloths suitable for hot weather in south Emer 
   
  
  Campaign Secrets and Background  
   
  3 
  1. Campaign Secrets and 
  Background 
  Introduction 
  The campaign you are about to read is of the "epic" 
  style. The characters will become involved with 
  grand, world-changing events. Their deeds may 
  effect whole nations or peoples. From the beginning 
  of the campaign, the characters will learn of 
  powerful and subtle groups and individuals who, in 
  their own way, threaten the civilizations of Kulthea. 
  During the course of this campaign, the characters 
  will move from a state of ignorance and relative 
  ineffectiveness, to positions of knowledge and 
  potential power. As the characters uncover secrets 
  and gain experience, they will be able to effect the 
  outcomes of potentially world-shaking events. 
  Note: The campaign draws heavily from the various 
  source books of Shadow World.  While not strictly 
  necessary, the books Emer, Jaiman, Land of 
  Twilight, and the Shadow World Master Atlas (2nd 
  Ed.) are of extreme value. 
  The Role of Evil 
  The campaign will refer to "evil" in one of two 
  ways. The first way is the "normal" evil of the 
  peoples of Kulthea. This type of evil is created by 
  the baser emotions and actions of men. In the 
  broadest sense, this type of evil is NOT absolute. 
  The very definition of what is evil and what is not 
  changes depending on who you ask and where you 
  ask it. 
  This type of evil influences the politics of the 
  campaign, the people of the world and the characters 
  themselves. But what is "wrong" and what is "right" 
  is a grey line that will be left up to the characters to 
  decide for themselves. 
  The other type of evil (which will be referred to as 
  'Evil') is very different. This Evil is an actual force -- 
  a sort of negative energy which is not of this world. 
  This energy's only purpose is destruction and 
  corruption. The physical manifestation of this force 
  is the Unlife. 
  The Unlife, and the minions of the Unlife, wish for 
  the eventual destruction of civilization and all things 
  living. True minions of the Unlife are completely 
  insane individuals. Death is nothing to them and if 
  the ultimate goal was completed and they were the 
  only things living, then they would then destroy 
  themselves. 
  Some servants of the Unlife consider themselves 
  free. They use the energy source of the Unlife for 
  power and gain. But eventually, this connection to 
  this energy source will destroy them. It is but a 
  question of when. 
  The characters will encounter both types of evil in 
  this campaign. An additional obstacle to overcome 
  in the game may be the resistance of the temptation 
  to take advantage of the power evil can bring. 
  Depending on the players, this can be an excellent 
  dimension to add to the game. 
  The Role of the Characters 
  The campaign works best with 5 or 6 characters with 
  a good overall mix of professions. Here's what I 
  recommend: 
  -Itanian Mentalism User (may be Mentalist, Seer, 
  even Mystic)  
  - Any race/culture Essence user  
  - Any race/culture cleric or paladin of Reann  
  - Any race/culture fighter  
  - Any race/culture rogue or thief  
  - A Rhiani of any class (monk would be cool)  
  Unfortunately, there are quite a few plot hooks 
  which depend on the specifics of the PCs. Hopefully 
  you will be able to adapt them to your group of 
  players if they don't match the above. 
  The basic concept behind this campaign is twofold: 
  First that the PCs are members of the fight against 
  the Unlife. Second, they are on a quest to discover 
  themselves -- more about this will be given in the 
  Adventures - Prologue section. 
  Periodically throughout the history of the Shadow 
  World (or at least since the Second Era of Ire) the 
  Unlife, a force of completely malevolent Evil, has 
  risen with the wish of the destruction of all 
  civilization and of all things living.  
  Each time they have been beaten back, but always at 
  great cost. The Wars of Dominion (which conclude 
  the Second Era) caused such upheavals as to forever 
  change the course of civilization. The peoples of 
  Kulthea were centuries in the rebuilding. 
  Now, from time to time, various individuals and 
  groups have become aware of the Unlife. And so, for 
  whatever their reasons, declare war against this 
  scourge. It is fate that these people arise to meet this 
  enemy? Luck? No one knows. But one thing is true: 
  the Unlife learns from past mistakes. In the Second 
  Era, the Unlife marshaled great forces of creatures 
  and did battle... force against force. And they were 
  beaten. In this, the Third Era, the Unlife has decided 
  to take a different tack: that of politics and subtle 
  
  4 
   
  Twilight over Emer 
  uses of power. So the forces of Life must be strong 
  as well as subtle. For they will find that knowledge 
  is their greatest power. 
  The Role of Dreams and Divination 
  Visions, Dreams, and Divinations will play a large 
  role in the campaign. If the party of PCs contains 
  either a Seer or a Paladin or Priest of Reann, then 
  you can use the adventures as written. Otherwise, 
  some of the information that is given out though 
  these mystic means must come from other sources. 
  Dreams in my game are sometimes allegorical, and 
  sometimes (seemingly) straightforward and literal. 
  However, while the character can choose the subject, 
  he or she cannot choose the time frame. Dreams may 
  represent the past, the present, or a possible future. 
  The character should never be completely sure 
  which. 
  Divinations also have their pitfalls. Many times the 
  answer will come out as uncertain or the character 
  will realize that the results are simply random. Other 
  times the character will get a definite answer -- but 
  whether this is a correct answer or the opposite is 
  never certain. Usually the character will think what 
  they want to think. 
  Dreams and Divinations can help to guide the 
  characters and give them an overview of the bigger 
  picture of the campaign. Without this, the goals and 
  motivations of the murky enemies of the PCs would 
  be completely obscure. Mystical visions help to 
  focus the campaign at opportune momments. 
  Grand Overview of the Campaign 
  The campaign will revolve mostly around the evil 
  machinations of the Unlife and their human minions. 
  The characters will become involved through 
  finding a strange artifact of the Second Era. They are 
  similar in shape to a part of a brass knuckle, but only 
  slipping over two fingers. They come in sets, minor, 
  major, and master. Master rings go on the first two 
  fingers, major on the 2nd and 3rd, minor on the 3rd 
  and 4th fingers -- all on the left hand.  
  During the Wars of Dominion, at the end of the 
  Second Era, these artifacts were used by the masters 
  of the Unlife hordes for communication and for 
  personal power. There were 23 minor rings, 13 
  major, and 5 master. At that time all of the rings 
  were attuned to each other. Master rings could 
  communicate with any other ring, majors could 
  initiate communications with only the minor rings 
  and other major rings. Minor rings could only 
  receive. Since then, the bonds between the rings 
  have broken down. However if a special attunement 
  is performed, two rings can be made to recognize 
  each other. They will then function as they once did. 
  (But only between themselves or between other 
  rings attuned to a ring in the attunement "circle").  
  Slowly, the rings have resurfaced. Many were 
  destroyed, but many have survived but were merely 
  lost. When found, a ring will slowly work to pervert 
  it's holder to the purposes of the Unlife. This process 
  takes place more quickly if the person has attuned to 
  the ring. Also, the process is quickened based on the 
  power of the ring.  
  When rings have surfaced, they cause their wielders 
  to become evil. They are granted knowledge of the 
  summoning and controlling of Unlife and demons. 
  This is what the party faces. There are now several 
  major and master rings that have been found in this 
  time (~ 6050 Third Era). Each ring now has a 
  powerful wielder. The organizations that have arisen 
  around these profoundly evil people are loosely 
  scattered around the continent. Some groups know 
  of each other (and know that the rings were made to 
  work together). When this is the case, they are 
  loosely allied. However, the nature of evil is to be 
  self-centered, even if you share the same ultimate 
  goals. Other groups however have no knowledge of 
  their evil brethren.  
  The attuned wearer of a major or master ring will 
  detect the presence of another attuned ring wearer of 
  lesser power within 100 feet. It does not give 
  direction or distance.  
  The rings draw their power from the raw Essaence a 
  particular demi-plane. Unbeknownst to ALL of the 
  current users of the rings, the creator of the rings is 
  still alive there. He is a K'ta'viir who is in a 
  suspended state of animation. He has great power 
  and is extremely evil and twisted. If certain events 
  occur, he will awaken and seek to reenter the normal 
  world. However, it would take at least three holders 
  of master rings, working together to bring him back. 
  Unlikely at best.  
  Currently only three master rings have resurfaced. 
  Obviously, 
  these 
  are 
  the 
  most 
  important 
  organizations to consider. Each group has control of 
  a varying number of major and minor rings.  
  At this time there are also two groups that are 
  headed by holders of two major rings. They also 
  have in their possession several minor rings.  
  Several of these groups have been working for more 
  than a century. Their goals are to insinuate 
  themselves into positions of power within a domain 
  so that they can weaken that domain from the inside. 
  Then, when the time is right, they can marshal their 
  forces, destroying that civilization. Holders of minor 
  rings can be loosely controlled by holders of major 
  
  Campaign Secrets and Background  
   
  5 
  rings.  In turn, these can be controlled by holder of 
  master rings. 
  The Rings  
  The evil item in question is a strange looking ring 
  that fits over two fingers, it seems the first and 
  second finger. It is of an unknown silvery material 
  and otherwise unmarked. It's powers are derived 
  directly from Essaence so it will detect as Essence, 
  Channeling, and Mentalism. It powers are related to 
  how well the attuning person succeeds in their 
  Power Awareness : Attunement roll.  
  - Powers (Master Ring) 
  (Below 120) User resists Light Essence and 
  Channeling as Level 30  
  (Hard 120) x4 multiplier, gives AT 4 cast netherbolt 
  3x/day  
  (Very Hard 130) as above plus Dark Channels 3x 
  /day  
  (Absurd 150) as above but multiplier is x6 and 
  allows fluency (rank 6) in spoken and written 
  Cuscurac and Var Arnak.  
  (Sheer Folly) as above plus knowledge to Rank 20 in 
  all evil magician lists. Also allows user to cast one 
  spell 1x per list per day.  
  - Powers (Major Ring):  
  Below 120) Caster resists Light Essence and 
  Channeling as Level 30  
  (Hard 120) x2 multiplier, gives AT 4, cast firebolt 
  3x / day  
  (Very Hard 130) as above but allows user to cast 
  Dark Channels 1x / day  
  (Absurd 150) as above but multiplier is x4 and 
  allows fluency (rank 6) in Uscurac and the evil 
  Channeling tongue  
  (Sheer folly 170) as above + knowledge to Rank 10 
  in three evil Magician lists.  
  - Powers (Minor Ring):  
  (Below 120) Caster resists Light Essence and 
  Channeling as level 25  
  (Hard 120) x2 multiplier, gives AT 4, cast firebolt 
  3x / day  
  (Very Hard 130) as above but allows user to cast 
  Dark Channels 1x / day  
  (Absurd 150) gives +20 to DB and allows fluency 
  (rank 6) in Uscurac and the evil Channeling tongue  
  (Sheer folly 170) as above + knowledge to Rank 10 
  in one evil Magician lists.  
  However, with each granted power there comes 
  greater evil. The better someone attunes to the item , 
  the more likely they will be turned to evil. Also each 
  time on of the powers of the ring is used, the 
  character will get closer to evil. If the GM wishes, 
  the Corruption rules may be used to simulate this 
  effect. 
  Currently, one master ring is in the hands of the 13th 
  tribe of the Rhiani, an outcast group, that is an evil 
  slowly building to a boil. They currently also have 
  control of a small number of major rings. One of 
  these is currently in the hands of the PCs. Another is 
  in the hands of the Katra of Stroane. 
  One of the other master rings is in the hands of Oan 
  Lyak, the leader of the Cult of Stars, a fearsome 
  group of female assassins. Oan Lyak is in turn a 
  servant of the Jerak Ahrenreth. 
  The third master ring is in the hands of Voriig Kye, 
  the Dragonlord of Vog Mur. 
  The Major Powers (Individuals and 
  Groups) 
  When trying to meet with the Grey ring, the 
  characters are intercepted by a member of the 
  organization controlled by Voriig Kye, a Dragonlord 
  who currently resides on the island of Vog Mur. 
  These emissaries tell the PCs of various plots 
  concerning the Unlife and the Rings. Hopefully the 
  PCs will turn over their ring to them. This will begin 
  a relationship in which Voriig Kye will use the PCs 
  in attacking members of opposing forces within the 
  ranks of evil. This will be profitable for the PCs, but 
  nevertheless, they will be working for evil.  
  Eventually the PCs will realize that there is a 
  problem with the person they are working for and 
  that they've been duped. This point should be after 
  they've been with the organization for some time. 
  Along with them might be other people who were 
  also duped. These people can become strong allies in 
  the future as they might be the only ones the PCs 
  will trust for some time.  
  Voriig Kye  
  Description: This Dragonlord takes the form of an 
  air drake with a silver hide, giving him the name 
  "The Silver Dragon". He has posed as many humans 
  and elves, throughout the ages. His common form in 
  this time is that of an older man, white of hair, 
  probably of Laan descent.  
  Attitude: While evil and fairly fickle (as all 
  Dragonlord are), Voriig Kye is somewhat different 
  than his more twisted brethren. His plots are no less 
  insidious but is attitude is changed after his in-battle 
  
  6 
   
  Twilight over Emer 
  with Schrek of the Jerak Ahrenreth. He now fears 
  for his life from his once allies. Living in reclusion 
  on the island of Vog Mur, he rules over a peaceful 
  people who know nothing of his past evils.  
  Voriig Kye could actually be well liked by a group 
  of PCs. They could easily mistake him to be a sort of 
  fatherly mentor type. Whether Voriig Kye acts this 
  way to engender trust amongst his underlings or 
  because he genuinely feels this way is unknown.  
  Goals: Voriig Kye has become aware of the Rings 
  and of their powers. Now he wishes to either gather 
  all the rings to him, or to turn their holders to his 
  purposes. He believes that the group powers of the 
  rings working in concert will give him an edge in his 
  current cold war with the Daenku of Jerak Ahrenreth 
  (of which he himself is a member). The fact that the 
  characters have the ring draws his gaze towards 
  them. He enjoys using basically decent people for 
  ultimately evil ends. In his long life, he has 
  discovered something that his brothers haven't fully 
  grasped. "Good" people are more able to be 
  manipulated and are less like to betray you for greed 
  or power than those who follow darker paths. By 
  tricking these people, he creates a veritable army of 
  pawns willing to die for him because they see what 
  they do as 'right' and 'good'. Voriig Kye likes to 
  think of this technique as 'hiding in the sunshine'. If 
  his enemies within various dark groups across 
  Jaiman believe they are being attacked by those who 
  hate the Unlife (which they do), then they will be 
  unlikely to look to Voriig for revenge or reprisals.  
  To the world at large, Voriig Kye does not exist. To 
  those in power and in the know, Voriig Kye is a has-
  been who has fled and now cowers on his island. But 
  to Voriig Kye, Voriig Kye has a very long arm 
  indeed.  
  See the NPC section for more details of Voriig Kye. 
  The Cult of Stars 
  The Cult of Stars is a branch of the incredibly evil 
  and powerful Jerak Ahrenreth (I. "The Secret 
  Circle"). For some time, the Cult of Stars has been at 
  odds with Voriig Kye, being on the side of the 
  Daenku, the leader of the Ahrenreth. (A being 
  known as Schrek). Voriig Kye has foiled many of 
  the plans of both Schrek and the Cult of Stars, and 
  they are not pleased. In the past several years, 
  retribution has been taken against Kye's organization 
  in the form of assassinations of key servants of Kye. 
  For the most part, Kye has kept the full extent of his 
  activities hidden from the rest of the Jerak 
  Ahrenreth, but the Cult of Stars is getting ever 
  closer. 
  The Cult (sometimes also known as the Sisters) is 
  made up of approximately 100 female assassins of at 
  least level 10. An individual Sister is described in 
  the NPC section. 
  The Cult of Stars members are primarily of 
  Duranaki blood, although their ways are much 
  different than that of the Duranaki. The Cultists' 
  favorite weapons are the long and short Kynac 
  (usually several of the short) and a crystalline 
  shuriken (throwing star) made of Laen with seven 
  points. The only marking on any of their weapons is 
  a seven pointed star emblazoned on the pommel of 
  their kynacs. 
  Goals: 
  The Cult of Stars does the bidding of the leader of 
  the Jerak Ahrenreth, undertaking the assassination of 
  key individuals across the face of Emer and Jaiman.  
  The Cult has also been known to be used against 
  other dark powers who thwart the aims of Schrek 
  and Oan Lyak.  Examples of this include attacks 
  against Voriig Kye, the Priests Arnak, and the Yinka 
  (of Jaiman). 
  The 13th Tribe of the Rhiani 
  The Rhi'saang-sun (Rhiani "Riders of the Blood") 
  are an outcast clan of the clans of the Rhiani.  
  Banished ages ago for great crimes, this clan has 
  taken up their exile within the Barrier Mountains, 
  near the fabled City of the Dead.  There they 
  practice evil rituals involving ritual torture, sacrifice, 
  and cannibalism.   
  Powerful shamans summon great Demons of the 
  Void to go forth and work their bidding.   This group 
  wishes to exact revenge on their Rhiani kinsmen and 
  all they ally with.   Due to few numbers, they do not 
  have a great deal of power, but the acquisition of a 
  master ring (described above) has increased their 
  power.   
  Servants of the Rhi'saang-sun have traveled far and 
  have recovered sever major and minor rings as well.  
  These they use to tempt the powerful outside their 
  lands and eventually turn them to their dark 
  purposes. 
  The 13th tribe has a power warrior caste of Monks 
  known as the Throk'ta'Shu (I. "Guardians of the 
  Flame").  These Monk warriors are extremely highly 
  trained in martial arts, weapons, and a strange 
  Weapon Kata utilizing the scimitar.   These warriors 
  are extremely deadly, rivaling the vaunted prowess 
  of the Changramai Monks in combat. 
  Incised on their skins -- over their entire bodies -- 
  are tattoos of intricate complexity. These tattoos act 
  similarly to Weapon Runes, except for the human 
  body.   The base tattoo is a network of lines which 
  gives the Monk AT 4.  Other common tattoos give 
  
  Campaign Secrets and Background  
   
  7 
  the ability to store spells useful in combat and at 
  other times. 
  Goals: Of the four major rings the 13th tribe holds, 
  two have been given to external wielders.   One of 
  these is Prince Lorek of Stroane, to the north of the 
  Rhiani lands of Uj.   Slowly this nation is being 
  corrupted by the influences of its leader. 
  The other was given to a warlord of the Lankan 
  Empire.  This was stolen before the start of the 
  campaign by a member of the Grey Ring and taken 
  to the city located at the gap of Uj.  It was then given 
  to a caravan master heading to Kaitaine. His 
  instructions were to deliver it to a Grey Ring 
  member there.  As Adventure I will detail, it never 
  made it. 
  The Grey Ring 
  An organization beginning this Era in Sel-Kai. 
  Originally a vigilante movement of several powerful 
  citizens of that city, it has grown to become a fighter 
  of evil across the continent of Emer. 
  It is about 1000 years old and present membership is 
  approximately 200. It has links to both Gryphon 
  College in Jaiman and the Loremasters. In fact it is 
  rumored that several Loremasters are actually 
  members. 
  There is some reason to believe that the Grey Ring is 
  connected with the Ahn Sye Talaus (Old Emer 
  "Order of the Ring") which was founded by the 
  Emperor of Emer in c. 1400 TE. 
  If researched in the libraries of Kaitaine or Sel-Kai, 
  with a Very Hard maneuver research roll, the PCs 
  will uncover the following in a set of 'police' files: 
  5997 Spring, 45 - 2 people, known assassins, were 
  found today outside the city guard headquarters, 
  bound and gagged. The following inscription was 
  painted on the ground below them: "The Grey Ring"  
  The Grey Ring (like Gryphon College) makes use of 
  the Gryphon Pendants (see below) for verifying that 
  couriers are true members of the organization. 
  The Gryphon Pendants 
  These pendants are small (about 2" wide) and are a 
  thin carving of a silvery material. They are of 
  ancient make, and the exact method of their creation 
  is unknown.  
  They posses no special powers but can be attuned to. 
  Once attuned they can be analyzed by someone with 
  Power Perception to see a magical aura to verify 
  their authenticity. 
  The order of the Grey Ring and a few others, such as 
  Gryphon College, on Jaiman, use these pendants to 
  make sure that messengers and others are truly 
  associated with the order. The attunement process is 
  very difficult and can be only done using a special 
  ceremony. 
  Another 
  (even 
  slightly 
  different) 
  procedure will not result in the special aura. This 
  magical signature is completely unforgable. 
  The PCs have fully attuned pendants when the game 
  begins. Members of the Grey Ring will believe that 
  the Pendants are genuine, though they (as well as the 
  PCs themselves) will not understand how they came 
  to be in possession of them. 
  If the PCs try to research the Gryphon Pendants the 
  following will be turned up, with various degrees of 
  searching: 
  (Easy) the Gryphon is a magically created beast of 
  the body of a lion and the head, wings, and front feet 
  of an eagle. They are somewhat intelligent (slightly 
  above animal) and live on high peaks and cliffs  
  (Hard) the Gryphon is the symbol of the Empire of 
  Zor, a ancient kingdom of Jaiman, first to fall during 
  the Wars of Dominion  
  (Medium) the Gryphon is a symbol of many noble 
  houses of Reandor (many of these have large 
  amounts of Zori blood)  
  (Very Hard) A symbol very like the pendants was 
  found on the charred body of a man found killed in a 
  Kaitaine noble's house 1 year ago  
  (Absurd) The Gryphon is the symbol of a college of 
  northern Jaiman which reputedly offers magical 
  training for the powerful of Rhakhaan (the most 
  powerful region of Jaiman)  
  Gryphon College 
  The sphere of influence of Gryphon College is the 
  continent of Jaiman.  This small but powerful 
  organization as contacts with Emer, the Grey Ring, 
  and (reputedly) the Loremasters. 
  Gryphon College was originally founded by 
  refugees fleeing the devastation of the ancient realm 
  of Zor in the Second Era.  Since this time it has 
  become an influential behind-the-scenes manipulator 
  of events of Rhakhaan and Jaiman in general. 
  Many influential members of the society of 
  Rhakhaan are graduates of the College.   The 
  training (both magical and academic) received at the 
  College is some of the best in the world. 
  Recent Events at Gryphon College 
  Emissaries of the College have located over the past 
  years have located the complete set of Crown, 
  Pendant, and Sword of the Gryphon from the ancient 
  realm of Zor, Jaiman.  Zaris (the Headmaster) has 
  had the Gryphon Pendant in her possession for some 
  time.  Alarin, a major player at the College, is the 
  
  8 
   
  Twilight over Emer 
  holder (and wearer) of the Gryphon Helm.  It is 
  currently used to protect the College and it's direct 
  sphere of influence.  The Sword was recovered only 
  2 years ago from a vault under the ancient city of 
  Lomh, one of the last great cities of the Zori people.  
  Lomh was built by Zori who were fleeing the 
  cataclysm which engulfed their realm during the 
  Second Era and caused it's fall.  The city is located 
  about 150 miles northeast of the College, just 
  outside the border of ancient Zor. 
  In the first month of 6050, Gryphon College was 
  attacked by the combined forces of Athimurl, Gaath, 
  and Yarthraak.  (Priests Arnak, see Jaiman, Land of 
  Twilight sourcebook for details).  This demon host 
  consisted of the evil priests, thousands of Lu-Grok, 
  as well as Type II, III, and IV demons. 
  Obviously something special must been used on the 
  part of Arnak to overcome the defenses of a Crown 
  of Jaiman.  The following fragment may give the 
  answer: 
  "...Through a dark victory, a Crown becomes the 
  tool of the Unlife..." 
  -- Elor Once Dark 
  Could the Sea Drake or Wyvern Helm be held by the 
  Priests Arnak?  Perhaps. 
  In any case, the College was assaulted and 
  eventually fell under the onslaught. Most members 
  of the faculty of the College escaped as did most of 
  the students and Guard.  Escape was made through a 
  Gate which was opened to a point not far from 
  Norek.  The major casualty was Alarin, who is now 
  in a coma state, apparently due to the stresses of 
  wielding the Crown.  It is not known if he will 
  recover. 
  Currently the major players of Gryphon College are 
  located in the Remiraith Forest, under the protection 
  of that realm's Prince.  They are attempting to 
  recoup their losses and plan their next move.  The 
  forces of the Iron Wind won a great victory. 
  Library Excerpts 
  On Gryphon College 
  "…also was trained by Gryphon College. In fact the 
  number of high ranking mage born of the Rhakhaan 
  Empire that were trained by this group over the 
  centuries is staggering. Damian Falsuron has 
  denied any association with any groups except for 
  the Empire, and yet he has been seen to wear the 
  pendant as well. The group apparently has ties to 
  the highest levels of Haalkitaine society." 
  -- Unknown (found in a sheaf of unmarked papers) 
  Campaign Document 1 (Adventure VI) 
  Found in the cache at the (now destroyed) Gryphon 
  College. 
  Letter from Cassius to Laron: 
  Laron: 
  I hope this letter finds you well. By the time the 
  courier arrives, I hope to be only a week away. 
  I've met with little success in finding 'our friend' in 
  Norek. He seems to have disappeared utterly. There 
  is something strange about this city which sets me on 
  edge, but I can't pinpoint what. Perhaps it is because 
  it is like a little version of Sel-kai. Thankfully, no 
  Laen stars flying out of every ally way at me, 
  though. 
  I have found several things of interest however. 
  First of all, the Brothers of Reann have told me that 
  there is a young Brother of Vult in the city who is 
  causing quite a stir amongst the higher Sisters of 
  Eissa. It seems that several conditions for prophecy 
  have been fulfilled by him. He is a young nobleman 
  from none other than the Minon province! Barely a 
  jump away from where you are! I went to the Temple 
  of Eissa to see this man personally, and he does 
  show promise. But my dreams of him are double-
  edged. I would be just as glad if he is NOT the one. 
  After all, his coming foretells danger. But perhaps 
  we will have a few years, as Daerik is quite young 
  yet. We will speak more of this when I arrive. 
  Second, Z.'s contact here was useful in opening 
  negotiations with the Remiraith. I believe I have 
  convinced him of the Danger. 
  Third, I have had good luck in locating a henchman 
  of 'our friend.' The man knew nothing of his current 
  where-abouts (in fact did not even know that he was 
  in the city) but did have knowledge of his Tower. My 
  friend, we will have him yet! After questioning, he 
  insisted that the Vale and Tower is located on the 
  edge of Zor. He doesn't know exactly where as he 
  has only been there through the southern Lu-Nak 
  Portal, as we did last Spring. The Portal is too well 
  guarded for a second trip. Our accidental 
  appearance was the only thing that saved our lives. 
  The overland attack seems to still be our only 
  option. If we can find one! 
  Hopefully Danari has had more luck in Haalkitaine. 
  -- Cassius 
  P.S. The included package contains an item taken 
  from the henchman. See if Danari can make 
  anything of it. I have determined that is it not evil 
  (surprisingly) and is of the Mentalism Realm. 
  Reann's blessing. 
  
  Campaign Secrets and Background  
   
  9 
  Campaign Document 2 (Adventure VI) 
  Letter from Danari to Laron. 
  Laron: 
  I regret to report that I will be unable to get away 
  from the Court in time to make our meeting. I feel 
  that I am on the verge of something -- I must wait for 
  the Emperor's call if it comes. I will be back north 
  with you and C. and Z. as soon as I can. 
  However, please report to Z. the following: 
  Our earlier guesses are correct -- the Pendants are 
  too powerfully shielded from location by means of 
  magic. That damn Phoenix could be right under my 
  toes and I wouldn't be able to detect it. I've been 
  forced to resort to sorting though scroll after dusty 
  scroll to find some clue. 
  Gryphon: 
  Little luck there. Mostly rumors, no hard facts. City 
  of Lomh? I hate that place, I'd hate to have to go 
  back. 
  Phoenix: 
  Ajkara was a wily one, there's no doubt of that. I still 
  haven't figured out exactly how she escaped one 
  such as the Magician. Here's what I've pieced 
  together: 
  The Revolt of 5121 caught Ajkara relatively alone in 
  the Imperial suite of the palace. Reports have it that 
  rebel forces fought hand-to-hand with her personal 
  guards for nearly 2 hours. History says that this was 
  meant to be a distraction because when the loyalists 
  were overcome, Ajkara was nowhere to be found. I 
  believe that contrary to popular history, Ajkara WAS 
  in her chambers but escaped through a hidden route 
  to the Catacombs. (The Emperor himself mentioned 
  this route to me in casual conversation: he said that 
  the underground route had been built 500 years ago 
  by Fasic II who had some strange religious beliefs 
  having to do with the dead. The route had been 
  sealed in the Emperor's grandfather's time, but had 
  been open, most likely, in Ajkara's time. Perhaps the 
  knowledge of it was unknown to all but the Imperial 
  Family.  
  As is well known, Ajkara was fascinated with 
  Tanaran peoples which were brought under Rhahkai 
  rule by Ajkara's grandfather. She had many friends 
  among the Duranaki and practiced many Duranak 
  rituals. She was said to be a heavy user of Gort.  
  The Grey Road was reopened through Ajkara's 
  efforts 10 years before the Revolt. Could Ajkara 
  have used the Catacomb route to escape the city, 
  then used the Grey Road to flee to Tanara and her 
  Duranaki allies?  
  What I find interesting is that the Duranaki -- not 5 
  years later -- were able to throw off the Rhahkai 
  control. Could Ajkara been part of that as well? 
  Consider the amount of inside information she must 
  have known! No wonder the nobles of Rhakhaan 
  thought the Duranaki had made a pact with a higher 
  power to out-fox them at every turn! 
  No one knows anything about what happened to 
  Ajkara after she disappeared. Assuming she survived 
  to get away, she must have completely discarded her 
  previous life as an Empress of Rhakhaan. 
  Tell Cassius that I think it's time we went below 
  Haalkitaine. 
  -- Danari Delnek 
  Campaign Document 3 (Adventure VI) 
  May be found in the Library of Lethys, or in the 
  Imperial Library of Rhakhaan (Haalkitaine). 
  Story of Ajkara and the Nobles Revolt of 5121. 
  The Magician, seen several times in Rhahkai history 
  returned near the beginning of Ajkara's reign. The 
  same year in fact that she ascended to the throne. He 
  attempted to ingratiate himself into her Court, but 
  Ajkara's advisor, Sulanai, counseled against trusting 
  him very far.  
  However, as hindsight shows, the Magician was able 
  to make other friends at court, finally leading them 
  in the Revolt. 
  That day was turbulent as riots broke out all over 
  the city as various factions fought for control. This 
  simple scholar leans heavily on the respected works 
  of others to piece together what actually occurred. 
  Lord Veris Quintor was the Battle Commander of 
  the 8th Legion. He and his legion, some 2000 strong, 
  had returned from a successful campaign in Tanara, 
  isolating the last of the Myri faction who resisted the 
  control of the Rhakhai rule. Camped just north of 
  the capital, the 8th was enjoying much needed rest 
  before marching for duty in on the Melurian border. 
  It is now known that Lord Quintor had associations 
  with the Magician before this, but until recent 
  documents were uncovered, it had been unknown 
  how deep this association ran. Under the council of 
  the Magician, Quintor and several highly placed 
  officers worked to convert a large proportion of his 
  legion to his conspiracy.  
  He was not alone. Other nobles of several ancient 
  Houses acted as well, supplying equipment and men 
  to Quintor's leadership. 
  When Quintor was ready, he moved on the Palace in 
  the dead of night. Those guards that were not 
  
  10 
   
  Twilight over Emer 
  already under his pay were quickly subdued by those 
  that were. Though the coup was executed with 
  alarming efficiency, apparently the alarm was raised 
  and the Empress got wind of the attack. 
  From the perspective of the Rebels, here is what 
  occurred: 
  The Lower Hall was taken almost without conflict. 
  The outer section of the South Wing was then 
  swarmed and the honor guard stationed there was 
  overcome. Before the Rebels reached the Imperial 
  suite, they swept around the palace to seal it 
  completely. The head Chamberlain was captured 
  and made to give the location of the Empress 
  Ajkara. As expected, she was in her suite. 
  Here the Rebels had some difficulty as loyalist 
  forces (the Empresses personal guard) had 
  barricaded themselves within the Imperial suite and 
  were protecting it to the last man. 
  After some two hours of hot fighting, including the 
  occasional exchange of bow fire, the last of the 
  Imperial Guard were destroyed and the suite was 
  taken by the Rebels. After a brief search the Empress 
  was found and brought to Lord Quintor personally. 
  But Quintor did not have the Empress, he was soon 
  to find out, but instead had one of the Empress's 
  ladies, albeit dressed in the Imperial robes and 
  wearing the Rhakhaan Signet. Ajkara had somehow 
  escaped. Under questioning, the Empress's lady 
  confessed that the Empress was never actually in the 
  Imperial suite. 
  Furious, Quintor called for the assistance of the 
  Magician. Though great in magical prowess, the 
  Magician was forced to tell Quintor that he could 
  not pierce the veil created by Tethior's Pendant. The 
  Empress was nowhere to be found. 
  Campaign Document 4 (Adventure VI) 
  May be found in the Library of Lethys, or in the 
  Imperial Library of Rhakhaan (Haalkitaine). 
  Excerpt from Falsuron: The Emperors of Rhakhaan 
  Ajkara III ascended to the throne at the relatively 
  young age of 27 in the year 5090 TEI. A charismatic 
  Empress, Ajkara is known for invoking the loyalties 
  of many disparate peoples across Rhakhaan and 
  Tanara. To her eventual downfall, one group whose 
  loyalties she never bound were her own nobles. 
  Her reign lasted until 5121 when a cadre of nobles 
  aligned with the leader of a Rhakhaan legion and 
  the legendary Magician, plotted to overthrow her. In 
  this 
  they 
  succeeded 
  -- but the subsequent 
  disappearance of Ajkara prevented them from 
  attaining their second goal. This would have been 
  the forced abdication of Ajkara. No matter what 
  farce it would have been, it would have made the 
  succession much smoother. As it was, puppet 
  monarchy after puppet monarchy caused the decline 
  of the Empire from the being de facto ruler of all 
  Jaiman, to nearly the size of its original borders 
  before the Wars of Dominion. 
  Noteworthy highlights of Ajkara's reign are many. 
  Upon ascending the throne, she completed the task 
  her grandfather had started -- the conquest of 
  Tanara. It is said that only she could have done it as 
  she used diplomacy as well as force. If attacked 
  straight on, the Duranaki and the Myri peoples 
  would never have bowed to a foreign ruler. As it was 
  she took time to learn of the peoples she would 
  conquer. 
  Perhaps this is why she succeeded -- instead of 
  conquest, she saw it as adding another culture to the 
  greater Rhakhai whole. She never intended to make 
  the new peoples give up their ways or their lands, 
  but instead add these ways to Rhakhaan's ways. 
  By allying with the once great House Arain of the 
  Duranak, she succeeded in putting them back in 
  power in their land. But in private they knelt to her. 
  A series of costly bloodfueds and clan wars had 
  reduced this powerful family to a shadow of its 
  former glory. When Ajkara agreed to hand the 
  "governorship" of Tanara over to the Arain family, 
  the rest was simple. 
  The Myri were simple once she realized that they 
  would fight to the end rather than give up their 
  simple ways. So instead of bringing them war, she 
  brought them new ways of farming and craft. For 
  this they gratefully yielded up tribute. 
  The Yinka were the most onerous of the Tanaran 
  peoples. Xenophobic and bloodthirsty, they would 
  brook no diplomacy. However, over the years, they 
  had made great enemies of both the Duranaki and 
  the Myri. Together with Rhakhaan Legions 8, 12, 
  and 13, the Yinka were subdued. 
  In the year 5110 she reopened the Grey Road which 
  had once transversed the underside of the Grey 
  Mountains and upon which had flowed gold, silver, 
  silks and wine. And so it did again. 
  At home, however, Ajkara was always seen as 
  eccentric to say the least. Often making use of 
  strange Duranaki herbs, she would laugh, drink, and 
  mutter incomprehensible things while in court. The 
  balls she gave where considered the best and they 
  made her popular with a certain element, but for the 
  more 
  conservative 
  of 
  Haalkitaine, 
  she 
  was 
  something to be feared.  
  Ajkara took many official journeys to Tanara, and if 
  reports are to believed, many more unofficial ones. 
  
  Campaign Secrets and Background  
   
  11 
  There she met with the lords of the Arain family and 
  spoke of many things. 
  During her reign she avoided assassination no less 
  than 5 times (including, we assume the Revolt of 
  5121). The third such instance occurred during a 
  Ball, in fact, and is noteworthy because the assassin 
  was not of this world. First hand reports give the 
  account: A large flash of light occurred and out of 
  nowhere, a monstrous form appeared. Ten feet tall 
  and black of hide, it walked on two legs but was not 
  any form of human or elf. A Demon of the Void it is 
  said to be, and it attacked her right there, in front of 
  hundreds of guests. 
  The Demon (it is said) threw flaming balls of 
  Essaence at Ajkara, which affected her not at all. In 
  fact, she began glowing with the red fires of the 
  Phoenix itself (which, by the way, did much to dispel 
  current rumors that she was not truly of the 
  Falsuron blood). 
  Then Ajkara held up the Pendant of the Phoenix 
  which she wore instead of the Crown, and chanted 
  in an unknown language. The demon was then 
  forced back and made to return to that evil realm 
  which begot it. 
  Document 5 
  Found in a secret cache in Cassius's old room in 
  Gryphon College. 
  Map Case: 
  The map case has several parts. 
  - Part 1:  (The northeastern Jaiman area map) 
  Areas labeled:  Northern Rhakhaan, Zor Wastes, 
  Lu'Nak, Ja'Miltarg, Wuliris 
  Cities labeled:  Haalkitaine, Prevan, Kaytha 
  Sites of Interest labeled:  City of Lomh, Gryphon 
  College 
  Others:  There are several numerical labels on the 
  map as well.  Exactly what these are is not defined.  
  The one labeled #2 seems to indicate a region rather 
  than a point.  A dotted line circles a 50 mile radius in 
  the Wuliris/Grey Mountains region. 
  - Part 2:  Some sort of list 
  The list is numerically ordered. 
  1.  "Tairken Reth'ta'hulumi"  Broken Circle of the 
  Clouds.   Arion Springs 
  2.  "Shu Farok"  Forbidden Flame.  Wuliris/Grey 
  Mountains 
  3. "Larn-nakia"  Land of Great Towers. Lu'Nak. 
  4.  "Aek-then"  East of Haalkitaine. 
  5. "Thos Ahren"  Mountain Secret.  Northern 
  Tanara. 
  - Part 3. An excerpt from a book (copied in Cassius's 
  hand) 
  "...the K'ta'Viir utilized these Portals to travel great 
  distances in a fraction of a second.  They are always 
  in the shape of some sort of stone or metal obelisk 
  covered in carvings, though the features beyond that 
  were variable.  Many of the carvings were of 
  decorative value, certainly, but others seems to 
  represent a way of utilizing the device. The Iruaric 
  'Fol-Ra' causes the obelisks to...[rest destroyed]" 
  Under this is some scribbling notes: 
  "Prime represents location NOW." 
  "Opposite to blank side is possible destinations." 
  "Left and right are carvings for decoration?  I hope." 
  Document 6 
  Found in Cassius's cache 
  [the first page only, the rest is destroyed by age and 
  mildew.] 
  Orhan 3, 22, 5349 
  I am Cassius, and I have been called by Reann to 
  fight the coming evil. I write this journal to those 
  who may follow in my footsteps, to give them, you, 
  what aid I can should I fall to the darkness, or be 
  unable to assist you more directly.  
  I was born on Orhan 3, Day 35 of the year 5327 
  Third Era of Ire, in the realm of Reandor on the east 
  coast of Emer. I was born into a noble family of 
  some status with a name other than Cassius. My 
  father was a good man and a good friend to the lord 
  of Reandor, who was like a second father to me. I 
  never knew my mother who died shortly after I was 
  born. As a youth I aspired to be a knight, defending 
  Reandor in my fathers footsteps. Reann was almost 
  forgotten in Reandor, but I learned a little of him 
  through the study of my lineage. In ages past my 
  ancestors were priests in a long forgotten temple of 
  Reann.  
  In my 18th year my world changed forever. The lord 
  of Reandor, Benedict, came to my room one day to 
  tell me that my father had been a casualty of an 
  ambush while return from a diplomatic mission with 
  Benedict. Only Benedict and a handful of guards 
  managed to make an escape. Such was my grief I did 
  not see the emptiness in his eyes or in his soul. 
  Benedict and my father had not been attacked by 
  simple people, but rather by the Unlife. No one 
  survived that attack and retained his humanity, but I 
  would not know this for almost a year. Benedict 
  
  12 
   
  Twilight over Emer 
  began to make war with the neighboring kingdoms. 
  In did not question his motives but followed and 
  fought for him, as did all but an handful of citizens 
  did. The others disappeared unnoticed.  
  One night after a great battle I had a dream of 
  unusual clarity and disturbing implications. I saw 
  my father being consumed on the very field I had 
  fought that day. So disturbed was I that I arose and 
  returned to the battlefield. There I saw a sight that 
  turned my blood cold, Benedict had shed his mask 
  of humanity and fed upon the fallen. In a flash the 
  truth hit me and I could see my father being 
  consumed by Benedict as he now consumed a fallen 
  solider. Grief and rage blinded me as I charged. 
  Benedict has no armor or weapon, but gradually I 
  became aware that the steel of my weapon left no 
  mark upon him. Encumbered by armor and enraged 
  by grief I could not run. Slowly he wore me down, 
  each nick or cut caused my already empty heart to 
  grow colder and colder as if each wounded my soul 
  as well as my body. 
  As my heart turned to ice I made one last strike at 
  Benedict before the dark gods consumed my soul. I 
  uttered a prayer to Reann and struck. In that moment 
  my world changed, Reann's spirit filled me, healing 
  my soul, setting fire to my heart and filling the 
  empty places within it. My sword turned the color of 
  true night, and I saw fear in Benedict's eyes as he 
  realized the night was his enemy not his ally. 
  Reann's wrath struck at him through my sword. He 
  fell never to move again. 
  That night I hunted down every member of 
  Benedict's party who 'survived' the ambush. After I 
  left Reandor lest I be condemned by those who 
  would not believe me. Strangely I felt no remorse, 
  there was nothing left for me in Reandor.  
  I became a wanderer, and sometimes a mercenary. I 
  was glad for Reann's spirit in my life, yet I felt 
  directionless. Finally in my 21st year Reann came to 
  me in a dream. He showed me a great darkness and 
  bid me to prepare for it by searching out his temple 
  in Kaitaine. 
  Miscellanous ideas 
  The following things will be happening in the 
  background 
  with 
  or 
  without 
  the 
  character's 
  knowledge. 
  Voriig Kye: 
  Voriig Kye will be moving to consolidate his 
  position with the rings. If the characters are able to 
  bring him a ring, he will begin to take a personal 
  interest in them. 
  He will contact the characters when they are in Sel-
  Kai. 
  The Grey Ring: 
  They will not give up searching for the characters 
  and their ring. Eventually they will catch up to the 
  characters. 
  Sarnak: 
  One of the members of the Directorate (the ruling 
  body of Sarnak) is in league with the Cult of Stars. 
  She "found" Vazia to kill the Katra of Stroane two 
  years ago and recently engineered an assault on the 
  Directorate itself. This is detailed in Heather's 
  Character section. This attack resulted in one 
  Directorate member dead, and two others severely 
  wounded. (All three often oppose XX's opinions and 
  proposals.) 
  Stroane: 
  Due to the PCs interference, Lorek has lost much of 
  his power. 1-2 years later, he is executed for treason 
  by the Lord General, Terell. Terell has recently 
  embraced the religion of the dark god Andaras. 
  Things continue to deteriorate in Stroane. 
   
