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“ honahexus – Herald of Inor Teth. Thonahexus sits in a


CONTENTS
high throne atop Inor Teth (the location of the only
Firis........................................................3 gate) watching in all directions. It is his task to deal
The Elusive City ......................................6 with visitors. It is said that he knows every living thing by sight.
Those of importance are announced to Save-K’nor or to one of
the other Althar. Lesser beings may be permitted to enter and
peruse the upper levels if they can answer a riddle which may be
posed by Thonahexus, by Argenon or by one of the Scribes of the
High Archive.”

That’s Thonahexus according to GODS OF HÂRN. But now Thona-


hexus is also a fanzine, dedicated to the world of Kethira and its many as-
pects: geography, history, adventures, campaigns, characters etc. It does not
concern itself with rules: this is a fanzine about storytelling and saga, about
giving life to a fictional world, about creating mood.

Things To Do And Make


Who am I? My name is What does the future of Thonahexus hold? Well, that depends largely on you
Lucas Magnusson. I’m a folks. I happily publish the things you submit, whether it be articles, adven-
25 year old graphic de-
sign student living in
tures, illustrations, maps, essays, short stories… or anything you want. Com-
Lund, Sweden, but pared to other players out there I don’t know much about the world of Hârn,
studying in Copenhagen, so it doesn’t matter if you don’t either: submit your material even if you don’t
Denmark. think it is of the same standard as Columbia Games’ stuff. Hârn is for every-
one – not the fanatics only. Submitted articles must be written in either Eng-
lish or Swedish (which I will translate into English).
In future issues I hope to publish some of my own articles on different sub-
jects, e.g:
Gothmir – a wild and grim wasteland with a strong post-apocalyptic fla-
vour: ruined cities, dry steppe, gigantic collapsed statues, scavenging barbar-
ians, Azeryan legionaires cut off from civilisation, strange sects and wild
beasts. Expect a strong Conanesque influence;
Goris – a small but dangerous island off the south coast of Azeryan. Goris
is a centre of slavetrade in the Venarian Sea, the location of deadly intrigues,
fast business and human misery – but also a rural paradise with more hidden
secrets than first meet the eye;
Altland – the land of eternal forest and forgotten history, of giants and
witches, of snow and ice. Altland is a dangerous place with plenty of natural
resources such as gold, silver, fur and iron. It’s a hotbed of small ivinian king-
doms and vast wilderness ruled by primitive tribes competing with the wolves

1 Editor: Lucas Magnusson


for food. An ambitious mercantyler has much to win but can just as easily lose
everything, including his life.
I hope we’ll have a lot of fun together.
–Lucas Magnusson

E-mail: lucas.magnusson@swipnet.se Homepage: alterego.sverok.net/thonahexus


FIRIS 1

Firis
Text & Illustrations: Lucas Magnusson

Location: Shiran Province, Thardic Republic


Economics
Status: District Capital
Government: District legar (civil) Firis’ largest industry is fishing. Fish is a substantial part of the
Cohort commander (military) daily diet, but it’s also salted, dried or smoked to be sold inland.
Population: 625 Fresh fish is sold on local markets. The town imports timber and
salt in large quantities – the timber is for building ships and

F
iris Castle was founded in 677 TR by legionary re- smoking fish, and the salt for salting fish.
tirees as an experiment in planned settlement, pro- The fishing industry in Firis also produces species of fish that
moted by a group of expansionist senators. The first are used in the manufacture of perfumes. These fish are directly
couple of years four companies were stationed in the area to pro- exported to Shiran to be refined. Firis’ mercantylers have for
tect the construction work from the Tulwyn. The legionaires many years applied for permission to refine the fish themselves,
were brutal in their efforts to protect the castle and since then the but the perfumemakers of Shiran have fought hard in the Man-
area has had a very bad reputation among the Tulwyn. gai to protect their business, and so far no permission has been
The castle was finished in 700 TR and has since experi- granted.
enced a period of increase in trade and peace with the Tulwyn.
The castle is popular among legionaires, thanks to its reputation
Heram the Fisherman
for offering plenty of pleasure and little fighting.
The local folklore contains a story about an event that occurred
about forty years ago, when the castle was still under construc-
Government
tion. The legend is a popular ghost story:
The government in the district is shared between the district
legar and the commander of the Firis Cohort. The present dis- Heram was a lonely man on seventy years. He was one of the
trict legar is Toralda Aquil. Since Firis’ commander recently first to settle near the castle which was being built. Each day,
died, and a new one not yet has been appointed, Toralda is busy in all kinds of weather, he took off in his talbar to catch fish that
consolidating his influence in the district. he then sold to the workers and the cohort chef. But one day
It’s still uncertain who will be the new commander of Firis. he didn’t return, and not the next day. He didn’t come back un-
The position is appointed by the Marshal of Shiran, Quarlid til the third day. He was haggard, but in good spirits. Every-
Jeredosta – an easily manipulated man, at the present frequently one was very curious about what he had been doing for the last
visited by Toralda Aquil who’d like to see his cousin, captain three days, but Heram was quiet and answered only with a
Jorune Aquil, as the next commander of the Firis Cohort. The mysterious smile.
Magistrate of Shiran, Serenima Dethale, does not want the
Aquils to increase their power in the province, but instead she is
supporting her own candidate: Temmar of Tegh, captain of Shi- TA X E S
ran and Serenimas lover. It’s most likely that clan Dethale will
Property: 7% per annum (residential)
win the strife.
Property: 5% per annum (business)
Toralda Aquil doesn’t differ from most other politicians in
Hawking: 9% of goods value
the Thardic Republic: he’s greedy, ambitious, manipulative and
Bonding: 2% of goods value per month
selfish. He’s not ruthless in the sense that he can kill another
Pilotage: 20d flat fee
man without hesitation. The task of murdering people is left to
Wharfage: ½d per foot per day
his rethemi henchmen.

