Beruflich Dokumente
Kultur Dokumente
Firis
Text & Illustrations: Lucas Magnusson
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.
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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
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FIRIS 3 Common Map
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FIRIS 4
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T H E E LU S I V E C I T Y 1
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).
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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
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T H E E LU S I V E C I T Y 3
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The Outlaws’ Camp T H E E LU S I V E C I T Y 4
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
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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
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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.
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T H E E LU S I V E C I T Y 7
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