  Misc Details of Various Places 
  Kaitaine 
  Shops/Inns: The Buckle (Leather Armor/Shields), 
  The Rapiers Point (Fine weapons, mostly swords), 
  Dead Bolt (a decent clothier), The 50 (a good 
  tavern), The Salt Shaker (a cheap but decent 
  inn/tavern), The White Feather (a lower end 
  inn/tavern), The Copper Grail (a low end but decent 
  inn/tavern), The Breast Plate and Buckler (a fine 
  armoror). 
  People: Dalov (an alchemist friend of Tarna 
  Dederon who makes the special item for the PCs), 
  Tyrl (owner of the Breast Plate and Buckler, also 
  friend to Tarna who owes Tarna a couple of favors. 
  Will give the PCs good prices because of this.) 
  Sarnak 
  Shops/Inns: The Cloven Hoof (a moderate quality 
  inn/tavern), The Golden Cup (a Lay Healer shop). 
  People:  
  Arakin 
  
  Campaign Secrets and Background  
   
  13 
  Shops/Inns: The Broken Tankard (a moderate 
  quality inn/tavern) 
  Lethys 
  People: Zartin, Uscurac Orders 
  O'Banthi 
  People: Dotraine, High Priest of Reann; Boshkar, 
  Prince of Vorn 
  Misc Names in Shadow World 
  Use these names when the PCs ask for someone's 
  name that you haven't made up yet. :) 
  Male: Thelin, Krem, Galeb, Lenov, Kirn, Sarad, Kel, 
  Zartin, Serat, [more later] 
  Female: Yenor, Enca, Enra, Zartinya, Tyrla, Tia, 
  Lini, Dalla, Kaiya, [more later] 
  Inns/Taverns: The Drink, The Red Cat, Last Copper, 
  Sharp End, Tankard Seat, Tankard's Rest, Last Rest, 
  Broken Flask, Broken Cup, Yellow Flame, White 
  Flame, Red Flame, Hearth Fires, Tarney's, Yrrl's, 
  Baan's, Iron Flask, Warrior's Helmet 
  After you use the name, make sure to make a note of 
  where/how it got used! Thus you can always impress 
  your players by your omniscient knowledge of 
  Shadow World. 
  Synopsis 
  of 
  the 
  Campaign 
  Background 
  (As of the beginning of Adventure IV) 
  In about 5350 TE, Cassius, Laron, and Danari are 
  10th level members of the Grey Ring and have 
  associations with Gryphon College. They are 
  transported to the site of an enemy and they attempt 
  to kill him and disrupt a ritual magic (Prologue)  
  Though partially successful, the party is cast through 
  a rift in time to wind up in the desert of Uj with 
  nothing but hazy memories of the past several years. 
  Their childhood memories are intact: they are level 1 
  and the year is 6050. They all wear pendants of a 
  Gryphon.  
  They meet a caravan which is promptly attacked 
  Charn Raiders. The caravan master is killed, but 
  gives to Cassius a box containing one of the major 
  Rings of the Death Claw, recently stolen from the 
  13th tribe of the Rhiani. They are told that the box 
  was to go to a member of something called the 
  "Grey Ring" named Nerik. (The caravan master 
  recognized the Gryphon Pendants).  
  In the first city, the party meets a "minstrel" named 
  D'alaan. D'alaan is a member of an organization led 
  by the Dragonlord Voriig Kye. He is in Uj to study 
  rumors of the 13th tribe. He decides to follow the 
  party when, coincidentally, a Monk of that tribe 
  attacks. He is obviously intrigued. When he learns 
  that the tribe is following the party because of the 
  box, he knows he must follow them and report as 
  soon as possible.  
  The 13th tribe attempts to regain the item, but are 
  unsuccessful -- the party makes it to Kaitaine, 
  followed "casually" by D'alaan.  
  D'alaan reports to his superiors and they instruct him 
  to bring the PCs "into the fold" so to speak. 
  Eventually, the Ring will go to Voriig Kye, to 
  further his ends. The PCs meet Tarna Dederon, the 
  senior member of the Organization in Kaitaine. 
  Tarna convinces the party that the Grey Ring is 
  some kind of evil cult (at least in the current time). 
  The PCs join Tarna's organization.  
  As a first mission for the Organization, the party 
  goes to Stroane to verify that the Prince Lorek there 
  also has a ring like the one they have. Kye wishes to 
  simply know if this is the case. If the party brings 
  him TWO rings, he will be VERY pleased.  
  The party scouts for several days, making contact 
  with Selras, a young spy for Voriig Kye, posing as a 
  distaff heir of a large merchant family who wishes to 
  have trade relations with Stroane. They also make 
  contact with the Lord Arryl, a high ranking member 
  of the Namar-Tol House Arryl here to pursue a trade 
  agreement.  
  Just after meeting with the party, Selras and the Lord 
  Arryl are the victims of an assassination attempt. 
  Selras is killed. This is from the Cult of Stars who 
  learned that they were associated with Kye's 
  organization. The Organization has thwarted the 
  plans of the Cult of Stars on many occasions. (This 
  is a message to Kye.) The Cult of Stars does not 
  actually know that it is KYE that is their enemy, just 
  Kye's organization.  
  Lord Arryl is associated (in a completely innocent 
  way) with the organization of Voriig Kye. He owes 
  them a favor or two and so "loans" the party the 
  skills of two of the members of his house, 
  Flynndried (an Illusionist) and Belric (a rogue).  
  Due to high PC confidence <grin>, the group is able 
  to raid Lorek's Estate and gain the second ring. They 
  are pursued by Lorek's senior house mage, an 
  unlanded noble named Velnik Tre'Atha.  
  The party reports to Arryl who recommends that 
  they contact the leader of the Organization. 
  (Actually Voriig Kye). They head at full speed for 
  Sel-kai, overland. (Arryl recommends overland 
  because he doesn't know if Lorek will be able to buy 
  off any ship's captain to betray the party to him.)  
  
  14 
   
  Twilight over Emer 
  Velnik sends out messages to Stroane outposts to 
  watch for a group matching the party's descriptions. 
  The PCs have a run in with one of these patrols.  
  A day or two later, Velnik himself catches up to the 
  PCs and a great battle ensues. The PCs escape 
  (barely) and Velnik is temporarily thwarted.  
  The PCs make their way through a small pass in the 
  Spine of Emer mountains and escape Stroane. 
  Velnik will follow cautiously. 
   
  
  15 
   
  Twilight over Emer  
  2. Campaign Timeline 
  I use the standard Library of Nomikos Date System which is Year-Month-Day. The months are:  
  1 - Winter  
  2 - Spring  
  3 - Summer  
  4 - Autumn  
  5 - Fall  
  The days are 1-70. 
   
  Date 
  Event 
  Secret Event 
  6050/1/3 
  Campaign begins. PCs awaken in the Desert of Uj without 
  possessions or food. They meet a caravan traveling west. 
   
  1/4 
  Caravan is attacked by Charn. Jasek the caravan leader falls 
  to a poisoned knife. The Ring of the Death Claw is given to 
  Cassius. 
   
  1/6 
  Charn attack again, but in less strength.  
   
  1/8 
  Evil Rhiani monk attacks caravan and damage and kill 
  several. 
   
  1/9 
  Caravan reaches the town of Garith on the Daluj River. 
  Meet D'alaan. 
   
  1/14 
  Caravan Reaches Tul. Caravan switches to a flatboat. 
  D'alaan say his good-byes. 
  D'alaan catches a swifter boat to Ajan to 
  wait for the PCs. 
  1/19 
  Caravan Reaches Ajan, capital of Vajaar. 
   
  1/21 
  Caravan purchases passage on a ship and sails for Kaitaine 
   
  1/22 
  Caravan and PCs arrive in Kaitaine; Cassius visits the 
  temple of Reann 
   
  1/23 
  PCs run into D'alaan -- he agrees to search for information 
  about Nerik 
  D'alaan has the PCs shadowed for the next 
  couple of days 
  1/24 
  Cassius undertakes the Heuith Dream ritual at the temple of 
  Reann to learn more of his present situation; Danari meets 
  with his distant relative Rayas Delnek, the Ambassador to 
  Kaitaine (of Itanis). 
   
  1/25 
  Danari goes to the Library of Kaitaine, meets Nerik but 
  tells him little; Cassius learns about Nerik from D'alaan, 
  they meet with a friend of D'alaan's to discuss evil tidings 
  Nerik tries to find the caravan Danari 
  mentioned to obtain more information; 
  D'alaan arranges a meeting with his 
  superior to draw the PCs into the 
  organization. 
  1/26 
  The PCs meet again with Tarna Dederon, D'alaan's friend, 
  to discuss a possible mission to undertake. 
  The Nameless One is seen in Kaitaine, but 
  he does not speak. 
  1/29 
  PCs leave Kaitaine on the White Breeze, bound for Sarnak 
   
  1/35 
  PCs arrive in Sarnak after a couple of storms  
  Nerik, still tracking Danari, learns they've 
  left Kaitaine. He is at an impasse. 
  1/37 
  PCs raid the Catacombs of the Elders to get information left 
  by Danari's mentor, Viiri. (700 years ago) 
  Nerik learns the name of the ship the PCs 
  left on. 
  1/38 
  PC hear a rumbling and Laron glimpses strange lights 
  around the Directorate building. 
  Cult of Stars assassins attack several 
  members of the Directorate. 
  
  16 
   
  Twilight over Emer 
  1/39 
  Leave Sarnak as caravan guards, bound (eventually) for 
  Arakin 
  Nerik has a Dream that the PCs should not 
  be abandoned. 
  1/44 
  Get to the pass of Urij (source of the Urij river) at the Lake 
  of Urij. 
  White Breeze returns to Kaitaine, Nerik 
  questions the captain -- obtains descriptions 
  of Cassius, Laron, and D'alaan. He leaves 
  that day for Sarnak. 
  1/46 
  Laron has encounter with denizens of the Emerald forest. 
  They give him magical herbs in exchange for 'being their 
  eyes' 
   
  1/49 
   
  Nerik arrives in Sarnak; begins searching 
  for people who've seen the party. Learns 
  within a day that they hired on as guards for 
  a caravan traveling to Val'Teer. 
  1/56 
  PCs arrive in Ara kin, capital of Stroane; meet with Selras 
  Nerik is on his way to Arakin after having 
  learned of a group matching the party 
  making inquiries about prices to that city. 
  1/58 
  PCs go to a ball at the court; have sighting of Lorek and his 
  Rhiani guards 
  Two Cult of Stars members arrive in 
  Arakin, ordered to kill Selras as a member 
  of Kye's organization. 
  1/60 
  PCs meet with Lord Arryl to discuss an exchange of 
  information regarding the 'taint' on Prince Lorek; Selras is 
  assassinated and Arryl is badly wounded. (occurs just after 
  meeting, as if followed). 
  Two Cult of Stars members attack Selras 
  and the Lord Arryl. 
  1/62 
  PCs leave Arakin for Lorek's Estate 
  Nerik arrives in Arakin 
  1/63 
  PCs arrive at Lorek's estate; that night they enter the manor 
  Lord Arryl regains consciousness; sends 
  messages back to Namar-Tol 
  1/64 
  The PCs run for Arakin; by evening they make it back 
  exhausted and report to Lord Arryl. 
  A message arrives at the Broken Tankard 
  Inn for Selras (from his contact in Sel-kai) 
  1/65 
  The PCs make for Sel-Kai, overland. 
  Lorek sends messenger birds to outlying 
  patrol post to look for the PCs  
  1/67 
  PCs get attacked by a Stroane patrol 
   
  1/69 
  That night Tre'Atha catches up to the party and attacks. 
  Though hurt, the party remains uncaptured. 
   
  2/3 
  PCs make it though the pass. 
   
  2/4,5 
  PCs must leave the road and trek overland across Tai-Emer 
  Tre'Atha follows in bird form, tracking the 
  PCs from the air and by divination. 
  2/10 
  PCs decide to split a small way to see what is following 
  them and what exactly they are following. Tre'Atha attacks 
  and almost succeeds in capturing the party. 
   
  2/11 
  An Essaence storm boils up out of the south . The PCs are 
  transported some 100 miles to the west to the middle of the 
  Bleak Elder Lands. 
   
  2/14 
  PCs make it to the city of Nan-Ro in Nuyan Khom 
  Tre'Atha is temporarily frustrated by the 
  Essence Storm. 
  2/15 
  PCs take passage to Sel-kai 
   
  2/20 
  PCs land in Sel-kai, stay at the Barge Inn 
   
  2/21 
  PCs attempt to contact Voriig Kye in his Sel-kai persona 
  (Lord Turac). He is gone but they are put up in the House 
  of Dreams on Eidolon. 
   
  2/22 
  PCs are attacked by an assassin sent to kill an ambassador 
  who was staying in a room near them. 
   
  
  Campaign Timeline 
   
  17 
  2/23 
  PCs and Turac enter the Ethereal Plane 
  Velnik Tre'Atha arrives in Sel-kai. He has 
  trouble locating the PCs because of where 
  they are staying. 
  2/24 
  PCs are successful in banishing the evil Rings. 
  Turac is successful in tricking the PCs into 
  believing they have banished the evil 
  Rings. 
  2/25,26 
  PCs return to Sel-kai and make a trip to the library and the 
  Temple of Reann. They capture while on patrol two 
  members of the Red Dragons. Discover link to Cult of 
  Stars. 
  The PCs actually kill a Cult of Stars 
  member. The Cult will actively start 
  hunting them. 
  2/28-29 
  PC's decide to go to Jaiman, they take passage on the Sea 
  Sprite. Just before departing they are attacked by two Cult 
  of Stars members. One is slain by Cassius, the other is 
  driven off by one Taira do'Arus (Heather's character). They 
  convince the captain to sail immediately. Taira and the 
  party realize that they each have information that the other 
  lacks about the Cult of Stars and of their own quests. They 
  decide to join forces for the meantime. 
  The two Red Dragons are rescued by the 
  Cult of Stars. 
  2/31 
  Pass through the Essaence flow that divides the trade route 
  between Sel-kai and Lethys. No harm is encountered. 
  Luckily. 
   
  2/36-38 
  PCs land in Lethys. Make contact with the acquaintance of 
  Turac named Zartin of the Uscurac Orders. They learn 
  about current affairs in Northern Rhakhaan (war with the 
  Usurper, Frelik); Taira makes contact with the Uscurac 
  Orders; attempts to research the Phoenix pendant, the 
  Gryphon symbology, etc. 
   
  2/48 
  After no incidents (except horrible weather), the caravan 
  the PCs hire on with reaches Haalkitaine. More research is 
  undertaken. 
   
  2/49-51 
  Research in the Imperial Library. Meet with Fenn of 
  Pathfinders & Co, a guide. 
   
  2/50 
  Leave Haalkitaine on the north road for Prevan 
   
  2/54 
  Get to Prevan and PCs decide to go around it to avoid 
  questions. 
   
  2/55 
  Almost run in a Saralian patrol 
   
  2/57 
  See a battle between Saralians and Rhakhai. Saralians are 
  aided by a weird group of humanoids 
  (Mutants of Dansart) 
  2/59 
  Get to the Ranya river 
   
  2/60 
  Find the remains of Gryphon College. Get into battle with 
  Lugrok and Elf-Demon who are still there. 
   
  2/61-62 
  Search Gryphon College and find Ahred a protege of Zaris 
  who had been captured. 
   
  2/64 
  Attacked by Mutants of Dansart, Cassius is injured and is in 
  a coma 
   
  2/69 
  Arrive in Prevan. Priestesses of Eissa heal Cassius who 
  reports strange dreams while unconscious 
  Light contact by Reann 
  3/3 
  Arrive in Haalkitaine; conduct research in library; decide to 
  attempt the Tomb of Kings 
   
  3/5 
  Descend into the Tomb of King (via special opening found)  
  3/7 
  Pass Test of Kings and emerge from the Grey Road in 
  Tanara 
   
  
  18 
   
  Twilight over Emer 
  3/8 
  Encounter the Priests Lyak (not that they know this) 
   
  3/9-14 
  Discover Portal stone, travel to the tower of Ru'Ar'ac (the 
  tower described in the Prologue section). Got chased away 
  by Lu-grok. Traveled to the Sulini town/city of Ydru. 
   
  3/16-22 
  Arranged passage on a ship bound for Norek (U-Lyshak) 
  by way of Port Ormian. PCs stop at the Library of 
  Nomikos. 
   
  3/22 
  PCs do research on various subjects at the Library. That 
  day, Laron sites an old friend: Ru'Ar'ac the mage the party 
  fought in the Tower in the Prologue section! 
  Ru'Ar'ac is also missing much of his 
  memory. However, he has made contact 
  with the cult of stars and tries a ritual to 
  restore his lost past. 
  3/23 
  PCs follow Ru'Ar'ac but learn little. He is also researching 
  in the library. 
   
  3/24 
  The group decides to not let Ru'Ar'ac know that they are 
  alive and leave Port Ormian for their next stop: Norek. 
   
  3/29 
  The PCs make Norek, pick up supplies and abandom Se-
  Tal and Shalra (temporarily). They set out for the 
  Remeriath. 
   
  3/31 
  The PCs enter the Remeriath and are received by their long 
  lost allies: Zares and the survivors of Gryphon College. 
   
  3/33 
  The PCs learn much and plan an atack on the Priest of 
  Yarthraak. Their goal is to break up a meeting between the 
  priests and the Cult of Stars. The secondary goal is to take 
  prisoners for questioning. 
   
  3/34 
  Carry out strike on Yarthraak. They capture two priests of 
  Yarthraak but they cult of stars member is killed beyond 
  chance of return. 
   
  3/35-37 
  Rest and interrogate prisoners with magical techniques. 
  Learn of impending attack on O'Banthi in the province of 
  Vorn (U-Lyshak). 
   
  3/38 
  Set out to make contact with allies in O'Banthi (Priests of 
  Reann). 
   
  3/44 
  Arrive in O'Banthi. Make contact with Dotraine, head priest 
  of O'Banthi Brotherhood of Reann. 
   
  3/45 
  Se-Tal returns! He has somehow traced the PCs to 
  O'Banthi. He warns of a mysterious danger to them if they 
  stay. 
   
  3/46 
  The PCs decide to leave. I'm surprised. They begin the 
  return to the Remeraith. 
   
  3/48 
  See a patrol of Saralians (extremely far south into U-
  Lyshak.) 
   
  3/49 
  Reach the edge of the Forest. Laron goes into to meet with 
  Zares. The PCs don't want to bring Se-Tal in.  
   
  3/50 
  Zares and Ragath return with Laron to inspect Se-Tal. They 
  do not learn much other than his aura seems to be wrapped 
  up in some sort of powerful magic. They suspect some sort 
  of ritual. 
   
  3/51 
  The party and Ragath set out for Lethys -- eventually to 
  head for Sel-kai. 
   
  3/52 
  Stayed at the Diamond in the Rough in Lethys, Taira 
  passed the tests for first ring Uscurac orders.  
   
  
  Campaign Timeline 
   
  19 
  3/53 
  Cassius had Huith dream at the temple of Reann. People 
  did research at the library. 
   
  3/54 
  Puchased passage on the sky ship the Essaence's Wind. 
   
  3/56 
  Set out to Sel-kai. 
   
  3/60 
  Arrive in Eidolon. Leave message for Turac. 
   
  3/61 
  Undertake research; receive message from Naryn, Turac's 
  assistant as well as from D'alaan. Meet with D'alaan later 
  that night. 
   
  3/62 
  Attack a deal between the White Hand and House 
  Dolnegan. Inadvertantly rescue two Duranaki slaves. 
   
  3/64 
  The PCs discover that they are being tracked by a 
  demon...apparently the work of Velnik Tre'Atha. 
   
  3/65 
  D'alaan learns of a meeting between the Cult of Stars and 
  the Ynka. 
   
  3/67 
  Again followed by a demon...unfortunately leads to an 
  ambush by Tre'Atha. Laron and Cassius are captured and 
  interrogated (tortured). They reveal little -- luckily the rest 
  of the party tracks Laron and Cassius using Danari's 
  mindstore. They distract Tre'Atha long enough for Laron 
  and Cassius to escape. Tre'Atha escapes however. 
   
  3/69 
  Meeting between Cult of Stars and Ynka. Taira sees the 
  head priest wearing an amulet that resembles the Phoenix 
  Pendant. 
  Yinka CoS Meeting. Descides how to 
  continue approach on attacking Rhakhaan. 
  3/70 
  Receive word that Turac is back in Eidolon. Go there to 
  meet with him. 
   
  4/2 
  Set out for the Ethereal Plane and undertake the "ritual" to 
  destroy the RoDC. 
   
   
  
  20 
   
  Twilight over Emer 
  3.THE CHARACTERS 
  This section contains background information and the like 
  on the characters that are actually playing in my game. 
  Much of the plot is based around the backgrounds and 
  personal goals of the characters, so adapting this 
  campaign to another group's use could be difficult if they 
  didn't at least resemble the characters described here.  
  This gaming group was a little on the small side, 
  consisting of three characters at the start of the campaign. 
  It would be extremely simple to change the encounters to 
  be more suited for more PCs, as needed. 
  The Characters:  
   Cassius, Paladin of Reann  
   Danari Delnek, Warlock of Itanis (Seer)  
   Laron, Laan Ranger  
   Flynndried, Linaeri Illusionist  
   Belric, Erlini Rouge  
   Taira do'Arus, Sarnak (Laan) Magician  
  Cassius, Paladin of Reann 
  Background Options [50 points] 
  Talents 
  Nightvision +50 -- Cassius can see to 50 feet in near 
  darkness with no penalties. There must be some light 
  available to see by, however. [5 points] 
  Dreams -- Cassius has the Dream I spell as a 1st 
  level spell. [15 points] 
  Darkness -- Through his connection with his god, 
  Cassius can summon Darkness. This acts exactly 
  like the Magician spell Dark I. (10 min/lvl, range 
  touch, 10' radius). Darkness is of darkest night. In 
  addition to this, Cassius has the ability to make one 
  attack at normal OB against an opponent if both he 
  and them are encompassed by the darkness. If the 
  opponent has no Darkvision ability then they are 
  considered blind and are -80 for both attacks and 
  parries. [15 points] 
  Item -- Cassius has an amulet of Reann, a holy 
  symbol to the Priesthood, which acts as a +2 Adder. 
  It also detects Unlife within 100 feet by becoming 
  warm and vibrating slightly. [15 points] 
  Flaws 
  Foolhardy Bravery -- In certain circumstances, 
  Cassius will take unwise actions or risks because he 
  feels that his honor is at risk or because his god 
  would want it this way, or because he simply over-
  estimates his own prowess. While engaging in a 
  foolhardy act, he gets a +10 to all actions but may 
  not retreat unless forced to. Forcing can be physical 
  or mental. [0 points] 
  History  
  Raymond Shagal's father, Stelios Shagal, was a 
  Knight and good friend to Lord Benadict of a minor 
  kingdom. His family was well to do and he 
  experience a rather upper-class life. Unlike his father 
  Raymond had aspirations to be a lord someday. 
  Raymond was a patient and disciplined young man 
  and he started pursuing his goal by the most logical 
  course available to him, the Knighthood. The early 
  years of his life were consumed mostly by training 
  for the Knighthood.  
  No temple of Reann existed in Lord Benadict's 
  Kingdom. Indeed, Reann was mostly a forgotten god 
  in the Kingdom. Raymond became aware of his 
  existence while studying his genealogy (sp?) and 
  coming across several priests of Reann. Being 
  respectful of his family and realizing that night can 
  be a soldiers worst enemy, Raymond began to pay 
  his respects to Reann on occasion in a small private 
  ceremony (Nothing really major, he probably spent 
  15 minutes every Sunday). Raymond also started 
  researching his his ancestors who were priest of 
  Reann as a hobby.  
  When Raymond was 19 Lord Benadict was 
  returning from a minor diplomatic mission in the 
  neighboring kingdoms when his camp was attacked 
  by a band of the Unlife. Lord Benadict and 
  Raymond's father put up a valiant fight, but their 
  weapons could not harm the Unlife creatures. 
  (Raymond was not with them). Afterwards several 
  of Lord Benadict's party rose as Unlife themselves, 
  including Lord Benadict, but not Raymond's father 
  (His body was too mutilated). Lord Benadict, now 
  an Unlife creature, returned to his castle spinning a 
  tale of how a neighboring Kingdom had attacked his 
  encampment at night. He promptly declared war on 
  this kingdom, and Raymond now a Knight of the 
  Kingdom was called to arms. Lord Benadict was not 
  interested in conquest, he simply wanted more 
  battles which made more corpses from him and his 
  brethren to feed upon. Hence the war began was 
  long and bloody.  
  During this time Raymond began to experience 
  disturbing dream of his father's and Lord Benadict's 
  death (The dream is of the actual battle, Raymond 
  doesn't realize this of course). Raymond is disturbed 
  by these re-occurring dreams, but is not willing to 
  believe they are real, until on night he has a dream 
  of Lord Benadict eating the corpses of fallen soldiers 
  in a battle he had just fought.  
  Disturbed even more by this dream, Raymond 
  
  The Characters  
   
  21 
  returns to the battlefield that night to find Lord 
  Benadict feasting. Realizing his other dreams must 
  have been true visions, Raymond attacks. Lord 
  Benadict is Unlife, and Raymond's sword cannot 
  hurt him however. After a few minutes of melee 
  Raymond realized he is doom. Unthinkingly he 
  shouts a final prayer to Reann he remembers his 
  ancestors used to invoke, not realizing he is not 
  using his usual tongue, and prepared for a final blow 
  before his death. Lord Benadict, supremely 
  confident at this point, lets him take his final blow 
  before finishing him off. When Raymond's sword 
  strikes, however, it glows with a strange light and 
  Lord Benadict cries out in pain before collapsing 
  truly dead.  
  Raymond then returns to the encampment to report 
  what has occurred. He does not realized that Lord 
  Benadict's son and several others are now also 
  Unlife. Raymond is denounced as a traitor, and 
  forced to flee. He then defects to the other Kingdom, 
  telling them what has happened, and fighting with 
  them until the Unlife are defeated.  
  After the war Raymond becomes a victim of 
  circumstance. His own kingdom is unwilling to 
  believe Lord Benadict was Unlife, and neighboring 
  kingdoms want nothing to do with a defecting 
  knight. Stripped of his titles and land Raymond takes 
  up the life of a mercenary, changing his name to 
  Cassius.  
  H'van's Tale (Minstrel of Cassius's mercenary troop)  
  "Reann, the god of the Night and of Sleep and 
  Dreams. It is said that he only goes forth during the 
  night -- and this separates him from the other gods. 
  The legends tell of Reann wandering all of Kulthea 
  by night... endlessly searching for true evil.  
  "The greatest evil of all shares Reann's domain: the 
  evil of Unlife. The Unlife comes in many forms... 
  some gruesome and some subtle. But all have one 
  goal in common. The total destruction of all things 
  living.  
  "Of great wars with the Unlife you know. Heard the 
  tales of battles raging across the continent of Emer 
  for 100 years. Heard the clashes so loud that they are 
  still remembered, 7000 years later.  
  "The gods themselves fought in those battles. When 
  they saw that the tides of evil were so great that it 
  could not be turned, they came down from Orhan 
  and did battle these ancient enemies."  
  [He pauses for a moment and gazes into the evening 
  sky]  
  "There!" [He points over the trees surrounding the 
  encampment] "The moon of Orhan shines as 
  brightly as it ever did. But on that day, even that 
  bright place was darkened by the taint that had fallen 
  over all of Kulthea.  
  "It is said that Reann fought the most fiercely. He 
  did not wish to share his dark domain with this 
  festering evil. He foiled all of the Unlife's plots of 
  ambush by night. He chased them into their very 
  lairs. In the silver moonlight, Reann's blade ran dark 
  with the blood of creatures not of this world.  
  "Of the meaning of your dreams, it is not for me to 
  say. But I will tell you this: your dream came on a 
  special night. A night that is said, in some places, to 
  be the most powerful night of Reann. For Orhan was 
  full and I believe this has special significance.  
  "Of the Priesthood of Reann, I can honestly tell you 
  little. True temples exist only in the far away cities 
  of Kaitaine and Sel-kai. Priests are sometimes seen 
  to wander the land, as their god is said to do. If they 
  fight the Unlife as He did, I cannot tell you. 
  However, they are sometimes known to offer advice 
  on things that haven't yet occurred. Advice that is 
  often of an intimate nature to people who are 
  complete strangers and have never laid eyes on the 
  priest before that day. But I can tell you this; if a 
  priest offers you advice, do exactly as he says! 
  Reann, the moons, and the stars tell him things that 
  we cannot understand."  
  Dreams 
  Dream I  
  Eyes come open. Walking. Fresh night air wafts 
  over you. Behind you, the full moon of Orhan lights 
  your way, causing a shadow to dance in front of you.  
  Forest branches and vines brush you as you move 
  past. Uncaring, you hardly bother to wave them 
  aside. You cannot be distracted from your goal. 
  MUST not.  
  The way parts before you and you pause. You look 
  over a wide valley, and on the far edge a tower sits. 
  It rests on a tall crag of rock; your eyes falter as you 
  look towards it. At times it seems enormous, and at 
  other times it seems small and distant. You take a 
  breath, check the seat of your sword and step 
  forward to begin the descent...  
  "Wait."  
  The voice comes from behind you without warning, 
  but you are not alarmed. You stop, but do not turn.  
  "It is not time.... yet."  
  You look downwards into the valley. "But my 
  Enemy is there. I must reach it!" You say, unable to 
  tear your eyes away from the sight.  
  
  22 
   
  Twilight over Emer 
  "Yes," the voice says. "You will reach it. But at the 
  proper time."  
  A hand passes in front of your eyes, and when it is 
  gone, the tower has disappeared as well. You stand 
  in a dark forest glade. Turning, you face the source 
  of the voice. He is a young man, dressed in sable, 
  smiling sadly.  
  "Walk with me," he says, and beckons to you.  
  You fall into step beside him as he negotiates the 
  winding forest path.  
  "You are young to know your enemy so well." He 
  shakes his head slightly. "They all were. But it will 
  only make you stronger, when the time comes."  
  The light of the stars and moon seems to dim 
  slightly. Take on a reddish hue. You look up and see 
  Kulthea's third moon, baleful Charon, looking down 
  upon you. It is dark red, and the night seems 
  suddenly colder. Your cloak doesn't seem to be 
  enough.  
  The young man betrays no change of emotion. "The 
  moons circle, the planets wander, and the stars 
  dance... endlessly. I fear that the dark time is coming 
  again. We are few who can See it."  
  He stops suddenly, and turns to face you.  
  You hear sounds in the distance. Unmistakable to 
  your ears. The sounds of battle. A weight presses on 
  your heart... but at the same time, a sense of elation 
  fills you.  
  The man places a hand on your shoulder. You 
  realize that you are wearing heavy plate armor. Were 
  you wearing such before? The thought flickers 
  through your head for only an instant. It is dark and 
  non-reflective. The moonlight will not betray you in 
  this armor. But no matter, you think. I was made for 
  this armor as much as it was made for me. And you 
  cease to think about it. Your bare sword is in your 
  hand.  
  "It is as I thought. It has already begun," the man 
  says, cocking his head to listen to the night.  
  "I await your command, Lord," you hear yourself 
  say.  
  He smiles slightly. "Come then. On my flank!" He 
  orders.  
  He breaks into a run, and you quickly follow, 
  keeping a pace behind, on his right. Suddenly, battle 
  rages around you. Cut, slash. Your mind loses its 
  sense of time. Parry, cut. You duck under a blade as 
  it rushes past, taking your foe in the side. More 
  enemies fall and you find yourself fighting back to 
  back with the man. You are being pressed from all 
  sides. You raise your sword and cry out....  
  You are alone. A dank mist surrounds you. "My 
  lord!" You call out. "Master, where are you??"  
  "I am with you," the voice says. You turn, joyfully, 
  but no one is there. "I am with you," the voice says 
  again. Strangely heartened by this, you turn in a new 
  direction and make your way through the mist.  
  After a time, the wall of mist opens to reveal a large, 
  sprawling city beneath you. It rests on a crescent 
  bay, across a narrow straight from the mainland.  
  "Kaitaine," you whisper.  
  You are moving again. City streets surround you. 
  Cobblestones pass beneath your feet. At the end of 
  the street, a building rests. It seems to be your 
  destination. The only possible destination. And 
  above the great doors is marked a symbol. A 
  crescent moon cupping a field of stars. The symbol 
  of Reann.  
  Dream II (a set) 
  Subject 1 : Nerik (The man at the library in Kaitaine that 
  I'm supposed to give the box to) 
  A long hall stretches before you. As you make your 
  way down it you see several alcoves off to either 
  side. You hear a scratching noise. And again. 
  Perhaps the scratching of pen's on paper? But you 
  see no sign of life... 
  At the end of the hallway, you reach a narrow stair. 
  You go up and are stopped by a door. You try the 
  handle but it is locked. Suddenly, the door is flung 
  open! Behind it is very hazy and you can see little.  
  "Who is there?" Says a voice from within. 
  "A messenger," you answer after a brief pause. 
  "Hmmm, from whom?" the voice replies. "And how 
  have you found me?" 
  "I..." you begin but are cut off. Either you or the 
  doorway seems to get farther and farther away. 
  "Wait..." you hear faintly, but it is no use. You have 
  lost control and are spinning away.... 
  Subject 2 : The form our enemies next attack will come 
  in.  
  Rain pelts your back. If I stay absolutely still, you 
  think, maybe they won't sense me. Presenses move to 
  either side of you and pass. You let out a breath and 
  huddle deeper into the foliage where you are hidden. 
  Then you feel something. But it's within you. Anger. 
  Why do skulk and run when I should take the fight to 
  THEM! At least then I would be done with it. After 
  all their backs are now turned to me and the night 
  conceals me.... 
  You sense another presence nearby. It is alone! An 
  
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  23 
  opportunity to strike? 
  Slowly you rise and begin to make your way 
  forward... 
  Subject 3 : Danari 
  Light, noise, a crowded festival. Dozens of dark 
  skinned people move past you, a smile on their lips. 
  Suddenly the way opens before you. 
  Leaning against a wall is Danari. He seems to be 
  talking with an older Itanian wearing robes and 
  many gold rings and necklaces. No wait! As you 
  approach, you realize it's not Danari, but looking 
  close enough to him to be his brother. In fact, the 
  closer you look, you realize the two men, while of 
  very different ages, bear a striking resemblance. 
  They continue speaking, but you can't make out their 
  words. The younger one is talking very quickly while 
  the older man is shaking his head slowly in denial. 
  He looks saddened by what the younger man is 
  saying. Finally the older man, bows his head and the 
  younger stops talking. The younger turns and begins 
  to walk away, but before he gets more than a few 
  steps, the older man calls out. The younger turns 
  around. 
  "If you must go to work with the outsiders," the 
  older man says, "At least say goodbye to your 
  Sunha." 
  "Very well," the younger man says. "Goodbye and 
  farewell. I hope that you can understand why I do 
  this. Why we must not remain isolated from this 
  conflict." 
  With that, he turns again and fades into the crowd. 
  The older man bows his head once more.... 
  Subject 4 : Laron 
  The walls of a keep rise above you. The day light 
  streams in from above illuminating a small garden 
  before you. A woman works there, kneeling, her 
  hands working in the soil. As she turns, the light 
  catches here hair, igniting the reddish gold hues. 
  You feel your breath catch at her beauty.  
  A noise causes both you and her to turn in the 
  direction of an opening into the keep. A man exits 
  from it...it is Laron. He is dressed in simple but 
  finely made clothes. He carries a two-handed sword, 
  sheathed, in one hand. Grasped by the center of the 
  blade.  
  The woman is not alarmed. She speaks: 
  "So you go to leave me again, Laron?" she asks. Her 
  voice and eyes are sad as she stops what she was 
  doing to gaze at Laron. 
  He drops to his knees beside her, uncaring of the 
  dirt staining his fine cloths. He places his sword on 
  the ground and grasps her small hand in his two 
  large ones. 
  "I would not leave you... leave this," he gestures to 
  the garden and the keep, "were it not necessary. I 
  must go because if I didn't none of this will exist." 
  "But there are others, Laron! Why must you be the 
  one always?" She is pleading with him. 
  "Because I must." He takes up his sword again and 
  rises, walking slowly back out the way he came. 
  A single tear rolls down the cheek of the woman. She 
  sits for a time looking at the soil and then slowly 
  begins her work again... 
  Subject 5 : Mistakes I've made since awakening in the 
  desert  
  Darkness. Then suddenly light...and falling! You 
  tumble over and over again, the world spinning 
  crazily about you. When you finally stop, you are 
  lying on your back on the ground. But you cannot 
  move a muscle. 
  "What does it mean?" you hear a moderately bored 
  voice saying. An enormous head appears in your 
  line of sight. It looks like it is inspecting you like an 
  insect. It takes you a moment, but you recognize the 
  face! And it it your own. "You" speak:  
  "It's hard to read sometimes...divination's can be 
  difficult to interpret or have several meanings." 
  Another voice, seemingly right by your ear: 
  "Dreams too!!!" it says with a giggle. 
  Suddenly everything fades to white... 
  Subject 6 : The person who gave Jasek the box 
  Everywhere is pain. Your hands feel cold. Is it loss 
  of blood, you think in a sudden panic? No, only that 
  which you carry. You look down and you see the 
  cold metal box still clutched in your hands. 
  You stumble once or twice but catch yourself. 
  Luckily not drawing much attention as you move 
  though the dusty streets. Your breath is shallow, 
  favoring a pair of broken ribs. 
  Finally you reach your destination. A door. You 
  knock. Eventually it is opened and you stumble 
  inside.  
  "I must speak with Jasek." You hear yourself say. 
  "Very well sir. Who shall I say is calling." a small 
  servant says. 
  "I am expected," is all you reply. 
  He bows and leaves. A moment later you are shown 
  into a rather nice study. Jasek is there, seated at a 
  desk, and he looks annoyed. 
  