2 Thonahexus 1
FIRIS 2

And in this fashion it continued. At irregular intervals he cliffs laughing and crying at the same time, talking to himself
disappeared for one or several days, and returned just as hag- in a language unknown to the villagers. Finally they decided
gard and secretive as the first time. But one day he spoke: to follow Heram on one of his journeys on the lake. But when
“My friends. I have found the Spring of Eternal Life. And the pursuers had followed Heram for many leagues northward
I have this to prove that my tongue tells the truth.” an impenetrable fog came upon them, and they lost sight of
He then presented a small bottle of crystal, filled with a Heram.
clear fluid, removed the cork and swallowed the contents. Im- Suddenly a horrible cry was heard, and the wind increased
mediately Heram started to radiate a golden light, and the to a storm that lasted for but a short moment. All was silent,
people watching could see his wrinkles disappear and the white and in the far distance the villagers could hear someone laugh-
hair regain some of its colour. ing and crying at the same time. The sound came closer and
The astonished audience immediately gathered around closer at an incredible speed and suddenly they could see a red
Heram, eager to know the location of the spring where he had glowing ship with a barely human creature on board. Laugh-
found the fluid. But Heram calmly answered: “Soon, my ing and crying it stood in the stem while the ship disappeared
friends, soon, you too will share the power of the Spring”. in the fog.
Then he returned to the lake. Soon afterwards the fog lifted, and villagers could return
From that day on Heram disappeared more frequently, home. But you can still here, when the fog rolls in from the
and every time he returned he looked older and older, his eyes lake, someone laughing and crying far, far away.”
staring like those of a madman, and at night he stood on the