  24 
   
  Twilight over Emer 
  "What do you want this time?" He asks bluntly. 
  "Just one more favor and you're debt will be done. I 
  come in my official capacity," you say and slowly 
  and painfully you pull out the Gryphon Pendant 
  from within your shirt. 
  "Very well, what is it." His frown has deepened. 
  "You are going to Kaitaine in a few days. I have a 
  package to have delivered. It is to go to Nerik at the 
  Great Library." With that you pull out the box and a 
  money pouch and place them on Jasek's desk. 
  Jasek doesn't move. "And after that will be 
  finished?" 
  "After this we'll be finished," you hear yourself 
  reply. 
  Jasek nods once and picks up the pouch and the box 
  and places them in his desk without looking at the 
  contents of either one.... 
  Subject 7 : The 13th tribe 
  You seem to see the ground from a great height. You 
  are circling, flying. Suddenly you catch a glimpse of 
  movement on the dark plain below. 
  A man is run quickly and silently across the rocky 
  ground. It is dark except for the stars but he moves 
  with no difficulty. He stops suddenly as seems to 
  sniff the air. He waits. During that moment, you can 
  see that he is completely naked. But strange swirling 
  tattoos cover his entire body.  
  Suddenly he begins to move again. This time in a 
  slightly different direction. From above, you can see 
  his quarry. It is a Shezru, one of the desert tigers. 
  The man makes a fantastic leap and lands before it. 
  The Shezru tenses and growls. The man begins to 
  move closer. 
  The Shezru leaps! But amazingly the man is not 
  there, he has moved to one side and as the tiger 
  bounds by, he strikes out with a powerful kick. 
  A battle ensues. In a few minutes, it ends with the 
  man's teeth locked in the tiger's throat. As the 
  Shezru stops moving, the man disengages and with 
  effort, lifts the beast so that the blood from the throat 
  wound runs down over his head and chest. And his 
  tattoos begin glowing with a sickly yellow-orange 
  radiance... 
  Subject 8: About the organization represented by the 
  Dragon Pendant (worn by the big baddie in the Prologue) 
  You are walking through a town. It is of good size, 
  though the buildings seen to be mostly made of 
  wood. It is night and a cold wind blows. A storm is 
  coming, you can feel it. 
  You look up and see an enormous dark cloud 
  drifting above you. Flashes of light can be seen 
  within it. You look around the buildings near to you 
  and are relieved to see that they all are crowned in 
  lightning rods. Suddenly a flash of lightning streaks 
  out to strike on of the houses. The lightning rod 
  takes the bolt, but before your horrified eyes, it 
  began to glow with a sickly orange/yellow radiance. 
  As if melting it is transformed into a serpent. 
  More lightning strikes around you -- in each flash 
  you catch a glimpse of a serpent. You begin to run 
  down the street and rain pelts you. In the momentary 
  flashes, you see something else...the serpents are 
  moving...and working their way through the 
  thatched roofs and into the homes below.... 
  Dream III 
  You awaken in a room. It is bare of all furnishings. 
  You kneel and wait. There seems to be no exit.  
  You are wearing a thin neophyte robe. Around your 
  neck rests the symbol of Reann. 
  You take a deep breath. A second. A third. A sense of 
  deep relaxation begins to set in and you feel your 
  mind begin to drift – to hold no thoughts.  
  A bell rings. And you hear a voice: 
  "Changes come. They will rise again. We must be 
  wary. We must watch." 
  Then whispered, as if from a different direction: 
  "For 1000 hands hacking at the branches of evil, 
  there is only one cutting at the root." 
  It fades of but repeats, "…at the root…at the 
  root…at the root." 
  Your eyes open and a pool lies before you. It is only 
  a couple of feet across. A mist seems to rise from it 
  and you can’t see the bottom. As you try, a ripple 
  appears across the surface of the water. As it calms 
  you seem to make out movement within…it is a 
  vision. 
  A man stands amongst glowing fires. There is an 
  anvil 
  before 
  him. 
  He 
  is 
  tall 
  and 
  handsome…elvish…most likely Iylari. He has raven 
  black hair and is shirtless. His skin glistens, as if 
  from a great heat. He puts down a smallish hammer 
  and raises what he had been working on. It appears 
  to be a helm – rough still and unpolished, but you 
  can see that is has a delicate beauty. It is shaped in 
  the style of a phoenix, wings rising from the sides of 
  the helm, tail sweeping back to protect the neck. 
  Beyond the figure, you can make out several other 
  helms of similar quality.  
  "The old defenses are failing. We need a new 
  strength." Comes the voice again in your ear. 
  The man in the vision, carefully places the helm next 
  
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  25 
  to the others, but as he does he pauses as if thinking. 
  Suddenly he spins, and for a moment seems to be 
  looking directly in your eyes. The vision suddenly 
  fades and ripples overtake the pool. 
  "Beware and be watchful. Allies are near, but so can 
  be enemies." 
  Dream IV (A set) 
  Subject 1: Stroane 
  A room. Plushly appointed. Deep red carpet, gold 
  leaf on every piece of furniture. An enormous bed. A 
  man sleeps upon it -- he is a man in his prime and 
  obviously a man of some wealth and power. Silk 
  sheets are wrapped haphazardly around his body. 
  His velvet nightclothes are in disarray. 
  Across the room, a single candle gleams. Sitting at a 
  small desk, a young woman brushes her hair. It is 
  long and golden. Her thoughts seem fair away, as 
  the bush moves through her golden locks. She too is 
  clothed, even for sleep, in the appointments of the 
  extremely wealthy. A silk gown covers her slim body. 
  She places her gold brush on the desk and rises 
  gracefully to her feet. Soundlessly she moves over to 
  the bed. A small smile crosses her features as she 
  looks down on the occupant. 
  Bending, she lightly brushes her lips over the 
  sleeping man's cheek, making him murmur slightly 
  in his sleep. The dagger goes through his throat 
  without a sound. 
  Withdrawing it, she wipes it daintily against the 
  corpse's pillow, and as softly as her kiss, presses the 
  hilt against his cheek. As she moves away, the 
  quickly fading mark of a star can be seen on the 
  man's cheek. 
  The room lights suddenly with a flash... 
  Subject 2: The person who wrote the last entry in the 
  Book of the Brotherhood 
  Coming out of darkness slowly. A room full of 
  voices, murmuring together in close whispers. The 
  room is not well lit. A pair of torches burn smokily 
  at the front -- the direction the men of the room seem 
  to be facing. 
  A man steps up and a hush falls over those 
  assembled. He is of Zori descent, of strong build. He 
  is...Cassius. The man says a few words that cannot 
  be made out. It is as if he were miles away rather 
  than a few feet. But the men of the room seem to 
  respond to it. They nod their heads in agreement, 
  and stern faces become like stone. 
  As one both the man, Cassius, and the others before 
  him bow their heads. They seem to murmur 
  something and this time your recognize something of 
  it. When it reaches the end, Cassius utters a final 
  phrase... 
  "And Death Shall Have No Dominion." 
  "And Death Shall Have No Dominion," the 
  assembled group returns. 
  Subject 3: Are there / will there be other followers 
  of Reann like Cassius. 
  You look across a plain. The night is dark, and at 
  first you see nothing. Then...movement. 
  As it comes nearer, you make out details: a group of 
  armored knights, but riding with little more sound 
  than the wind. You nod with pride. The knights are 
  yours, trained with your own hands. 
  They approach your position and the lead man pulls 
  up his horse. The rest pull up as one. 
  "1st patrol in, my lord. Nothing to report," he says. 
  You smile and nod slightly. "Very well, my lord." 
  The corners of his mouth twitch upwards in the 
  barest hint of a smile. You do not command this one, 
  but he is like a brother to you. Of Zori blood as well, 
  but while you wear the eye shaped symbol of Reann, 
  he wears the tear-drop symbol of Eissa. 
  The other horsemen, young in the service of Reann, 
  dismount and lead their horses into the encampment. 
  A boy runs forward. 
  "My lord Dana, you are needed," he says with 
  barely enough breath to get the words out. 
  "Very well. Lord Cassius, you have the watch." 
  You nod and continue making your rounds. The 
  newer recruits do well to feel the presence of their 
  commanders... 
  Dream V 
  Subject 1: The Gryphon Helm 
  The vision rises before you slowly, obvious features 
  evident at first, then details. A large hall, carved 
  from the living rock. The room has six sides, each 
  covered with carvings. 
  A man walks forward, alone. Slowly he moves, as if 
  with great deliberation. The center of the hall 
  contains a short pillar, also with six sides, which 
  rises to about waist height. 
  The man continues to walk towards the black pillar. 
  A few more strides and he's reached his destination. 
  Reaching into his cloak, he removes a carefully 
  wrapped bundle. Removing the coverings, the man 
  pulls out what you can see to be a circlet 
  constructed delicately of silver and gold. This he 
  
  26 
   
  Twilight over Emer 
  places on the pillar. 
  Silence. Then... a humming. The room seems to 
  vibrate -- the very stones are creating the noise you 
  hear. Previously unseen torch sconces spring to 
  light, emanating a blue glow. 
  The light flickers across the man's proud Zori face 
  as he reaches down for the circlet. Face like stone, 
  he slowly places it atop his head. Obvious 
  startlement lights in his eyes and then fades to 
  satisfaction. This expression does not last long, 
  however, as it turns to...fear? 
  Turning about on one heel, the man strides 
  purposefully from the hall. And as he goes, the 
  circlet blurs and shifts. Becoming a large helm 
  which seems to match the armor he wears beneath 
  his cloak. 
  Subject 2: The Race of Zor 
  A sparkling city of white marble. A wide river of 
  dark blue water cuts across the verdant plain. A 
  proud people dressed in fine tunics of silk, wearing 
  jewelry and adornments, go about their business of 
  living. 
  On the widest street, a large procession moves 
  towards an enormous and ornate building. In the 
  center of the procession moves a large wagon pulled 
  by six black horses. Atop the wagon is...an object. 
  Spherical, and the diameter equal to the height of a 
  man, it moves almost proudly down the avenue. It 
  reflects the bright sunlight in an iridescent array of 
  colors which sparkle out over the crowd, making the 
  children laugh and wave at the air. 
  Behind this globe rides a man, proud of face and 
  stature. He smiles and nods to well-wishers in the 
  crowd as the procession moves inward to the 
  building at the city's center. 
  As you awaken, you can still almost hear the 
  laughter and cheers of the crowd... 
  Dream VI 
  Subject 1: The Dragonlord 
  [Interactive] 
  Subject 2: The Library of Nomikos 
  Dream VII 
  Subject 1: The purpose of the ceremony in Tanara. 
  Step...step...step. Footprints appear in the sandy soil 
  in front of you. You cannot see who made them. 
  Moving cautiously, you follow. 
  A bitterly cold wind springs up, slashing through 
  your clothing like they're not there. But an unseen 
  hand steadies you. You pause only a moment and 
  continue following the footprints. 
  You notice that the ground under your feet has 
  changed. You now step over a soft snow. The 
  footprints lead you up a small path, almost a crevice 
  cutting through a cliff. 
  The apex of the path rises just above you. As you top 
  the rise, a fantastic site greets you: before you, on a 
  high and snowy plateau, sits a fortress. It is 
  positioned in the heart of a major flow of essaence. 
  Blue lights flash around it in a continual dance. 
  The footprints have stopped in front of you. You hear 
  a voice: 
  "To save the world, the eye must be blinded." 
  Subject 2: Who is summoning/controlling the 
  Ordainers? 
  Your vision reveals an enormous tree. At least 50 
  wide and hundreds tall, it towers over the 
  surrounding forests. Your awareness floats upwards, 
  past the tops of the surrounding trees...up and up 
  until finally you can see the top of the huge tree. 
  The trunk splits into two large branches which lift 
  dozens of more feet towards the dark sky. At the 
  jucture, however, there is a platform. 
  Inscribed in the center of the platform is a large 
  circle, at least 20 feet in diameter. Spaced evenly 
  about this circle are pairs of people. They are darkly 
  shrouded so it's difficult to make out their forms. 
  Only one man, standing alone, is lit with a strange 
  reddish radiance. His fine and handsome features 
  belie the coldness of his expression. A high elf, 
  without doubt. 
  He begins speaking in an unknown language. After a 
  few moments, one member of each pair of humans 
  standing around the circle draws something from 
  within their robes. A glittering knife. 
  With one well-timed thrust, each knife-holder stabs 
  into the throat of their partner. The blood begins to 
  run inward toward the center of the circle. 
  After a few moments the blood has formed a pool in 
  the center of the circle. Soon, it begins to seeth as if 
  heated from below. 
  Suddenly, the pool erupts! A large head appears 
  followed by equally large shoulders and arms. A 
  horrifying creature slowly pulls itself out of the pool, 
  to stand nearly 20 feet tall beside it. 
  The high elf smiles. 
  ---- 
  Dream 
  A large red apple hangs suspended in the void. It 
  
  The Characters  
   
  27 
  turns slowly, illuminated by an unseen source. 
  As it finally makes a full circuit in its rotation, you 
  notice a blemish on the surface that you did not see 
  before. The apple continues to rotate and the 
  blemish seems to grow. More flecks of decay sprout 
  at random on the side of the apple that you can see. 
  As the apple rotates, the unblemished side becomes 
  visible again. But soon the decaying side shows it's 
  face -- and it's only gotten worse. 
  A flash of blue light appears out of nowhere and 
  seems to cut the fruit in half, along the line of the 
  core. The light fades somewhat, but a thin blue line 
  encircles the apple where the cut was made. 
  As the apple continues to rotate, you see that the 
  decay has completely consumed half of the apple. 
  The other half, on the other side of the line, remains 
  unblemished. 
  Excerpts from the book gained from the Temple of 
  Reann in Kaitaine 
  The book is about 7 inches by 8 inches and is about 
  100 pages in length. The writing within is scrawled 
  and hardly legible. It is written by several different 
  people. 
  On the back cover of the book: 
  And death shall have no dominion. 
  Dead men naked they shall be one 
  With the man in the wind and the west moon; 
  When their bones are picked clean and the clean 
  bones gone 
  They shall have the stars at elbow and foot; 
  Though they go mad they shall be sane, 
  Though they sink through the sea they shall rise 
  again; 
  Though lovers be lost love shall not; 
  And death shall have no dominion... 
  C. 
  This is written in Cassius's own hand! The writing is 
  as old (seemingly) as the rest of the book. 
  On the Dana: 
  ...and the Brothers of Reann met with the Dana of 
  Eissa to discuss the tactics of the coming fight. That 
  Lord fought with the strength of 20 men and had 
  done such great deeds that he had, though not of the 
  Brotherhood, earned the respect and devotion of all 
  there.  
  Plans had been made and the morning of the attack 
  came. The hordes fought us without feeling 
  exhaustion, but we beat them back. After the last 
  charge , the field was in chaos. I saw the Lord 
  Dana's standard fall and I knew fear. I rallied the 
  brethren and fought my way to his party. Just as we 
  broke through, I saw the Dana take a fearsome blow 
  and fall. Howling our rage, we brethren smote the 
  demonspawn until they crumpled and let their black 
  icor upon the soil.  
  Leaping from my horse, I grasped the Dana's 
  shoulder's in my hands but I knew it was too late. I 
  wept over him, then, but I heard him speak. 
  "Fear not," he whispered to me. "I have served my 
  purpose here today. Another will come to join the 
  Fight. Another will come..." 
  He died on the field. But the field was ours. 
  On the coming of Reann: 
  We gathered on the hillock, a fair showing after a 
  campaign which had protracted into a decades-long 
  confrontation with forces which seemed limitless. 
  Then the earth opened and there gushed forth a 
  seething tide of creatures. A churning mass of 
  clawed limbs and burning, thirsty eyes streamed 
  towards us. The rocky slope was nothing to their 
  steely claws as they scrambled upwards. But the 
  swarmed in silence, an eerie quiet somehow more 
  unnerving than their wrenching bloodlust-shrieks. 
  There were literally tens of thousands of demons, 
  such that I thought all of the Near Pales must be 
  emptied. They were led by the pale Heralds of Night 
  astride their ebon unicorns, and at the van a 
  monstrosity; a Lord Ordainer from the Outer 
  Planes. More than five times my height, his great 
  reptilian wings spread larger than a dragon's, and 
  in his clawed hand was a huge sword burning with 
  runes of Chaos. 
  Titus Hiaz, Captain of the Titans, his skin white and 
  sleek as marble, held forth his golden hammer and 
  faced us to call the attack. 
  But before he could speak, the ground began to 
  shudder. From the spreading cracks issued a great 
  black smoke; the sulfurous odor was unbearable. 
  Then at the center of the radiating cracks, amidst a 
  hateful red glow of afflicted earth rose he whom I 
  had hoped long ago I would never have to face 
  again: Scalu. A dark god had come to earth to wage 
  war. 
  For the first time in my life, I felt the ache of 
  despair. 
  Without fanfare beyond a silvery luminescence, a 
  presence materialized between me and Scalu. Pale 
  skin, bare but for a tunic of azure, a simple youth 
  
  28 
   
  Twilight over Emer 
  bearing only a broadsword had appeared before the 
  dark god. Before the youth the Jackal halted and his 
  mouth opened in a human expression of surprise. 
  "Reann!" 
  And even as the youth grew in size to match Scalu in 
  height, he held aloft his gleaming golden sword and 
  spoke in a voice like music, yet is carried over the 
  tumult: "Take heart people of Kulthea! Orhan has 
  joined the fray!" 
  And I took heart indeed, for at last the very heavens 
  had come to our aid. 
  Andraax 
  "The Battle at Maegris" SE 6825 
  On the Brotherhood: 
  ...the Priesthood of Reann also has within it an order 
  devoted to the more martial teachings and actions of 
  their patron god. They call themselves the 
  Brotherhood. 
  Reann's domain is that of Night and Dreams. The 
  members of the Brotherhood do not allow 
  encroachments on this domain by the minions or the 
  entities of Evil. Those who would destroy the purity 
  of the Night are to be warned: the Brotherhood sees 
  into every shadow. 
  The Brothers have renowned abilities in combat. 
  The average member would be a welcome addition 
  to any Lord's corps of officers. They are extremely 
  well trained in the art of melee weapons. But more 
  than this, they are trained in tactics and strategy. 
  Officer in charge of a non-Brotherhood troop: 
  Du'Valt 
  Officer in charge of a Brotherhood troop: Ren'Valt 
  Normal Weapons: Broadsword 
  Armor: Generally a Plate type, but depended on 
  mission 
  Cassius' Diary 
  Orhan 1, 1-45, 6050 
  I am Cassius, and I have been called by Reann to 
  fight the coming evil. I write this journal to those 
  who may follow in my footsteps, to give them, you, 
  what aid I can should I fall to the darkness, or be 
  unable to assist you more directly.  
  My past is not a single road, rather it is two roads 
  that come together as one. I cannot tell you how this 
  came to be, only that it is. The first road I can look 
  back and see clearly, the second is obscure. I will 
  tell you what I can of both.  
  On the first road I was born <birth date> in the 
  realm of Reandor on the east coast of Emer. I was 
  born into a noble family of some status with a name 
  other than Cassius. My father was a good man and a 
  good friend to the lord of Reandor, who was like a 
  second father to me. I never knew my mother who 
  died shortly after I was born. As a youth I aspired to 
  be a knight, defending Reandor in my fathers 
  footsteps. Reann was almost forgotten in Reandor, 
  but I learned a little of him through the study of my 
  lineage. In ages past my ancestors were priests in a 
  long forgotten temple of Reann.  
  In my 18th year my world changed forever. The lord 
  of Reandor, Benedict, came to my room one day to 
  tell me that my father had been a casualty of an 
  ambush while return from a diplomatic mission with 
  Benedict. Only Benedict and a handful of guards 
  managed to make an escape. Such was my grief I did 
  not see the emptiness in his eyes or in his soul. 
  Benedict and my father had not been attacked by 
  simple people, but rather by the Unlife. No one 
  survived that attack and retained his humanity, but I 
  would not know this for almost a year. Benedict 
  began to make war with the neighboring kingdoms. 
  In did not question his motives but followed and 
  fought for him, as did all but an handful of citizens 
  did. The others disappeared unnoticed.  
  One night after a great battle I had a dream of 
  unusual clarity and disturbing implications. I saw 
  my father being consumed on the very field I had 
  fought that day. So disturbed was I that I arose and 
  returned to the battlefield. There I saw a sight that 
  turned my blood cold, Benedict had shed his mask 
  of humanity and fed upon the fallen. In a flash the 
  truth hit me and I could see my father being 
  consumed by Benedict as he now consumed a fallen 
  solider. Grief and rage blinded me as I charged. 
  Benedict has no armor or weapon, but gradually I 
  became aware that the steel of my weapon left no 
  mark upon him. Encumbered by armor and enraged 
  by grief I could not run. Slowly he wore me down, 
  each nick or cut caused my already empty heart to 
  grow colder and colder as if each wounded my soul 
  as well as my body.  
  As my heart turned to ice I made one last strike at 
  Benedict before the dark gods consumed my soul. I 
  uttered a prayer to Reann and struck. In that moment 
  my world changed, Reann's spirit filled me, healing 
  my soul, setting fire to my heart and filling the 
  empty places within it. My sword turned the color of 
  true night, and I saw fear in Benedict's eyes as he 
  realized the night was his enemy not his ally. 
  Reann's wrath struck at him through my sword. He 
  fell never to move again.  
  That night I hunted down every member of 
  Benedict's party who 'survived' the ambush. After I 
  
  The Characters  
   
  29 
  left Reandor lest I be condemned by those who 
  would not believe me. Strangely I felt no remorse, 
  there was nothing left for me in Reandor.  
  I became a wanderer, and sometimes a mercenary. I 
  was glad for Reann's spirit in my life, yet I felt 
  directionless. Finally in my 21st year Reann came to 
  me in a dream. He showed me a great darkness and 
  bid me to prepare for it by searching out his temple 
  in Kaitaine. So I seek off across the continent of 
  Emer. It is during this crossing that the roads of my 
  past meet.  
  The second road is far less clear. I know that in this 
  road I was something greater than I am now. I 
  fought a darkness with Reann in my soul and two 
  friends by my side. My friends were Laron, a 
  woodsman who harnessed nature's strength, and 
  Danari an Itanian seer. Together we struck at a great 
  enemy as he cast an evil magic of great power. We 
  struck him mightily but were unable to prevent some 
  part of his spell from succeeding. I do not know how 
  much of his spell acted as he intended or what part 
  of that spell we change as he struck him, but my 
  friends and I were picked up in a mighty vortex and 
  thrown through time almost 700 years into the 
  future, to this time. We awoke in the desert in 
  central Emer. We retained few of our memories of 
  the battle and almost nothing of times before that. At 
  this point my two roads meet and become one. I 
  remember both but cannot explain how.  
  Most of our belongings had been lost or destroyed in 
  the vortex, but and amulet of Reann survived. We 
  each also had an identical pendant in the shape of a 
  griffin. After wandering for a bit we occasioned 
  upon a caravan owned by a man named Jasek. He 
  agreed to take us out of the desert seeing as we had 
  no food or water. Near the edge of the desert we 
  were attacked and Jasek was killed by a magical 
  attack. I was by him as he died and upon seeing my 
  pendant became agitated and said we had brought 
  this upon him. Nevertheless he asked my to take a 
  small rune box to a Sage in the great library at 
  Kaitaine.  
  After helping defend the caravan we Laron, Danari 
  and I agreed to travel with the caravan that also 
  headed for Kaitaine. The trip to Kaitaine was 
  uneventful except for two events. First we were set 
  upon by a tattooed warrior who fought with 
  unnatural strength, I believe he wanted the item 
  within the box. Second we met an elf name D'alaan 
  whose proved to be a friend whose path would cross 
  ours often.  
  In Kaitaine I found many answers and more 
  questions. The temple of Reann from my dreams did 
  in fact exist there. The priest there told me those of 
  my particular calling have not been seen in Reann's 
  service for many lifetimes. We, you and I, are part of 
  the brotherhood, we are warriors whose like has not 
  been seen in centuries and we are here to fight a 
  great evil. We must fight with cunning and intellect, 
  however, not simply strength. In the temple I had a 
  powerful vision. 'For 1,000 hands hacking at the 
  branches of evil there is only one cutting at the root'. 
  'The old defenses are failing, we need a new 
  strength'. So spoke Reann's spirit. We must forge 
  this new strength, and we must find the root and 
  destroy it. You and I will do this alone if necessary 
  or with allied if possible. I am certain Laron and 
  Danari are allies in this cause. I also believe D'alaan 
  is.  
  The rune box contained an item of immense evil, 
  vast and ancient in scope. If not for the special 
  qualities of the box the item would corrupt any who 
  held if for any length of time. Neither the priest of 
  Reann of those of Eissa feel they can destroy it. 
  Nerik is a member of the 'Grey Ring'. It is an 
  organization based in Sel-Kai which uses the Griffin 
  symbol as identification. While I have reason to 
  believe that the Griffin may have once been a 
  symbol of a defense against the darkness it seems to 
  have a new meaning in this time. The 'Grey Ring' 
  practices the dark arts, I can only imagine what they 
  want the artifact for but it cannot be for any purpose 
  Reann would approve of.  
  In Kaitaine I also came upon rumors of another such 
  artifact, like the one I now possess, in Stroane. The 
  Kings Uncle apparently wields this artifact freely. If 
  this is true he is undoubtedly a force of evil to be 
  reckoned with. D'alaan, Danari, Laron and myself 
  have undertaken the task of find the truth of this 
  rumor and recovering the item if possible.  
  All that you have read to this point has been written 
  by me about ¾ of the way to Stroane. The trip has 
  been uneventful save for two things. First Danari 
  received a message from an Itanian seer of great 
  power who live 700 years ago. Somehow this seer 
  was able to pierce the barriers of time and speak to 
  Danari. He message was brief by necessity, but he 
  left information in the Catacombs of Sarnak for 
  Danari to find. This message spoke of a disease 
  striking down Itanian's over the years. This disease 
  is an attack by some sentient force, or so believe 
  Danari's friend. Laron also received a message for a 
  powerful earth spirit. This spirit evidently was aware 
  of the coming darkness and warned Laron of it.  
  To you who are reading this the only thing further I 
  can say at this point is have faith. The evil in the 
  world is strong, but it is not all powerful. You will 
  find that Reann's spirit can give you the strength to 
  fight even the darkest foe. Reann has fought this foe 
  
  30 
   
  Twilight over Emer 
  before and won, he will do so again, and you and I 
  will be his instruments. I will make further entries in 
  this journal as time permits. 
  Personal Note  
  (I write this on the 52nd day of the first month, but it 
  pertains to events during this entry)  
  I committed and error in judgment while exploring 
  the burial catacombs of Sarnak. Sarnak is populated 
  by pagans and I allowed this to color my judgment. 
  When I entered the catacombs I assumed that since 
  no god defended this burial ground that nothing in 
  the catacombs could pose a threat to a servant of 
  Reann. While this is basically true, I should not have 
  avoided taking the most basic precautions against 
  attack. Reann helps those in true need, but his 
  strength should not be used lightly and never in 
  place of ones own strength and common sense.  
  52nd day of the first month  
  Events of Note  
  On the 47th day of this month I believe the emerald 
  forest may have been attacked by a magical force. 
  On this day my friends (D'alaan, Danari and Laron) 
  experienced minor earth tremor. A divination 
  revealed its origin to be far to the north. This could 
  indicate the Emerald forest or some point beyond it. 
  There also appeared to me to be some magical force 
  over the forest, although this could have been the 
  magic of the Master of the Forest. A dream indicated 
  abstractly that the forest was buffeted by some force 
  but survived. On the following night our camp was 
  attacked by a creature of the forest. D'alaan indicated 
  such creatures, a shaggy giant, rarely if ever attacked 
  human. I would guess the tremor and or attack on 
  the forest left it in an extremely agitated and scared 
  state. Our party killed the creature but not before it 
  brought Danari to deaths door. Fortunately Reann 
  saw fit to grant Danari a reprieve and he is still 
  among us.  
  Several days later Reann granted Laron a dream of 
  unusual clarity. In this vision he saw a keep 
  defended by Gryphons. I have seen this keep in 
  several dreams, and believe Laron may have lived in 
  this keep on the second road of our past. I am still 
  uncertain of the purpose of Laron's dream. However, 
  the keep most likely resides in Jaiman, I suspect this 
  because one of my dreams of the keep was in the 
  deep of winter, very unusual for Emer, and secondly 
  because of the griffins. Research in the great library 
  of Kaitaine has revealed that Jaiman was once 
  divided into 6 countries. Each country was giving a 
  magical helm that granted it's wearer knowledge of 
  all evil acts taking places within his country. Each 
  helm was stylized after a different creature. The 
  creatures were a unicorn, a sea drake, a wyvern, a 
  phoenix, a Pegasus and a Gryphon.  
  Unfortunately, these helm were not often worn by 
  the rulers of the different countries because when 
  worn they place unusual restrictions of the wearers 
  ambitions for conquest outside him realm.  
  Today on the sea of Votania, on our way to the 
  capital of Stroane, we observed strange lights 
  flickering across the isle of Votania, ancient home 
  the titans. I could detect no magical influence 
  although they did not appear to be simple lightning. 
  Sailors on the boat indicated this was not unusual.  
  Finally I recently had a dream of a golden haired 
  noble woman murdering a man with a star marked 
  on his chest. This occurred in Stroane although who 
  the man and woman are I do not know. I fear the 
  man may have been our contact in Stroane, but I 
  have no basis for this fear. The man knew the 
  woman and did not fear her. 
  The future  
  I have seen your coming. I take great heart in this 
  knowledge. In time our number will increase and we 
  will be joined by the brothers of Vult, as Eissa 
  finally becomes aware of the evil to come. Despite 
  this I know that now Reann's followers are 
  becoming fewer rather than more. It is our job, as 
  well as the priests of Reann, to change this. Many 
  folk fear the night, tales of the Unlife and ignorance 
  fuel this fear. This was not meant to be, the Unlife 
  are a sickness festering in the night. Reann does not 
  accept the Unlife, they must learn, through us, that 
  the night is their enemy. As more of us begin this 
  fight word of Reann will spread and his following 
  will grow as the people lose their fear of the night. 
  To this end be loathe to hide your identity, we must 
  be known so that the people may know that Reann 
  will protect them in the night if they accept him into 
  their heart.  
  Personal note  
  I have considered events the night the forest giant 
  attack our caravan for the past few days and I have 
  concluded that while my actions were correct I 
  omitted taking certain actions that I believe would 
  have been Reann's will. Upon awakening I saw my 
  friends, except for Danari, and other members of the 
  caravan heavily engaged with the giant. Danari lay 
  in a pool of his own blood. Realizing I could not 
  effectively engage the giant I went to Danari and 
  opened myself to Reann's spirit so that he might take 
  Danari from deaths door. What I neglected was the 
  giant, it was a creature of the forest not normally 
  given to violence upon people, and I believe it acted 
  out of fear rather than evil intent. As such it was 
  
  The Characters  
   
  31 
  deserving of mercy, yet I allowed it to be cut down 
  without raising and hand or word, and after it fell I 
  made no attempt to touch it with Reann's spirit as I 
  had Danari. It is inevitable in our calling that at 
  some point we will be confronted by a creature or 
  person that is not truly evil. It is not wrong to 
  combat these creatures or people, even to deliver the 
  ultimate judgment upon them if necessary, but such 
  they should be granted mercy whenever it is within 
  our power to do so.  
  Orhan 1, 56-58, 6050 
  Events of Note  
  On the 56th day of Orhan my companions and I 
  reached Arakin. I have had several disturbing 
  dreams of Stroane before arriving here. One I 
  mentioned in an earlier entry. Since then I have seen 
  an Unlife creature roaming the streets of what I 
  believe is the city of Arakin. This creature chased 
  me as a child through the street until I escaped 
  aboard a passing boat in one of the local canals. I 
  expect to verify shortly if this vision was truly of the 
  streets of Arakin.  
  One a similar note I have had a vision of the focus of 
  our enemies power. In it I saw a city with a great 
  storm above it. As lighting rained down each stroke 
  struck a lightning rod, each rod then transmuted into 
  a snake which slithered into the city. Arakin has 
  these lightning rods and bear a similarity to this 
  vision, however, so do many other cities of Emer.  
  Worship is sadly lacking in Arakin, making it an 
  even more likely place to be a seat of evil. Only a 
  single priest named Sarad looks over the small 
  temple in the city. He seems dedicated, of good heart 
  and the city is a better place with him. He, however, 
  has no knowledge of any Unlife or evil items in the 
  city. As of this day I have no direct evidence that he 
  is incorrect, however, most of my dreams, as I have 
  described above, indicate otherwise.  
  On more earthly matters we have met our contact 
  Selras. He is young, but has the makings of a gifted 
  spy. He has supplied us with basic access to the 
  castle through his official position as a minor 
  ambassador. At a ball I have been within arms 
  length of Lorek. I could detect no taint of Unlife 
  upon him, this is not unexpected, however. Reann's 
  amulet only warmed slightly when I touched it to the 
  artifact. If Lorek was only in contact with his item 
  for a relatively short time he might not show signs of 
  it's taint yet. Of course it is also possible the item he 
  has is simply a copy of the true artifact with no 
  actual power.  
  I plan on examining the possibility of using either 
  the head sage or lord general against Lorek. Such 
  ideas must be examined with care though, since we 
  have no information on either. I expect we shall be 
  in Arakin for several days if not weeks before our 
  task is finished. 
  Orhan 59, 6050 
  Reann’s spirit was truly with me this day. Earlier 
  this day Selras brought word that an elven 
  ambassador wanted to speak to him and any of his 
  associates he might wish to bring. He used codes 
  indicating he knew Selras to be part of the 
  organization that guided us to Arakin. D’alaan, 
  Selras and myself met this elven lord and two of his 
  associates in the palace. We moved to the temple of 
  Eissa hoping our conversation would be less 
  assessable to prying ears. The meeting seems to go 
  well, as our interests seemed to coincide with the 
  ambassador's quite well. After departing the temple 
  however, the six of us were attacked by assassins, 
  this proved disastrous as none of use were armored. 
  The assassins first cast a blinding spell disorientating 
  us for several critical seconds. I recovered quickly, 
  but not before Selras, and the elven lord were cut 
  down. One of the elven lord's associates fled to call 
  for help, the second associate and D’alaan were both 
  badly injured and unable to defend themselves. 
  Realizing I would quickly be attacked by both 
  assassins without the defense of any armor I uttered 
  a prayer to Reann and struck at the first just as she 
  strove to strike me down. Reann’s spirit filled me 
  and I turned her attack with easy as my sword, the 
  color of true night, danced past her defenses laying 
  open her chest and side in two viscous blows. 
  Remarkably she did not fall but staggered back 
  bleeding heavily to be rescued by a hidden magician 
  who teleported her to safety, I do not know if she 
  lived. I then engaged her comrade who was quickly 
  rescued by the hidden mage before she fell to the 
  same fate as her companion.  
  Selras was unfortunately was killed instantly by the 
  first attack. A large shuriken had cleaved his skull. 
  D’alaan, the elven lord and his second associate all 
  lay at deaths door, but the spirit of Reann emanating 
  from me, and the spirit of Eissa emanating from a 
  priestess of a nearby temple saved them all. None of 
  regained consciousness as I write this but they are all 
  expected to recover in time.  
  I do not know who ordered or planned this attack, 
  but from this point on I must exercise far more 
  caution. If I had fallen in that battle the item I carry 
  could very well have fallen to the hands of our 
  enemies. I agonized over the decision to stay and 
  fight with my companions or run to keep the item 
  from falling to the wrong hands. My decision to stay 
  is justified by hindsight, but the risk I took was a 
  
  32 
   
  Twilight over Emer 
  grave one. It would be easy for me to lay down my 
  life to prevent the item from falling to our enemies, 
  laying down some else’s life for the same purpose is 
  far more difficult for me. I fear some day I will 
  agonize over this choice again. 
  On another note, I no longer believe Arakin is the 
  city in which I saw darkness roaming the streets and 
  chasing children, because I have found that there are 
  no canals in Arakin as there were in the city of my 
  dreams. I also had a very clear dream showing a 
  member of the 13th tribe giving Lorek an item 
  identical to the one I hold, and Lorek accepting and 
  becoming tainted by the item. 
  My current plan is still to find any possible way of 
  using the Lord General or Head Sage against Lorek. 
  I also need to find out whether the Elven lord and his 
  associates can be trusted. My instincts tell me that 
  they most likely can, but I will ask Reann for 
  guidance before I make my final decision. 
  Orhan 1, 60-62, 6050  
  Events have turned in an unexpected direction. Two 
  associates of the Elven lord, Flynn and Bryce, and 
  our party took it upon ourselves to scout Lorek's 
  Manor to the north of Arakin. I agreed to this on the 
  off chance that Lorek was foolish enough to leave 
  his artifact in his Manor while he was in Arakin. I 
  had not expected him to be this foolish, but lo I had 
  over estimated him. The item supplied by Tarna's 
  colleague informed us that the artifact we sought 
  was indeed below Lorek's manor.  
  We have decided to raid the manor this very night. I 
  can sense two enemies of Reann aside from the 
  normal manor guard. They are located below the 
  manor near the item. A dream has shown me an 
  opening in the roof which should give up the best 
  access to the tower, beneath which the item lies. I 
  worry vaguely that this may be a trap to lure me and 
  the artifact I carry into the open. But I believe the 
  risks do not outweigh the possible gains. Assuming 
  this is not a trap I expect that penetrating into the 
  manor will be no significant difficulty, especially 
  without the presence of Lorek. I shall write more 
  after I return.  
  I should also mention that previous to leaving 
  Arakin I had opportunity to speak with a brother of 
  Vult. He was unaware of the evil Reann has shown 
  me, and I did not have opportunity to speak with the 
  priestess of the temple. He did, however, relate to 
  me that he had heard rumors that his Dana had come 
  again. I take this as a good a bad sign. I am glad that 
  he may have come again as I believe he will prove a 
  valuable ally. I, however, worry that this may also 
  be a sign that the evil is almost upon us. Only time 
  will tell. 
  Orhan 1, 62-63, 6050  
  Success! The second artifact is now in my 
  possession. Entering the manor itself was a 
  relatively simple matter since it was guarded only by 
  mundane means. Penetrating the tower and capturing 
  the item was a more substantial task. Reann's spirit 
  was, however, more than a match for these 
  obstacles. The first obstacle was the door to the 
  tower, with an essence ward. A simple exercise of 
  willpower was sufficient to breach it. Unfortunately, 
  I overestimated Flynn's abilities and allowed him to 
  attempt it first. He failed and was injured, but not 
  mortally. I would have though this experience would 
  have taught him the wisdom of restraint, Flynn, 
  however, proved far more foolhardy than that.  
  Once we entered the tower we encountered 2 spear 
  demons. They came at us when our party was split 
  and several of the others were slightly injured before 
  I could engage them. They fell easily to Reann's 
  will. The artifact sat upon a pedestal, guarded by a 
  magical trap, again of the essence realm. Since time 
  was of the essence I steeled myself and simply took 
  the item. A ball of cold left me will a mild case of 
  frostbite which Reann's spirit healed immediately.  
  We then encountered our most significant obstacle 
  as we were about to leave through an underground 
  passage we had discovered. A member of the 13th 
  tribe rushed our party will I was obtaining the 
  artifact. As before several members of the party 
  were injured before I engaged and dispatched the 
  tribesmen.  
  The underground passage lead out of the tower into 
  some sort of cellar area. We passed several rooms on 
  the way out, although we only investigated one. The 
  room we did enter was a study of some sort guarded 
  by some ethereal demon. Here Flynn once again 
  demonstrated a most unhealthy lack of judgment. He 
  insisted on attempting to take some of the books 
  despite the obvious guardian standing over them. He 
  would not relent until I had physically removed him 
  from the area.  
  The cellar ended and a more natural cave took its 
  place. After almost a mile of spelunking we exited 
  onto the bottom of a dry riverbed. At this point 
  several patrols were scanning the area in search of 
  us. The night is Reann's domain, however, and we 
  evaded them without incident.  
  As I write this passage we are on our way back to 
  Arakin where we will briefly consult with out Elven 
  friend. After that I plan to find passage to Sel-kai 
  and locate the sage Selras spoke of before his 
  unfortunate demise. It is my hope that he may be 
  able to suggest a way of permanently destroying 
  both artifacts. 
  