Thonahexus 1 3
FIRIS 3 Common Map

4 Thonahexus 1
FIRIS 4

1. CAER FIRIS 7. BONDING HOUSE


Every fifth day there’s a market in the courtyard. It’s usually a
quiet business, with few thefts or other crimes. [a] bonded mas- 8. MERCANTYLER/SLAVER (Hipon of Krenna)
ter weaponcrafter, [b] bonded ostler, [c] legionaires’ barracks, 4/★★★/Average
[d] storage rooms and granaries. Hipon cooperates with a small group of legionaires that supply
him with tulwyn captives, and sometimes even with innocent
2. SHIPWRIGHT (Millok of Jeredosta) travellers and not so innocent criminals that are sold as slaves.
12/★★★★/High
Millok has monopoly on shipbuilding in the Firis area why his 9. SALTER (Prendis of Krenna)
business is booming. Most of the time he is busy repairing the 5/★★★/Average
fishermens’ talbars – he seldom builds new boats or ships. Prendis cooperates with his brother Hipon [8] in the export of
salted fish. However, Hipon has stolen quite a lot of money from
3. THE STINGING EEL (Gessis of Akidale) his brother, who hasn’t been able to pay for his salt deliveries.
6/★★/Low Prendis is desperate, but believes Hipon’s lie about “bad
A notorious hangout for legionaires and fisherboys. Brawls, bet- times”.
ting and gambling is common. Many guests consume several
mugs of the good, strong ale before they finish the evening at 10. BROTHEL (Anna of Mebelos)
Anna’s. Food and lodgings are of low quality. 8/★★/Average
Anna’s (the local name of the brothel) is popular among le-
4. WOODCRAFTER (Pert of Vuldale) gionaires, but also among the young local men. Anna is head of
4/★★★/High the local Lia-Kavair.
Pert is having an affair with the metalsmith’s wife Irena, some-
thing that shipwright Millok [2] knows about – and takes ad- 11. THE TOWER
vantage of. Pert does some free work for Millok to keep him This thirty feet stone tower was built in 702 TR as a watch-
quiet. tower. From the roof the view is dazzling, thirty yards above
lakelevel. The tower hasn’t been used in a long time and is over-
5. APOTHECARY/PHYSICIAN grown but still in good condition.
(Pelek of Melvoen)
2/★★★★/Average 12. MILLER (Beldair of Lamrend)
Pelek’s main occupation is caring for the wounds of the partici- 5/★★★/Average
pants in the numerous brawls at The Stinging Eel, and selling
herbs, medicines and love potions. He collects some of his in- 13. TENTMAKER (Helena of Cosele)
gredients from Lake Benath, most notably fish-liver oil and fish 7/★★★★/High
bile. Occasionally Pelek travels to the Tulwyn to care for their Helena manufactures sails rather than tents, and after each
sick and wounded. storm her business increases threefold. Lately Helena has
started to sell tents to the Tulwyn.
6. THE FISHERMAN & THE MONSTER
(Milan of Garin) 14. METALSMITH (Toran of Herthel)
5/★★★★/Average 3/★★★/Average
The most respectable inn in town, frequented by craftsmen, mer- Toran is a simple, uncomplicated man who is totally emerged in
cantylers and travellers. The menu consists mainly of fish. Mi- his work and has little interest in his family or the rest of the
lan has a wider range of food and drink to offer his guests than world for that matter. He is totally unaware of his wife’s affair
his competitor, and takes pride in being able to offer such deli- with Pert the woodcrafter [4].
cacies as cider from Telen and sometimes even wine from Trier-
zon, something that is reserved for more distinguished guests. 15. VILLA AQUIL
Milans foremost culinary attraction is freshwater clam, eaten This is the home of the district legar Toralda Aquil. It’s a very
either alive or boiled. A living clam is said to strengthen a man’s lavish building that’s contrasting to the simple architecture of
potency, why living clams are preferred by male guests. Milan Firis. The grounds are surrounded by a stone wall and guarded
imported the habit of eating clams (originally oysters) from Tri- by five mercenaries from Rethem.
erzon where he lived as a young man. When he settled in
Tharda he looked for a substitute for the oysters and found an 16. TEMPLE OF HALEA
acceptable one in the sweetwater clams of Lake Benath. Large A small temple with only two Shenasene from the Order of the
quantities are exported to Shiran. Silken Voice. The people of Firis aren’t very religious, but turn
to superstition and animism for support.