  The Characters  
   
  33 
  Orhan 1, 64-68, 6050  
  The others have seen the wisdom in my plan, and 
  after a brief visit to our elven friend we have 
  embarked on a voyage to Sel-kai. We have decided 
  on a northwesterly passage. This will skirt the 
  borders of several unfriendly nations, but will save 
  us valuable time.  
  Reann himself came to me in a dream after leaving 
  Arakin. He spoke highly of my exploits and 
  cautioned me that stealth is once again of paramount 
  importance. Also, obviously anticipating problems 
  with the more undisciplined members of our party, 
  he has taught me some of the fine art of persuasion.  
  It is a great inspiration to me to have such a visit, 
  once cannot truly understand how such a visit lifts 
  the soul until one has experienced it.  
  The trip itself is proving most eventful. On the third 
  day of travel our party was recognized by a passing 
  patrol. We were forced to kill 10 of the 12 members 
  of the patrol. Then on the night of the fourth day we 
  were again attacked by a more carefully prepared 
  band of 12 soldiers and a mage. Almost none of our 
  party escaped without serious injury. This is most 
  grave, for the enemy now almost certainly knows the 
  direction of our travel, and attacks night after night 
  will inevitably wear down the spirit of the rest of the 
  party. I am considering changing the direction of our 
  travel, and will write more once I have come to a 
  decision.  
  Danari 
  Danari is a young Warlock of Itanis, currently 
  undertaking his 'journeyman' training. He is 
  traveling the lands of Emer to learn information for 
  his small (but powerful) country. He comes from a 
  old family in Itanis, the Delnek clan. They are 
  respected and have a long tradition of bringing forth 
  powerful Warlocks from within their ranks. 
  Danari's Family 
  Danari's family is a bit different than the normal 
  Itanians. They are much less isolationist than the rest 
  of their culture. And they are also very strong in 
  magic. 
  Both of these facts where true when Danari was with 
  them (some centuries ago, due to the rift thing...see 
  the Prolog), but now things have gotten to more so if 
  anything. 
  Two member's of the family currently make their 
  home in Kaitaine as the permanent representative to 
  the Kaitaine council. They are Rayas and Selena. 
  (See the NPC section for more details). 
  Before leaving his island home originally, Danari 
  had a mentor known as Viiri Delnek. Viiri lived 
  almost 700 years ago from the current date (6050 
  TEI.) He was an extremely powerful Seer and had 
  mastered 
  many 
  Arcane 
  magics 
  as 
  well. 
  Unbeknownst to Danari, he and his mentor were 
  both involved in the fight against the Unlife. 
  Background Options (40 Points) 
  Talents 
  Special Item -- Mindstone (see below) [20 Points] 
  Ethereal Sight -- Danari, by preparing for 2 rounds 
  (90% action) can slip into an ethereal sight. 
  Maintaining this vision is considered a concentration 
  action (50% action) but may be continued for as 
  long as wished. While in this vision mode, Danari 
  can see invisible objects, reality shifts, and ethereal 
  gates. However he is at a -50 to normal Observation 
  rolls. Being in Ethereal Sight will add +20 to Power 
  Perception rolls. [20 Points] 
  Mindstone 
  Danari's Mindstone has many powers. It is possible 
  that these powers will increase as Danari becomes 
  more powerful himself. Current powers are:  
  +2 Adder  
  will detect Essaence within 50 feet (the stone will 
  become warm and vibrate)  
  causes a +30 Lightning Bolt attack (point blank) on 
  anyone other than him who touches it  
  Store 1 spell per day that the caster knows. Imbuing 
  the spell costs normal PPs, but the spell can then be 
  cast later for 10% action.  
  Dreams 
  [Takes place on a ship bound for Sarnak from 
  Kaitaine.] 
  You awaken to a tingling sensation. You open you 
  eyes to find that the cabin is outlined by a pale blue 
  radiance. 
  Your 
  companions 
  are 
  sleeping 
  undisturbed and the ship is quiet, the only sounds 
  come from the rhythmic creaking of the timbers and 
  ropes, and the sound of the water brushing against 
  the hull. 
  For some reason, you decide to examine your 
  surroundings using your Other Site. You concentrate 
  briefly and you have the feeling (as you've now come 
  to describe it) of a second set of eye-lids opening. 
  The room has changed. It is difficult to see where the 
  walls once were. A deep blue shape is below you. It 
  seems to stretch on endlessly. The sea itself, you 
  realize. But the blue glow has not been diminished. 
  It is now accompanied by ripples which appear and 
  
  34 
   
  Twilight over Emer 
  then disappear just as quickly. 
  Suddenly, just in front of you, the ripples coalesce 
  into a swirling pattern. The miniature vortex widens 
  somewhat and you begin to see something rise from 
  the depths. 
  Before you can do anything, you see a face. An 
  Itanian face, handsome, with eyes of green. After a 
  moment of bewilderment, you whisper, "Viiri?" 
  "I have done it!" he exclaims. "And you are not 
  dead!" 
  It is indeed your mentor's voice as well as his face. 
  He is different though. Aged. When you last saw 
  him, (as you remember it) he was still strong, a man 
  still in his prime. But now he has the look of an old 
  man. 
  "I have searched long for you, Danari. It is lucky 
  that I found you. " 
  [He goes on to tell Danari about following his trail 
  through time to find him. If Danari is smart, he will 
  believe that the Flow that they are currently in 
  helped Viiri to locate him. Let Danari speak with 
  Viiri briefly. Eventually, Viiri will say:] 
  "My time grows short. Here is what I came to tell 
  you: In the eighty years since I last spoke to you, a 
  shadow has fallen across the Fair Isles. " 
  He continues: "A sickness has come to our land. At 
  first it was only 1 or 2 every few years, fallen to a 
  disease like which we had never seen. It effects only 
  the Itanis. Most die. The one's who don't, wish they 
  did. The only ones to survive have been Warlocks. 
  But when their fever at last abates, they find they 
  have completely lost their link with the Power. It is 
  like a part of themselves have been destroyed. They 
  usually die within a year or two, unable to bear the 
  loss." 
  "My foretellings have been foreboding. I can only 
  see a dark shroud rising to cover our race. In the 
  time in which you have come to rest, the situation 
  will most likely be dire. I go soon on a final journey 
  into the Outlands to attempt to discover what has 
  caused this disease and how to fight it. You say you 
  will soon be in Sarnak... I will leave what I can for 
  you." 
  He pauses as if thinking. 
  "Go to the catacombs of the Elders. There I can hide 
  what I can for you without fear of it being found by 
  the wrong hands. Search for the tomb of Tre'an. It 
  lies deep within the north face catacombs. I'm sorry, 
  I can think of no better. It should be able to endure 
  the centuries. The Sarnaki venerate their dead like 
  they do nothing else. He was a noble during their 
  127th Reign. You should have no trouble locating 
  the tomb. It is quite organized." He smiles and for a 
  moment you see him fully as you remember him. 
  "I will try to contact you again... Be careful, for I see 
  many enemies for our gentle race. Why this is so, I 
  know not. Be careful..." 
  The vortex spins again and the vision fades from 
  view. Looking around you notice that the blue glow 
  has faded from the cabin as well. Peering out the 
  small port, you see the glow of a Flow falling behind 
  the ship. 
  -- 
  Subject: What did Viiri discover in the outlands? 
  Steamy, humid air rises up from the dark soil 
  beneath your feet. The musky scents almost 
  overpower you with each step you take. You have 
  been making your way though this jungle for days, it 
  seems. 
  Two days ago, the ground finally began to rise and 
  you made your way into the foothills of the 
  mountains. Now, you follow by sound the path of a 
  large river, upwards toward your destination. 
  That night, you make camp and cast your stones to 
  reveal the future. South, they say. The destination is 
  always south. You shield the camp from the 
  detections of the deadly denizens of this forest and 
  sleep. 
  For days more you make your way over the 
  increasingly difficult terrain... until finally the jungle 
  opens before you. Stepping back quickly into the 
  concealing dark of the trees, you survey your 
  surroundings. Before you towers an enormous cliff 
  face, and carved into it are mighty terraces, too 
  many to count. 
  The first level that is open is more than a hundred 
  feet above you. You close your eyes and focus your 
  power...no there are no sentient creatures nearby. A 
  quick shift of focus and the walls become 
  transparent to your sight. A small flash of purple 
  surrounds your hands and feet and you quickly make 
  your way to the base of the cliff. Just as quickly you 
  begin to climb, moving across the sheer face of stone 
  as if it were a simple ladder. You make your way 
  over a balcony and enter the dark room beyond. 
  <FLASH> 
  And the dream fades... 
  Laron 
  Background: 
  NAME: Laron Gert (Laron Darkwind) 
  
  The Characters  
   
  35 
  HOME: Miir States 
  BIRTH: Tenth day of the fifth month 
  AGE: 29 
  FAMILY: Second son of Deela (Mother) and Caleb 
  (Father) Gert. Has one legitimate older brother 
  (three years), Jerta, and two illegitimate siblings, 
  both younger: a sister, Anna (one year), and another 
  brother, Karol (3 years). 
  PARENTS: Deela was especially loving toward her 
  children. Caleb was a veteran of the military (light 
  infantry) in his home province of Durn, and, in fact, 
  was 
  decorated 
  several 
  times 
  for 
  bravery. 
  Unfortunately, he was also seriously wounded 
  resulting in his inability to hold a job. Fortunately, 
  he merited a small retirement from the military, 
  enough 
  so 
  that 
  the 
  family 
  didn't 
  starve. 
  Unfortunately, his disability didn't prevent Caleb 
  from fooling around, and he fathered two 
  illegitimate children. In a rather bizarre twist, he was 
  convinced Laron was not his child, and always 
  treated the boy rather coldly. 
  CHILDHOOD: Laron collected skulls and small 
  animal carcasses as a small child, and was forever 
  bringing home some small, wounded animal to be 
  nursed back to health. When he was 12, his father 
  ran away, and his mother began doing laundry for 
  others to support her family. Laron also did odd jobs 
  whenever he could to help out. Jerta was apprenticed 
  to a blacksmith during this time, so at least there was 
  one less mouth to feed. Thing were tight, but Laron 
  always knew Deela loved him and they were happy. 
  Laron loved to explore the country, and when he 
  was 14, he stumbled upon an (elf?) who was injured. 
  He helped the young elf, and the two, sharing a love 
  of the outdoors, became friends. It was about age 16, 
  when the two were exploring some ruins, that Laron 
  found an old chest that contained enough gold for 
  his mother to live comfortably for the rest of her 
  life! Things seemed to be looking up. But fate had 
  one last slap to administer to young Laron. A local 
  official, jealous of the family's new-found wealth, 
  connived to take most of it from them, ostensibly to 
  pay "back taxes" unpaid by Caleb when he ran away. 
  This seemed to be the last straw for Deela, and she 
  died within six months. Laron left home the day he 
  buried her, and, in spite of being on reasonably good 
  terms with all his siblings, has seldom returned. For 
  a long time after he left home, he lived alone in the 
  wild, preferring the company of animals and nature 
  to his fellow human beings. Eventually he ran across 
  an old man named Wharton living in the forest. In 
  return for doing chores, hunting, and general 
  upkeep, Wharton taught him about herbs. This was a 
  happy time for Laron, and he looked upon Wharton 
  as the father he'd never had. When Wharton died, 
  Laron moved on, serving for a time as a scout in a 
  mercenary company. His closest friend during this 
  period was Barton d'Alembre, a rogue/scout. When 
  Laron left the mercenary company, he lost touch 
  with Barton.  
  PERSONALITY: Laron harbors a certain amount of 
  distaste, if not outright hatred, of his philandering 
  father; hence his adoption of the epithet Darkwind' 
  instead of his surname. He does care for his siblings, 
  both legitimate and illegitimate. He has discovered 
  great happiness in living in the wilderness with only 
  animals and nature for companions. This has made 
  him somewhat aesthetic; he requires little in the way 
  of material goods to make him happy. He is fiercely 
  protective of most wild animals, and he abhors 
  cruelty to any animals; he hunts only for food, and 
  dislikes trapping. He is suspicious of most humans, 
  but is very faithful to those he befriends. His brush 
  with the local government official who robbed his 
  mother left him somewhat of an anarchist; while he 
  probably would not lead a rebellion, he might join 
  one if he thought the cause was just. His has little 
  use for gods in general, preferring to "worship" 
  nature. 
  BACKGROUND OPTIONS [50 points]: 
  Talents 
  Detect Ambush -- Laron will detect an ambush 
  before it occurs a percentage of the time equal to 3 
  times his Intuition bonus. Enemies have to be fairly 
  near (within 50 feet) for this ability to work. [15 
  points] 
  Specialized Weapon Master -- Laron will gain +10 
  with the Two-Handed Sword. [5 points] 
  Special Familiar -- Laron has a special familiar, a 
  dog which on the outside looks like a mutt (some 
  sort of large breed). The animal is more intelligent 
  than other dogs and has the following abilities:  
  AT 3 DB 30  
  Attacks: Medium Bite 70; Small Claw 50  
  Level is equal to half of Laron's level (gains levels 
  every other level Laron gains)  
  Can cast any spell that Laron knows up to half of 
  Laron's level  
  Has PPs equal to half of Laron's  
  In addition, when the familiar is within 10' per level, 
  Laron gets a +25 bonus to his Awareness Group. 
  Laron can use his familiar's senses at up to 100' per 
  level. If the familiar is ever killed, Laron will be at 
  half PPs and at -25 for 4 weeks time. [30 points] 
  
  36 
   
  Twilight over Emer 
  Flaws 
  Inflexible with weapons -- Laron receives a -5 
  penalty to all melee weapons OTHER than the Two-
  Handed Sword. (Note: only applies to hand-to-hand 
  weapons). [-5 points] 
  Dreams 
  You are riding. The horse beneath you is of excellent 
  quality. One of the finest you remember owning. It 
  moves effortlessly over the varied terrain which 
  consists of wooded hills and dales. It reminds you of 
  home, though you haven't been there for a long time. 
  You reach the top of a small hillock, just after 
  crossing a small stream. Below you lies a small 
  keep. Its walls are tall, but it covers very little area, 
  nestling just right into the field in which it sits. In the 
  center of the keep, a tall tower rises above all else. 
  You blink and for a moment it seems as if the keep is 
  not there. The field is empty of anything man made. 
  But you shake your head and look again, and the 
  keep is there again. 
  You make your way down the hill towards it. Home, 
  you think to yourself. It's been a long time since 
  you've called any place that. As you approach, you 
  see the gates rise above you. On each side they are 
  surmounted with a crouched Gryphon... 
  You are tossing and turning all night. Visions of a 
  laughing Velnik Tre'Atha plague your dreams. You 
  are back in the cold stone room, a jolt of pain 
  flashes though you... 
  "Peace. Peace brother."  
  The voice breaks through the visions, through the 
  pain. Dar... 
  "The dream is to look forward to the coming hunt, 
  not look backwards." 
  "I know," you whisper. "But we are so surrounded 
  by enemies..." 
  Dar appears before you. His tongue lolls to one side 
  and he sits back on his haunches. He just looks at 
  you and you can't help but laugh a little. 
  "I know you think humans are odd, but..." You trail 
  off. Dar has risen and begins walking into the mist. 
  Before he's gone too far he looks over his shoulder 
  as if waiting. You quickly take the hint and start 
  following. 
  After a time, he speaks. "I've been contacted...by one 
  who's scent I know and yet don't know. I know it 
  perhaps, from before..." He looks up at you and you 
  know what he means.  
  "Yes, from before waking up in the desert," you say. 
  Dar gives a short snort which you have come to take 
  as agreement. "This being who has contacted me, 
  comes from the Emerald Forest."  
  You stop walking, in surprise. You hurry a couple of 
  steps to catch up, but as you do, you see something 
  rising up in the mist. A giant crystalline orb sits on a 
  large metal pedistal. A light flickers deep within it. 
  "An Access Orb," you breathe. "The Forest knows of 
  this too?" 
  Dar gives a short nod. "This is what I was contacted 
  about, what I was asked to pass on to you." He 
  pauses and sits again. As he does another shape 
  begins to form beside the Access Orb. It looks to be 
  a smaller vesrion... 
  "This is a minor Orb. The Forest possesses one. In 
  all, there were 16 made, but only 4 major Orbs. The 
  Forest believes that if several of the Orbs act in 
  concert, then we may turn the tide of the coming 
  Unlife. Exactly how, they are not sure but they know 
  that these ancient items have more powers than are 
  readily apparent." 
  "The Gryphon College controls one of the major 
  Orbs," you say excitedly. "If we combined that with 
  the minor orb of the Forest..." 
  "Yes," Dar replies. "But it will take more power than 
  that to complete this hunt. But here is the last bit of 
  knowlege they imparted to me: A major orb is 
  connected in some way to Andraax. Not necessarily 
  in his possesion but in a location connected with 
  him. And that location is somehow tied to his death." 
  "Andraax, the Lord of Essaence? Is he actually 
  dead?" You're mind bubbles with questions and you 
  realize you are fully awake and back in your bed. 
  You are still linked with Dar. 
  "The location is not thought to be the cause of his 
  death, just linked to it in some way. The Forest 
  knows no more." 
  Dar's voice fades and you see sunlight filtering 
  through the window drapes. 
  Laron's Journal 
  December 29, 1997 (3 Orhan 35 - 6050) 
  I have decided to keep a journal, at least for a while. I'm 
  not sure why I begin doing this now. Perhaps putting 
  down my thoughts and feelings on paper will help me sort 
  them out regarding my present situation. 
  I talked with Zarus; she says I felt the need to fight this 
  Unlife in the past; apparently it was very important to me. 
  She showed me some of what she says will happen if it is 
  not stopped. I'm not sure what I saw in that stream, but 
  whatever it was, I think it would spell the end of the 
  Ramerith, if allowed to continue. Perhaps it would wind 
  
  The Characters  
   
  37 
  up looking like the Emerald Forest as I last saw it. Zarus 
  says it's not just an assault on mankind, it's an assault on 
  the earth herself. Looked at from that perspective, how 
  can I not join the fight? I think Dar needs to be made 
  aware of the situation as I see it. He has the right to 
  choose his own way.  
  As for Zarus, she says we were once close. But of course 
  that was a long time ago. She said there would be no 
  strain between us, and it seemed whatever feelings she 
  had for me in the past are truly in the past. I must admit to 
  some disappointment on hearing that. She's a beautiful 
  woman. But under the present circumstances, perhaps it's 
  best this way. Love might only complicate the mission 
  she has set for herself. A mission which I may yet adopt 
  as my own. Still, I got the impression her feelings might 
  not be buried as deep as she would have me believe. 
  Perhaps there is a chance for us yet. I will just have to 
  tread lightly and see what develops.  
  -----  
  Spent some time away from the others this morning. 
  They're questioning the prisoners. This is really a 
  wondrous place! Dar wanted to investigate smells and 
  chase rabbits. Unfortunately there were no rabbits around, 
  so he wound up chasing butterflies! Butterflies! I told him 
  he's reverting to his puppyhood. I think I wounded his 
  dignity with that, and he refused to talk to me for a while 
  after that. I finally got him to settle down and explained 
  the situation to him. He didn't understand at first. He 
  finally asked me if it was like the fire that sometimes 
  consumes the forest and leaves nothing behind but ashes. 
  I told him it would be worse, since there might not even 
  be ashes left. And unlike after a fire, nothing would ever 
  recover. I think that scared him then. He says this sounds 
  like something that should be stopped if possible. He 
  finally admitted, though, that his place was with me, and 
  that whatever I decided would be OK with him. Then he 
  took off after another butterfly! I hope I ma ke the right 
  decision for both of us.  
  Perhaps I am chosen in some way to help protect nature 
  and her creatures from this incursion, as Cassius seems to 
  be (or at least believes himself to be) chosen by his god to 
  fight the Unlife. How else to explain being transported 
  700 years to just this time and to this situation? If I can 
  prevent the loss of places like Ramireth to the foulness 
  and pollution creeping down from the north, I think this is 
  something I must do. Might this goal sometimes be at 
  odds with Cassius' aims? Probably not in general, but 
  perhaps in the particular. We've already disagreed about 
  facing one who he believes is an enemy, but who I saw 
  only as ambiguous at worst, at least in this time. Oh, well, 
  there will probably be more such disagreements in our 
  future. It seems to be the nature of our relationship. I only 
  hope nothing will be serious enough to permanently 
  damage our friendship(?). Only time (no pun intended) 
  will tell. And what of Tyra? How does she figure into 
  this? Again, only time might reveal her part in it. But I 
  think I can make a commitment to this cause and to these 
  people.  
  January 5, 1998 (3 Orhan 37) 
  Didn't seem to get much additional information from the 
  second priest. Seemed mostly a waste of time. Although 
  he did confirm some of what the first priest told us. And it 
  seems the origin of the mysterious ring is in the west. A 
  violet-eyed elf? Could Andrax still be around? And why 
  would he be (apparently) working for the Yarthrak? Lots 
  of discussion of what should be done next . It seems there 
  are at least three good possibilities to pursue:  
  1. Obanthi (sp?). Travel there to gather whatever 
  information we can and alert the locals of the impending 
  attack. Wouldn't want to get trapped in the city because of 
  the assault though. Cassius really wants to visit the 
  temple!  
  2. Travel west to seek out the origin of the rings seen in 
  Danari's vision. Seems pretty nebulous. Covers a pretty 
  big area, although Danari could cut it down as we 
  approached. But to what end? The rings have already 
  been created and distributed; the elf may not even still be 
  there.  
  3. The evil artifact. It should be destroyed as the first two 
  we found were. But with the ring in possession of the 
  college, it's probably safe for the moment. But Turak 
  should be contacted. His expertise and power may be 
  needed to destroy it. This would have the additional 
  benefit of putting the two groups in touch and possibly 
  lead to mutual assistance. The college and Regoth seem to 
  favor the latter. He would like to travel to Emer and meet 
  with Turak.  
  We decided to travel to Obanthi to do what we could 
  there. Then we'll return to Ramireth to pick up Regoth 
  and travel back to Emer to introduce him to Turak. This 
  seems reasonable. The trip to Obanthi shouldn't take long, 
  and it'll keep Cassius from pouting on the trip back to 
  Emer! Cassius says the attack won't come for a while, but 
  I'm still worried about being trapped in the city. We'll just 
  have to take it as it comes. Didn't see much of Zarus and 
  had no chance to speak to her alone, much less spend any 
  time with her. Undoubtedly she's busy. I'll see how she 
  reacts when we return again.  
  -----  
  3 Orhan 44 
  Trip to Obanthi was uneventful. Another city. Had no 
  trouble finding the temple of Reann. Left Cassius there 
  and took a turn around the city. It looks pretty defensible 
  provided there are enough men to man the walls. Only 
  two gates, north and south. And the north gate overlooks 
  the river pretty closely. I think we could get out over the 
  north wall and escape either upriver or across it if the city 
  were to be locked up. (Make sure we have enough rope to 
  get down the wall, if necessary).  
  Returned to the temple only to be dismissed by Cassius so 
  he could meet with the high priest alone. Interesting that 
  even after all we've been through, he still has his secrets. 
  Oh, well, I guess we all have things we don't share with 
  one another. Finally did meet the high priest and got a 
  look at their operation; he seems to be most competent. 
  Sounds like a military man. They seem to be aware of 
  what's coming and are preparing as best they can. Don't 
  
  38 
   
  Twilight over Emer 
  know whether they have enough to swing the battle in the 
  city's favor. But the high priest seems to be aware that the 
  city will probably fall. Hope he's made arangements to get 
  away. He seems to be a decent sort.  
  Cassius wants to stay on here another day so he can have 
  some kind of special dream. I guess it's only available at 
  the temple! Anxious as I am to return to Ramerith, I guess 
  we can waste one more day. Perhaps I'll spend tomorrow 
  doing my own scouting outside the city.  
  January 12, 1998 (3 Orhan 45) 
  Saytol showed up and said we needed to get out of the 
  city immediately. Couldn't say why. The high priest 
  agreed, saying that the city was in danger by our being 
  there. We left after close questioning of Saytol. Don't 
  know what to make of him. Something has tied him to us. 
  Cassius says it was something done by the Yarthrak and 
  so cannot be good for us. I tend to agree, but I think 
  Saytol truly believes he is to serve us, possibly even to 
  sacrificing his own life. I find it difficult to condone 
  "removing" him permanently if he is just a pawn. It seems 
  some indications say even killing him might not rid us of 
  him (!?), so perhaps that is not a decision we'll have to 
  make yet.  
  Encountered a mercenary patrol on the way back. And 
  warned the village that they might soon be invaded in 
  force. Cassius wanted to stay and protect the village. Says 
  we condemn them to death or a life of slavery if we don't. 
  Interesting how I cannot condone the killing of Saytol in 
  cold blood, yet, at least according to Cassius, I am doing 
  much the same thing to these villagers. But no, the 
  villagers still have the freedom to act, to save themselves, 
  if they wish. Saytol it seems has had his free will taken 
  from him.  
  Arrived back at Ramerith. The elves like to play their 
  little games with me even amidst all the danger! Zarus 
  seems unaffected by my return. Perhaps she's just 
  preoccupied. She must have a lot on her mind. Neither 
  she nor Regoth seem to be able to determine anything 
  useful about Saytol.  
  January 19, 1998 (3 Orhan 56) 
  Took ship for Emer today. I find I like being at sea. So 
  relaxing. Almost like being in the wilds. Dar's not so 
  crazy about it though! Too hard to keep his footing on the 
  rolling deck I guess. Funny how I know what he "thinks" 
  sometimes (and vice versa). I've never really thought 
  much about the bond between us till now. It just seems 
  he's always been there. But I'm beginning to realize how 
  exceptional that bond is. Now he can cast spells as I can, 
  so surely he shares a part of my mind or consciousness. 
  Why? Is it just that he's exceptional? Or is he tied in with 
  my "Destiny"? And if so, what's his role in all this?  
  Met another of Reann's followers on the ship. Cassius 
  didn't seem too impressed, even though he seemed very 
  devout (even compared to Cassius). Too bad we didn't get 
  to spar. I would have liked to cross swords with another 
  who shared my particular weapon passion. Maybe we'll 
  meet again. With the coincidences that have happened to 
  us already, it wouldn't surprise me a bit.  
  Had a very strange dream! Perhaps Zarus was right when 
  she said nature would rise up. But will she act on her own 
  initiative? Or does she really need help? It could be that 
  the dream was showing me that the access orb has a part 
  to play in awakening the earth's defenses. Could I have a 
  part to play in that awakening? I must return to Ramerith 
  and talk to Zarus. Maybe she can explain it.  
  January 26, 1998 (3 Orhan 59-61) 
  Arrived safely. Back at the Barge Inn. Turak is away and 
  unavailable fo r a few days. Had a message from Deallan 
  though. How'd he know we were back?! It sure seems like 
  a lot of people know an awful lot about our movements 
  sometimes! I don't think I like that very much. Even if it's 
  Deallen. We'll meet him tonight. Maybe an explanation'll 
  be forthcoming then...  
  Met Deallen at the Black Velvet. Interesting place! He's 
  sure been into some strange stuff since we saw him last. 
  Very dangerous. But then he's a dangerous kind of guy. 
  He's asked for our help in a raid he's planning. Sounded 
  like a worthy cause and I'd be willing to help out a friend. 
  He's certainly helped us out enough in the past. But then 
  he said something: slavers. Abducting people and selling 
  them! Forced to give up all that they once knew and cared 
  about to live at the whim of some parasite with enough 
  money and not enough morals. I'd gladly do anything to 
  strike at the perpetrators of this vile institution. Deallen 
  says this should put dent in their plans. I'll be able to help 
  out a friend and strike out at these maggots at the same 
  time...  
  Flynndried 
  Flynndried is an Linaeri Illusionist trained in the 
  Iylari nation of Namar-Tol. He is currently serving 
  the Lord of House Arryl as a sort of journey man 
  duty. The Lord Arryl is currently seeking to 
  establish trade relations with the new (from the elves 
  perspective) government of Stroane, the triumvirate 
  regency. They will trade fine finished goods for high 
  grade ores that Stroane mines in the nearby 
  mountains. The Arryl and his entourage (of which 
  Flynn is one) are currently in residence at the court 
  of Arakin, in the imperial palace. 
  However, all is not that simple. After arriving, the 
  Arryl witnessed the Prince Lorek of Stroane with a 
  strange item: the Ring of the Death Claw. This 
  mistake on the prince's part caused the Arryl to 
  become suspicious of Lorek. Thus he and Flynn are 
  investigating Lorek and his strange artifact. Namar-
  Tol does not wish to become trading partners with a 
  tool of the Unlife. 
  Background Options 
  Mysterious Relative: This background will not play 
  a huge part at the beginning of the game. A year or 
  two ago, Flynn was called to a meeting with his 
  uncle, an old merchant prince. He gives to Flynn the 
  following item: a ring with a blue stone, non-
  
  The Characters  
   
  39 
  faceted. The ring is silvery but not actually silver. It 
  is more milky white silver than normal. The ring is a 
  +2 adder and also has the ability of increasing RRs 
  by +10. It is for Illusionists only. The ring comes 
  from an Aunt he never knew he had. The Aunt was 
  actually part of the Ahn Sye Talaus, an ancient order 
  of mage-borns. She disappeared over 400 years ago. 
  Naturally Fast Spell Caster: Flynn has an enormous 
  quickness mod (+14 eventually) and a high 
  reasoning. Because of this impressive combo, he is 
  able to get a +30 to spell casting maneuvers which 
  involve casting more quickly than normal. This 
  bonus is ONLY used to offset penalties incurred by 
  a lack of normal prep time. 
  Belric 
  Belric is an Erlini Rogue, currently serving the 
  House Arryl of the elven nation of Namar-Tol. 
  Belric is about average height for an Erlini, but he 
  has somewhat odd coloring, being darker haired and 
  eyed than most Erlini. This perhaps denotes some 
  Iylari blood somewhere in his line... 
  Belric, like most Erlini, is an outdoorsman and feels 
  most comfortable amongst the trees of a forest rather 
  than the stone houses of the city. He is trained in 
  animal handling and currently provides the functions 
  of a groom and squire for the Lord Arryl and his 
  wife on their diplomatic journey to Stroane. 
  Background Options: 
  Natural Archer: Belric's main weapon is the 
  Longbow. His ranges when using any bow are 
  increased by 25%. (This include Point Blank range). 
  Forest Friend: Belric is at home in the forest. In 
  outdoor conditions of forest terrain, he will receive a 
  +15 to stalking and hiding attempts. 
  Taira 
  Taira do'Arus is the daughter of a powerful member 
  of the Sarnak government. The do'Arus family has 
  always had members highly placed in the Sarnak 
  military and government. One year ago, Taira's 
  mother was elected to the Directorate, a ruling body 
  made up of five women. This council controls all of 
  Sarnak. 
  At a fairly young age, Taira was recognized to have 
  the "Gift" of magic. She was quickly snatched up by 
  one of the martial academies in the city for training. 
  Sarnak doesn't have a large population and because 
  of this does not have very many mage-borns within 
  it's ranks. When one is recognized, that person is 
  usually given preferential treatment. 
  Several years later, Taira emerged as a trained 
  Magician. Her first tour of duty in the military lasted 
  for several years during which she became familiar 
  with magical combat and troop support. During 
  patrols she encountered enemy troops (Stroane), 
  monsters (Garks and Hill Trolls) and even a demon 
  or two. 
  In the current year (6050) her tour is almost up. To 
  the great displeasure of her mother, Taira has 
  decided not to re-enlist... for now. Instead she has 
  decided to pursue a riddle left to her by her Aunt, 
  Shalra do'Arus. This women was also a mage of 
  some power who served the Sarnak military for 
  many years. However, according to her personal 
  journal (which Taira came into possession of) she 
  became plagued by dreams in which Sarnak was the 
  object of some evil intent. Desperate to find 
  something to protect her realm against the evil 
  incursion she knew was coming, she left to search 
  for an ancient artifact. This artifact may be able to 
  stop the evil that was coming. 
  This was recorded 10 years ago. Shalra disappeared 
  and according to Sarnak law was not declared dead 
  until the mandatory time of 10 years and a day had 
  passed. Her possessions were distributed according 
  to the Will that was found in her rooms at the family 
  manor. Taira received much of it. 
  Taira had a lot of respect for her Aunt's apparent 
  power and worldliness -- after her obligatory tour 
  with the military she decided to follow her own path 
  and search for her missing Aunt, whom she believes 
  is not dead. And, if worse comes to worse, perhaps 
  she can complete the quest where her aunt failed. 
  One event of note should be mentioned. About two 
  weeks before the date of her departure, Taira was 
  given the honor of standing guard at the hall of the 
  Directorate while it was in session. The council had 
  been debating what to do about recent Stroane 
  aggressions for two solid hours. Suddenly, all in the 
  council hall were blinded by a flash of light. Taira 
  and the other guards were shocked to see two 
  women, dressed in black leathers, wielding odd 
  weapons (later discovered to be Kynacs) appear out 
  of nowhere in the room. Immediately, they threw 
  dagger at two of the Directorate members and 
  charged two more. Acting barely slower, Taira cast 
  an Ice Bolt, temporarily distracting one of them from 
  her target. The other guards acted and the second 
  assassin what driven away from her target as well -- 
  just as suddenly as they had come, they disappeared. 
  The scene: one Directorate member lay dead with a 
  knife embedded in her skull and two more lay 
  injured. Their wounds were poisoned. 
  The two wounded later recovered but with difficulty. 
  This episode only convinced Taira that her Aunt was 
  
  40 
   
  Twilight over Emer 
  right -- someone or something is intent on 
  destroying Sarnak. And Sarnak must act now to 
  learn how to destroy them first. 
  Taira has the following Background Options [50 
  points]: 
  Item: Silver Ring [20 Points]  
  +2 Adder  
  Will allow the user to cast (as an instantaneous spell) 
  Invisibility 1' 3 times per day  
  Made of a silvery (but not silver) metal and set with 
  a blue sapphire, this ring was left to Taira by her 
  Aunt. Inscribed within it is the following in the 
  script of Old Emer: "Ahn Sye Talaus". (Which 
  means Order of the Ring). The ring was found 
  among the personal affects of Taira's aunt. These 
  were willed to her after the 10 years and 1 day wait 
  after someone is missing and presumed dead. 
  [More details on this will be forthcoming...] 
  Arcane Lore [10 points] 
  The next Arcane List Taira finds may be developed 
  as an Open List (Own Realm). 
  Magical Background [20 Points] 
  Due to Taira's relationship with her Aunt, Taira has 
  links to the extremely powerful Ahn Sye Talaus. 
  Joining this group could result in interesting political 
  connections, arcane knowlege, and more. 
  From the personal journal of Shalra do’Arus, of the 
  Blue Protectors: 
  6039 – Orhan 1, 25 
  Attacks have been increasing from the Spine region as 
  well as from the Scorpian Hills. Where these creatures 
  have been coming from is still unknown. 
  The Garks are somewhat humanoid, but they are an 
  extremely twisted race, using primitive weapons and 
  speaking amongst themselves in harsh guttural syllables. 
  Their numbers seems to be increasing and my patrol is the 
  third one this month to encounter them. I fear that Sarnak 
  is in danger. 
  6039/1/30 
  My request for information about these creatures has been 
  answered: a courier from my friends to the south arrived 
  today. They believe that the rising activity of these Garks 
  indicate the growth of some sort of evil. Some believe 
  that they have an otherworldly origin and that perhaps 
  Spells of Controlling may work. 
  I continue to look for a way of protecting the Realm. In 
  my dreams I sense evil hands grasping for the City. 
  6039/1/45 
  My researches bear fruit! I have discovered an ancient 
  writing about an Alchemist called Tethior the Smith. This 
  Iylari elf created six sets of extremely powerful artifacts 
  to protect the six ancient realms of Jaiman: Zor, Saral, U-
  Lyshak, Rhahkaan, Tanara, and Urulan. Each realm was 
  given a crown, a pendant, and a sword. Together, these 
  protected each realm from the forces of evil during the 
  Wars of Dominion. 
  …no, the crown is worn by the single ruler of the realm – 
  Sarnak has no such person. Perhaps the sword and 
  pendant would be enough? Sarnak is a small region… 
  6039/1/46 
  Most of the artifacts have been lost. Rhahkaan is the only 
  realm that still holds its crown. However its sword and 
  pendant have been lost. 
  One rumor: The Empress of Rhahkaan, Ajkara Falsuron 
  III, carried the Pendant of Rhahkaan. (Known as the 
  Phoenix Pendant). She fled her capital when her nobles 
  rose up against her. Here is a fragment:  
  …Ajkara fled using a route she had had constructed a 
  decade before. From there she went to the place of the 
  Gryphon to avoid detection by her rebellious nobles. 
  -- Journal of Semptic, Council of Advisors to Rhahkaan, 
  5122, Third Era. 
  What interests me the most about the pendant is the 
  following: 
  In the Third year of the reign of Ajkara III, an 
  assassination attempt was made against the Empress 
  herself. The assassin however, was no creature of this 
  world. While court was in session, a Demon of the Void 
  appeared and attempted to destroy Ajkara. In front of a 
  hundred witnesses, Ajkara used the power of her Phoenix 
  Pendant to subdue the creature and finally, to destroy it. 
  If this is true, then the Pendant may have the power to 
  defeat otherworldly life… 
  6039/4/19 
  Have returned from a journey to investigate the "Place of 
  the Gryphon". The great library of Sel-kai was most 
  informative. The Gryphon is the symbol of the realm of 
  Zor of Jaiman. When Zor fell, its people were scattered to 
  the wind. In Jaiman, the Zori race is quite common. Here 
  on Emer, only one place has a significant Zori bloodline: 
  Reandor, located in the Rust Mountains of Silaar. 
  I journeyed there but met with no information concerning 
  my quest. They seem to be woefully ignorant of their own 
  past. Only the greatest of their scholars knew that their 
  race had originated in Jaiman. 
  I returned home. 
  6040/1/10 [Last Entry] 
  The realm has been at peace for several months now. My 
  dreams have not ceased, however. I hear tales of Stroane 
  hostility to the east. Their new Katra has tasted the fruit of 
  conquest and has found that he enjoys its sweetness. 
  I have decided to embark for Jaiman. The Realm doesn’t 
  need me for another month or two. And if I can learn 
  anything of the Pendant and sword, any time away would 
  
  The Characters  
   
  41 
  be worth it. 
  On the advice of my friends to the south, I will travel to 
  the realm of Rhahkaan. This "Place of the Gryphon" must 
  be located near there. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  42 
   
  Twilight over Emer 
  Ethereal Mastery (Arcane List) 
   
  Area of Effect 
  Duration 
  Range 
  Type 
  1. Blur 
  self 
  1 min/level 
  self 
  F 
  2. Shadow 
  self 
  10 min/level 
  self 
  F 
  3. Blink (C) * 
  self 
  1 rnd/level 
  self 
  F 
  4. Phase Store 
  1 item 
  1 day/level 
  touch 
  F 
  5. Conjuring Circle I 
  5' radius 
  1 min/level 
  10' 
  Fm 
  6. Ethereal Room 
  10'x10'x10' 
  10 min/level 
  30' 
  F 
  7. Shift * 
  self 
  -- 
  self 
  F 
  8. Ethereal Vision (C) 
  5' / level 
  C 
  self 
  U 
  9. Conjuring Circle II 
  5' radius 
  1 min/level 
  10' 
  Fm 
  10. Lesser Ethereal Gate 
  7'x4' 
  1 day/level 
  5' 
  F 
  11. Ethereal Door 
  self 
  -- 
  self 
  F 
  12. Mass Blur 
  1 tgt/ level 
  1 min/level 
  20' 
  F 
  13. Conjuring Circle III 
  5' radius 
  1 min/level 
  10' 
  Fm 
  14. Voice of Summons (C) 
  1 being 
  C 
  self 
  Fm 
  15. Traveller 
  self 
  -- 
  self 
  F 
  16. Conjuring Circle IV 
  5' radius 
  1 min/level 
  10' 
  Fm 
  17. Signpost 
  -- 
  Permanent 
  touch 
  F 
  18. Contact Other Plane 
  self 
  l0 rounds 
  self 
  Fm 
  19. Conjuring Circle V 
  5' radius 
  1 min/level 
  10' 
  Fm 
  20. Greater Ethereal Gate 
  20'x20' 
  1 day/level 
  5' 
  F 
  25. Planar Displacement 
  1 target 
  P 
  1'/level 
  F 
  30. Conjuring Circle VI 
  5' radius 
  1 min/level 
  10' 
  Fm 
  50. Disjunction 
  30' radius 
  -- 
  0' 
  F 
   
  1. Blur -- Caster appears blurred to attackers subtracting 10 from all attacks. 
   
  2. Shadow -- Caster and objects on his person appear to be a shadow and are thus almost invisible in dark and shadowy areas. 
  +25 to +75 to Stalk and Hide skills. 
   