Thonahexus 1 5
T H E E LU S I V E C I T Y 1

The Elusive City


Text & Illustrations: Lucas Magnusson

T
he Elusive City is an expansion of the adven- to infiltrate the castle, enter the crypt and retrieve the Master
ture IN SEARCH OF PANAGA II – KIRAZ, Key. If they are successful they’ll be in for a nasty surprise on the
and is supposed to be played as part of the surface: a group of Agrikan warriors. The warriors take the Key
IN SEARCH OF PANAGA campaign. With some but fail to kill the characters, and decide to retreat to the ships.
small changes it can be easily adapted to your own Quick-witted characters will immediately follow the Agri-
campaign. Suggested reading is STAFF OF FANON, kans across the Felsha Mountains, where both parties will be
KIRAZ, THARDA and KALDOR. taken captured by a large band of outlaws. However, in the heat
of battle one of the Agrikans manage to escape to the ships to get
The structure of this adventure may seem rigid and pre-deter- reinforcements. A few days later he’ll return with nine Agrikan
mined, but it’s just a suggested chain of events. The characters warriors. The warriors overrun the outlaws’ camp and kill any-
will probably act differently than I’ve assumed, and it’s at the one who doesn’t escape (except the characters).
GM’s discretion to determine how these actions will affect the The characters can’t fight the overwhelming power that the
adventure. Agrikans represent, and must calmly accompany them to Shiran
The characters’ fight against Panaga has not gone unno- and take part in the Pamesani Games. Here, they live through a
ticed, and on person in particular, the mage Seryel, has taken an number of fights before they finally escape. They will begin to
interest in their actions. She has her own reasons for fighting search for the Key which is in the safe hands of the Order of
Panaga and decides to help the characters. Pameshlu.
Seryel’s extensive research of Panaga has revealed the secret When the characters have retaken the Key, they will have to
behind his power: the Eyes, the Tongue and the Horns of Ikaras. travel to Kiraz. Seryel’s map is of great help, but it’s not enough,
She decided to find the Eyes and the Tongue and the Horns and so they must hire one or more guides who can help them find
found that the Horns – possibly – are located inside the Lost City their way to The Lost City. Unfortunately, one of the guides is
of Kiraz. Finally she started to search for one of the seven keys to a member of the Lia-Kavair, and he or she will leave a clear trail
Kiraz, and she is now quite sure that one of the keys, the Master for the Lia-Kavair to follow. As the grand finale, the characters
Key, is buried in a crypt beneath Olokand castle in Kaldor. will confront the Lia-Kavair in the dark halls of The Lost City
But Panaga hasn’t been lazy either. Ever since Seryel started of Kiraz.
investigating him, Panaga has kept an eye on her. When she was
too successful he decided to take control of the Key for himself
Introduction
and destroy it. He contacted the Order of The Demon Pam-
eshlu the Insatiable and ordered them to find the Key and elim- It’s in the month of Larane, and the summer shows itself in all
inate the characters. its glory. The characters are somewhere on Hârn when Bradlak
So it happened, that when the characters left for Olokand, [see KIRAZ] makes contact with them. He informs them of the
two ships departed Firis in Tharda, carrying eighteen warriors latest events in Fanon’s Vale [see STAFF OF FANON],
of the Order of Pameshlu, with Olokand as their destination. hands over the letter and asks permission the return to Fanon’s
They intend to enter Kaldor by crossing the Felsha Mountains Vale. (This introduction differs from the one in KIRAZ, since
to avoid trouble with zealous knights of Larani. the letter is different and the Key is missing, but apart from that
everything is the same).
It’s now up to the characters if they will trust Seryel and jour-
Synopsis
ney to Olokand. If they don’t there will be no adventure. The
The adventure starts with the characters receiving a letter from GM can make the journey as long and eventful as he wishes
Seryel, asking them to travel to Olokand. In Olokand they try (perhaps the characters already are in Olokand).

6 Thonahexus 1
Seryel’s Letter T H E E LU S I V E C I T Y 2

Greetings, O Travellers

You know me not, although I have followed your exploits with interest for
some time. I am Seryel of Melderyn and you must believe that, in these
matters at least, your needs and mine are the same. He who laid curse upon
Fanon’s Vale is named Panaga. He is a demon of great potency and now seeks
your death. You have not the power to oppose him… yet.

Panaga draws his power from the demon Ikaras, whom he bound unto his
service by stealing his Eyes, his Tongue, and his Horns. As long as these
things are kept away from the demon Ikaras, Panaga is safe from almost any
foe. To insure that his organs would not be returned, he hid them in enchanted
silver boxes and separated them afar.

The Eyes and Tongue of Ikaras he hid in Fanon’s Tower, called also
Nervarna’s Tower, on Yashain, and the Horns are hidden in the Lost City
of Gold, the caverns under Irzen, in fair Kiraz.

Kiraz is protected by powerful magic, and to enter the City one most
possess a Key to the gate of the City. One of these Keys are, according to
my findings, buried together with King Lotin the Grey in the crypt
underneath Caer Olokand. Find this Key, and then proceed to Kiraz.

Each of us must ever examine his heart and seek his own proper destiny, his
place in Kelestia. I would not urge you to seek this, or do that, but if you
value your lives, if you wish to see evil undone, and if you fear Panaga, seek
’ye the Eyes, the Tongue, and the Horns of Ikaras. When you have these
things, then shall I send again a message unto you.

Seryel of Melderyn

Thonahexus 1 7
T H E E LU S I V E C I T Y 3

evenings they are more than happy to take advantage of the


Olokand
many pleasures offered. The result is that castle security is far
On the 17th–19th of Larane the annual tournament in Olokand from tight.
takes place. The town grows fourfold and becomes a bustling The GM must determine whether or not the characters can
centre of commerce. The knights’ tents and the numerous mar- gain access to the castle. The guards are used to people passing
ket stalls make the town look more like a war camp than anything through the gates all day during the tournament, so getting in-
else. The north common hosts the arena itself and on literally side the castle walls won’t be difficult. However, the inhabitants
every horizontal surface around the town a tent or market stall of the castle are much more suspicious to strangers sneaking
has been erected. Especially the streets are crowded with mer- around inside the tower, especially when the strangers are caught
cantylers selling their goods. with an innocent smile and their finger stuck in the lock to the
Entire Olokand simmers with life: jesters, hucksters, noisy crypt.
blacksmiths, the smell of newbaked bread and meat pies with
onions, the sounds of battle from the arena, the scream of a Captured!
slaughtered pig. The market stalls offer food and ale, beautiful The consequences of being captured varies depending on where
garments, fresh horses, perfumes and oils from Shiran, hides the characters are caught and what they are up to. It’s e.g. much
from Orbaal and blessed talismans. more serious to be caught in the crypt than in the kitchen, where
It’s virtually impossible to find somewhere to spend the night: a bad excuse is enough to get away.
all the inns are full. If you’re lucky you might find a spare bed for If the characters are discovered in a place where strangers
rent in one of the town houses or in one of the temporary shel- usually don’t have any legitimate reasons to be (GM’s discre-
ters that smart inn keepers have built. A last resort is to sleep out- tion) they are thrown in a cell until the sheriff finds the time to
doors but then you may have to deal with robbers, pickpockets question them. What happens next is a different story.
and wild beasts.
The Agrikans have been in town for four days before the The Key Found and Lost
characters arrive. They know what the characters look like and When the characters have found the Key and made their way
follow them all the time. They are dressed as mercenaries and out of the castle the Agrikans will be waiting for them. Somehow
impossible to notice in the crowd. they will steal the Key from the characters in front of their eyes,
so that the characters will know who the culprits are. The
Entering the Castle Agrikans then try to kill the characters, but a third party (per-
During the tournament the sheriff reinforces the castle guard at haps Laranian knights) intervenes and save the characters. Af-
the gate and on the walls. Daytime the guards are more inter- ter the failed murder attempt the Agrikans flee westward, to-
ested in events outside the walls, like the jousting, and in the wards Direna Lake and the awaiting ships.

Towards Direna Lake


The Agrikans are easy to trace, since they don’t travel very cau-
tiously. Despite being mounted, the terrain is so rough that they
have to travel on foot most of the time.
The distance from Olokand to Direna Lake is 50 leagues.
The first 25 leagues are primarily wood land, while the last 25
leagues pass over mountains and through dense needleleaf
forests. The Agrikans travel for four days until the intermezzo
with the outlaws. The are on the move for sixteen hours and rest
only eight hours. If the characters track the Agrikans they too
will be captured by the outlaws.
The Felsha Mountains are a breathtaking sight: never end-
ing snowcapped peaks, thundering waterfalls, and narrow val-
leys filled with dense forests and sharp cliffs. Especially the sun-
rises are very spectacular, when the bright sun rises over the
mountain crest and the morning mist lifts from the silent valleys.
It’s a land of magic and legend and infinite beauty, and nobody
knows what hidden horrors or treasures can be found in this un-
touched kingdom.

The Outlaws’ Ambush


In a very narrow rift between two high cliffs, where it’s only pos-
sible to travel in line the outlaws strike. First they block the road

8 Thonahexus 1
The Outlaws’ Camp T H E E LU S I V E C I T Y 4

The mine was abandoned when the ore


turned out to be of poor quality, and those
who know that the mine exists are either
dead or have moved. The mine is a good
hiding place.The terrain is very rough and
hard to cross, the entrance is well camou-
flaged by dense forest and there’s always
fresh running water. The downside is that
it’s remote, but this can also be an advan-
tage since the sheriff ’s men rarely ride this
far into the wilderness.
Prisoners are chained to poles that sup-
port the roof. The poles are thick and well
connected to the roof and the floor of the
cave. They are almost impossible to move,
and if they are removed the roof will col-
lapse. This especially is mentioned to the
prisoners. The characters and the Agrikans
are thrown into the same cave.
The outlaws aren’t sure what to do with
the prisoners. Perhaps they decide to try to
raise ransoms for them, or just kill them and
keep their equipment, horses and weapons.
It’s at the GM’s discretion.

The Agrikans Attack


After several days without food or water,
the Agrikans from the ships will arrive.
The characters will hear sounds of battle,
screams in pain and horror and then noth-
ing more. The Agrikans have slaughtered
the outlaws indiscriminately, although
some (including Rodil One Eye) have es-
caped alive. The Agrikans will then free
their colleagues and tie the characters to
their horses.