  3. Blink -- The caster is able to "blink" out of the normal plane for up to a number of rounds equal to his level. He will 
  reappear after he ceases to concentrate. While "blinked out" the caster has no perception of anything done in his absense. He 
  returns to exactly the same position with the same orientation as before. 
   
  4. Phase Store -- Caster can store inanimate material up to 5 lbs / level in an ethereal storage space. This space is completely 
  invisible to the normal plane. The caster must specify a storage time (up to 1 day / level) after which the item will reappear at 
  the exact spot it was "stored". If the caster is at the spot where he stored the material, he may cancel the spell and retrieve the 
  material. However, there is a 1% chance per day of storage that someone or something from the Ethereal Plane will take the 
  material and it will not return normally. 
   
  5. Conjuring Circle I (RR mod -20) -- Caster creates a conjuring circle. If the circle is placed around himself, it is a circle of protection 
  against beings from other planes. The circle must be equal in "type" to the attacker. Eg for a Conjuring Circle I, only type I creatures are 
  affected. If the circle is not made around the caster, then a demon is summoned. If its "type" is at least equal to the Circle, then it will be 
  imprisoned. If it is not, then it will be free to do as it wills (which is normally to attack the caster and anyone nearby). If the True Race 
  
  The Characters  
   
  43 
  Name of a demon is known and used in the summoning, then that type of demon will be summoned. Otherwise, roll to determine the type 
  of creature: 1-60 it will be a demon or elemental (as desired) or equal type as the Circle; 61-80 it will be a lower type; 81-90 it will be a 
  higher type; 91+ will be a completely random ethereal summoning. If the being is imprisoned, then the caster may order it to perform one 
  simple task (kill someone, get an item, deliver a message, etc).The creature will attempt to perform the task (very literally) and then will 
  return to the circle (if not destroyed). Performing the task must not take more time than the duration of the spell and it must not require the 
  creature to travel more than 1 mile / level of the caster from the location of the circle. 
   
  6. Ethereal Room -- Creates and 10'x10'x10' ethereal space that is invisible from the normal plane. The inner surface of the 
  room is uneven with lots of protuberances that things can be secured to. The space can be entered or exited from a 4'x8' door 
  which appears randomly within 30' of the caster in a non-solid space (air or water). The door may be used by anyone but it is 
  only visible to the caster and ethereal and undead creatures. When the duraction of the spell is up, everything in the room will 
  be dumped in the area immediately adjacent to the door. 
   
  7. Shift (*) -- The caster will shift to the etheral plane and back again almost intantly, transversing up to 2.5 feet per level of 
  distance in the normal plane. The caster may specify the direction and distance for the travelling -- the destination need not 
  be seen. The caster will never reappear inside solid material and will instead remain on the Ethereal Plane for 1-100 rounds 
  and then reappear in his original position. 
   
  8. Ethereal Vision (C) -- The caster can see invisible and ethereal objects within 5'/level (beings, gates, "signposts", etc). 
   
  9. Conjuring Circle II -- As Conjuring Circle I except a type II circle is created. 
   
  10. Lesser Ethereal Gate -- A Lessor gate is opened to the Ethereal Plane, 7' tall by 4' wide. Upon casting, a door shaped flash 
  of light will appear, fading quickly to invisibility. After this it cannot be seen except on the ethereal plane or with ethereal 
  vision. Only creatures "small enough" to fit though the door can pass, though unusually powerful creatures (level 20+) may 
  "rip", producing a greater gate and come though. This spell may not be cast from the ethereal plane. Returning to the normal 
  plane requires either moving through the original gate or through another one on the ethereal plane. Only one Lessor Gate 
  may be active for the caster at any one time. 
   
  11. Ethereal Door -- The Caster may teleport with no error up to 30' / level. He must visualize his destination specifically and 
  distance. He will not materialize in solid material but will instead remain on the ethereal plane for 1-100 rounds. Caster may 
  fall if materializing over empty space. Reorientation always takes at least 1 round. 
   
  12. Mass Blur -- As Blur except a number of targets equal to the casters level may be affected. 
   
  13. Conjuring Circle III -- As Conjuring Circle I except a type III circle is created. 
   
  14. Voice of Summons -- Caster may summon by name any being on the ethereal plane. The caster must issue the summons 
  into a gate or be ethereal himself. Each round there is a 35% chance the desired being will hear and a 15% chance a random 
  being will hear. This spell does not control the summoned being though the being will be heavily influenced (-20 RR) to 
  come to the caster. 
   
  15. Traveller -- Caster may move into and on the ethereal plane. The spell must be cast again to move back to the normal 
  plane (at his original position). 
   
  16. Conjuring Circle IV -- As Conjuring Circle I except a type IV circle is created. 
   
  17. Signpost -- Allows the caster to make some sort of identifying mark on the inside of an ethereal gate (the ethereal side). 
  The mark is used simply to identify a gate from thousands of other idential gates on the ethereal plane. 
  18. Contact Other Plane -- Caster sends his mind to another plane for advise, information, etc from a random being. The 
  
  44 
   
  Twilight over Emer 
  chance of obtaining the information sought is based entirely on the being that is communicated with. There is a chance of 
  temporary insanity resulting from the use of this spell based on the plane communicated with: 10% with another prime, 20% 
  with an elemental plane, 30% with the positive/negative plane, etc. 
   
  19. Conjuring Circle V -- As Conjuring Circle I except a type V circle is created. 
   
  20. Greater Ethereal Gate -- As Lessor Gate except that any creature may pass though without effort. Visible dimensions are 
  20' by 20'. 
   
  25. Planar Displacement -- Transport target to a randomly determined plane. When cast against non-magic users, it is likely 
  that they will never be seen again. 
   
  30. Conjuring Circle VI -- As Conjuring Circle I except a type VI circle is created. 
   
  50. Disjunction -- All magic effects and magic items in the radius except those on the caster's person must make a RR. Items 
  failing by more than 100 are disjoined (separated into their separate magical components and thus usually destroyed). Each 
  item failing by 61 to 100 is affected by a Planar Displacement spell (see above). Each Item failing by 01 to 60 is affected by 
  a Shift spell (see above) Special artifacts and very powerful items may be given a special RR modifier by the GM. 
   
   
   
  
  NPC’s Dramatis Personaæ 
   
  45 
  4. NPC's (Dramatis Personae) 
  This section covers the NPCs that the players will encounter. They are listed in order of appearance. 
  Jasek 
  Caravan Master, Mixed man (Shay) Level 10 Rogue 
  OB: 110me, 95ms 
  AT(DB): 8(15) 
  Skills: Observation:60;Trading:75;Rigid Leather:35; 
  Notes: Jasek is an experienced caravan leader, having crisscrossed Emer several 
  times. He is experienced with tactics and fighting to protect his cargoes. He has 
  links to the Grey Ring and carries information and goods for them for special 
  payments. He was told only to take the Kregora box to Nerik in Kaitaine. 
   
   
  Evil Rhiani Monk 
  All level 10 or higher Monks 
  OB: 120 with weapon kata (Halberd/Strike), 90sb 
  At(DB): 1(70 (w/ adrenal defense)) 
  Skills: Any 4 Self Control: 65;  
  Spells: All Monk base to 10th 
  Notes: Special forces of the evil 13th clan of the Rhiani. Often have special tattoos 
  which allow the casting of certain spells 1 per day. (Shield, blur, etc.) They can 
  split their attack between people or make 2 attacks on one person at a -30 penalty. 
  (2 attacks at 90 OB). Weapon Kata gives an additional crit one level lower on the 
  slashing table. 
   
  D'alaan 
  Level 5 (Adventure I) Half elf Thief (Level 8 by Adventure VI) 
  OB: 90bs, 85th(dagger), 75sb 
  AT(DB): 10(30 + target shield (+15)) 
  Skills: Stalk 100; trickery 85; ambush: 75(11 ranks); silent kill: 55; Observation: 55; 
  Flute: 55; Tale Telling: 55;Prepare Poison: 50; Use Poison: 45; Adrenal Quickdraw: 45; 
  Stunned maneuvering: 45; 
  Spells: Cloaking (Mentalism) to 5th 
  Trained as an assassin, D'alaan is a psychotic killer. He is fascinated to the point of 
  worship of death. Slow death, fast, painful, peaceful. It's all like different flavors of ice 
  cream to him: all delicious. He is actually quite religious, worshipping Eissa, and more 
  than respecting Reann. He believes that all those sent to him (or hired to kill) are sent by 
  the goddess herself and that it is her wish to see them taken off of this world and move on to the next. He is 
  absolutely silent when walking (even when not trying) and has great skill in slight-of-hand. He takes the guise of 
  a minstrel while operating and can actually play the flute quite well. He also knows many stories which he uses to 
  lull and entertain people, or potential victims. Favorite tactics in battle include palming a dagger and then 
  throwing when least expected. He also uses poison as well. He has learned the throwing dagger with the left hand 
  so he doesn't have to switch weapons. 
  
  46 
   
  Twilight over Emer 
   
   
  Nerik 
  Level 8 Shay Seer 
  OB 60sling, 25bs 
  AT(DB) 8(25) Magic cloak 
  Skills: 
  Spells: All Seer base to 8th, several open and closed Mentalism 
  Nerik is more of a scholar than anything. He has been a member of the Grey 
  Ring for several years now. Within the past year he has relocated from his home 
  of Sel-Kai to Kaitaine. 
   
   
  Rayas (Itanian Ambassador to Kaitaine) 
  Level 15 Itanian Seer 
  Rayas is part of the influential Delnek family of Itanis. Though marginally a Warlock, 
  Rayas is partially exiled from his homeland for his odd beliefs and even odder 
  devotion to his wife Selena, an outcast mage born female.  
  Appointed to the Ambassadorship in Fall of 6048, Rayas has been doing a respectable 
  job of increasing the coffers of Itanis. Though he has many enemies within his own 
  family (because of his marriage) he has many allies among the other families because 
  of his performance. No one outside the family knows of Selena's true abilities. The 
  couple keeps this information well concealed, and the other Delnek's do not wish to 
  bring disgrace on their family by revealing it. Thus they tolerate Rayas' position in 
  Kaitaine, but not his presence in Itanis. 
   
   
  Selena (wife to Rayas) 
  Level 17 Itanian Mystic 
  Cast out of Itanis when it was first noticed that she had the "gift" of magic, Selena wandered for many years. Her 
  past is dark and she does not wish to be reminded of it, but the gist of it is that eventually she found a teacher who 
  recognized her abilities and taught her to not hate those abilities in herself. Ten years ago, she met Rayas. Rayas 
  was undergoing the Journeyman stage of his Warlock training, and immediately fell in love with Selena. After 
  learning of her true abilities, Rayas was able to overcome his prejudices as passed down from his ancestors and 
  married her. Unfortunately this caused his current falling out with the family. 
   
  Pha'os 
  Level 7 Laan Paladin (Brother of Vult) 
  Pha'os is a Brother of Vult, currently stationed with the Sisters of Eissa in 
  Kaitaine. As to be expected, he is extremely devout, and would give up his 
  life in protection of the Sisters or his (and their) ideals. Pha'os is a friend to 
  Dana (Derrick) but does not know of his true nature. 
   
  (The Dana) 
  Level 25 Paladin 
  Dana is a shadowy figure who is occasionally seen in Kaitaine, Sel-Kai, Nomikos, and elsewhere. He has links to 
  
  NPC’s Dramatis Personaæ 
   
  47 
  the Grey Ring, Gryphon College, and probably the Loremasters.  
  Dana has an interesting past. Approximately 700 years ago, a young man left his ancestral home (in northern 
  Rhakhaan) to become a Brother of Vult (in Haalkitaine). After progressing well he learned of a problem at home. 
  Returning he was shocked to find that a twin brother had mysteriously returned and taken up residence. His father 
  had become a senile fool. They battle and Dana (then called Derrick) lost. He retaliated in the form of a magical 
  ritual that would seal off his lands from the evil of his brother (who was of the Unlife). 
  However, his brother was able to avoid this, though he was hurt by the magical attack. The brother, Daegoth, 
  cursed Derrick, causing him to turn into a sort of Unlife (to his horror) as well as trapping him forever in his 
  lands. At the same time, though, Daegoth could never set foot upon their father's lands again. 
  For seven centuries, Derrick remained trapped, sinking into the evil of his existence. [more to come] 
   
  Tarna Dederon [Day dur on] 
  Level 10 Laan/Shay Mystic 
  Tarna is the contact that the PCs meet with D'alaan. He is the next step up the chain to 
  D'alaan's evil leaders. He is quite crafty and is very good with words, he should have no 
  trouble convincing the PCs to work for him. 
  About 60 years of age (due to his Laan descent he looks 40 - 50), Tarna has been many 
  things during his life. He is quite well respected amongst the higher circles of Kaitaine, 
  having been an advisor to several members of the 50 merchant nobility families. For the 
  most part, he is one of the primary eyes and ears of Voriig Kye in Kaitaine. He does not 
  know of Kye's true nature, but he knows that he is a very old mage of great ability. He 
  does Kye's bidding because of his greed of lost lores of the arcane sort more than 
  anything else. 
   
  Selras 
  Level 10 Laan/Shay Rogue 
  Selras makes his living by providing information on foreign courts to the organization 
  of Voriig Kye. He is but one of many such informers, in Kye's net across Emer. He is 
  fairly skilled at diplomacy, and has set himself up as a representative of one of the 
  trading concerns of Sel-Kai. This is mostly the truth, as Voriig Kye controls many 
  such interests. 
  Selras is currently staying in the palace "waiting" for audience with one of the 
  triumvirate of Stroane. He has cultivated a reputation as something of a bored (and 
  rich) distaff heir to one of the trading families of Sel-Kai. For this reason, he is 
  thought of as little consequence in the Courts of Arakin, and is being put off for his 
  audience. This suits Selras well -- the cover enables him to move about in Court 
  circles while not being pressured to complete his 'business'. To others, Selras whines 
  piteously about the "lack of respect" the Stroane triumvirate has for him and his 
  family, but he actually does nothing to demand audience. This state has lasted for nearly 2 and a half months. 
  (Shadow World months). 
   
  Lord and Lady Arryl 
  Currently on a diplomatic assignment to Stroane, the Lord and Lady Arryl are highly 
  placed members of the House Arryl, a powerful trading family/concern of Namar-
  Tol. 
  Lord Arryl is a 15th level Healer, by profession. He has not practiced his art very 
  frequently in the last century or so. 
  His Lady is a former member of the elite military of Namar-Tol. She is a 15th level 
  fighter. She held the rank of Captain, until she partially retired (semi-permanent non-
  
  48 
   
  Twilight over Emer 
  active duty), 50 years ago. 
   
  Velnik Tre'Atha 
  Level 11, Shay(Mixed) Magician 
  AT 4(25) (with no spells) 
  OB 90 Firebolt, 60 Lightning Bolt, 50 Broadsword 
  Velnik is a landless noble who has served for many years in the Stroane military. Recently he was lured away by 
  the promise of wealth, imperial appointments, and arcane knowledge by Lorek. Though Lorek is given 
  knowledge by the Ring of the Death Claw, he needs a real magician or two to help him with his experimentation. 
  While not a minion of the Unlife, he can be considered evil. He takes pleasure in other's pain and lords his powers 
  over lesser men (as he thinks of them). He has all magician base lists to 11th, as well as:  
  Physical Enhancement to 11th  
  Essence's Perception to 11th (As a Base)  
  Living Change to 11th (As a Base)  
  Shield Mastery to 11th (As a Base)  
  Spirit Mastery to 11th (As a Base)  
  Invisible Ways to 4th (he just learned this list)  
  Entity Summons to 11th (Evil Essence)  
  Dark Summons to 11th (Evil Essence)  
  Velnik has an owl familiar. It is warped with the Investiture II spell giving it +20 to DB, +30 to OB, use senses 
  1000'/level, cast through familiar 200'/level, make RRs as Level 8. If it dies, Velnik loses half Power Points and 
  Hits for 1-5 weeks. Familiar also has a poisonous bite attack. 
  Items: If Velnik is killed then the PCs may recover the following items:  
  +3 adder (earring)  
  x2 multiplier (amulet)  
  silver ring of AT 4, +10 to DB  
  All in all, Velnik is an extremely dangerous foe. 
   
  Voriig Kye (Human Form, Sel-Kai) 
  Level 45 Mentalist/Animist Laan (apparently) 
  Has all Mentalism, Animist, and Evil Mentalism base lists to 50th and all open and closed Mentalism to 30th. Has 
  an assortment of Arcane lists including Loremaster and Navigator base lists to 20th plus Ethereal Mastery (RMC 
  I) to 30th. 
  In his Eidolon form, he looks like a Laan gentleman of approximately 150 years. His hair is completely white but 
  he still looks quite hale. He walks with a silver headed cane which at a thought can turn into his weapon of 
  choice, a +35 two-handed sword (unholy). His dress changes but he favors silks of dark colors, blue, green , or 
  black. 
  See also the Shadow World Master Atlas for more info on Voriig Kye and the 
  general powers of Dragonlords. 
   
  Naryn 
  Level 15 Shay Monk 
  Naryn started his career many years ago as a Changramai Monk. How he came to 
  
  NPC’s Dramatis Personaæ 
   
  49 
  be in the employ of a dragonlord is a convoluted story. 
  He is very polite and makes an excellent assistant / bodyguard for Kye. He is always well (if subduedly) dressed 
  and is of average height for his race. He has brown hair and an otherwise unnoteworthy appearance. 
  His main duties are to see to Kye's business affairs while he is away, protect Kye from mundane attacks while he 
  is there, and perform special "missions" for Kye from time to time. 
   
  Ahred 
  Level 7 Zori/Jameri Mixed Man Animist 
  AT(DB) 1(21) 
  45 OB QuarterStaff; 50 OB MA-Sweeps 1 
  Ahred is a talented young protégé of Zaris. He has an open and good-natured attitude with people, but his true 
  love is Nature. Often ranging 100 miles or more from the College, Ahred searches all over the surrounding 
  countryside to bring back rare cuttings for his mentor. This time he was on a trip into the foothills of the Grey 
  Mountains when he found a particularly rare specimen which made him decide to return home early. Coming 
  back, he saw the devastation and was captured shortly thereafter. 
  Skills: Arhred has superior abilities in all Outdoor-Animal and Outdoor-Environmental skills. (+75 average skill 
  for any). He also has good skills in Lore (especially Flora, Fauna, and Herb), Region Lore - Northern Rhakhaan, 
  Power Awareness, and Subterfuge-Stealth. (All are around +50).  
  Spells:  
  All Animist Base to 7th  
  Open Channeling -- Light's Way, Concussion's Ways to 7th  
  Closed Channeling -- Creations, Calm Spirits, Lore to 7th  
   
  Shalra do'Arus 
  Level 15 Sarnaki Magician 
  Shalra is the aunt of Taira (the PC) on the mother's side. Formally a high ranking 
  member of the Sarnak Mage corps, she disappeared more than ten years ago. Before 
  she left for parts unknown, she was known as a powerful and innovative mage, known 
  for her tactical ability. Forceful of personality, but compassionate by nature, she had a 
  stong influence on the early life of Taira. 
  Shalra is also a 3rd Ring holder of the order known as the Ahn Sye Talaus. (See the 
  Shadow World Internet Appendum for details). 
  Currently Shalra has just been released from a magical trap. She was captured by it 
  while searching for the Phoenix Pendant. The trap has warped Shalra somewhat. She 
  can now be considered somewhat unbalanced. 
  Spells  
  All Magician Base to 15th  
  Essence Lists-- Gate Mastery, Lesser Illusions, Spirit Mastery, Invisible Ways,  
  Arcane Lists -- Ethereal Mastery  
  Items  
  Ring of the Ahn Sye Talaus -- +3 adder, x3 multiplier  
  Amulet -- Deflections 3x / day, Bladeturn 3x / day  
  Messenger of Arnak (Lyak) 
  Level 12 Fighter 
  
  50 
   
  Twilight over Emer 
  AT 11 (70) 
  Attacks: 160 Mace or 2 attacks with 100 Armored Fist; 120 Double Shot Light Crossbow 
  The Messengers are extemely powerful warriors. They serve the Priest Arnak. They will fight to the death if 
  commanded. 
  When they die, their armor transports them back to the tower of Lyak. There they may be resurrected. 
  Items:  
  Magical Armor protects as AT 11 with DB +50  
  Helm gives permenant Nightvision and Sidevision (no flank) when worn  
  Gauntlets act as +25 Mace when used together (hands clenched together)  
  Crossbow of Dir wood and steel. Can fire 2 shots in a round (Full OB with each shot)  
   
   
  Se-Tal (Minion of the Order of Lyak) 
  Level 7 Warrior 
  OB: 100bs, 80sb, 70da 
  AT(DB): 1(21) 
  Taken as a child from his home my the Lyak, Se-Tal has no memories except that of the 
  Order which raised him. He grew up in a creche of other children who are taught a 
  strange code of honor known as the Ki-a-Zo, the Way and the Purpose. 
  Se-Tal will be the only survivor of the battle with the PCs in the hills of Tanara. His 
  purpose (as far as he knows consciously) is to willingly serve the wishes of the PCs. 
  (More information in the Adventures section). 
   
  
  Adventures  
   
   51 
  5. Adventures Part I - The 
  Gathering 
   
  Note about the adventures format:  
  Each adventure is described in a standardized format 
  so that the GM can quickly retrieve the detail he or 
  she wants, no matter which adventure it is. The 
  headings may be used more than once per adventure. 
  This is so GM descriptions can be close to the PC 
  story lines. Definitions of the parts:  
  Overview -- a three or four line summary of the 
  adventure action.  
  The Story -- describes the action, plot points, 
  places, and people from mostly the players view. 
  Also describes any encounters.  
  Behind the Scenes -- describes the plot from a GMs 
  only view and discusses possible goals of the PCs, 
  their enemies, as well as giving more detail about 
  the information the PCs might learn.  
  Encounters  -- describes complex encounters with 
  specific NPCs or with complex stories... anything 
  that warrants more discussion than what was given 
  in the Story section.  
  [Campaign Notes:] -- These sections are mixed in 
  to provide insight on how my game is progressing. 
  The purpose is for entertainment and to help GMs 
  perhaps cope with some of the random things my 
  players at least come up with. Your players might 
  come up with them too. 
  Prologue 
  Overview 
  As mentioned in the Campaign Background section, 
  the second major motivation in the campaign is for 
  the characters to discover who they are. Here's why: 
  In my game, because most of the players had never 
  played Rolemaster before, I decided I needed a 
  campaign start that gave them a chance to learn the 
  system and combat rules in a somewhat "safe" 
  environment. (When making a character takes hours, 
  you don't what them dead in the first 5 minutes 
  because you don't know how combat works and 
  make a mistake.) Running with an idea I got off of 
  the Rolemaster mail list, I decided a good way to get 
  the game started with a bang, help the characters 
  learn the system, develop an instant party bond, 
  AND have a great secondary backdrop for the 
  campaign would be to: 
  When the campaign begins, have the players spend 
  about 15 minutes roughing out 15th level characters. 
  This shouldn't be a complete distribution of 
  development points for 15 levels -- it should be 
  much more simplistic than that. For example, for a 
  fighter's weapon skills, merely add 15 ranks to 
  various primary weapon skills. They same would be 
  true of other class's primary skills. Spell casters 
  should add 15 ranks or so to most spell lists.  
  When this is done, hand out a few magic items... the 
  kind of thing that any 15th level PC or NPC would 
  have. Non-spell users would have magical armors 
  and weaponry while spell casters will have adders, 
  multipliers, or perhaps wands or staves and such.  
  When all of this is complete, you will describe a 
  scene. (Details later). The summary is this: "You 
  have been traveling/adventuring with this group for 
  several years. You trust them with you life. You 
  stand now together before perhaps your greatest 
  enemy. The danger is truly great. However, you 
  know that you must defeat this enemy or you (and 
  others beyond counting) will surely die. Now is the 
  time. Now is the place. Let the battle begin."  
  A great battle will ensue. Let your players have fun 
  with this. After all most 15th level characters can 
  really kick ass. It is not necessary to completely 
  plunge the PCs into battle immediately. Let them get 
  over their shock, a little.  
  The Story 
  Here's what I have in mind: 
  "You see before you a great tower, more than 300 
  feet tall. It is made of a craggy stone, and no 
  entrances are visible."  
  In other words let them make their way to the enemy 
  and give them a chance to play the strike team going 
  into enemy territory. After all, you want them all to 
  survive this. In general, make a situation where one 
  big baddie is surrounded by lots of little baddies. 
  The little baddies can be taken out quickly and with 
  stealth. This serves to heighten the tension. Tell 
  them little about what they're doing if they ask. They 
  don't know much about the tower themselves. Only 
  that they have to attack now whether they know 
  anything or not. However, you do want to provide a 
  few details so the players won't reject the whole 
  idea. You want the characters to be put off balance 
  by the whole thing, not knocked over. Some or all of 
  the following information might be known: 
  the tower can be opened by a magical device, which 
  you have in your possession.  
  The tower is guarded by human acolytes and 
  warriors. Some stranger creatures might be present, 
  but if so not in large quantities. (They are away from 
  the installation at this time).  
  
  52 
   
  Twilight over Emer 
  The big baddie is a powerful spell user -- you 
  believe a magician or sorcerer.  
  The 6th level of the tower contains a passage to the 
  big baddie.  
  The tower contains traps. But you know of signs to 
  watch for.  
  Behind the Scenes 
  Now, this part of the adventure can be as complex or 
  as simple as you wish. It might encompass most of 
  an evening of gaming in itself. However it can also 
  take up relatively little time...merely lessen the 
  number of combats needed to get to the big baddie.  
  Basically the idea is to get the players on the edge of 
  their seats and get the campaign started off with a 
  bang. You are the final judge as to what this takes, 
  based on your players. 
  [Campaign Notes:] 
  We spent about 1 whole session on the prologue. I 
  had them appear in a flash (a teleportation of some 
  sort) a half a mile from the tower. They spent some 
  time creeping up on it and circling it. Eventually the 
  magic ring warned them that there was an entrance 
  nearby. They used the ring to enter. Inside they 
  proceeded carefully, avoiding a pair of strange 
  humanoid guards (type I demons). Up a flight of 
  stairs, and into a combat with another pair of 
  demons. Down a corridor, and had encounter with a 
  Shadow. The paladin Repelled it. Up some stairs, 
  felt a thrumming and chanting. This level was 
  mostly empty. Had another encounter with two 
  demons, this time they didn't attack, merely bowing 
  to the Seer PC (who held the ring). They called him 
  "H'zaa" for some reason. Finally located the source 
  of the chanting, after some preparation, they went 
  into the room and had large final combat with 2 
  demons, 2 mages and the big baddie. Just as they 
  seem about to defeat the big baddie... 
  --- 
  Now for the kooky part: Just as the PCs destroy their 
  enemy, a rift is opened. The PCs are flung forward 
  in time to the start date of the campaign (about 6050, 
  TEI). I like to have them flung about 1000 years or 
  so. But if you wish, they could have been part of the 
  Wars of Dominion in the Second Era. 
  They awaken on a hillside -- a dry and hot plain 
  stretches away as far as they can see. They have no 
  memories of their past, they are now 1st level! They 
  remember bits as pieces of the battle but (because 
  you didn't tell them) they know nothing about what 
  it was about or what happened to them. As for their 
  belongings, they were either ripped away or 
  destroyed. Even the clothing on their back is seared 
  and barely usable. Any armor worn is charred or 
  somewhat melted and counts as either AT1 or an AT 
  4-8 levels lower than what it was before. If you want 
  to be nice, any special belongings that they rolled (as 
  a first level character) are still with them. Otherwise, 
  they have no food or water and from the looks of 
  things are in a desert.  
  One item that did seem to survive is a strange sort of 
  pendant that each wears around the neck. They may 
  not notice it on themselves but they will eventually 
  notice it on each other. The pendant is of a silvery 
  metal and is in the shape of a stylized Gryphon.  
  The desert is Uj, on Emer. Luckily they are not too 
  far from a road... a caravan route. 
   
   
   
  
  53 
   
  Twilight over Emer 
  Adventure I - Lost Souls 
  Overview 
  The characters get to know one another (all over 
  again) and try to figure out what has happened. Meet 
  a caravan traveling to Kaitaine. Travel and get 
  attacked by Charn raiders. Receive mysterious box 
  from wounded caravan leader and continue to 
  Kaitaine. Meet a minstrel in a city in Vajaar. 
  The Story 
  By this time, the characters should have a fairly 
  decent bond to one another. The players have worked 
  together to destroy their enemy before the rift opens. 
  They are now alone in a strange place with little idea 
  of who they are. They have lost all of their past... 
  they don't even (at first) remember their own names. 
  The environment is uninviting and they have nothing 
  in the way of sustenance. 
  At this point let them spend some time doing 
  whatever they like. Hopefully this mostly involves 
  questioning each other as to what has happened to 
  them and then seeking food or shelter. 
  Before any searching has gone on too long, they will 
  stumble across a road that has been etched into the 
  desert plain over the passage of eons. Because roads 
  tend to go places, they will follow it, or at least keep 
  close to it. 
  Approximately at dusk, they will see a caravan 
  traveling to the west (either in front or behind them, 
  depending on their own direction of travel). The 
  caravan consists of three wagons, 2 horses to two of 
  them and 4 to one of them. The party consists of 6 
  humans, all male. All are armed to a greater or lesser 
  extent and are wearing leather armor. They are the 
  caravan's master, his guards and animal handlers. 
  If approached, the caravan will be very wary. 
  Crossbows and shortbows will be drawn instantly 
  and trained on the party. When the party approaches, 
  the caravan will relax to some degree because of the 
  groups bedraggled appearance and obvious state of 
  disarmament.  
  If the party asks for help, a debate will ensue. This is 
  carried out in a dialect of the Rhiani language. Any 
  characters who speak this language will be able to 
  follow it. The gist is that two of the guards are 
  adamantly opposed to it, because they don't trust the 
  party. Three guards however are just a adamant about 
  helping them (to a small degree at least) because 
  "giving aid to the lost in the desert is a holy act." The 
  characters can make of this what they will. If a 
  Rhiani is in the party, he will inexplicably recognize 
  this statement as being true. (Though his memory is 
  gone, some aspects of his background are not 
  completely removed from his psyche. This is true 
  of all the characters). The Rhiani character will 
  recognize this as being religious (his religion). 
  Finally the caravan master (a slightly better 
  dressed individual) will break in and end the 
  argument by allowing the PCs to travel with them 
  to the next oasis. He will offer water and a small 
  amount of a tough travel bread. He will then begin 
  to question them as to their origins. 
  When the characters admit that they aren't 
  completely sure about that, a new murmured 
  debate will be sparked amongst the guards. The 
  PCs can't follow this. 
  Let role-playing take over for the next while. The 
  group will travel until about an hour before 
  sunset, whereupon they reach the oasis. The 
  caravan master will send one guard ahead to scout 
  the area for ambushes. He will return in a few 
  minutes, and report nothing found. The caravan 
  will move into the oasis and will set up camp 
  quickly. The night will pass uneventfully unless 
  you want to roll for a random encounter. 
  The next, the caravan will break camp and travel 
  for several hours. At about midday, the group will 
  pause to water the animals. One of the guards will 
  bark out something in the Rhiani language.  
  "Something's moving." 
  The caravan master will reply in Shay, "Where?" 
  "The northern ridge" will be the reply (still in 
  Rhiani).  
  Most of the character's will understand the 
  master's side but not the guard's. The master will 
  go on to order people to slowly make for weapons 
  and to load crossbows. No one will even glance at 
  the ridge. 
  Eventually, the caravan master will say, "They 
  seem to be Charn, shouldn't be a problem." The 
  PCs will be ignored until they start asking 
  questions.  
  The Charn will be revealed as being sub-human 
  denizens of the desert. They attack caravans from 
  time to time, but are stupid, have no grasp of 
  tactics, and tend towards cowardice. The master 
  and guards are unworried, even though the PCs 
  can now catch glimpses of movement of many 
  (about 2 times the caravan's number) along the 
  ridge line. 
  After weapons have been prepared, the group will 
  move out. Shortly, the Charn will attack. 
  The basic strategy of the caravan will be to fire 
  preloaded crossbows at the Charn until they are 
  
  54 
   
  Twilight over Emer 
  too close, then maintain defensive patterns around the 
  animals. The caravan master will stay atop one 
  wagon and switch to a shortbow and continue to fire 
  at the Charn. The caravaners will mostly ignore the 
  PCs and will not ask for help, and will tell them to 
  stay out of the way. The PCs may attempt to help if 
  they wish but they are unarmed and will not be 
  offered weapons. 
  The battle will be going well for the caravan during 
  the first several rounds. Suddenly the other guard on 
  top of the wagon will be surrounded by a dim purple 
  glow. He will clutch as his throat and fall down 
  choking. The caravan master will look over at him in 
  shock. Then the caravan master will be struck with a 
  dagger thrown into his chest. 
  Hopefully one of the character's will see to the 
  caravan master (while the battle is raging). The 
  caravan master will be in bad shape. Apparently the 
  dagger was poisoned. In his dying breaths, he will 
  catch sight of the Gryphon pendant. Here are his 
  words to that character: 
  "You're with THEM?? Why didn't you say so? Ach, 
  what am I saying, you people don't trust anyone." 
  <he'll fade out for a moment> 
  "...bastards killed me...you bastards killed me. More 
  than 
  those 
  heathen 
  Charn 
  did. 
  This 
  wasn't....normal...Charn don't know about this 
  or...about magic. Here then -- it's your job now. Hope 
  you choke on it!" 
  With that (laboriously) he pulls a small box from 
  within his robe. It's made of a metal the PCs don't 
  recognize, dark but shiny, like polished lead. It's also 
  heavy, but not as heavy as lead. It has a small latch 
  but no lock. It's about 2" by 2" by 2". 
  "Was to take it to one of yours...in Kaitaine. He waits 
  in the Library of Kaitaine...ask for Nerik. Maybe you 
  know him..."  
  He loses consciousness and dies moments later. 
  Meanwhile, the battle will most likely have ended. 
  Two of the guards have been wounded, and the one 
  that was attacked with magic is dead. If you wish you 
  can roll for the combat for the guards, maybe more of 
  them died.  
  If the battle is actually going really badly for the 
  guards, they will shout to the PCs for help, telling 
  them that there are more swords underneath the seats 
  of the wagons. 
  Behind the Scenes 
  Jasek, the caravan master, is carrying a valuable 
  cargo. And it's not what's in the wagons. The box 
  contains a major Ring of the Cult of the Death Claw. 
  The ring resembles part of a pair of brass 
  knuckles. Two rings are formed together and slide 
  over two of the fingers. The metal is silvery, but is 
  not silver. 
  The ring is the property of the evil 13th tribe of 
  the Rhiani. This group has a master ring and a 
  couple of major rings. A traveling member of the 
  Grey Ring stumbled upon some of this activity. 
  He managed to steal the ring and flee to the gap of 
  Uj. He was followed so he sought to hide the item 
  by giving it to Jasek who owes the Grey Ring for 
  past favors. Jasek was to travel to Kaitaine and 
  give the ring to the Grey Ring there. 
  The Rhiani finally learned of this subterfuge, and 
  through magical sendings caused their Charn 
  allies (or slaves) to follow the caravan. 
  The Charn parties have been sent to recapture the 
  item. The Charn leaders have been given (by the 
  outcast Rhiani clan) a few magic items. One of 
  these is what killed the guard. (A wand which 
  casts a choking spell on 1 target). The Charn will 
  continue to attempt to regain the item until they 
  are instructed not to or until they are killed or 
  scattered. The Rhiani will send a Guardian of the 
  Flame (evil monk) who is close to the area to 
  track the party. The monk will take a day or two 
  to arrive. The monk will follow the party until he 
  knows some things about them, then he will 
  attack. 
  Travel Through Uj 
  As the PCs make their way across the desert with 
  the surviving guards, they will be harried from 
  time to time by small parties of Charn. These will 
  be much less effective than the first attack. The 
  guards will mutter about strange behavior from 
  the Charn.  
  Basically the guards and animal master will claim 
  the cargo and everything off of Jasek. They will 
  complete the journey and divide the profits. In 
  fact one of the guards may demand the box from 
  Jasek. However, another guard (a Rhiani) will 
  defend the PC who holds the box, because Jasek 
  gave it to him of his own free will. (Rhiani 
  NEVER lie). The other guard will grudgingly 
  accept this.  
  Given the strangeness of the attack and the fact 
  that some of them got away, the remaining 
  caravan members will offer the PCs a small wage 
  to help guard. (About 2 bronze a day). If the PCs 
  try to haggle, the guards remind them that they 
  have been sharing their food and water with them. 
  They can enjoy the hospitality of the desert if they 
  wish. Hopefully this will end it - it would be 
  
  Adventures  
   
  55 
  super-stupid for the PCs to get hostile with the 
  guards. They'll be dead in seconds. But the wage will 
  give them some cash at least.  
  After about 2-3 more mini-raids, the attacks will 
  cease. This takes place over the course of several 
  days of traveling. Finally they reach the river 
  marking the edge of the Ujian desert and the 
  beginning of Vajaar. 
  The group will pass through a few small villages 
  populated mostly by human farmers (of the Vajaari 
  or Shay races). 
  After leaving the desert, the terrain will become a dry 
  grass. Within a few days, the party will reach Garith, 
  a town of about 5000 on the edge of a river. The town 
  was built on a part of the river where it flows slow 
  and wide. The road dips into the river and comes out 
  again on the other side. 
  The city consists of a few wooden and sod buildings 
  surrounded by a sea of tents. Roads haphazardly 
  wind through the place, making a maze where ever 
  someone hasn't pitched a tent. The town mostly 
  subsists off of some farming, cattle, and the gold 
  brought by caravans. 
  Behind the Scenes 
  The PCs will by now be interested in going to 
  Kaitaine to possibly discover what the dying words 
  of Jasek meant. 
  If they ask questions about Kaitaine, the guards will 
  answer them. If asked about the Gryphon pendants, 
  they will have no idea.  
  The attacks will cease but if they PCs make a good 
  Observation roll, they may get a glimpse of one of 
  the dark Rhiani figures, on horseback. This is one of 
  the evil monks. 
  The monk will attack just before they reach the town. 
  Even though he is one against the whole group, he 
  will probably do a lot of damage before he is brought 
  down. The PCs should not wonder why he attacked. 
  He should be close to winning. (They won't know 
  what he came for though, though they will probably 
  have suspicions.) 
  Vajaar 
  When the group reaches the city of Tul, located on 
  the river which goes to the southwest, the caravan 
  will offload some of the goods. The PCs may receive 
  a bonus for their work at this time. 
  A fairly pleasant night will be spent here -- at last, 
  sleep in a real bed! But first the PCs may want to 
  look around. 
  The city is medium-sized, perhaps 15,000 people. 
  The normal shops, taverns, and inns exist here. 
  The guards will recommend that they purchase 
  better clothes and perhaps some travel rations 
  here. Everything will be more expensive in 
  Kaitaine, they are told. 
  The PCs will have enough money by this time to 
  just squeak out the purchase of some new clothes 
  (well, used new clothes) and some travel rations. 
  Unfortunately other things that will be desperately 
  wished for (like armor and weapons) will be out 
  of their reach. 
  After 2 nights spent in Vajaar, the caravan will set 
  out again for the seaport that leads to Kaitaine. 
  Behind the Scenes 
  Now the hunt for the missing artifact has been 
  undertaken in earnest by the 13th Tribe. The party 
  was followed throughout their journey by one of 
  the evil monks. Now that they are in the city, the 
  chance has arrived for their pursuers to learn more 
  about their prey.  
  If the PCs wander around the town, they might 
  (extremely hard maneuver) realize that they are 
  being followed. The pursuer is a man, human, 
  dressed rather shabbily, with a scruffy beard. If 
  accosted, he will attempt to leave the scene - 
  walking quickly, and running, if necessary. He 
  will then circle and try to catch up with the group. 
  If the PCs go into a bar at any time, soon 
  afterwards, a fairly well dressed elf will walk in. 
  He will take a seat near to the PCs and order an 
  ale. Then he will attempt to spark a conversation 
  with the PCs.  
  If the PCs realized that they were being followed, 
  then they may be suspicious. If they aren't, then 
  you should try to get as much info out of the PCs 
  as possible. (I.e., where are they going, where are 
  they from, what they do for a living, where they 
  are from originally, etc. 
  The elf (actually a half-elf) will introduce himself 
  as D'alaan, a poet and performer seeking noble 
  patronage in the area. If the PCs are at all 
  communicative at the beginning, he will buy a 
  round of drinks. 
  D'alaan (not his real name, of course) is actually a 
  spy and assassin for the Dragonlord, Voriig Kye. 
  He is a level 5 Thief. He does have real skill in 
  poetry, the playing of the flute, and in amusing 
  feats of slight-of-hand. He uses these things as a 
  cover for his other activities. (See the NPC list). 
  He will attempt to find out the above questions 
  about the PCs in a casual manner. His instructions 
  are to learn about the character's and their 
  
  56 
   
  Twilight over Emer 
  intended movements. 
  After having a drink or two, he will leave after he 
  thinks he's obtained as much info as possible, 
  wishing the PCs well. 
  [I changed this part later. D'alaan meets the PCs by 
  coincidence and begins speaking with them. Later he 
  will be with them when they are assaulted by a 
  Rhiani Monk in the city. D'alaan's ACTUAL goal 
  was to find out about this group and what their goals 
  are. When he stumbles onto the PCs, he decides to 
  follow them instead since they are being hunted by 
  the Rhiani. D'alaan's purpose is to learn something of 
  the 13th tribe and investigate links to Stroane. See the 
  Campaign Secrets section.] 
  A Meeting on the Road to Kaitaine 
  The morning of the second day, one hour after dawn, 
  the caravan will continue having sold the smaller 
  wagon and associated animals. 
  At about mid-morning, the group will pass a 
  company of warriors, members of the Serpent Guard, 
  a branch of the Vajaaran military which patrols the 
  roads. They all wear green bandoleers. 
  At about noon, the caravan will stop to water the 
  animals. A PC or a guard will catch sight of a rider 
  coming from behind them. In about 15 minutes, who 
  should appear but none other than D'alaan! And 
  riding a mule, it seems. 
  "Well, we meet again, it seems! And you are in the 
  position of causing me some small embarrassment, as 
  well." He gestures to the mule.  
  "This filthy beast and I are bound for the Kaitaine 
  port. My business didn't work as well as expected and 
  I'll be glad to see my usual haunts." 
  If allowed, he will ride with the PCs, chatting about 
  nothing as they go. He will ask about guard work, 
  and so on. If you deem the time is right and the PCs 
  have not mentioned to the guards not to say anything, 
  one guard will comment about the strange 
  circumstances of the caravan meeting the PCs. 
  "Really? Alone in the desert with no sustenance? 
  Sounds quite mysterious! Or foolish, if you are less 
  imaginative than I am, myself." He winks. "What 
  caused you to be in this position?"  
  He won't appear to press the PCs very much, but he 
  will be quite interested in their responses, and even 
  body language reactions.  
  Over the course of the next several days, D'alaan will 
  travel with the caravan, at times entertaining the 
  group with flute playing and so on. Random 
  encounters may be generated for this segment, if 
  desired. D'alaan will fight beside the PCs (but will 
  not use any of his 'special' techniques unless he is 
  sure no one will see him). The road is fairly safe 
  as this is a highly patrolled area. (A hell of a lot of 
  merchandise travels this road) so bandits would be 
  rare. However if any do appear, they are to be 
  pretty nasty. (High risk for high reward attracts 
  only the most skilled).  
  D'alaan will not attempt to search the PCs 
  belongings unless the opportunity is REALLY 
  excellent. For now he is confident that he will be 
  able to get it at any time. More information about 
  the PCs and their possible contacts is what he is 
  most interested in.  
  Several more days will pass until the group gets to 
  the garden paradise of Ajan, jewel of Vajaar. Roll 
  for random encounters for this time, both day and 
  night. I recommend checking once each day (1 in 
  10 chance) and twice each night (1 in 10 chance 
  each). The caravan people will post watches and if 
  the PCs have been hired by them, they will be on 
  a watch as well. D'alaan will take a watch out of 
  politeness sake. 
  Ajan will be reached about mid-morning. The 
  caravan will be brought directly to the docks and 
  passage will be arranged for the cargo and group 
  to go to Kaitaine. D'alaan will say his farewells at 
  this point, but in leaving will recommend a couple 
  of cheap, yet adequate inns in Kaitaine. He wishes 
  them well. 
  The next morning, the ship will leave on the dawn 
  tide. (The PCs will be expected to help with the 
  loading). 
  The ship voyage will take only about a day and a 
  quarter. The winds will be good and there should 
  be no encounters, except for a passing ship several 
  miles away. 
  Behind the Scenes 
  D'alaan will be quite friendly with the characters 
  hoping to win their trust. If the characters actually 
  confide in him, he will be most interested. 
  If the PCs ask him about the box, he will ask to 
  see it. He will mention that he believes the box to 
  be made from Kregora, a magic inhibiting 
  substance, quite valuable in itself. Of the ring 
  inside, he will know nothing. (He does know a 
  little about it, and knows enough not to come in 
  contact with it for very long.) 
  If asked about the Gryphon pendants, he will say 
  that they spark a memory, but will not know. (He 
  actually knows nothing about them.) 
  If told about their strange appearance in the 
  desert, he will hypothesize with them. It may be 
  
  Adventures  
   
  57 
  possible that he will recognize their accents and be 
  able to tell them where they are from originally. 
  This may spark some new areas of interest and 
  possible research ideas. 
  Thus far, the PCs know the following: 
  they had been part of some important battle before 
  being transported and losing their memories  
  they had been from Emer originally as well, and are 
  still on Emer  
  they all have Gryphon pendants, and this meant 
  something to Jasek, some sort of secretive group 
  perhaps  
  they were given the box to give to someone of the 
  group of the Gryphon pendants  
  Cassius's Subplot 
  Cassius, a budding paladin of Reann will wish to go 
  to the temple of Reann in Kaitaine. When he speaks 
  to a priest, saying something about being 'called', the 
  priest will be unsurprised. After all this is how ALL 
  priests of Reann get their start. However, after asking 
  about the dream that led him here, and possibly 
  learning of Cassius' strange appearance in Uj, the 
  priest will begin to get puzzled. If told about some of 
  the 'powers' Cassius has displayed, he will become 
  even more bewildered. Cassius will be led to the head 
  priest of the temple. This priest will have some 
  understanding of what he is -- a new member of the 
  Brotherhood of Reann, a group not seen for several 
  thousand years. 
  If the priests are asked about the various things that 
  have happened: 
  they have no knowledge of the Gryphon pendant  
  they have no knowledge of the ring  
  they will turn up an ancient book which describes 
  some of the actions of the Brotherhood during the 
  Wars of Dominion. Cassius may take this book (may 
  contain excerpts that are cool)  
  on the back binding of the book, a snatch of verse is 
  found. The verse is signed with a "C" and seems to 
  be in Cassius' own handwriting. The ink is as old at 
  the rest of the book, it seems.   
  The head priest of the temple will suggest that 
  Cassius undergoes a ritual to attempt to learn more. 
  He will bid him to return the next evening. At that 
  time, he will go through a Heuith dream. (See Dream 
  III under Cassius's notes.) 
  Adventure II - Kaitaine 
  Overview 
  The PCs arrive in Kaitaine with little money and 
  few prospects. They most likely attempt to meet 
  this Nerik person at the library of Kaitaine. 
  The Story 
  The most likely avenue for the PCs to explore is 
  meeting Nerik. Upon reaching the library, an 
  enormous structure 4 stories tall faced with 
  marble, the PCs can ask for Nerik as instructed. 
  They will be informed that the cost of entrance is 
  1 silver piece per 4 hours per person, but that they 
  can have a written message sent to "Master 
  Nerik". (The sage they speak to seems to know 
  him, or at least know of him.) 
  If they send a message, or actually pay to enter, 
  Nerik will appear fairly quickly. He is a short and 
  stout Shay in his early 40's. He wears a tunic, 
  pants and boots, of earth colors and has 2 rings on 
  the left hand, and 1 on the right. 
  Nerik will quickly question the PCs as to why 
  Jasek did not come himself. Whatever the PCs 
  say, Nerik will stop them before they've gone too 
  far and motion for them to follow him to his 
  personal work room, adjacent to the library's 
  stacks. 
  He bids them be seated and asks them to continue 
  their tale. 
  Depending on what the PCs say, Nerik will react 
  in different ways. 
  Behind the Scenes 
  Nerik is a member (though not a high one) of the 
  Grey Ring, an organization dedicated to fighting 
  evil and the Unlife. The Gryphon Pendant is one 
  of their symbols.  
  If the PCs show him their pendants, he will be 
  visibly surprised. There are not that many of the 
  pendants available and they are only given to a 
  special few. He will question them as to their 
  identities and how they got the pendants. 
  He does not know what Jasek , the caravan master 
  was to bring to him. Jasek brings things and 
  information from time to time. 
  If shown the box, Nerik will be intrigued. He will 
  immediately recognize the Kregora. If opened, he 
  will not recognize the ring.  
  He is a Seer of about 8th level (See the NPC list). 
  He will attempt to analyze the ring as much as 
  possible, if allowed. He will not force the issue 
  because whether the PCs remember who they are 
  
  58 
   
  Twilight over Emer 
  or not, he will trust the attunement of the pendants, 
  and so will trust the PCs. He will learn that the item 
  is powerful and evil. He will have the PCs hang onto 
  it but warn them against trying to attune to it. He will 
  set up a time and place the next day for the PCs to 
  meet with him and a 'friend' to try to figure out what's 
  going on. 
  Because Nerik doesn't know how closely the PCs are 
  being followed, he knows nothing of the danger he is 
  in. 
  [Campaign Notes:] 
  A member of the PCs met with Nerik but gave him 
  little information. They are quite suspicious of 
  Nerik... mostly because why would he have an evil 
  artifact delivered to him? After he left, Nerik went to 
  the docks to locate the PCs caravan they said they 
  came in on. He found it, but the Rhiani guard refused 
  to say much as well. So at this point, Nerik only 
  knows that Jasek died in the desert and was trying 
  to reach him for some reason. The PCs are playing 
  it pretty close to the chest. 
  While they were at the library, the PCs found out 
  the following 
  � a small amount of info about the 13th 
  tribe of the Rhiani  
  � the the Gryphon symbol originally came 
  from Zor in Jaiman  
  � that Itanis trade has been decreasing 
  steadily for 500 years  
  � a small amount of info about the Six 
  Crowns of Jaiman (prompted from 
  Cassius' Heuith dream).  
  � some info about Navigators and their 
  obelisks (normally common knowledge). 
  --- 
  Meanwhile, D'alaan has informed superiors in 
  Kaitaine of his journey. They will know exactly 
  what the Gryphon pendants mean and will wish very 
  much to verify that they are genuine. If the PCs 
  mentioned Nerik's name to him, and where they 
  planned to meet him, then D'alaan will have Nerik 
  followed as well. 
  After consulting with his superiors, D'alaan will 
  'happen' to bump into the PCs near their inn. He will 
  be happy to see them and said that he spoke to a 
  friend, a scholarly sort about the Gryphon Pendants. 
  He will go on to tell them that he believes their story 
  (about amnesia) and believes them to be good 
  people. At the PCs puzzlement at these words, he 
  will go on to explain that the pendant is the symbol 
  of an evil cult in the city. The pendants may be 
  magical and could be dangerous to the PCs. HE will 
  then want the PCs to meet with a 'friend' to check 
  this out. He will send a messenger boy to bring this 
  person immediately. 
  [Campaign Notes:] 
  The PCs swallow this one completely. <grin> The 
  "friend" of D'alaan who is called is Tarna Dederon, 
  introduced to be a scholar of some repute (true). 
  Tarna verified that the pendants are genuine and 
  spoke to one of the PCs at great length (Cassius). 
  The next day, a meeting is to occur with the rest of 
  the PCs. 
  --- 
  The PCs now have the following problem: Who and 
  what to believe. Nerik didn't seem evil, but after 
  talking to D'alaan, D'alaan might be able to persuade 
  them that this cult is very subtle. (Check D'alaan's 
  influence skills in the NPC section). 
  Once the PCs have been inspected and the pendants 
  are declared genuine (again), the PCs may be 
  apprehensive about wearing them. They will be 
  cautioned not to take them off because the spell that 
  links them may have bad (or deadly) side effects if 
  broken. 
  D'alaan's group will now know the value of the PCs. 
  With them, they could be manipulated into 
  infiltrating the Grey Ring and perhaps doing harm to 
  it. But that will be much later, after the PCs are more 
  fully bound to the Cult. 
  The Story 
  The PCs, now somewhat confused, may or may not 
  want to keep their appointment with Nerik. 
   They will be suspicious of one or more of the two 
  groups that they have now had contact. It may be 
  that they wish to simply get rid of the ring and box, 
  perhaps because of their limited finances.  
  Taking the thing to alchemists in the mage's quarter 
  will allows the characters to buy the box, but not the 
  ring. All licensed alchemists in town will be able to 
  tell it's evil and will have nothing to do with it. 
  The only way for the PCs to sell it will be on the 
  streets (the black market). After a Streetwise (Hard) 
  roll, let the PCs get a meeting with a leader of a 
  thieves clan in the lower part of the city. The deal 
  will go through, and the PCs will get a good price. 
  However the thief leader will be assassinated mere 
  days later, the ring gone. The various factions 
  fighting for control, will have only one thing in 
  common: they think the PCs killed the leader, or had 
  something to do with it. Thus they will be hunted. 
  
  Adventures  
   
  59 
  (Thanks for the plot device, Greg!) 
  If the PCs don't take that route, they may talk to 
  Nerik's friend. The situation will be disturbingly like 
  the situation with D'alaan's friend: A lot of analyzing 
  going on. If the PCs confront them about the 
  activities of the Grey Ring, they will be shocked at 
  the allegations. They will try to set the character's 
  straight but there will be no real way for the 
  characters to know who is telling the truth (unless 
  one of the PCs is a Seer and has Detect Truth...did I 
  mention that Seer's rock?) 
   If the PCs don't show for the meeting with Nerik, 
  Nerik will use his abilities to try to find the group, 
  starting with where they were staying. 
  Behind the Scenes 
  There are really only three options available to the 
  PCs, 
  Go with D'alaan's group  
  Go with Nerik's group  
  Bail on the situation (neither group)  
  Situation One and Two: 
  If the PC decide to go with D'alaan OR with Nerik, 
  then it will start the next part of the campaign. They 
  will meet with a few people who ask them about 
  their backgrounds. Then they will be sent on a 
  mission to determine the where-abouts of another 
  ring. The only difference is that in the first option, 
  they'll be working for evil people to recover the ring 
  for themselves, rather than working with the (good) 
  Grey Ring. 
  Situation Three: 
  If the PCs are irritated with the lack of information 
  and decide not to go with either group, then more 
  power to them. However both groups will be after 
  them. D'alaan's group will now send people to kill 
  them and get the ring back. Nerik's group will want 
  the ring back as well, but wishes to question them 
  further (and study) about the pendants and such. So 
  they'll be more gentle. However, they won't this 
  powerfully evil item walk away from them again. So 
  they'll take it by force is necessary. 
  My own opinion is to steer the party towards either 
  One or Three, but not Two. One and Three give 
  more ideas for stuff for later, and draw things out. 
  The PCs should not REALLY become attached to 
  the Grey Ring until they have a few more levels 
  under their belt. 
  The way to do this is as follows: In One, D'alaan's 
  friends offer a 'finder's fee' for the ring. Money will 
  often persuade the PCs that D'alaan's group is good. 
  To go to three, the more conflicting info the better! 
  The more annoyed the PCs are, the more likely they 
  are to try to get away from the situation. 
  [Campaign Notes:] 
  The subplots for each of the characters can come in 
  handy for this. Especially Danari's subplot with his 
  'cousin' Rayas and his wife Selena. He might want to 
  go back to Itanis to try to recover his memory. 
  --- 
  To NOT go to Two, you have to make D'alaan's 
  arguments against the Grey Ring convincing. It 
  would be best if they never see Nerik a second time. 
  Danari’s Sub Plot 
  Upon reaching Kaitaine, Danari will see several 
  Itanians (who travel from time to Kaitaine). 
  Eventually he will be approached by one. 
  A conversation will be struck up, the Itanian talking 
  about traveling in barbarian lands and such. He will 
  (in a friendly way) ask about Danari’s business in 
  Kaitaine. If asked about his own, he will happily 
  respond for as long as the PC asks questions. He is 
  quite open.  
  Eventually he will ask the following: 
  "Are you of the Delnek family? You have that look 
  about you…the shade of your eyes, the pitch of your 
  nose…Yes! I’m sure of it! Tell me I’m wrong!" 
  He looks happy with himself like he’s just won a 
  game. 
  "I’m not surprised to meet one of you away from 
  home. For such a sizable family, there are certainly 
  few of you at home at any one time! I’m sorry if I 
  am questioning on too personal a level, but have you 
  any word of your Sunha? [A Sunha is a patriarchal 
  leader of an Itanian family.]" 
  If drawn out on this topic without revealing 
  ignorance, the PC can learn that the Delnek Sunha 
  disappeared mysteriously about a year ago. He was a 
  high ranking member of the Itanian Warlocks. 
  If asked about news of his "family", the Itanian will 
  respond by saying that he doesn't’t know a lot, but 
  many members of the family have been sent on 
  missions for the Warlocks. [This is unusual.] 
  If he actually confides in the Itanian about his 
  memory loss, the Itanian will recommend going 
  back to Itanis for help. 
  "If the Warlocks can’t help you, then nothing can." 
  Laron’s Sub Plot 
  While in an inn or tavern room at some time in 
  
  60 
   
  Twilight over Emer 
  Kaitaine, Laron will overhear a conversation. He 
  will learn that Stroane is occupying his former 
  homeland of the Miir States. 
  Adventure III - Search for the Ring 
  Overview 
  In this section, the PCs are given a task to complete. 
  The mission is to travel to Stroane to determine the 
  location of another of these rings. The PCs will be 
  given a small amount of money and equipment. 
  The Story 
  If the characters decide to stay with one or the other 
  group, then they will be offered a proposition. The 
  group (they will be told) has very limited resources 
  at this time. They are spread very widely and it is a 
  "dangerous time." 
  There have been strange rumors coming from the 
  area of Stroane. The Katra (king) has been 
  assassinated two years ago. Before that, the Katra 
  had been annexing land like mad. Stroane was 
  quickly becoming the most powerful nation in at 
  least western Emer, if not the entire continent. Now 
  the government is in shambles, the new ruling body 
  is made up of a triumvirate regency, ruling until the 
  son of the old Katra reaches his 16th birthday.  
  "Now," the representative says, "We have received 
  reports from various people who have agreed to pass 
  information on to us. One apparently minor detail 
  included in one is that it was remarked that the new 
  Katra was seen to be wearing at one point a ring sort 
  of item which matches exactly the ring you have 
  discovered from the Grey Ring." 
  "We wish to learn if this is the same sort of ring. It is 
  important because the nature of this ring may 
  influence the personality of it's wielder. Great evil 
  could be wrought by someone who didn't understand 
  the true nature of an item like this." 
  "We have for you the following item." He holds up a 
  small pendant. 
  "This has been enchanted to vibrate if an item like 
  the one you have brought to us is within 100 feet. " 
  Behind the Scenes 
  This mission pits the PCs against one of the ruling 
  triumvirate members of Stroane. He is the uncle to 
  the 10 year old boy who will one day be the Katra. 
  [Shadow World history: the old Katra was 
  assassinated by his young wife in 6048, 2 years ago. 
  A triumvirate consisting of the main advisor, the 
  military advisor and the old Katra's brother now 
  rule.] He has links to the 13th Rhiani tribe and is 
  actually the holder of a major ring. This ring has 
  powers identical to the one the PCs bear. 
  The Katra has managed (with help from the the 
  Rhiani) to attune to the item at a high level of 
  bonding. Thus he has slowly begun learning evil 
  magic even though he is not a mage born naturally. 
  The PCs have the following reasons to go on this 
  trip: 
  They have no money and D'alaan's group is willing 
  to pay for them and supplies + plus some sort of 
  payment  
  The Rhiani have been hunting them, and they may 
  not stop simply because they get rid of the ring. 
  They should know more about each.  
  Laron may be interested in returning to his 
  homeland, near Stroane.  
  D'alaan will accompany them and he recommends it 
  both for money purposes and a chance to strike 
  back.  
  [Campaign Notes:] 
  Amusingly, the paladin, Cassius and D'alaan have 
  become fairly close friends. Mostly because of 
  D'alaan's apparent religious devotion to Reann and 
  Eissa. (He really IS religious, just in a warped way... 
  see the NPC section). D'alaan told Cassius that he 
  would accompany them because it would be the 
  'right and noble thing to do" <snicker>. 
  --- 
  Kaitaine 
  Starting out, D'alaan's group will offer the PCs a 
  limited amount of money with which to purchase 
  supplies and the like. Also included will be some 
  traveling money to buy passage on a ship and to 
  obtain lodging when they reach Arakin, the capital 
  city of Stroane, located on the southern shore of the 
  Sea of Votania. Within a couple of days after their 
  meeting, they should be on their way. 
  A Sea Voyage 
  The trip will take the group first by sea, around the 
  Scorpion Ridge peninsula and into the Bay of Izar. 
  The sleek Kaitaine ship can make about 10 miles per 
  hour, but even so, this leg of the trip will take about 
  5 days. The ship itself is called The White Breeze 
  and is captained by a fairly stern looking Shay.  
  Sometime during the night of the first day, the ship 
  will skirt the edge of the Essaence flow that passes 
  Kaitaine and the mainland, to the south. Any PC on 
  deck at this time will sense a tingling sensation and 
  smell the scent of ozone in the air. However, sense 
  the ship will not be passing through the Flow this 
  time, the night should pass fairly uneventfully. 
  
  Adventures  
   
  61 
  The weather at this time of year is some what 
  unpredictable. The GM should roll occasionally for 
  misc. squalls that might pop up. These weather 
  systems are usually short but violent. 
  When the ship gets about 400 miles away from 
  Kaitaine, the risk of pirates goes up. Each day, the 
  GM should roll for an encounter, the chance is about 
  1 in 10, usually. This whole route is well patrolled 
  by Kaitaine Navy and other allies, but sometimes 
  piracy happens. In fact they may site one of the 
  patrol ships, or another trading vessel from time to 
  time. 
  Once the ship has entered the Bay of Izar, the chance 
  for bad weather substantially decreases as the large 
  bay is surrounded on all sides by mountains. 
  From the Gates of Izar (the opening to the bay) it is 
  approximately 350 miles to Sarnak, the next leg of 
  the journey. 
   Sarnak 
  The White Breeze will make port at Sarnak, a city-
  state nestled into the protective cliffs surrounding 
  the mouth of the Urij River. As the PCs ship gets 
  closer, a slow but steady buildup of sea traffic will 
  occur. Many styles of ships can be seen, but the 
  most prominent as they near Sarnak are some sturdy 
  biremes. These fly the colors of the Sarnak fleet. 
  Sarnak City is an extremely imposing sight. In it's 
  elevated position it looks nearly impregnable from 
  every direction. Enormous walls and towers 
  surround the city, constructed of a dark granite. 
  Docking facilities are located just inside the mouth 
  of the river. Several warehouses also lie here, and a 
  main road goes up the hill to the city proper. The 
  ship will dock and the captain will see the party off. 
  If they ask for advise for accommodations, he will 
  gladly name a few taverns and inns. 
  The Story 
  The PCs will spend a day or two in Sarnak as they 
  arrange for land transport up the Urij river which is 
  too fast to be navigated in this direction. According 
  to D'alaan, from there they will make their way 
  down to the Sea of Votania where they will be able 
  to purchase passage on on of the wide barges that 
  travel the coasts of that mysterious freshwater sea. 
  The next stop will then be Arakin, Stroane. 
  Entering the city costs the characters a bronze piece 
  each. Unlike Kaitaine, this isn't as open a trading 
  center. Looming walls of ancient granite meet the 
  PCs eyes as they pass through the massive gates. 
  Towers rise at random intervals within the city. The 
  sight is softened somewhat by the existence of 
  colorful murals adorning many of the buildings. 
  Most of the wooden doors to buildings are also 
  painted in bright colors. 
  The people of Sarnak are of mostly a Shay descent 
  but with clear Laan influences. They mostly have 
  dark hair and eyes. Even at this time of year (winter) 
  the temperature is comfortable during the day, 
  usually around 60 degrees. The main style of dress 
  leans towards simple tunics and breeches. The men 
  almost always go bare-chested while the women 
  usually opt for a practical tunic which usually leaves 
  the left breast bare. 
  As noted in the Emer sourcebook, the Sarnak 
  women are the ones that rule the land and hold all 
  positions of authority. The men of Sarnak are 
  subservient domestics who do the child-rearing, 
  household chores, and so on. Bring this tradition 
  home to the PCs by a few random (but minor) acts 
  of harassment on the part of the female Sarnak 
  natives. A pinched bottom or a wolf whistle at one 
  of the more attractive male PCs should do the trick. 
  (If the PCs take exception to this, note that most 
  Sarnak females go armed. A major export of Sarnak 
  is highly trained mercenaries.) D'alaan will attempt 
  to head off any violence by acting embarrassed and 
  flattered (as the Sarnak expect an unattached male to 
  act). 
  A descent amount of trade goes on in Sarnak city. 
  But the city does begin to close down when the sun 
  sets. By the Fourth Quintar, the streets are pretty 
  much empty. 
  The Sarnak military/guard can be seen at all times. 
  Completely made up of women, the military's 
  uniform is a gold over-tunic and white swordbelt. 
  When on duty they usually roam in pairs as city 
  guards, or along the walls. Other times they frequent 
  taverns near the main fortress or are training. 
  [Campaign Notes:] 
  The PCs, acting on the advice of Danari, decide to 
  try to retrieve the packet of information that Danari's 
  mentor said he would leave for them in the 
  Catacombs of the Elders. (See Dave's Character 
  section for details about his dream.) 
  The catacombs are the final resting place of 
  respected members of Sarnak society, the nobility, 
  the military members and so on. Unlike you would 
  think, the catacombs are well laid out, tunneling into 
  the cliffs above and below the city in a fairly 
  organized fashion. Once you find a number 
  (representing a reign of a Directorate body) then you 
  can make your way back to the number you wish to 
  find. In this case the 127th reign. Then you can 
  search for the tomb in question. 
  
  62 
   
  Twilight over Emer 
  The catacombs contains miles of tunnels lined with 
  the vertical standing coffins of the past dead. These 
  coffins are of carved stone and are usually given 
  facial and body features to mimic their occupant. 
  The Sarnakians are completely atheistic, but do 
  respect their dead. To enter the Catacombs other 
  than during the interment of a body is a very serious 
  crime. The catacombs are sealed with a sort of 
  magical lock, but one that is fairly easy to break. An 
  enterprising PC must simply move through a series 
  of gestures, touching various points on one of the 
  elaborately carved entrances. To find this out, they 
  must spy on a funeral procession. The Sarnakians 
  look down on entering the catacombs, but otherwise 
  have placed no other defenses. After all, they never 
  bury anything with the dead other than a shroud. So 
  what reason would someone have to enter the site? 
  Unbeknownst to them however, a subterranean 
  creature has made sort of a home for itself here. 
  Resembling the Mulrok (an orc like creature) these 
  sub-humanoid creatures are viscous but quite 
  uncreative. They are about 5 feet tall, hairless, and 
  have a tough blackish hide which gives them a 
  natural AT of 8. DB is 15 and they do a 60 OB claw 
  attack. They usually move in groups of 5 to 10. 
  The PCs had two encounters with them but managed 
  to find the packet and get out fairly quickly. 
  ---- 
  Behind the Scenes 
  One event of note will occur while the PCs seek land 
  passage. During the middle of the first night they 
  spend in town, they will be awakened by a loud 
  rumbling which sets the windows to rattling. Upon 
  looking out, they will see a couple of flashes of light 
  coming from a large building up the hill from their 
  inn. Then silence. 
  The next day, if the PCs investigate, little can be 
  learned. The building that they saw was the building 
  of the Directorate, the small ruling body of Sarnak. 
  Otherwise, the only thing that can be learned is that 
  the Sarnak Guard is at full alert. They seem to be 
  even more ubiquitous than normal. 
  The truth of the matter is that an attempt was made 
  of the lives of several members of the Directorate. 
  Rumors of this will not become available for several 
  more days. It is unlikely for the characters to know 
  what has happened because they will be leaving 
  soon anyway. 
  However, the attack was somewhat successful: one 
  member of the Directorate was killed and two other 
  were wounded. The assassin escaped, disappearing 
  after it became clear she would no longer be able to 
  complete her task. The assassin was a member of the 
  Cult of Stars. Basically, the PCs will not learn of this 
  until much later. This just sets the scene for later 
  stuff... 
  GM Note: 
  I think it's important to make sure that the world that 
  is described seems real to the players and DOES 
  NOT simply revolve around them. Make sure that 
  they know that they move through the world, not the 
  world moves around them. So in this vein, every 
  once in a while I like to throw in little things which 
  don't effect the adventure. These little events make 
  the characters have to think more about what 
  information IS necessary to them while serving the 
  task of making them know that there are lots of 
  things happening out there which has nothing to do 
  with them. For example I like to have random things 
  happen, like they encounter some ruins, or they see a 
  fight break out. Weather, Flow activity, and misc. 
  things like that help to snap the characters out of 
  complacency. This is probably obvious to most 
  GMs, but I thought I'd mention it. In Shadow World 
  especially, which has thousands and THOUSANDS 
  of years of history behind it, it's important for the 
  characters to feel that weight from time to time. 
  Makes for a better game, I think. OK, soapbox mode 
  off. 
  The Emerald Forest 
  Without too much difficulty, the PCs find a caravan 
  leaving for the Sea of Votania. The master of the 
  caravan is a stern looking Sarnak woman in her mid 
  30's. She agrees to take on passengers for 3 silver 
  apiece. Otherwise, the group can purchase horses for 
  4 to 6 gold pieces each. 
  The journey is underway without much further ado. 
  Animal handlers lead several wagons up the narrow 
  road that runs beside the Urij River. As the PCs 
  make their way, they see large flatboats constructed 
  of pine trees float down on the rivers sprightly 
  currents. If they ask, they will be told that the boats 
  carry merchandise, but also ARE merchandise. The 
  logs themselves are later reclaimed and exported to 
  other lands. As they head upwards into the 
  mountains, huge evergreen trees surround them. 
  It is nearly 200 miles to the source of the Urij, a 
  large lake at about an elevation of about 5000 feet. 
  The group makes good time, however, covering 
  about 35 miles in a day; the road here is old but is 
  well constructed. Occasionally other roads or trails 
  will lead off from the main road. These lead to 
  villages that exist, often high in the mountains. 
  Past the lake of Urij, the group will enter a long 
  pass. The mountains to either side tower up another 
  4000 feet. Rains may come from time to time, but 
  
  Adventures  
   
  63 
  luckily this is not the rainy season. The tropical 
  climate ensures that no snow forms, but the rain is 
  cold and unpleasant. After the pass the road will 
  head downwards once again. Stretched of to the 
  northeast lies an enormous forest. This is the 
  Emerald Forest. 
  Behind the Scenes 
  The road will skirt the edges of the Forest for a good 
  50 miles before ending at the Sea of Votania. The 
  forest has many legends about it -- the most common 
  of which is that it's inhabited by faeries. 
  Interestingly enough, this is true. They are not evil, 
  nor are they actively hostile, but they are protective 
  of their isolation. Anyone attempting to enter the 
  forest will feel a vague unease, finally forcing them 
  to leave. (The person must save against 10th level 
  channeling every minute or be forced to leave). See 
  the Emer sourcebook for the Forest's other defenses 
  against the uninvited. 
  When the party camps each night, they have a 
  possibility of seeing lights occasionally hovering in 
  the depths of the Forest. A particularly sensitive 
  character may hear the sound of a wood flute, piping 
  an eerie melody. 
  Through out the journey, roll each day for an 
  encounter. This will take the form of a Brigand 
  attack or perhaps some sort of more unnatural 
  encounter. Here are some possibilities, in order of 
  likeliness: 
  � a brigand attack  
  � a small earthquake  
  � a hill troll attack  
  � an Essaence storm  
  Any attacks will happen at night, while other events 
  can happen at any time. 
  Earthquakes of varying magnitudes have been 
  occurring for the past several years. No one knows 
  why, because few parts of Emer are seismically 
  active. However, the frequency has increased. 
  Laron's Subplot 
  One evening while camping near the Emerald 
  Forest, while Laron is on watch, a strange piping 
  music will be heard. Glancing over at his companion 
  on watch, Laron will notice that only he heard the 
  sound. If he asks his companion about it, he will get 
  no response. The other person can't hear him. 
  "I see you Laron Darkwind..." 
  None of the members of the party can be awakened 
  if he tries. 
  "Why won't you play with us again? It's been so 
  long... we didn't think we'd ever see you again." 
  The voice is playful, and childlike. "Where have you 
  been all this time, Laron?" 
  The voices are those of the Faerie inhabitants of the 
  Forest. And they seem to recognize Laron. 
  "We have seen things, Laron. Dark things. Since you 
  left us. We fear. These are the days of fear. We do 
  not leave our forests, we are blind to the outside. But 
  we sense something coming. If you see the darkness, 
  or see through the darkness, please remember us. Be 
  our eyes....remember us. Remember us...."  
  The voices will fade, but Laron will glimpse a flash 
  of motion towards his feet. Before he can react, it 
  will be gone, but a small bundle will remain. The 
  bundle is a cunningly woven pouch made from dried 
  grasses. Inside lie several herbs which Laron can 
  immediately tell are of the magical healing variety. 
  "We see danger for you...tread softly...and remember 
  us..." 
  The Sea of Votania 
  The Sea of Votania is a huge body of fresh water. 
  Most of the larger rivers of Haestra feed it. A variety 
  of small fishing villages have existed on it's shores 
  for centuries. However few dare ply the waters of 
  this sea very far from the shore. A mist shrouds the 
  inner portion of the sea, but legend has it that an 
  island exists, some 50 miles away from the shore. 
  From here it is said that the great Titans ruled all of 
  Emer -- and indeed, live there still. The natives 
  claim that the island is inhabited yet; strange 
  flashing lights have been spotted on particularly 
  clear nights. 
  When the PCs finally make their way to the shores 
  of the Sea of Votania, they will see a village at the 
  foot of the road. This small town of about 500 
  individuals is known as Val'Teer. The people here 
  make their living from fishing and hunting in the 
  area, primarily. 
  The Story 
  From here (D'alaan will make known) the PCs can 
  purchase passage on one of the long boat the town 
  people use for their fishing near to the shores of the 
  Sea. The boats are keelless and are generally 
  dragged up onto shore at night. 
  Passage to Ajan can be purchased for the nominal 
  fee of 2 silver per person. If the group has horses, 
  and they wish to take them, the price is 2 silver 
  additional per horse. 
  The waters of the Sea are very calm. A mist rises 
  from the water in the early morning, but where the 
  PCs are, burns off by midday. To the north, the mist 
  
  64 
   
  Twilight over Emer 
  never seems to burn off. It only thickens as one 
  proceeds, they are told. 
  Hugging the coasts as the PCs will do, the journey 
  will be about 400 miles. During this time, fishing 
  villages will be seen at fairly regular intervals along 
  the coasts. The only cities of any significant size are 
  located at the mouth of the Umek river (located at 
  the midpoint of the Sea's southern shore) and Khum-
  Ro river (located at the south eastern corner of the 
  Sea). These small cities of about 4-5000 are mostly 
  overgrown villages -- they have grown up in areas 
  where the trade has become concentrated. 
  Fishing boats and other barge traffic is seen from 
  time to time, as is sheep and goat herders tending 
  their flocks on the hilly shores. To the south the hills 
  rise steeply into the mountain range known as the 
  Forbidden Ridge. 
  Politically, all of the villages, towns, and cities 
  around the Sea of Votania are claimed by Stroane. 
  All pay some sort of tribute in the form of tax 
  moneys, but more often in goods and services. At 
  one point the PCs may notice a group of workers 
  making (or rebuilding) the South Votania Road. 
  These are troops of Stroane and are uniformed in a 
  red tabard. At other points the road has become very 
  difficult to travel. Mud slides over the course of 
  several hundred years have obliterated sections of it. 
  However, in the past decade, Stroane has been 
  working to rebuild these roads. Cynics say that this 
  is so that Stroane can move troops more quickly, and 
  cause more pressure on Sarnak, but the work has 
  increased trade in the area. For the most part, traffic 
  east and west is by boat on the Sea, as it has been for 
  the last 200 years. 
  This part of the journey will go rather quickly. Few 
  encounters should occur. The next several days will 
  be spent sailing. 
  As the PCs make the turn to the north they will 
  notice several things. First, the villages are 
  becoming more frequent. Second they are looking 
  more prosperous and well built. Throughout the 
  journey on the Sea, the villages and towns will be 
  constructed of wood -- large timbers taken from the 
  hills above. Now as the group nears the heart of 
  Stroane, well planned towns with a number of stone 
  buildings will be noted. Also the water traffic will 
  increase. 
  Arakin - Capital of Stroane 
  Stroane is a forbidding city built of dark grey stone. 
  It has tall walls and defensive towers. And the red 
  tabarded Stroane military is everywhere. 
  The PCs long boat is one of many making their way 
  into Arakin at this time of day. Like Kaitaine, 
  Arakin has a fairly sophisticated bureaucracy for 
  dealing with (and taxing) the incoming trade goods. 
  Within minutes of docking, a man of Shay descent 
  wearing a official looking badge of some sort will 
  come aboard. The PCs may leave at this point.  
  Arakin is a city of approximately 30 thousand 
  people. Most are of obvious Laan descent, like most 
  cultures in Haestra, but with a significant Shay 
  element. But like any large city, a smattering of 
  other racial types exists as either itinerant travelers 
  or permanent residents. 
  A large amount of land is contained with its high 
  walls. The city streets are fairly narrow and winding. 
  As mentioned before, most of the city is constructed 
  of a grey granite, quarried from the hills above the 
  city. 
  After paying their 1 bronze entry fee, the PCs may 
  make their way into the city proper. Multi-storeyed 
  structures along the major streets boast many fine 
  shops selling all manner of goods. Inns and taverns 
  are abundant and the street traffic during the day will 
  be quite busy. 
  The most common language overheard will be Shay, 
  although some Erlini can be heard spoken by 
  outsiders, nearer to the docks and front gates of the 
  city.  
  Overview 
  The PCs will meet with the agent Selras and learn 
  that the Prince Lorek has been seen in the company 
  of several Rhiani for several months now. He has a 
  pair of them as guards at all times. More titillating 
  information will be forth coming. At a second 
  meeting with Selras, Selras will be assassinated with 
  a crystalline throwing star which has seven points. 
  The PCs will learn that Lorek has left the city to 
  travel to his country estate. 
  The Story 
  The PCs will initially try to rendezvous with the 
  'agent' mentioned by Tarna Dederon. They were to 
  go to an inn called The Broken Tankard. There they 
  will meet the agent, known here as Selras. 
  Selras is of a Laan/Shay racial mix and blends in 
  easily with the native population. He is of average 
  height and build for that race and carries a 
  broadsword. 
  After the PCs introduce themselves (perhaps through 
  a message left with the inn keeper) and give the 
  various pass codes, Selras will convey to them what 
  information he has gleaned over the course of 
  several months in Arakin. 
  This includes: 
  
  Adventures  
   
  65 
  Lorek has been seen with several Rhiani, with great 
  fighting abilities  
  Two of the Rhiani now serve as bodyguards  
  Lorek has an estate 40 miles north of Arakin  
  More rumors about Lorek doing weird things with 
  servants and tales of servants disappearing  
  Lorek wishes to return to the conquest of other 
  nations even though the Royal Sage and the Lord 
  General both disagree (their forces are too strung out 
  occupying what they already have)  
  The PCs now have several lines of investigation. 
  Selras will we able to get them into the Arakin court 
  where they may have a chance of using the item of 
  protection given to them in Kaitaine by Dalov, the 
  alchemist. 
  Or they may wish to go directly to Lorek's country 
  estate and investigate from there. 
  Or they may wish to further investigate Lorek's tie to 
  the evil tattooed Rhiani. 
  The following sections therefore can happen in any 
  order, more or less. However, Selras's assassination 
  will happen before they leave the city. 
  [Campaign Notes:] 
  The PCs in my game have discovered another choice 
  -- try to meet with the other two members of the 
  triumvirate to convince them to work against Lorek. 
  At this time of writing, they have no idea of how to 
  go about doing this, but that's what they are most 
  likely to attempt. 
  --- 
  The Arakin Court 
  The grand Court of Stroane does indeed meet the 
  expectations a foreigner would have for the most 
  powerful nation in Haestra. The Arakin Court is a 
  multi-leveled affair of power plays and intrigue. 
  The large military class vies here for the best 
  assignments and posts. Young officers hope to catch 
  the eye of their superiors. 
  The merchant class grovels to the Stroane 
  triumvirate for trading rights to various resources of 
  this mighty nation. 
  The nobility sits on the sidelines, waiting to see how 
  the power struggles of the Triumvirate will end. And 
  plot how to come out on the upside themselves... 
  Alliances between these three main groups form a 
  complicated (and variable) web. Families here 
  stretch back centuries, sometimes millennia and 
  ancient ties and grudges still run strongly. 
  Selras will recommend that the PCs stay out of 
  direct sight of Lorek himself, but he will attempt to 
  get the the PCs near enough so they they may use 
  the item. 
  Assuming the PCs are dressed appropriately, Selras 
  will lead the PCs through the palace gates, showing 
  the guard his official ambassador's seal. The guard 
  will wave them through with no more than a bored 
  expression on his face. 
  The palace is mostly a large defensive keep that has 
  been made over with a pretty veneer. When the PCs 
  enter, this will become more noticeable. The walls, 
  though carved and often guilded are all several feet 
  thick. 
  After the main gate, the group will see a large field 
  where foot troops of various kinds. Selras will 
  explain that the Stroane government likes visitors to 
  seldom forget about Stroane's military strength. 
  Thus several troops are usually training out here 'in 
  front' where everyone entering or leaving the palace 
  will see them. Selras refers to this area derisively as 
  the "Parade Grounds." 
  The second set of gates leads into the palace proper. 
  Tall hallways stretch of in various directions from a 
  large antechamber. Selras leads the group down one, 
  towards the main audience chamber. 
  For several hours each day, one member of the 
  triumvirate is available to settle disputes across the 
  Empire, or locally.  
  Today, the Chief Sage is seated on the throne. He is 
  a older Laan man, of normal height. He is dressed as 
  befits his rank -- in silk and gold with many jeweled 
  rings adorning his fingers. 
  Selras will just peek in for a moment until he 
  determines that Lorek is not in attendance.  
  Selras will think for a moment and then say, "It is 
  possible he is in his personal suite. We can try there 
  -- no don't worry, I won't be admitted even if he is 
  there. They'll just tell me to come back at a later 
  time." 
  Lorek loses patience with him quite quickly, he 
  explains with a mischievous grin.  
  The suite is located on the 4th of 5 to 6 floors of the 
  palace. Going to Lorek's suite will tell them that he 
  IS indeed there. What to do from there is up to the 
  PCs. The suite is fairly large so it is quite possible 
  that Lorek (even though he is there) is out of the 
  range of the location item's spell. If the PCs attempt 
  to go either above or below the current floor, then 
  they may have more luck. Remember, however, that 
  the sensing itself can be dangerous and lead enemies 
  to the sensor. The PCs should be paranoid about this. 
  