To Shiran
Leriks first thought was to kill the charac-
ters on sight, but he then saw the opportu-
in front and behind the characters, and then they throw heavy nity to get rid of the characters while honouring the protector of
nets over their victims while attacking with slings and clubs. his order at the same time: by taking them to Shiran and sacri-
They try to take everyone alive, striking them unconscious. fice them in the Pamesani Games.
The two ships are talbars [PILOT’S ALMANAC, Ship-
wright 3] hired from fishermen in Firis. The fishermen are the
The Outlaws’ Camp
crews of the ships and takes no interest in their employers’ busi-
The outlaws have taken residence in an old mine that was aban- ness. The fishermen have no problems with working for the
doned some fifty years ago. It’s positioned only a league from the Agrikans and cannot be convinced to help the characters.
place of the ambush. The seajourney will take several days, depending on winds,
At first it was only Henrik of Ternua and his crony Rodil currents, etc (GM’s discretion). The ships may also encounter
One Eye how terrorised the countryside, but with their growing different obstacles, such as fog (the ships may fall way out of
reputation more and more outcasts found their way to the band. course and run aground), pirates or hungry seamonsters. En-
Most of the outlaws are criminals of different kinds, but some are terprising characters will try to escape at every opportunity, es-
craftsmen and serfs forced to live as outlaws by unfortunate cir- pecially if the ships travel close to the coastline, or if the party de-
cumstances. The band now has seventeen members. cides to go ashore. It’s not necessary that the characters arrive to

Thonahexus 1 9
T H E E LU S I V E C I T Y 5 The Arena Dungeons

Shiran as prisoners – they may just as well get there as free men
Freedom!
in search of the Key.
The party camps in Firis for one night after the long journey. After escaping the characters are wanted by all Agrikans, and if
Lerik has contacts in the garrison and the characters spend the they have killed anyone they’re also wanted by the city militia.
night in the fort’s dungeon, while the Agrikans stay in the bar- Descriptions of the characters are imperfect and the city militia
racks or at The Stinging Eel. The next day the party continues are not very interested in finding the fugitives. Lerik and his
on horseback, with the characters on foot tied to the horses. companions, on the other hand, will stop at nothing to find the
characters dead or alive.
Lerik has kept the Key as a trophy and is wearing it in a
The Gladiators
chain around his neck. There are several ways to figure this out:
The characters are brought into Shiran in chains and thrown they can spy on Lerik (or they may already have seen it at the
into the stinking dungeons beneath the arena to perform in the arena), capture and interrogate one of his associates, hear ru-
blood games the next day. mours etc.
The characters may choose their own equipment from a large Finding the Key is easy – stealing it another matter. When
selection of weapons and armour. How many games they will Lerik is in Shiran he spends most of his time in three different
participate in and who – or what – their opponents are (humans, locations: at the arena, in the city or in the temple of the Order
animals or Ivashu) are at the GM’s discretion. After each game of the Octagonal Pit.
they must return to the dungeon where they’ll be fed.
Eventually the characters realise the bleak aspects of the sit- At the Arena
uation and will try to escape. The prisoners are well guarded Lerik is always at the arena when there’s a game. He’ll be sit-
and the arena is built like a small fortress. The weakest link in ting on the platform above the portcullis, monitoring security.
security is when the characters are moved from their cells to the It’s very hard to steal the Key at the arena: the walls around the
arena and vice versa. The prisoners do not get their weapons un- battle field are twelve feet high and the arena is full of guards and
til they’re on the other side of the portcullis, but the short dis- spectators.
tance from the cell to the arena they are at least free from their
chains. Outbreak attempts are unusual and the guards are sur- In The City
prised if a prisoner resists. When Lerik moves around the city he is accompanied by two
armed guards. In the city he usually visits an inn or a brothel, or

10 Thonahexus 1
T H E E LU S I V E C I T Y 6

buys animals and slaves for the games. This is where he is the Str 13 Eye 12 Int 13 Mob 65
most vulnerable. End 12 Hrg 12 Aura 13 Dge 70
Dex 13 Smt 12 Will 15 Ini 67
In the Temple Agl 14 Tch 10 Mor 9 FR 2
Lerik spends his nights in the temple. It’s not recommended en- Spd 13 Voi 12
tering the temple due to the large number of people trained in
the art of war living here. A veteran group of Navehan priests Combat: Unarmed/55, Dagger/50, Club/65, Sling/50
may succeed. Armour: Cloth Tunic, Cloth Leggings