  66 
   
  Twilight over Emer 
  Mentioning this will serve to heighten the tension. 
  Make them feel like if they make one wrong move, 
  then they stand a good chance of being noticed -- 
  noticed in the middle of the strongest center of 
  Stroane. 
  Going above the floor won't work. Above Lorek's 
  suite is more of Lorek's suite and above and around 
  that are private meeting rooms and so on. No one 
  other than the royal family will be admitted. 
  Going below may offer another opportunity. 
  This wing of the palace on the 3rd floor is used for 
  visiting dignitaries. The suite just below Lorek is 
  currently occupied by an emissary from Danarchis 
  and his wife. The Ambassador is away but his wife 
  is there. 
  The only way for the group to find out if the suite is 
  occupied is by spells or by simply knocking. Selras 
  will say that knocking isn't that bad an idea, he 
  knows that this floor is for visitors (his own room is 
  on it) and he figures that he can fast talk his way 
  though any situation that might arise. He will want 
  the PCs to come with him as it might be dangerous 
  for them to be caught roaming the halls without an 
  escort. Plus he doesn't have the ability to work the 
  item. 
  A maid will answer the door and Selras will 
  announce himself and 'friends'. An accented voice 
  from within will be heard, "Quella, who is there?"  
  The maid (Quella, apparently) will answer and the 
  same voice will call out for the group to be shown 
  in. 
  The group will see a young woman, in her mid-
  twenties, with fine features and a graceful poise. She 
  is of Shay descent and is dressed in a fine gown of 
  silks. To sum up, the Lady Del'Tria is a diplomat's 
  wife. And currently, she is somewhat bored. She will 
  be impressed by Selras's silver tongue and apparent 
  station, and will be intrigued by Danari's (Itanian) 
  background, and not know exactly what to think of 
  the others, but will judge them by their actions. 
  At some point the PCs may get a chance to distract 
  her enough to cast the finding spell from the item. 
  There should be some amusing interplay going on 
  here as the PCs are torn between hurrying to get the 
  information they need and the need to not arouse any 
  suspicion in the Lady. Lady Del'Tria will be slightly 
  flirtatious with one or two of the more handsome 
  characters, but will not go beyond the game of 
  courtly love. For the most part, she is harmless. 
  Unfortunately, after the PCs have cast their spell, 
  they will find that the item is not there. Either Lorek 
  wasn't in range at the time of casting or else, the 
  item isn't kept in his suite. (It may be kept at his 
  country estate.) 
  [Campaign Notes:] 
  The PCs did this part a little differently. Instead of 
  directly trying to get into a position to cast the spell 
  from the item (like going to a room adjoining 
  Lorek's suite) they decided to first inspect the 
  situation from a distance. With Selras's patronage, 
  they were able to invite themselves to one of the 
  many social gatherings that occurs regularly in the 
  Arakin court. This occasion was the marriage of the 
  Lord General's nephew, an up and coming officer in 
  the Stroane military.  
  At the "Ball" they met several people of interest, 
  including the Lady Del'Tria. Also met was the Lord 
  and Lady of House Arryl, a noble house of the elven 
  nation of Namar-Tol. The Lord and his entourage 
  are in Stroane to negotiate trade agreements. 
  Between that session and the next, two more players 
  joined our ranks -- a Linaeri Illusionist and a Erlini 
  Rogue. Since they both decided to be elven, I let 
  them be attached to the entourage of House Arryl. 
  So for my game, the Lord Arryl will be aware of a 
  strange taint on Prince Lorek. He will want the 
  Illusionist (a journeyman in training for House 
  Arryl) Flynndried and the Rogue (who serves as the 
  Lord's animal handler and personal servant and 
  guard) Belric to investigate. To move things along 
  more quickly and get them together with the rest of 
  the party, I am having the Lord Arryl have links to 
  Voriig Kye's organization. (But he doesn't know 
  much about it -- only the good side, i.e., that people 
  in the organization fight against certain people who 
  are known to be evil. Lord Arryl doesn't know that 
  this is just Kye's 'evil' enemies, as opposed to his 
  'good' enemies.) 
  So because the above scene in the Lady Del'Tria's 
  chambers has been changed, we will have a similar 
  meeting with the Lord Arryl and make his chambers 
  be the suite just below Lorek's. If the PCs wish, they 
  can confide in Lord Arryl and his group. Lord Arryl 
  will know of Selras's connection to the Sel-Kai side 
  of the "Organization" through his excellent 
  information sources and will invite Selras to his 
  suite for a private meal. He will do so using one of 
  the several pass phrases that have been developed in 
  the organization. Selras will invite the party along as 
  well as he will trust the code. 
  If the PCs cast the spell from the item, the result will 
  be the same. Even if Lorek is there, the item will not 
  be. 
  Finally, to bring the two groups of PCs together, 
  
  Adventures  
   
  67 
  Lord Arryl will be assassinated at the same time as 
  Selras. Lord Arryl will probably NOT die, as he is a 
  Healer by profession. (See the NPC section.) He 
  WILL be incapacitated for a decent amount of time, 
  however. 
  After this, Lord Arryl will order the Illusionist and 
  Rogue PCs to go to Lorek's estate to hopefully get 
  the item. It must be destroyed (though he doesn't 
  know how, yet). 
  --- 
  Behind the Scenes 
  Any time the PCs get close enough to Lorek to cast 
  the spell, they will find that the item is not in Lorek's 
  possession. He actually keeps it safely hidden away 
  at his estate. Several days after the PCs arrive in 
  Arakin, they will learn that Lorek is going to be 
  traveling back there. At that point the PCs may 
  either try to follow Lorek, or move more quickly and 
  beat him back there. 
  The Rhiani Factor 
  Because the evil Rhiani monks have been hunting 
  them it seems, the PCs may wish to find out more 
  about their link with Lorek. 
  As Selras mentioned, Lorek is now always 
  accompanied by his two Rhiani "bodyguards." These 
  look like normal Rhiani, however, and do not seem 
  to have any tattoos. 
  At some random time, the PCs will 
  be able to sight Lorek and his guards 
  and see for themselves. Little else 
  can be learned. 
  Behind the Scenes 
  If the PCs try to do a power 
  perception, an extremely good roll 
  (176+ ) will allow them to detect 
  some traces of magic on the Rhiani 
  guards. The guards are indeed the 
  evil Rhiani Monks (to themselves, called Guardians 
  of the Flame). But they are using Face Shifting 
  spells to modify their features. As this spell is a real 
  change, rather than an illusion, it is difficult to detect 
  as magic except when the spell is actually cast. 
  The Assassination of Selras 
  Before the PCs leave the city (most likely to the 
  estate of Lorek), Selras will be the target of an 
  assassination attempt. Unless the PCs are extremely 
  lucky and/or willing to use their precious supply of 
  healing herbs on Selras to Lifekeeping him, Selras 
  will be killed by a Cult of Stars member. (See the 
  NPC section). 
  This will happen at night and preferably on the 
  street. The group will be walking down a deserted 
  section of street when a slight flash will be caught 
  out of the corner of their eye, coming from above the 
  street level. 
  Luckily for the party, they are not being targeted. 
  They will only be attacked directly if they get in the 
  way or otherwise try to interfere. Most likely it will 
  be over before the PCs can react: Selras will be on 
  the ground bleeding from wounds in the head and 
  chest. 
  The flash seen before was a Cult of Stars member 
  Longdooring into position on a roof top. A flash of 
  light will envelope the party, most likely stunning 
  them (Light Eruption, -10 to RRs). Next, two Laen 
  throwing stars whip into Selras, one striking him in 
  the head, the other in the heart. 
  If the PCs look nice and stunned, the Cultist will 
  Longdoor down and retrieve her shuriken. She will 
  be able to easily get one out of the heart of Selras 
  but will have difficulty with the other as it is lodged 
  rather firmly in Selras's skull. By that time, the PCs 
  will be coming around and she will flee, leaving 
  behind the star. She vanishes in a flash of light. 
  Give the PCs the following description of her: about 
  5'7" with black closely cropped hair. Her race is 
  difficult to tell, she's not exactly like any that you 
  are familiar with. [She is Duranaki.] Her skin is very 
  pale and her body is completely covered 
  in a leather armor, from her neck to 
  ankles and wrists. 
  The Shuriken (or Throwing Star) that 
  was left behind is of Laen, a kind of 
  volcanic glass. Any weapon of Laen is 
  considered enchanted and has a bonus of 
  +25. The shuriken uses the dagger table 
  at a +5. (So like a +30 total dagger). The 
  star, oddly enough has seven points. If 
  Cassius makes a memory roll, then he 
  will remember that the star that was 
  pressed into the face of the sleeping man he saw 
  killed by a woman was seven pointed as well. (See 
  Cassius's character section, Dream set IV.) The 
  dream was about a Cult of Stars member who was 
  hired (by Sarnak) to kill the Katra. 
  If the players move quickly enough, they can use 
  healing herbs on Selras. Due to the extent of 
  damage, Selras is already in Soul Departure rounds 
  and will only have 5 rounds before death is 
  irreversible. The PCs will most likely be stunned or 
  fighting the Cultist for most of this, so Selras is not 
  expected to live. 
  However if Selras does live, give the group extra 
  
  68 
   
  Twilight over Emer 
  experience points. 
  When he recovers consciousness, he will recognize 
  the shuriken and belonging to an enemy of the group 
  both he and the PCs are now associated with. He 
  will want to send messages to both his contacts in 
  Kaitaine and his main contact in Sel-Kai. He will not 
  be feeling up to accompanying the PCs to the estate 
  of Lorek. 
  Behind the Scenes 
  The group that the PCs have now joined, ruled by 
  Voriig Kye, has many enemies, one of which is the 
  Cult of Stars. The Cult is part of the Jerak 
  Ahrenreth, the Secret Circle, of which Voriig Kye is 
  one of the leaders. However, there is much in-
  fighting between the different factions and Kye has 
  foiled several of the Cult of Star's attempts at power. 
  While the Cult does not actually know the Kye is 
  behind it all, they do know that Selras is a part of the 
  group that has foiled them in the past. His 
  assassination is a lesson and a message to that group. 
  At some point a message will arrive from Tarna and 
  Dalov, in Kaitaine. It will tell them that they have 
  located some one within their group which may 
  posses the knowledge necessary to destroy the Ring 
  of the Death Claw. He is located in Sel-Kai. (And is 
  actually Voriig Kye, himself.) The message will 
  instruct the party to journey there after they have 
  completed their mission in Stroane. If they can 
  actually retrieve another of the rings (from Lorek), 
  so much the better. Then they should attempt to get 
  to Sel-Kai as quickly as possible. 
  Voriig Kye has now taken a personal interest in the 
  PCs and will wish to meet who has brought his 
  group the very powerful Ring(s) of the Death Claw. 
  [Campaign Notes:] 
  The party has now met and partially united with the 
  two new PCs, Flynn and Belric. Selras is completely 
  dead and the Lord Arryl lies in a healing trance from 
  which he cannot be awakened. Read Cassius's 
  journal to see exactly what happened. Mark is doing 
  a great job with that journal -- the fight was a little 
  bit more difficult than he is letting on, but it is 
  recorded exactly how Cassius would record it. He 
  did go full OB at the end and luck out and score a 
  huge double open-ended up attack. The Cassius 
  character is really cool, by the way, because even 
  though he is low level, he's had amazing luck when 
  he needs it -- this has interestingly colored Cassius's 
  perception of his own abilities. It makes him quite 
  arrogant. I love it. 
  Because of my PCs actions and stated plans for 
  attempting to contact the other members of the 
  triumvirate, I'm going to add a section below, before 
  the Lorek's Estate scene. If you don't want to get into 
  more intrigue than we currently have, then you can 
  have something happen like Lord Arryl ordering 
  them to get the item as soon as possible by going to 
  the estate to look for it. If Arryl doesn't exist in your 
  game, then have a message arrive or some such. 
  --- 
  To Divide the Three That Are One 
  The PCs are now in a bad place. Their only 
  completely trusted contact is now dead. They have a 
  link with the House Arryl people, but the original 
  PCs are wary to trust them too far. They don't know 
  who the assassin's were nor who sent them. 
  The Story 
  The Lord Arryl will recover in about 2 days. He will 
  not 
  be 
  fully 
  mended, 
  but 
  he 
  will 
  regain 
  consciousness at that time. Before then of course, 
  the Lady Arryl will have to be informed of the 
  assassination attempt. She will order everyone 
  involved to not let the information leak that the 
  Arryl was attacked until after more information is 
  learned. The Lord Arryl will be taken to his suite 
  and put to bed. The court will only be told that he is 
  "unwell". 
  When he finally does awaken, he will most likely be 
  told of the PCs plan to attempt to turn the other 
  members of the triumvirate against Lorek. 
  Behind the Scenes 
  Frankly this is a nearly impossible task. The PCs 
  may not even be able to approach one or both of the 
  other triumvirate members without the influence and 
  aid of the Lord Arryl. 
  Arryl will counsel the PCs to wait and bide their 
  time. The Lord Sage and the Lord General will not 
  be swayed by hysterical seeming arguments from 
  random people who are not even citizens of Stroane. 
  And in this case, especially not arguments from a 
  Namar-Tol elf. (His people are not well trusted in 
  other lands.) They will need complete and dramatic 
  proof that the Prince Lorek has been corrupted by 
  evil. While both of these people are not adverse to 
  bringing down Lorek (Lorek disagrees with them far 
  too often), they will not debase themselves in front 
  of the people of Stroane by subscribing to wild 
  superstitions. 
  The Estate of Lorek 
  Before Selras was killed, the party learned of an 
  estate kept by Prince Lorek, about 40 miles north of 
  Arakin. Also that Lorek was planning to return there 
  within one week's time. 
  
  Adventures  
   
  69 
  The party has several options at this point. Here's the 
  knowledge they have: 
  Lorek is tainted by a corruptive influence  
  Lorek does not carry the item  
  The item is not at his palace suite  
  This means that most likely, the item is guarded at 
  his country estate. The question now is, should the 
  PCs go there before Lorek and attempt to get the 
  item, or do something else. 
  The something else might include ambushing Lorek, 
  or following him, hoping that he will then leave the 
  estate with the item. 
  In my opinion, their best bet is to scout out the place 
  at least before Lorek gets there. It is more likely the 
  estate guards will be more lax with him not in 
  attendance. 
  The Story 
  The terrain on the road north of Arakin is a pleasant 
  combination of fertile rolling farmland interspersed 
  with forest land. The journey is easy and goes 
  quickly as the road is extremely well maintained. 
  About every 10 miles is a village or small town, 
  usually numbering less than a couple of thousand 
  individuals. They seem prosperous and well-kept 
  little communities. The season being winter, there 
  are few people in the fields. The farmland is lying 
  fallow for now. Even outside the villages, the 
  occasional cottage can be seen off of the road. 
  Almost the entire way north seem inhabited to some 
  degree. 
  The PCs don't know exactly where the estate lies, so 
  when they get approximately to the place, they 
  might slow down some. Eventually they sight a large 
  stone pillar erected by the side of the road and 
  marking a fork. The pillar is carved with (at the top) 
  the symbol of Arakin, and below it the symbol of the 
  house crest of the Prince Lorek. If the PCs have 
  sighted Lorek before this, allow them to make a 
  memory roll to remember that this is the same crest 
  that he wears emblazoned on his cloak. 
  About two miles on the lesser road will lead them to 
  the manor estates of Prince Lorek. The land here is 
  mostly cleared farmland, although some stretches of 
  forest exist. Trees also follow most of the small 
  streams which are abundant in the area. 
  If the party leaves the road, they will be able to 
  mostly make their way unseen towards the manor. 
  There is some traffic, though not much. Mostly 
  consisting of farmhands moving bales of hay in 
  wagons from one part of the estate to another. If they 
  are seen, they will be questioned. See the Behind the 
  Scenes section following for a list of possible 
  encounters. 
  Once again, the terrain consists of low rolling hills. 
  As the PCs top a final rise, they can see the manor.  
  First there is a wall of stone, about 15 feet high. 
  There is only one gate. The wall is not a full 
  defensive wall with parapets and such. It's only 
  about two to three feet thick and it's obvious that 
  defenders are not meant to walk on it. Apparently, 
  Stroane has not seen war this far inland in some 
  time. 
  The wall encircles a large house constructed 
  completely of stone. The roof is three storeys above 
  the ground and is covered with a slate shingling. The 
  total diameter of the wall is about 100 yards -- the 
  house is between 50 to 100 feet away from the wall 
  at any given point. So the house and a couple of out-
  buildings take up most of the interior space. 
  The back right corner of the house consists of a 
  tower like structure that rises another 30 feet above 
  the roof of the house -- making the total height about 
  60 feet. It has windows starting about 10 feet above 
  the roof. These windows are fairly small ( I.e., 
  difficult to climb through). The rest of the house has 
  larger windows which start at the second storey. 
  The PCs can get to within 1000 feet of the walls 
  without being seen (at least from the house). The 
  remaining distance is difficult to cross because it is 
  completely open ground -- apparently left as hay 
  fields. However, night would be a different matter... 
  Behind the Scenes 
  The PCs will see the following interesting things 
  when the get to the manor (during the day, for the 
  first time): 
  A number of men (about a dozen?) training in the 
  courtyard, within the walls. They seem to be men-at-
  arms.  
  There is only one gate to the wall  
  There are several doors to the manor -- one main one 
  at the front, and two smaller ones on the right side 
  and on the back side  
  There is a large set of stables, built onto the house, 
  on the left side  
  The PCs may have the following encounters (roll 
  randomly): 
  Peasant farmer(s) -- He (they) will wish to know 
  who the PCs are and why they're here  
  A hunting party -- a horn blast will give warning 
  before they are in site: they consist of a half dozen 
  mounted men with longbows and broadswords. They 
  
  70 
   
  Twilight over Emer 
  are also accompanied by 5-10 hunting dogs.  
  A patrol party -- consist of 10 men who patrol the 
  estate lands (about 1000 acres), nearby villages, and 
  the main road. One patrol is out at any given 
  moment. They are armed and armored heavily 
  (broadswords, AT 13, levels 4 to 5).  
  Obviously, scouting the place will be best done at 
  night. At this time of the month the night is fairly 
  bright (moon is half waning) and the weather is 
  actually fairly clear. So it is possible that they will 
  still be seen approaching the manor. Guards are 
  stationed at the gate (4) and in the highest tower 
  level (2). The rest of the wall is unmanned, though at 
  some intervals a single guard may do a quick circle 
  of the perimeter. 
  The main gate guards are changed every four hours 
  if the PCs wait to check. 
  Anyone who goes over the wall will want to avoid 
  the stable area. Approaching too closely may 
  awaken the hunting dogs who are kenneled there. 
  This noise will bring people to investigate. 
  Climbing the outer wall is not difficult -- it's 
  relatively craggy so even people with little climbing 
  skill should be able to scale it. 
  The wall of the house is a different matter. It's 
  completely smooth fitted stone, finely masoned. The 
  only way is by use of a grappling hook or similar 
  device. Either the roof or a window may be 
  grappled. 
  The two side doors are small, sturdy, wooden doors 
  that are locked at night. They can be picked with 
  normal difficulty but have a 75% chance of being 
  barred from the inside as well. (Unenterable.) 
  The main doors are locked at night as well but are 
  unbarred. They are quite large however and most 
  likely make a decent amount of noise when opened. 
  The PCs have a chance of discovering another way 
  in. This cannot be seen from any vantage point on 
  the ground, but if the PCs use something which can 
  enhance their sight (like Long Eye, Sight Merge, 
  etc.) they will be able to see an opening in the roof 
  near the tower. This is about 15 - 20 feet square and 
  opens on the house atrium. 
  The atrium descends down to the ground floor -- 
  three levels below the roof. On each level there is a 
  balcony with a railing that opens onto the atrium. 
  Vines and exotic plants line trellises located on each 
  corner of the atrium. 
  If the PCs choose this route, the GM should roll for 
  encounters with strolling denizens of the manor. 
  They may be either armed or unarmed. 
  The main thing that needs to be known about the 
  manor is where the ring is located. The party can 
  utilize the item given to them in Kaitaine from as far 
  away as just outside the walls. By moving around 
  the walls, they can eventually get a "coverage" of the 
  entire manor.  
  The ring seems to be located 35 feet below the 
  tower. It would be a good guess to assume that the 
  way to the ring is through the tower. 
  The tower has windows, but they are too small to 
  climb through, plus they start 10 feet above the roof 
  of the rest of the house (sort of the wrong direction 
  to be going). The floors within the tower are 
  interlinked with a spiral stone staircase -- but 
  unfortunately this stair starts at the second level. The 
  only entrance to the first level (containing a way 
  downward) is a heavy looking door located on the 
  1st level of the manor. 
  If the PCs check for magic, they will sense essence 
  on the door. (Actually a Rune). Anyone who makes 
  a Read Runes skill will be able to tell that the rune 
  protects the door in some way. (Door Rune: If 
  anyone other than those keyed by the caster pass the 
  door, then a +35 cold ball goes off). 
  Possible means of getting around the trap include: 
  Lock Lore spell list has a spell to disable magical 
  traps  
  Someone with a high Read Runes and Attunement 
  may be able to turn the rune off for short time 
  (Attunement Roll of a Hard after a normal Read 
  Runes roll).  
  Take it like a man!  
  The Cold Ball will go off an unlimited number of 
  times. It makes a small amount of sound when it 
  does, so the GM should roll for manor residents 
  hearing it. 
  [Campaign Notes:] 
  My players found the atrium route through magical 
  means and decided to do that. They scaled the walls 
  (somewhat slowly, though they did have Silence 
  spells up courtesy of the Illusionist) and descended 
  to the 1st level without incident. They found the 
  door to the tower, and the Illusionist tried to attune 
  to the Rune by failed and got cold balled. He wasn't 
  too injured. Just then a pair of guard looking types 
  came down a hallway and the party assassinated 
  them quite effectively. Ouch. I mentioned that these 
  people might just be innocents, but the party 
  rationalized it as "what you get when you work for 
  an evil prince." OK. 
  So then the Paladin of all people tries to attune to the 
  
  Adventures  
   
  71 
  thing and rolls super-well. This is killing me how 
  often he actually DOES get the favor of the gods. So 
  I allow him to "turn off" the rune for the time it 
  takes them to pick the lock on the door and get 
  through. 
  --- 
  The normal manor residents DO NOT go through 
  the door. They stay away from it. In fact, those that 
  Lorek has taken into the tower, have not been seen 
  again. 
  There is currently only one person who is keyed to 
  go through the door: one of the evil Rhiani monks 
  that is currently stationed here. He will come up 
  later. 
  When (if) the PCs get through the door, they will be 
  on the ground level of the tower. The room is 
  circular, about 20 feet in diameter. The ceiling is 
  bare stone, about 10 feet above and is braced with 
  large wooden beams. The rest of the room is bare. 
  In the center lies an opening in the floor. This is the 
  top of a spiral staircase descending into the darkness 
  below. (Neither the tower room, nor the stair is lit. 
  The PCs will have to provide their own.) 
  The stair is wide enough for two to descend abreast. 
  It takes two and a half revolutions to go down 
  approximately 30 feet. If the characters use the Ring 
  Finding item, it will be quite near. 
  The stairs open to a large circular room. On the 
  opposite side of the staircase pillar, lies the ring 
  which the party seeks. Unfortunately it is guarded by 
  two Spear Demons. Nearly across from the stair is a 
  rough hewn passageway deeper into the earth. 
  Encounters 
  Spear Demons:  
  Level 10 Fighters, Spear (Melee) 120, Spear 
  (Thrown) 90  
  150 Hits  
  AT(DB):13(40)  
  Extremely resistant to Stun (Treat as having a 
  Stunned Maneuvering skill of 150)  
  Notes: The demons will most likely hear the 
  characters descending. They will will wait in the 
  shadows and attack when they are sure that they 
  don't recognize the PCs. Spear Demons fight with 
  little sound. They never do more than grunt slightly, 
  even at the most heinous of wounds. They will not 
  call for help and will fight to the death. (They are 
  controlled.) 
  Unless the PCs cause undue noise, most of the 
  sounds of battle will have been muffled to and extent 
  that the rest of the manor will be unaware. 
  The Story 
  The PCs now find themselves in the large circular 
  room, seemingly carved from the natural rock. On 
  the other side of the staircase, they will see a small 
  dais on which sits a silk wrapped package. 
  If the PCs probe the dais with Power Perception 
  and/or detect magic spells, they will learn that the 
  area is rich in natural Essaence. It seems most strong 
  within one foot of the silk package. (Which can be 
  assumed correctly to be the ring). 
  Picking up the item will cause the following to 
  happen: A high pitched scream comes shrieking out 
  of the item after it is picked up (not just touched). It 
  cuts off almost as soon as it begins and the gathering 
  of Essaence lessens in the area. At nearly the same 
  time, the a 10 foot diameter area will be enveloped 
  by a +35 cold ball 
  A quick thinking PC will shove the item into the 
  shielding box with the other one. Give the PCs a 
  brief moment to yell out actions. I like to do it in 
  real-time by describing the situation, saying 
  something about the scream and then calling out 
  "Actions?!" Those who react within 1-2 seconds of 
  real time get to do their actions, others just take the 
  cold ball. 
  Behind the Scenes 
  The ring was sitting in this position to absorb 
  Essaence over a period of time. This room is not 
  particularly well suited to defending the item and the 
  PCs may realize this. Spell Users may be able to 
  answer the question, assuming they have some 
  knowledge of Essaence nodes or flows. This spot is 
  a sub-minor node. 
  It doesn't matter if the "scream" from the item was 
  heard above by the manor residents: the Rhiani will 
  sense the disturbance and will be through the door to 
  the tower within 5 rounds. The guards of the manor 
  will be alerted by the Rhiani, but will be unable to 
  follow as they are not "keyed" for the tower door.  
  If the PCs are in visual range of the tower door, and 
  the Rhiani has already passed through, the guards 
  may forget their master's warnings and charge. 
  They'll be cold balled just like anyone else, 
  assuming the trap still exists on the door. As will 
  anyone within 10 feet of the outside of the door and 
  5 feet of the inside. 
  The Rhiani will go after who ever holds the ring, if 
  the ring is unshielded, and who ever is closest if it is 
  already in the box. If the Rhiani gets the ring, then 
  he will flee the area, and let the normal guards take 
  care of the PCs. Otherwise, he will fight to the death. 
  
  72 
   
  Twilight over Emer 
  See the NPC section for the abilities of the evil 
  Rhiani monks. 
  If they can defeat the Rhiani, the way the PCs came 
  in will no longer be the way they can leave. About 
  15-20 people stand in various positions outside the 
  tower door, waiting for an opportunity. 
  The only choice is to attempt the passageway below 
  and hope that there's an exit. 
  Under Lorek's Estate 
  The passage out of the circular sub-tower room is 
  roughly hewn into the natural rock. It leads a short 
  distance before a hole can be seen. There is a ladder-
  like thing made of wood which descends abut 15 
  feet.  
  The passage at this point is somewhat lower than 
  before. -- about 6 feet in height. It is 5 feet wide.  
  [description of underground area] 
  Cell -- this 20 by 20 foot room is a cell of some sort, 
  having a lock on the outside, and moldering heaps of 
  trash scattered about it. 
  Workroom -- this is Lorek's work room containing 
  all manor of random, and mostly useless ingredients 
  for ritual magic. Lorek is not a mage by profession 
  and is slightly mad because of his contact to the 
  Ring. If you wish, the PCs can find a couple of 
  things such as a healing herb or two, or perhaps 
  some poison. The door is locked and requires a Lock 
  Picking Hard roll to open it. 
  Ritual Room -- this room is bare except for some 
  chalk and paint designs in the center of the room. 
  The room is obviously part of a natural cave and is 
  about 40 feet in diameter. Any with Spell Lore can 
  tell that this room has involved ritual magic. Any 
  with a Circle Lore roll can tell that the latest thing 
  cast was some sort of summoning ritual. 
  Study -- Lorek's underground study. This 40 by 40 
  room is better carved from the natural rock than the 
  other rooms. There are tapestries of battle scenes 
  hanging around the walls. The room contains a large 
  wooden desk and two large wooden bookcases. The 
  books are of many different types, some of arcane 
  lore, some of more mundane knowledge. No spell 
  lists are here, however. This room also has a 
  guardian. It is an Air elemental. These creatures will 
  show up to a Presence spell but will "feel" strange. 
  Some one with the Ethereal sight background will be 
  able to see it, but it is completely invisible to other 
  people. It has the Magician spell list Wind Law to 
  10th and will protect it's guarded area with these 
  spells plus it's own wind attack which causes Impact 
  crits. (Treat the attack as a Directed Elemental attack 
  with OB 70.) It guards the desk. It will ignore people 
  who do not attack or do not mess with the desk or 
  come within 10 feet of the desk. Unfortunately, this 
  includes the bookshelves. If a PC takes a book by 
  hand, they will inadvertently incur the wrath of the 
  elemental. The elemental cannot be harmed by 
  normal weapons. It can be wounded by magical 
  weapons or spells. 
  If the guardian is defeated, then an interesting thing 
  can be found in the desk of Lorek. Among the misc. 
  papers, the PCs can find a bound book. The book is 
  a journal of Lorek's magical experimentation since 
  gaining the Ring. This is written in Lorek's own 
  hand. The following can be learned from reading 
  this document: 
  The Ring conveys powers of evil essence lists  
  Some of the spells that Lorek have been using will 
  be detailed  
  Lorek will express great enthusiasm for some of the 
  directly damaging spells (apparently he practiced on 
  random peasants from his estate)  
  Veiled references to the 13th tribe of the Rhiani. 
  They gave him the ring, but why is not told  
  This information would go a long way towards 
  damning Lorek in the eyes of the other two members 
  of the triumvirate. If the PCs gain this, they will be 
  able to combat Lorek in the political arena (or 
  perhaps allow the Lord Arryl to do this) 
  Exits: 
  A large door at the end of the long and twisting 
  hallway, is shut and barred from the inside (this 
  side). It is made completely of iron and is actually 
  trapped from the other side, magically. If a PC 
  passes through it and then tries to re-enter, then they 
  will take a +35 cold ball. 
  The other side of the door opens onto a fairly narrow 
  ledge. The ledge overlooks a wide and deep chasm 
  which falls away into darkness. The ledge descends 
  at a steep angle for about 50 feet. The party, once 
  reaching the bottom is now nearly 100 feet below 
  the surface. 
  The bottom is a natural cave structure. With a few 
  branchings, the group can wide their way for about a 
  mile until the reach a narrow crack which allows 
  only one to pass at a time. After this, they will find 
  themselves in a cave which exits onto the bottom of 
  a small canyon / riverbed. The entrance to the cave 
  is almost impossible to see, even when you are 
  standing right next to it (you have to squeeze behind 
  a large rock). 
  Behind the Scenes 
  Luckily for the PCs, no one could pass through the 
  
  Adventures  
   
  73 
  tower door to follow directly. However, Lorek keeps 
  two pet mages at his estate. He does not trust them, 
  so he doesn't give them access to the sub-tower. He 
  works with them in magical rituals and uses them as 
  magical bodyguards. 
  However, both of these mages have some idea that 
  there is another exit from the underground area. 
  They will quickly organize search parties of about 
  10 each + 1 mage + 6 dogs to search. 
  The senior mage is the one the PCs will have to 
  worry about. The other group will start circling with 
  the dogs trying to locate a scent. This will take a 
  while. But the senior mage has the divination skill. 
  He will use it to help him pick the right direction to 
  start in. The two mages are not particularly fond of 
  each other and will not combine efforts or abilities. 
  Each one wants to be the one who returns the 
  trespassers to their master. Note: They have no idea 
  that the PCs stole the Ring because they don't know 
  what the ring is nor where it is kept. 
  The senior mage is Velnik Tre'Atha. (See the NPC 
  section.) Make Divination rolls for him -- if his rolls 
  are good enough, then he may be able to be at or 
  near the entrance to the cave when the PCs exit. If 
  this is the case, he will fight them and will send the 
  soldiers with him to their deaths but will retreat if 
  the battle is going against him. 
   
  [Campaign Notes:] 
  He didn't roll that well for Divination, just got a 
  basic direction. The PCs exited the cave a decent 
  amount of time before Velnik got there. The ran on 
  foot to where they left their horses (about 3 miles 
  away) and escaped without ever being seen directly 
  by Velnik's group. However, Velnik is about 3 hours 
  behind them all the way to Arakin.  
  So my characters didn't run into him, and of course 
  didn't get captured. Being captured is a bad thing. I 
  leave it up to you. 
  --- 
  Adventure IV -- From Darkness To 
  Darkness 
  Overview 
  The party will flee to Sel-Kai and make contact with 
  Voriig Kye himself. On the way there, they must 
  deal with the crafty and relentless Velnik Tre'Atha. 
  Depending on what happens, Velnik will follow 
  until he has captured the ring.  
  After initial meetings, Kye will fake the destruction 
  of the Rings and will reward the PCs for their 
  "efforts." He will draw them firmly into the fold and 
  begin to make plans for using them against the likes 
  of the Grey Ring. Kye will be wary of both Cassius' 
  and Danari's ability to Dream. (For this could 
  unravel his plans.) When necessary, Kye (who is a 
  mystic/seer by profession, if a Dragonlord can have 
  a 
  profession) 
  can 
  manipulate 
  their 
  dreams 
  personally. But Dreams can still occur that are 
  outside of his influence. Because of this, Kye will 
  use the group against evil targets as much as 
  possible, such as the Cult of Stars, the 13th Tribe, 
  etc. 
  Next to Voriig Kye, Velnik Tre'Atha and Prince 
  Lorek look quite pathetic. But their stingers are not 
  completely pulled... 
  The 13th tribe of the Rhiani will be relentless in 
  their pursuit of the PCs. The PCs are now 
  responsible for the loss of TWO major Rings! They 
  have lost track of the group since they've been under 
  Kye's influence, but they will not forget... 
  Finally, Nerik, the member of the Grey Ring from 
  Kaitaine has not stopped his pursuit of the PCs trail. 
  His dreams tell him that great danger for the Grey 
  Ring surrounds the PCs and some "item" they carry. 
  (He does not know what the item is). The Unlife and 
  other forces are bringing enormous amounts of 
  resources to bear. He lags behind the PCs by several 
  weeks, but with the use of his spells, his Dreams, 
  and his divinations, he is confident that he will 
  eventually catch up to them. But he is afraid that he 
  will be too late... 
  Out of Stroane 
  This section of the adventure should be a game of 
  cat and mouse. If the PCs are smart they will make 
  absolutely sure that they are not being followed.  
  When reaching Arakin, they will most likely wish to 
  report to the Lord Arryl (and Selras, if he still lives). 
  Though Velnik will fall behind, he will not give up 
  and will end up trailing the part all the way to 
  Arakin. There he will consult with his master, the 
  Prince Lorek. 
  Lorek obviously will have a fit when he learns that 
  the the PCs have raided his personal domain. By 
  concentrating deeply, he will test his bond with the 
  Ring. And because the Ring has most likely been 
  placed in the Kregora box with the original one, he 
  will be unable to sense it. He will fly into a rage, 
  possibly killing a few innocent bystanders (further 
  fueling the rumor mill).  
  When he calms down enough, he will command 
  Velnik to return the Ring to him, or... 
  
  74 
   
  Twilight over Emer 
  Velnik understands completely. He will take 12 men 
  plus the estate's Master of the Hunt to hunt down the 
  party. In addition to this, he will send messenger 
  birds to Patrol outposts along the route he believes 
  the PCs have taken from the city. 
  Lord Arryl will recommend strongly that the PCs 
  contact the Organization in Sel-kai. The fastest route 
  overland is by following the Arakin river up to the 
  pass through the Spine of Emer. It is a difficult 
  journey, but it is the fastest and probably safest (at 
  least from Lorek's minions). 
  The Story 
  The PCs will travel away from Arakin as quickly as 
  possible. Some time around mid-day of the second 
  day of traveling, the party will be stopped by a 
  Stroane patrol. The patrol was alerted by carrier bird 
  that a party matching the description of the PCs 
  should be detained at all costs.  
  The action will progress as follows: 
  The PCs are making their way on the river road 
  which is heading to the Spine of Emer. Already the 
  road has become more rough -- transversing hill 
  after hill and rising in altitude steadily. 
  The traffic is modest, mostly heading towards 
  Arakin. At intervals of every 10 miles or so, there 
  are small villages. One or two patrols of Stroane 
  military can be seen passing. 
  At mid-day on the second day, another such patrol 
  goes past. However, just after they are past you, you 
  note that the group has halted.  
  "You there!" you hear. "Stop, and stand by the edge 
  of the road." The group is about 20 feet distant. 
  The patrol leader was somewhat slow to recognize 
  the party, but now that he has, he will carry out his 
  orders. 
  If the party flees, the patrol (consisting of 10 men) 
  will give chase. Any battle ensuing will be the 
  guards trying to take the PCs prisoner. They will not 
  try to kill the PCs, unless the PCs kill a couple of the 
  guards. Then they will kill first and ask questions 
  later. The patrol leader will call for the PCs to lay 
  down their weapons and surrender. 
  The guards are 4th level members of the Stroane 
  military. The leader is 6th level. They fight with 
  normal moral -- if the PCs succeed in killing several 
  of them and/or the leader, then they should make a 
  moral check. Failure indicates that they will flee. 
  If the party does happen to surrender (probably 
  assuming that they will be able to escape later) the 
  guards will take their weapons and armor and will 
  strip them of any obvious belongings. 
  If the PCs run at any time, they will not have much 
  luck in evading the patrol unless they leave the main 
  road. The patrol members are not particularly good 
  trackers and the PCs should be able to escape this 
  way. 
  If the PCs wait to talk to the patrol, it will be 
  somewhat more difficult to disengage from them. 
  However, the patrol does not have any mage-born 
  with it -- magic will work fairly well against them. If 
  a fight ensues and magic is used, then the patrol 
  members will flee that much more quickly. 
  If the PCs really get the upper hand in this and 
  attempt to hunt down fleeing members of the patrol 
  so that they can't report, the PCs might be able to do 
  this. 
  Overall, after this encounter, the PCs will probably 
  be more cautious about traveling on the road, and 
  will assume that they are being followed. 
  Behind the Scenes 
  Meanwhile, Velnik Tre'Atha has not given up. He is 
  about a day behind the PCs, but is riding hard, using 
  his divinations to guide him and his men. 
  Velnik will most likely catch up to the PCs and 
  when he does, the party will be in grave danger. At 
  this point is is likely that Velnik will indeed capture 
  the party. 
  It will be impossible to describe all of the 
  possibilities surrounding this encounter, so I will 
  first give some background on Velnik's personality, 
  some strategies that he might use, and the strengths 
  and weaknesses of his men. 
  Velnik is quite intelligent and should be played that 
  way. However, he is also very cautious. Nothing is 
  more important to him than his own life. Therefore 
  he will flee if he feels that the situation is proving 
  untenable. 
  Velnik will make use of his familiar to locate the 
  party when he is close enough. One good thing for 
  the PCs is that Velnik rare utilizes his familiar to its 
  full capacity. He usually keeps it away from 
  dangerous situations -- not really because he cares 
  about it, but because if it dies then he will be 
  severely hampered. 
  Velnik's basic strategy is to locate the PCs, move 1/2 
  of his men to one side of their camp, and himself 
  and the other 1/2 to the other side. Then he will get 
  close enough to cast Slumber Mist to make the PCs 
  fall unconscious. His men will then approach, 
  holding the PCs under crossbows. When the men are 
  positioned correctly, Velnik himself will step 
  forward and wake people up, disarming them and 
  taking them prisoner. 
  
  Adventures  
   
  75 
  Weaknesses: The main weakness of this plan is that 
  neither Velnik and his men are particularly stealthy. 
  Alert PCs will hear something at least and realize 
  that there is a problem. Another weakness is that 
  Velnik has given specific instructions that the PCs 
  are not to be killed at this time. (He can't kill any 
  until he knows exactly where the Ring is.) 
  If a battle ensues, Velnik will attempt to use spells 
  like Sudden Light and Lord Sleep to merely stun the 
  PCs so that he can take them prisoner. If the battle is 
  not going in his favor, then he will step up the attack 
  to include more dangerous bolt/ball and Vacuum 
  spells. 
  If actually engaged himself, he will of course utilize 
  Shield Mastery spells to protect him. With all of 
  those spells, he can achieve a potential DB of 170 + 
  parry. 
  Over all, things do not look good for the PCs. If they 
  somehow manage to escape, then Velnik will take 
  what's left of his men and follow. If Velnik alone is 
  left (because he was forced to flee), he will return to 
  the nearest Patrol Post to get supplies and then 
  continue after the group. He will not give up because 
  he fears Lorek's wrath and he now has a personal 
  vendetta against the PCs. 
  Captured! 
  If the PCs are captured, Velnik will strip them of all 
  possessions, especially weapons, armor, and magical 
  items. Danari's Mindstone is an interesting point: 
  Velnik may not know that touch another person's 
  Mindstone causes a point black Lightning Bolt 
  attack (See Danari's character). This might be an 
  opportunity for the PCs. 
  Otherwise, the PCs will be bound tightly and 
  marched back to Arakin. This will take several days, 
  depending on when Velnik caught up to the party. 
  For my PCs, I think it will be unlikely for them to go 
  meekly. Especially the paladin. Strangely enough, he 
  will flee alone if things are going badly enough so 
  that the TWO rings do not fall into the wrong hands. 
  He will definitely die for it. The others may be 
  willing to submit because they hope to escape later. 
  If Cassius DOES die, then Velnik will likely find 
  himself in possession of two Rings of the Death 
  Claw. His master Lorek only mentioned one. He will 
  agonize over attuning to one of them. (If he attunes 
  to the wrong one, Lorek will know about it). 
  Otherwise, the PCs will be questioned on the way, 
  and questioned about the Gryphon Pendants. (Velnik 
  will not know anything about them, but will be able 
  to sense them as magical in some way). 
  Each night, Velnik will summon a Type II demon to 
  watch over the PCs. The rest of Velnik's band will 
  be nearly as unhappy about this as the PCs are. 
  Possibilities for Escape: 
  D'alaan is excellent at concealing weapons. He has 
  an enormous Trickery skill. He is also fairly good at 
  contortions. His poisoned blades might be able to 
  take out a couple of guards. 
  Nerik should be just about catching up to the PCs at 
  this point. If this seems a little too deus ex machina 
  to you, then feel free to ignore it. Anyway, Nerik 
  may not be able to do anything about it -- his only 
  defensive spells are Light Eruption and Shock Bolt 
  from the Brilliance list. 
  If the PCs are dragged all the way back to Arakin, 
  then they will be thrown into the dungeon under the 
  palace and held until Lorek has time to question 
  them.  
  Lorek will want to know who they are, how they 
  came to find out about his ring, and who they work 
  for. Also what do the Gryphon Pendants stand for. 
  he will torture them if necessary, to learn the 
  answers to these questions. 
  The only possibility for the PCs to avoid torture and 
  eventual death is that Lord Arryl learns of their 
  capture and attempts to free them, or Nerik finds 
  where they are and attempts to free them. 
  Not Captured! 
  If the some or all of the PCs manage to escape the 
  clutches of Lorek, then they will have some hard 
  journeying ahead of them, possible still being 
  pursued. 
  The best case scenario is that Velnik is dead. 
  Unlikely. 
  The next best case is that Velnik's men have all died 
  or have fled. This means that Velnik must regroup, 
  giving the PCs time to escape Stroane.  
  A bad case is that some of the PCs didn't make it 
  away from Velnik's attack. Luckily for them, they 
  will not be harmed much, and if wounded, they will 
  be tended to. Velnik needs healthy prisoners to 
  question. This opens the possibility of a rescue 
  attempt or ambush by the other party members. 
  [Campaign Notes:] 
  My players got their ass kicked but they all lived, 
  and actually won the battle by the barest of margins. 
  It was good fun. Most of Velnik's men got killed and 
  the rest fled. Flynn went wild with Tear Cloud spells 
  which disrupted the attack long enough for every 
  one to spread out some. Later, another tear cloud 
  managed to stun Velnik for an amazing 6 rounds. 
  
  76 
   
  Twilight over Emer 
  Flynn was lucky to catch him in the radius. Good 
  guessing on his part. 
  Velnik left after he got stunned because most of his 
  men were down. Also, the Paladin made good use of 
  Detect Enemies to track him. They couldn't follow 
  very quickly because the entire party was suffering 
  from things like broken arms, severed muscles, etc. 
  --- 
  The Spine of Emer 
  The road leads higher and higher into the mountains 
  and the temperature drops alarmingly, especially at 
  night. Normal day temperatures are in the 30's, just 
  above freezing mostly. At night, the temperature 
  drops to the teens and twenties. 
  The pass though the Spine of Emer is a difficult one. 
  It is very high altitude and at this time of the year is 
  blanketed with snow. Special precautions must be 
  taken by the PCs at this point or they may be killed 
  by the elements. 
  Traffic on the road will gradually fade away and 
  villages will become much more scarce. Encounters 
  at this point will be animals or monsters rather than 
  � humans. 
  � wolves  
  � a bear  
  � hill troll  
  Eventually the group will ascend to just above the 
  timber line. There they will sight the pass though the 
  Spine of Emer, beginning with a small plateau 
  between two large peeks. 
  After about a mile, the plateau narrows to about 20 
  feet wide, and a great chasm drops off to the 
  southern side. The road now follows this ledge on 
  into the mountains.  
  This road will continue for about 30 miles of 
  extremely bad terrain. The ledge is often completely 
  iced over, and that's only when it's not covered by 
  several feet of snow. 
  About 10 miles in there lies a Stroane outpost 
  consisting of several hundred men. They guard this 
  pass against incursions from the hostile Jaaderi 
  forces on the other side of the mountains. However, 
  few attempts have been made at Stroane in recent 
  years. Stroane and the Jaaderi have an uneasy peace. 
  The PCs know by this time that they must avoid the 
  military at all costs if they seek to escape Stroane. 
  Getting around this outpost is a difficult task as the 
  entire purpose of the outpost is to guard the pass. 
  In the dead of night it is quite dark due to overcast 
  skies. It may be possible to get by them that way. 
  This becomes more likely if magic is used. 
  The PCs may also attempt to go around the outpost, 
  by going above it -- up the mountain. This would 
  mean abandoning their mounts. 
  When the party makes it past the outpost, they will 
  have a couple of days travel through the very 
  difficult terrain. New snow fall will be a likely 
  occurrence and there's currently a couple of feet on 
  the road. 
  For these days roll for encounters. These might take 
  the form of 
  Blizzard  
  Gark patrol (5-10)  
  Jaaderi patrol (12)  
  The latter two encounter types could use some 
  explanation. 
  Gark activity has been on the rise in the Spine of 
  Emer mountains. The reason for this is currently 
  unknown but both Stroane patrols and Jaaderi 
  patrols have been attacked in the past year. 
  Towards the end of the pass, there is an outpost of 
  the Jaaderi. Or at least there was. 
  When the PCs get within range, they might be able 
  to scent smoke on the cold mountain air. When the 
  outpost comes within visual range, they will be 
  surprised at the carnage. Twenty or thirty bodies of 
  Jaaderi lie crumpled in the snow. A small fort built 
  of stone and large timbers lies partially destroyed. 
  Smoke still rises from the shell of the building. 
  If the dead are examined, they all wear markings and 
  uniforms of some sort of military. They are either 
  dead because of arrows and sword slashes. However, 
  if the fort is approached, some of the bodies within 
  are scorched and burnt, but they don't lie near burnt 
  furnishings. 
  Outside, footprints are everywhere. The odd thing 
  about some of the foot prints is that they are unshod. 
  The foot prints are large and vaguely human, but 
  NOT like a normal human's foot. The Jaaderi are all 
  in heavy boots as would befit the weather. 
  Nothing of value remains either within the fort, or 
  on the bodies. The party's best guess is that the 
  attack occurred about a half a day ago. 
  If a good tracking roll is made, the strange foot 
  prints can be determined to be Garks. Why they 
  have attacked the outpost is unknown. 
  After the outpost, there is only another mile of the 
  high cliff road until the track becomes a more 
  normal (if steep and treacherous) road winding down 
  
  Adventures  
   
  77 
  though the other side of the mountains. 
   
  On this side of the mountains a great forest of 
  evergreens stretch down until the foothills of the 
  Spine of Emer. But beyond that lies a great plain 
  covered in dried grass. Tai-Emer lies before you. 
  The Downward Spiral 
  The road leads down and down, cutting back and 
  forth across mountain, descending into the hills. The 
  road is much less well taken care of as in Stroane -- 
  for the first couple of days, there will be no sign of 
  civilization. 
  The road descends steeply for the next several days. 
  The plains of Tai-Emer are not far above sea level 
  while the Stroane region was three to four thousand 
  feet above sea level. The mountains, now behind the 
  PCs, look all the more impressive due to this relative 
  altitude change. 
  When the party eventually reaches the foothills of 
  the mountains, the road will turn to the north, 
  heading more into the Lankan empire. Since the 
  party will most likely wish to avoid travel through 
  this area, they will most likely leave the road at this 
  point. 
  Through Tai-Emer 
  The PCs will be skirting the southern plains of Tai-
  Emer. This region is a sort of buffer zone between 
  the aggressive Lankan people and the pacifistic 
  Y'nari of Nuyan-Khom.  
  Though it is not completely a desert, the southern 
  planes are not very hospitable to humans. Hardy 
  grasses and bushes cover the land. A few stunted 
  trees grow here, but because of the lack of fertile soil 
  and abundant water, few grow to be very large. 
  The plain is rolling however, and distances are 
  deceptive. The party will want to travel to the city of 
  Nan-Ro, a border city of Nuyan-Khom populated by 
  Y'nari. This city lies 400 miles away from the base 
  of the foothills, nearly directly to the east.  
  This is not as direct a route as the PCs might wish to 
  travel to get to Sel-kai. But it is by far the safest. 
  Non-Lankan (i.e. non-Jaaderi) people traveling are 
  looked upon with suspicion and aggression. 
  Sometimes traders from neighboring lands will trade 
  with the Lankan but never from this direction. 
  (Stroane does NOT trade with the Lankan empire). 
  Thus the PCs will be an odd group indeed. Unless 
  they take extreme precautions against being 
  discovered, they will most likely be attacked by the 
  first patrol to encounter them. If captured, they will 
  become slaves to the Lankan. 
  Thus the detour to avoid these unpleasantries. Nan-
  Ro lies at one of the southernmost tips of the long 
  bay that laps against the shores of Tai-Emer. For the 
  Nuyan-Khom nation, Nan-Ro is the last city before 
  an area called the Sor Rha Ki which clearly 
  separates Nuyan-Khom from their more aggressive 
  neighbors to the north. 
  The Sor Rha Ki (Y'nar meaning "Bleak Elder 
  Lands") is a small desert approximately 50 miles 
  across. Though the weather is similar to the plains 
  nearby, for some reason, no seed can find purchase 
  in the barren rock of this land.  
  Large wind-carved spires tower over ancient and 
  dusty stream beds and canyons. No water has ran 
  through them in generations. Some areas are almost 
  maze like in complexity.  
  Even at this time of year, temperatures rise into the 
  90's. And at night, the temperature drops to almost 
  freezing. 
  Few natural things live in this area. The only 
  encounters likely are with a type of giant spider. 
  These magically created monsters are anywhere 
  from a 2 foot radius body to a gigantic 6 foot radius 
  body. They live mostly in a set of ruins which lie 
  hidden deep within the desert. You can make this 
  into a small side adventure, if you like. 
  The party can either go straight through the Sor Rha 
  Ki or take a slightly longer route and go around it. 
  This would mean detouring another 50 miles or so to 
  the north and then hugging the coast down to the 
  city of Nan-Ro. 
  Nuyan-Khom 
  This nation lies cradled below the Rust Mountains 
  and the Ash Mountains of Silaar. It is made up of a 
  number of mostly peaceful city-states of Y'nari. 
  Each of these states are ruled by a sort of prince and 
  each pays tribute to a sort of high lord who holds the 
  entire nation together. 
  The Y'nari people are a peaceful one -- they have 
  slightly darkened skin, almond eyes, and somewhat 
  flattened features. They live in villages and cities 
  and are quite good craftsmen. (Tech level 4). 
  The Y'nari trade frequently with Sel-Kai, Namar-
  Tol, and Reandor. They are great consumers of 
  timber, making excellent composite bows and other 
  woodcraft items. They export delicate silver and 
  gold work, fine silks, and are perhaps the most 
  accomplished makers of glass products and art on 
  the entire continent. 
  The military of Nuyan-Khom is few but highly 
  trained. They are completely unaggressive outside 
  their lands, but fight fiercely to protect their own 
  
  78 
   
  Twilight over Emer 
  (usually from the Lankan). Their favorite arms are 
  the mace and composite bow. They are also trained 
  in the broadsword as well. 
  Nan-Ro is a bustling city surrounded by thick brick 
  walls. It is the main port city to the bay of Tai-Emer. 
  Much trade goes through this city, traveling inward 
  to cities within Nuyan-Khom and outward to places 
  like Sel-kai. 
  The party will first catch glimpse of the city from 
  miles away. It lies nestled between the blue waters 
  of the bay and the golden grasses of the plain. 
  Most of the building of the city are made of brick 
  and wood, though many of the most important ones 
  are of quarried granite taken from the Silaar hills to 
  the north. 
  Much trade goes on in this city. Merchants can be 
  seen on every street trading their wares and arguing 
  about the latest price of silk. 
  The peaceful Y'nari prefer open air cafes and 
  gardens as opposed to dark taverns. Most of the inns 
  in the city have an large and bright common room, 
  often adjoining on a small garden or atrium. 
  At this time of the year (early spring), the weather is 
  quite good. The full heat of the summer has not yet 
  arrived, and the damp and cold of the winter is 
  leaving. When it is not raining, the days will be clear 
  and pleasant.  
  The plains themselves are quite a sight as well. The 
  dried golden grasses revive and become a multitude 
  of greens and yellows. 
  The Story 
  The PCs will arrive in Nan-Ro in early spring. They 
  may wish to consider the city a safe haven if they 
  have been harassed by Velnik on their journey.  
  In any case, finding passage by sea to Sel-kai is not 
  difficult and the rates are very reasonable. After all, 
  almost all of the ships in port are going to Sel-kai. 
  If the party wants to do some shopping to replenish 
  their supplies, then they will be able to. Nan-Ro will 
  have most things the PCs will want. Prices will be 
  about average. 
  Sel-kai 
  Overview 
  The party will arrive by ship in Sel-kai and will 
  attempt to make contact with the man the Lord Arryl 
  mentioned, actually Voriig Kye. Kye will be 
  expecting them. The party will be made welcome 
  and will be rewarded for bringing Kye the two rings. 
  The culmination will be a ritual in which Voriig Kye 
  fakes the destruction of the rings. 
  The Story 
  A hundred miles away from the port of Sel-kai, the 
  sea traffic begins to pick up. Many ships hailing 
  from lands as far away as Jaiman or the other side of 
  the continent sail heavily laden either to or from the 
  city. 
  The characters' ship will enter the wide delta where 
  the city of Sel-kai lies, passing on it's way in several 
  navy outposts used to defend the rich trade city. 
  Serenely, Eidolon hovers in the sky above Sel-Kai. 
  At an altitude of about 2500 feet, the 2000 foot 
  diameter city in the sky seems like jewel in the sun. 
  Lush greenery can be made out at this distance, and 
  at the highest point of the city, the palace of the 
  Prince can be seen. 
  Wide balloons float slowly up to Eidolon and down 
  to Sel-kai. And look there! One of the fabulous sky-
  ships seems to leaving the city: the characters follow 
  it with their eyes until it is lost to sight, rising 
  rapidly away. 
  In the city of Sel-kai below, the largest docks make a 
  semi-circle approximately a mile long. Ships and 
  craft of every type are anchored here in the smooth 
  waters of the delta mouth. 
  The custom and medicine officers will board soon. 
  They wear a dark uniform with red hems. In a few 
  minutes, the passengers of the ship will be allowed 
  to disembark. 
  The first thing the PCs will see is a large pavilion 
  located on the west side of the main circle. (See the 
  Emer Boxed Set for maps of Sel-kai and Eidolon.) 
  This is the Navigator pavilion. Within it, there is of 
  course, one of the strange 20 feet tall obelisks which 
  can be used to summon a Navigator. It may be 
  possible for the PCs to witness an incoming 
  transport. 
  The PCs first set foot on the docks in the late 
  afternoon. They may want to look around the city a 
  bit, or they may wish to go directly to Eidolon to 
  meet with their contact within the organization. 
  Eidolon 
  Eidolon is reached from the city below by air barge. 
  These are large balloons of the hot-air variety. 
  Nothing magical is used in their piloting, only the 
  skill of the balloon masters. The cost for passage is 
  two silver pieces per person. 
  The barge takes only a few minutes to float up to the 
  city. It docks on the outer ring, below the level of the 
  city proper. Wide stairways rise from the docks level 
  to the first city tier. Passengers take these while 
  cargo is lifted by large mechanical elevators. 
  
  Adventures  
   
  79 
  When the group gets to within one thousand feet of 
  the city, they may notice the following interesting 
  fact: all high winds stop completely. The air is 
  cooler than below and if the day was originally 
  overcast, the sun may peak out after the players 
  reach Eidolon. 
  The city is divided into four quarters -- sapphire, 
  amber, <emerald>, and <cough>. (Emerald and ?). 
  Each area is marked with the color of its quarter. 
  This is used for direction purposes, since the city 
  rotates once every day, conventional map directions 
  have little meaning. Roads in Eidolon are either like 
  the spokes of a wheel or like concentric rings around 
  the city. 
  The city consists of three tiers. They rise at 400 foot 
  intervals as one travels from the edge of the city 
  towards the center. The center level is the palace of 
  the Prince and the government of the city state of 
  Sel-kai. The Prince rules over only a mere few 
  hundred square miles, but as anyone knows, it's not 
  quantity, it's quality. From this aerie, he overlooks 
  his realm. 
  The residence of the party's contact is located in the 
  Sapphire quarter. This directly opposite from where 
  their air barge landed. The easiest route is directly 
  through the center, skirting the palace tier of course. 
  In general, blocks are made up of either residences 
  or shops, but not both. The residences are 
  exceptional in construction. Some are simple and 
  airy and yet the ultimate in comfort. Others are 
  gilded and ornate, covered in gold, silver, alabaster, 
  and rare marbles. Interspersed with these are small 
  gardens like parks. 
  The shops of Eidolon are something to behold. 
  Though usually smaller than the normal (real estate 
  is at an obvious premium) they are amazingly 
  stocked. Everything can be had here. The quality of 
  even the most simple items (such as fruit and 
  vegetables) is exceptional. 
  The characters will get a sample of life in Eidolon as 
  they stroll towards their destination. (Everything in 
  Eidolon is just a short stroll away). The Sapphire 
  quarter is marked by its blue street lamps and tile-
  edged roads. 
  When the PCs get to near the amber side of the 
  Sapphire Quarter, they will locate their contact's 
  residence. The Eidolon home of the Lord of Encla 
  Turac (Voriig Kye) is quite beautiful. The entire 
  front face of the building is surrounded by lush 
  plants and several rivulets of water run from the roof 
  down to small pools near the walk up to the main 
  entrance. How these are constructed are unknown. 
  The building is only three storeys high, constructed 
  of a milky white marble. The roof is made of a blue 
  tile which matches that of the Sapphire Quarter. 
  Wide windows of perfectly drawn glass are 
  decorated with ornately carved hardwoods. 
  If the PCs bother to check, the entire building 
  radiates with various types of magic. (None evil, 
  however). 
  When the PCs knock, the door will be answered by 
  Voriig's assistant in Eidolon, Naryn. Naryn is a 15th 
  level Monk which has served Kye for many years. 
  (See the NPC section for his abilities). 
  Naryn will let the PCs in and offer refreshments but 
  will sadly say that the master is not in. He was called 
  away for a short time, but will be returning the next 
  day. In the mean time, Naryn will say that the group 
  is expected, and will provide them with a small 
  scroll. The scroll, he says, contains instructions to 
  the proprietor of the House of Dreams, a fine inn 
  found not far away. Naryn will make small talk until 
  the PCs decide to leave. In parting, he will say that 
  his master will send word when he is available. 
  The next day, the group will be summoned by 
  messenger to the house of the Lord Turac. There 
  they will meet Voriig Kye face to face. 
  Behind the Scenes 
  Voriig Kye takes the form of an elderly but still hale 
  Laan. He is silver haired and walks with a silver 
  headed cane. He is dressed in flowing silks of green 
  and blue and wears soft leather boots of sable. His 
  fingers are ornamented by a couple of rings, and one 
  of his ears is pierced with a turquoise stud. 
  If the PCs attempt any detect magic spells or skills, 
  then they will be able to perceive that he does indeed 
  radiate faintly with Arcane magic. Any attempt to 
  MindType him will result in learning that he is a 
  Level One Fighter of the Pixie race. (A bit of a joke 
  on the part of Kye.) Mindstore attempts are equally 
  ineffective. 
  Kye has an extremely commanding presence. When 
  he looks at you, it is as if the rest of the world ceases 
  to exist. Kye plays this persona, however, as very 
  benevolent. He will seem to be like a long lost grand 
  uncle to the PCs, one who has the best interests of 
  the PCs at heart. 
  Kye has the following agenda: 
  ask about the journey  
  ask about the mission in Stroane  
  do a quick analysis of the two rings and the box 
  which holds them  
  ask some pointed questions to the holder of the box 
  
  80 
   
  Twilight over Emer 
  to see if he has been tainted by the ring  
  otherwise reassure the PCs as to his good intentions  
  [Campaign Notes:] 
  In my game, it seems like every and their dog can do 
  Dreams or otherwise divine the future. Because of 
  this, Kye needs to be able to prevent people from 
  learning anything about his true nature. Now Kye is 
  obviously protected from intruding Dreams of 
  Scrying -- you don't get to be a 45th level evil 
  Mentalist and member of the Secret Circle without 
  picking up a trick or two to protect your secrets. But 
  in this case, Kye needs to actively manipulate 
  various PCs attempts to learn more about him.  
  Doing this involves first Mindstoring the party and 
  then using a few specialized spells that he has 
  developed. Any Dreams then cast by the party 
  members will be changed by Voriig Kye's spells. 
  These spells can be considered high level Mentalism 
  or Arcane. 
  --- 
  After 
  the 
  initial 
  interview, 
  Kye 
  will 
  make known his plan for 
  ridding the world of the 
  rings 
  forever: 
  By 
  returning their evil to the 
  place from which it 
  came. To accomplish 
  this, Kye says, the PCs 
  must journey to another 
  plane of existence. 
  Sub-Plots 
  The following plots may 
  occur at any time after 
  the 
  PCs 
  arrive 
  in 
  Eidolon and Sel-kai. 
  Assassination 
  While staying in their 
  rooms at the House of 
  Dreams, one evening 
  near mid-night, a hoarse 
  cry is heard, followed by silence. If the PCs leave 
  their rooms to investigate, they will catch site of a 
  black haired woman dressed in black leathers 
  striding out of a room near to the PCs and down the 
  hall to the nearest set of stairs. If the PCs recognize 
  the description, they will realize that they have just 
  seen a member of the Cult of Stars, the same group 
  that killed their contact Selras in Arakin. Unless the 
  PCs move extremely quickly, the Cult member will 
  fade swiftly into the night.  
  Entering the room that the Cultist just left, the will 
  be stuck by a gruesome sight: A man lies sprawled 
  in a chair with his throat cut and a horrible wound to 
  his abdomen. He is quite dead. 
  The man is a Loari elf, an ambassador from Namar-
  Tol. The doorman says that the last person to see the 
  late ambassador was Kandorin, the ambassador from 
  Vog Mur, and pawn of Voriig Kye. He did not kill 
  the elf, but the Cult of Stars is attempting to lay the 
  blame on him in an attempt to hurt Kye's 
  organization. 
  If the PCs talk to Kye about this event, Kye will 
  mention that Kandorin is a member of his 
  "organization" and this is probably another attack 
  against him, directly. He will be happy for the PCs 
  to learn what they can of the Cult of Stars in Sel-kai. 
  Some investigation in the lower city may prove 
  fruitful for information. 
  The Temple of Reann 
  [Campaign Notes:] 
  Because of the paladin, the Temple of Reann is 
  important to my game. The PCs 
  may visit their. 
  --- 
   
  The temple of Reann is located 
  on the north side of the Avenue 
  of the Gods in Sel-kai. The 
  temple is approximately the 
  same size as the one in Kaitaine, 
  but is not so grandiose some of 
  the other temples on this street. 
  However, the place is quite busy. 
  Mass is given each evening at 
  twilight so during this time it is 
  quite 
  crowded. 
  About 
  250 
  worshippers come to say their 
  respects to Reann at this time. At 
  other times of the day, a handful 
  of people can be seen in the 
  pews, giving devotions. 
  Elsewhere within the temple complex, various 
  priests are at meditation of training. In Sel-kai, in 
  recent times, the Priests of Reann have taken up a 
  slightly different role in their society. Due to the 
  increasing negligence of the "Red Capes" (the city 
  guard), the Priests of Reann have taken up patrolling 
  the night to protect the citizens of the cities. 
  The story is that the Captain of the city guard is 
  corrupt and that most of the guards he has hired 
  recently follow his leave. Petitions to have him 
  replaced have been met with silence. 
  
  Adventures  
   
  81 
  Strange things heard by the Priests: 
  Disappearances have taken place all over the city -- 
  both of tourists and locals  
  A building in the Warehouse district of the Canal 
  Maze was found containing several bodies which 
  has been ripped apart as if by animals.  
  An eerie green glow was seen in the swamps to the 
  south of the city  
  The street gang the Red Dragons have become even 
  more viscous of late  
  The Ethereal Plane 
  Overview 
  The PCs follow Voriig Kye to the Ethereal plane to 
  perform a ritual magic designed to send the evil that 
  resides in the artifact rings back to the plane it came 
  from. 
  The Story 
  Between Here and There lies the domain known as 
  the Ethereal plane. 
  More knowledge has been lost about this nearly 
  mythical place than is currently known. The ethereal 
  plane is that which lies between our normal plane of 
  existence and those planes... outside our ability to 
  even comprehend.  
  The ethereal plane can be reached through Gates 
  which are magical constructs of arcane energies. 
  They drive through the fabric of our world and into 
  the one beyond. Some Gates are permanent, created 
  by knowledge that is lost to most. Most however, 
  must be opened for short periods of time. Both 
  however open onto the same spot in the Ethereal 
  Plane each time.  
  When first stepping onto the ethereal plane, the eyes 
  are greeted by an otherworldly landscape of dense 
  fog -- limiting the vision to around 200 feet. The 
  ground cannot be seen as well, covered by a layer of 
  mist a foot and a half thick. It consists of a fine 
  gravel, grey when examined and is otherwise 
  unchanging in its regularity. The terrain never 
  changes from its flat plane-like topology.  
  The lighting is always the same, about the level of an 
  overcast day. The temperature always remains a 
  normal level, about 70 degrees. Occasionally small 
  globes of light can be seen zipping though your field 
  of vision. It is thought that these are actually 
  teleporting individuals from our world, or a world 
  very much like ours. 
  Within viewing distance, doors can often be seen. 
  These usually stand 7 feet by 4 feet wide and are 
  completely two dimensional. This gives an odd 
  scenery to the landscape, as the doors face random 
  directions and so appear to be as wide as a rapier to 
  their full width. These portals lead to usually 
  unknown places. It is said that for every point in our 
  world, there is a portal on the ethereal plane. 
  Portals also lead to other realms and demi-planes. 
  Most often, these gates are one-way. If you step 
  through one, you might not be able to come back. It 
  is hypothesized that some planes lack the magical 
  capability for the user to draw upon so that they may 
  create a Gate to return by, thus trapping them 
  forever.  
  -- Excerpt from Views of Otherness by S'nak Delani, 
  Ahn Sye Talaus 
  Behind the Scenes 
  Kye will create a magical portal inside his own 
  house. He will step through and the PCs will follow. 
  Kye will pull out a grapefruit sized device which 
  looks something like a compass. Instead of a needle, 
  however, the compass has a small glowing insect 
  which flits around inside of the glass dome. Kye will 
  concentrate on the compass for a few moments and 
  then lead the way, warning the characters to stay 
  close and in single file so as to avoid falling into 
  random portals which dot the eerie landscape. 
  The group will make for the City of Susthoth where 
  the ritual can be performed. After 20 miles of 
  unvarying terrain, a soft powdery soil can be felt 
  under the characters boots. After travelling another 
  100 meters or so, the city walls can be seen, rising 
  out of the mist. Many think that the entire city was 
  carried, piece by piece, onto the ethereal plane. 
  Others believe that it is actually a demi-plane -- one 
  of those rare areas where a material plane touches 
  closely on the ethereal. 
  Actually, both theories are true. The outer limits of 
  the city, consisting of the walls and a few blocks of 
  buildings inward, lies on the ethereal plane. The 
  inner portions of the city lie on a demiplane -- a 
  strange place where normal laws of space are not 
  quite right.  
  The outer portion of the city provides an underlying 
  structure to the city. This is because the inner parts 
  of the city are not completely fixed. One day, you 
  might find a shop on a street, the next day all you 
  will see is a black wall. Some believe that the inner 
  city actually consists of several "cities" existing 
  somewhat simultaneously with each other. Parts of 
  these "cities" manifest themselves at different times. 
  Only the outer city -- the part which lies fully on the 
  ethereal plane -- retains a constant structure. 
  The walls are of an unrecognizable black stone. 
  They tower some 80 feet into the air. A huge gate 
  
  82 
   
  Twilight over Emer 
  house looms before the characters. It is guarded by 
  two (seemingly) men wearing full platemail. No skin 
  or features of these two can be seen, only that they 
  are armed with pikes and Two-Handed swords. 
  As the group approaches, one of them rumbles, 
  "State your business in the City of Susthoth." 
  "Business," Kye will reply shortly. 
  "The entry is two bronze per person." 
  Kye will hand over several bronze pieces and the 
  gate will open a few feet. The group steps through. 
  The city differs from the ethereal landscape that 
  surrounds it. Instead of an even lighting of grey 
  mists, the city seems to go though night and dark 
  cycles, though these periods are very unpredictable 
  to non-natives.  
  Day periods last from 3 to 20 hours. During this time 
  the sky lights up fairly evenly but all that can be 
  seen is a murky yellow haze. Bright times are 
  generally safer to be out in the street. A few of the 
  city's more nasty denizens only leave their shelters 
  when the light falls. 
  Night periods also last from 3 to 20 hours. When 
  night falls, the sky generally dims over the course of 
  half a Quintar. After that, the sky becomes pitch 
  black. All light comes from the city itself. Unlit 
  streets (which are common) are extremely difficult 
  to navigate. During these dark times, a yellow mist 
  curls about the ground, making deceptive shapes. At 
  times, the mist itself seems to be almost alive. 
  The light/dark cycles do not follow a predictable 
  schedule. A "day" might last 5 hours, followed by 20 
  hours of "night" followed by 10 hours of day. 
  Temperature drops slightly during the dark periods 
  and rises again during the lighter times. 
  There is little in the way of weather in the City of 
  Susthoth. The temperature only varies by at most 10 
  degrees. Precipitation occurs only in the form of a 
  light drizzle and only lasts for a few minutes. 
  The group arrives in the city during a light period. 
  The narrow and twisting streets are unlike any city 
  the PCs have known. Some buildings are gloomy 
  and not well lit. Others are a riotous mass of 
  otherworldly colors. Creatures of all types roam 
  these streets. Most are at least humanoid, but this is 
  by no means the only type of creature that lives in 
  the city. 
  "Do not use magic within the city walls," Turac 
  warns. "It is forbidden by Susthoth. And I assure 
  you, the laws in the city are strictly enforced. We go 
  now to remedy that situation as we need magic for 
  the ritual." 
  "There is a.... an entity that I know who can supply 
  us with tokens of Susthoth which will circumvent 
  the law.  
  Turac leads the group deeper into the city. The full 
  area that it covers is difficult to guess as there are no 
  high points from which to get an overall view. Turac 
  frequently consults his compass. (See the NPC 
  section for details of its powers.) But one thing is 
  definite, the city is huge. Greater in area than 
  Kaitaine, and seemingly more dense than Sel-kai. 
  The twisty streets seem endless. 
  During this time, roll for encounters every few 
  minutes. Possible encounters usually take the form 
  of otherworldly brigands. (The City is very 
  dangerous). 
  Eventually, Turac seems to find the door he was 
  looking for. It is plain enough, and yet it is guarded 
  by two towering humanoid forms in plate armor. 
  They are armed with two-handed swords which they 
  hold hands on hilt, point into the dirt. Bare blade 
  exposed. 
  "I would have words with your master." Turac 
  commands. 
  One of them cocks it's head as if listening to 
  something. Then it says, "No one may disturb the 
  master." 
  "Your master knows who I am. He will have words 
  with me." Turac responds. 
  "He is not to be disturbed." 
  Turac motions for the PCs to follow him and he 
  makes his way around a corner, out of site of the 
  strange guards. 
  "This is a game that this creature likes to play. We 
  must kill the guardians of his gate. Then he will see 
  us." Turac smiles grimly. "He is very tiresome." 
  The Guardians are extraplanar entities with the 
  following stats: 
  AT(DB) 20(50)  
  OB Two-handed 150  
  Hits 200  
  Stunned Maneuver skill of 100  
  The guardians must be defeated before the group can 
  get into the House of Moog. They will not flee, no 
  matter how hard the are pressed. 
  After entering this dark domicile, Turac will lead the 
  group down a hallway and into a parlor-like looking 
  room. There, reclining on a plush divan, sits a 
  creature that most resembled a frog. His body is 
  mostly humanoid, but he does not have a detectable 
  
  Adventures  
   
  83 
  neck and his head has an odd triangular quality to it. 
  His skin is a warty green. 
  "Welcome Silver Lord!" he says to Turac. He bows 
  slightly. "It has been some time since we last spoke, 
  has it not?" 
  "You know what we are here for, Moog." 
  Moog's face looks crestfallen. "Ahh, my silver friend 
  -- you disappoint me! Have you nothing else to say? 
  Is your only reason to visit business?" 
  "Yes," Turac says stonily. 
  Some bargaining begins and Moog will part with 
  several "Mage Badges" for 10 gold apiece. They are 
  good for 48 hours. Turac will pay and the group will 
  depart. 
  Someone who wears one of the Badges now has 
  implied permission from Susthoth to cast magic. In 
  some ways this makes the group less likely targets 
  for random acts of violence. 
  From the House of Moog, the party will make its 
  way through the winding streets of the city.  
  Finally, the PCs find themselves at the end of a cul 
  de sac where a courtyard is surrounded by 4 and 5 
  storey buildings. In the center of the courtyard sits a 
  crumbling well constructed of a grey stone. Turac 
  points to this.  
  "That is what we seek. Follow me."  
  He leads the group up to the well where they can 
  look down into its depths. A strange and 
  otherworldly sight will meet the eyes of the PCs that 
  do this. The well has no bottom. Instead, just below 
  ground level, extends a void space. It is as if the 
  characters look upwards into a dark night sky rather 
  than downwards into a well. 
  "We will purchase rooms in a building near here. 
  The ritual will be conducted from there. And if all 
  goes well, the items will be exorcised. Come, let's 
  see to our rooms." 
  Turac will negotiate with a strange looking 
  humanoid in a language the PCs can't understand. 
  Then a pouch will be given over and the "proprietor" 
  will show the group to their room.  
  The room is on the first floor, has a small window 
  overlooking the courtyard where the well lies. The 
  window is only 5 feet or so above the ground. The 
  room is square, about 20 by 20 feet. There are four 
  beds and a table. Otherwise, it is fairly barren.  
  The ritual will take about 3 hours to gain strength, 
  Turac says. He begins drawing some sort of arcane 
  circle on the floor with some large pieces of chalk.  
  The idea is that Turac will protect himself with a 
  Circle. Then he will surround the Rings with another 
  circle within the first. First he will destroy the 
  physical manifestation of the rings, and the evil will 
  be released. It will be contained within the inner 
  circle. Then he will open a link to the well. As 
  quickly as possible he will begin forcing the evil 
  power back into the void from which it came. 
  However, during this time, something might be able 
  to come through the gateway which he has opened. 
  Behind the Scenes 
  This is all an elaborate charade engineered to stand 
  up to the most exacting tests that the PCs can come 
  up with. 
  Kye will open the gateway to the Void plane, and 
  during this time several creatures will come through. 
  I am going to play it like this: 
  Roll for an encounter each round. There will be a 2 
  in 5 chance of an encounter each round. In rounds 
  one though five, somewhere between 3 - 6 Type I or 
  II undead or demons should arrive. In the next set of 
  5 rounds, 2 - 4 Type III or IV undead should come. 
  In the next set of 5 rounds, 1 - 3 Type IV or V 
  undead should come. 
  This battle will be extremely dangerous unless the 
  PCs plan out some good tactics ahead of time. 
  Killing the monsters is good but is not the ultimate 
  goal. The goal is to protect Turac while he 
  completes the ritual. Losing sight of that while in the 
  pursuit of a kill could be deadly. 
  Play this by ear: if the PCs are having an easy time 
  or few encounters are being rolled, then hit them 
  with a more powerful undead earlier. The idea is to 
  convey a sense of wave upon waves of demon and 
  Unlife hordes. 
  The room itself is fairly defensible. The Unlife will 
  follow the thread of magic linking Turac's circle 
  with the well. This means they will attack through 
  the window. If the group has decent archer or mage 
  support, they should be able to hold the room for 
  quite a while. 
  Things will get rougher when demons and Unlife 
  appear that have magic capabilities. But nobody said 
  it would be easy. 
  The total amount of time that Turac will need is up 
  to the GM and Turac. Kye's plan is that the PCs will 
  be much more convinced and dedicated to his cause 
  if they are frightened a lot by the encounter. Turac 
  will hold the gate open until the PCs get enough 
  opposition. The struggle amuses him greatly. If the 
  PCs look like they are in danger of being destroyed, 
  then he will help them to a degree. 
  After the battle, the triumphant PCs and a 
  
  84 
   
  Twilight over Emer 
  (seemingly) weary Turac will flee the city as quickly 
  as possible. 
  Thereafter they shall return to Voriig Kye's home on 
  Eidolon. 
   
  Here ends Part I of Twilight Over Emer. 
  
SOURCE: textdata/thevault/Shadow World/Shadow World Twilight Over Emer.pdf