Henrik of Ternua
The Journey To Kiraz
Henrik was a miller in Ternua before he
When the characters have taken back the Key from Lerik he’ll was forced to become an outlaw after an
go mad from rage and turn Shiran inside out to find the thieves. act of jealousy with fatal outcome. He and
He’s very afraid for what Panaga might do to him. It’s advice- Rodil took refuge in the woods where they
able that the characters leave Shiran. survived by hunting and gathering and
The further the characters travel to the north west, the easier the occasional ambush on the Fur Road.
it will be to find a guide familiar with area north west of Lake Their reputation grew and other outlaws
Benath. The characters can find guides in inns or among local joined them and soon a gang of outlaws
villagers. Rumours travel fast and a guide may even offer his had formed with Henrik as the leader.
services. Henrik has always been a mean, corrupted character. His
There’s no guide who knows where Kiraz i located, but four years as an outlaw have made him even more ruthless and
Seryel’s map is of great help. A guide can take the characters as he can kill without remorse. He’s aware of the criticism from the
far as Sirion, but from there on he will be as lost as the characters. rest of the gang and is planning to eliminate the competition.
The guide the characters chose to hire realises that he can An accident a couple of weeks ago has caused gangrene in
earn twice as much by being employed by the characters, while his right foot, something he has been able to conceal so far. The
telling the Lia-Kavair at the same time – especially if the char- threat that the gangrene poses to his life has made him even more
acters mention Kiraz and shows him the map. absent-minded and he doesn’t know what to do.
Lia-Kavair quickly organises a group of ten men that will pur- Henrik has been the unchallenged leader for a long time but
sue the characters, following the trail that the characters’ guide is lately his leadership has been questioned. Those who are not
leaving behind. The Lia-Kavair is roughly a half day of travel be- satisfied with his leadership thinks that Henrik has lost his
hind the characters, and will not act until they reach Kiraz. “spark” and doesn’t take the same risks as he used to. They want
a more foolhardy leader. The conflict has split the group in two
fractions and so far Henrik has the majority on his side. None of
Non-Player Characters
his opponents have challenged Henrik – so far.

Soldiers (Olokand) Birthdate: 675–Nolus–08 Height: 5'–7"


Birthplace: Ternua, Kaldor Frame: Average
Str 13 Eye 12 Int 13 Mob 65
Sunsign: Ahnu Weight: 135 lbs
End 12 Hrg 12 Aura 13 Dge 70
Occupation: Miller, Brigand Complexion: Medium
Dex 13 Smt 12 Will 15 Ini 67
Deity: – Hair Colour: Brown
Agl 14 Tch 10 Mor 11 FR 2
Piety: – Eye Colour: Brown
Spd 13 Voi 12
Comeliness: 8 (Plain)
Combat: Unarmed /55, Dagger/50, Broadsword/65, Knight
Str 13 Eye 11 Int 15 Mob 65
Shield/65, Poleaxe/60
End 14 Hrg 13 Aura 13 Dge 50
Armour: Plate Half Helm, Mail Cowl (short), Ring Haber-
Dex 12 Smt 11 Will 16 Ini 65
geon, Cloth Leggings, Leather Calf Boots
Agl 10 Tch 12 Mor 8 FR 1
The Outlaws Spd 13 Voi 10
The outlaws are a mixed bunch. Here are craftsmen, thieves, Physical: Climbing/50, Jumping/50, Stealth/70, Throwing/48
runaway serfs and all kinds of people. Being an outlaw is not an Communication: Awareness/80, Intrigue/45, Oratory/22,
easy life, and most of them regards the situation as temporary, a Rhetoric/42
platform for a new and better life. Combat: Unarmed/40, Dagger/68, Club/60
These outlaws are not professional killers (with a few excep- Lore/Craft: Foraging/30, Milling/84, Engineering/67, Agri-
tions) but ordinary people caught in unfortunate circumstances. culture/50
Desperation may cause them to kill but it’s nothing they get any Language/Scripts: L/Harnic/76
satisfaction from. Armour: Cloth Tunic, Cloth Leggings, Leather Shoes

Thonahexus 1 11
T H E E LU S I V E C I T Y 7

Rodil One Eye Occupation: Telmen Complexion: Dark


Rodil is a criminal of the worst kind. He’s wanted in three shires Deity: Agrik Hair Colour: Black
and has nine death sentences on his head. Rodil was hired by Piety: 87 Eye Colour: Brown
Henrik of Ternua to murder Henrik’s wife and her lover. The Comeliness: 12 (Average)
conspiracy was unveiled and the two evil-doers had to flee.
Str 15 Eye 12 Int 13 Mob 65
Rodil has no plans to stay in the woods for much longer but
End 15 Hrg 10 Aura 14 Dge 85
is planning to go to Tharda, or perhaps the Trobridge Inn. Rodil
Dex 15 Smt 9 Will 17 Ini 73
is one of the outlaws who criticises Henrik for lack of leadership,
Agl 13 Tch 10 Mor 8 FR 2
but since he’s not going to stay for long he doesn’t really care.
Spd 13 Voi 7
One Eye is terribly lacerated in the face with burns, cuts and
one eye put out – memories from the dungeons of Kiban. He’s Physical: Climbing/56, Jumping/60, Stealth/49, Throwing/56
driven by a never-ending hatred against everything and everyone Communication: Awareness/75, Intrigue/48, Oratory/22,
and has no scruples whatsoever. Rhetoric/40, Ritual/40, Ritual/86
Combat: Unarmed/85, Mace/93, Dagger/80, Bastard
Birthdate: 689–Kelen–18 Height: 5'–5" Sword/90, Knight Shield/82, Isagara/90, Riding/80,
Birthplace: Kiban, Kaldor Frame: Average Shortsword/80
Sunsign: Feniri Weight: 141 lbs Lore/Craft: Physician/34
Occupation: Lia-Kavair Complexion: Fair Language/Scripts: L/Harnic/87, S/Lakise/45
Deity: Naveh Hair Colour: Blonde Armour: Cloth Leggings, Leather Calf Boots, Plate Great
Piety: 7 Eye Colour: Blue Helm, Scale Habergeon, Ring Gauntlets
Comeliness: 3 (Ugly)
Laumaks
Str 12 Eye 7 Int 16 Mob 75
Str 13 Eye 12 Int 13 Mob 65
End 15 Hrg 15 Aura 11 Dge 85
End 14 Hrg 12 Aura 13 Dge 70
Dex 15 Smt 13 Will 15 Ini 77
Dex 15 Smt 12 Will 15 Ini 71
Agl 17 Tch 14 Mor 3 FR 1
Agl 14 Tch 10 Mor 8 FR 2
Spd 15 Voi 15
Spd 13 Voi 12
Physical: Climbing/70, Jumping/80, Stealth/85, Throw- Combat: Unarmed/85, Mace/80, Dagger/75, Shortsword/80,
ing/50, Legerdemain/76 Round Shield/82, Glaive/60, Whip/60, Riding/80
Communication: Awareness/80, Intrigue/78, Oratory/35, Armour: Plate Half Helm, Ring Habergeon, Cloth Leg-
Rhetoric/40, Ritual/20 gings, Leather Calf Boots
Combat: Unarmed/75, Dagger/85, Taburi/69
Lore/Craft: Lockcraft/84 Lia-Kavair Mercenaries
Language/Scripts: L/Harnic/65 The men pursuing the characters to Kiraz aren’t regular mem-
Armour: Leather Tunic, Cloth Tunic, Leather Shoes, Cloth bers of the Lia-Kavair, but mercenaries hired especially for this
Leggings mission. The leader of the group, however, is an active member
of the Lia-Kavair in Coranan.
Lerik of Ferannon The mercenaries have no loyalties to their employer, but they
Lerik has had a long career as a legionaire, mercenary and glad- are well paid and treason is punishable by death. However,
iator. At the age of sixteen he joined as a legionaire and then be- treasure in large enough quantities can make them change their
came a mercenary in Rethem. After seven years of murder and minds, but there is nothing that prevents them from both killing
pillage he returned to Tharda and Shiran where he joined the the characters and plunder Kiraz.
Order of the Demon Pameshlu the Insatiable as a Laumak. Af-
Str 13 Eye 12 Int 13 Mob 65
ter a rocket career he was promoted Telmen in 717 TR.
End 14 Hrg 12 Aura 13 Dge 70
Panaga showed himself to Lerik in a dream, who thought it
Dex 13 Smt 12 Will 12 Ini 66
was Agrik himself who spoke to him. Lerik was told to prevent
Agl 14 Tch 12 Mor 8 FR 2
the characters from claiming the Key and make sure that they
Spd 13 Voi 12
never again could interfere with Panaga’s plans.
Lerik is above average height, slender and very fit with stringy Combat: Unarmed/65, Dagger/70, Handaxe/75, Sword/75,
muscles. His whole body is covered with scars from numerous Shield/70, Riding/75
battles. Armour: Plate Half Helm, Leather Gauntlets, Ring Haber-
geon, Mail Cowl (short), Cloth Leggings, Leather Calf
Birthdate: 685–Savor–19 Height: 5'–10" Boots.
Birthplace: Telen, Tharda Frame: Light
Sunsign: Tai Weight: 150 lbs

12 Thonahexus 1

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