When Cosms Colide
When Cosms Colide
When Cosms Colide
1
Table of Contents
INTRODUCTION4 Scene Four: The Attack on Malmö������������������������� 39
Lady Vivian ���������������������������������������������������������� 43
Adventure Background��������������������������������������������� 4
Scene Five: Wolves On The Ridge������������������������� 44
Adventure Synopsis��������������������������������������������������� 5
The Fletcher MP–40������������������������������������������������� 45
COPENHAGEN6 Denizens and Threats���������������������������������������������� 46
Aysle Gospog of the Second Planting���������������� 46
A City of Cities ���������������������������������������������������������� 6
Lilla Torg Fighter ������������������������������������������������� 47
Scene One: Your Flight has landed������������������������� 9
Malmö Militia ������������������������������������������������������� 47
Softpoints������������������������������������������������������������������ 10
Nile Shocktrooper������������������������������������������������� 47
Scene Two: Prying Elven Eyes������������������������������� 11
Reality Weaver������������������������������������������������������� 48
Scene Three: Church in the Ruins������������������������� 12
Red Raven First Axe �������������������������������������������� 48
Jabbelline Agate-Eye 12 Red Raven Raider������������������������������������������������� 48
Reality Foci���������������������������������������������������������������� 13 Red Raven Strike Leader������������������������������������� 48
Scene Four: Eruvel Cathfaine ������������������������������� 14 Uthorion Scout ����������������������������������������������������� 49
Scene Five: Mission for Madame Mayor ������������� 15 Uthorion Scout NCO ������������������������������������������� 49
Night Assault ����������������������������������������������������������� 16 Viking Skald���������������������������������������������������������� 49
Scene Six: Falling Sky���������������������������������������������� 16
Aftermath ����������������������������������������������������������������� 20 THE LONG ROAD 50
Denizens and Threats���������������������������������������������� 20
Scene One: Road Trouble���������������������������������������� 50
Aurora Wyvern����������������������������������������������������� 20
Scene Two: Ogre Farmstead ���������������������������������� 54
Church Police Streetbeater���������������������������������� 20
Reverend Teodor �������������������������������������������������� 55
Danish Soldier������������������������������������������������������� 21
Aquila �������������������������������������������������������������������� 56
Darkness Wolf������������������������������������������������������� 21
Wandering the Wilderness������������������������������������� 58
Elvish Security������������������������������������������������������� 21
Scene Three: Transport Crash ������������������������������� 59
Elvish Tough���������������������������������������������������������� 21
Mine-5 Boring Beetles���������������������������������������������� 60
Troll������������������������������������������������������������������������� 22
Jarl �������������������������������������������������������������������������� 60
Viking Draugr������������������������������������������������������� 22
Scene Four: Near The Camp���������������������������������� 61
Viking Draugr Night Wingsman ����������������������� 23
Scene Five: Helmar and the Moot������������������������� 63
Viking Raider�������������������������������������������������������� 23
(β)Helmar Corba'alson���������������������������������������� 65
ENTANGLEMENTS24 Moot Curse���������������������������������������������������������������� 67
Threats and Denizens���������������������������������������������� 70
Scene One: Bridgetown������������������������������������������� 24 Beacon Security ���������������������������������������������������� 70
Prisoner-Diplomat �������������������������������������������������� 27 Beacon Security Leader���������������������������������������� 70
Corcorath���������������������������������������������������������������� 28 Clanker, St. Sigfrid ����������������������������������������������� 70
Scene Two: Malmö �������������������������������������������������� 30 Cyberpapal Expeditionary Police���������������������� 71
Scene Three: Raiding the Raiders������������������������� 34 Great Dark Wolf���������������������������������������������������� 71
Raven’s Raiders ������������������������������������������������������� 35 Host, Malachi�������������������������������������������������������� 71
Red Raven ������������������������������������������������������������� 36 Mine-5 Beetle Swarm������������������������������������������� 72
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Ogre������������������������������������������������������������������������� 72 RAGNAROK IN AMBER 94
Undine ������������������������������������������������������������������� 72
Scene One: Delicious Intrigue ������������������������������� 94
Viking Warrior������������������������������������������������������� 73
Cosms Collide���������������������������������������������������������� 95
Viking Demon Town Warrior ���������������������������� 73
Scene Two: Let Us Dance�������������������������������������� 100
Wizard ������������������������������������������������������������������� 73
Ward Of Shali��������������������������������������������������������� 101
DEMONS AND FAIRY TALES 74 half–Real ����������������������������������������������������������������� 105
Scene Three: Thousand Year Battle��������������������� 106
Scene One: Demon Town���������������������������������������� 74 The Battlefield�������������������������������������������������������� 108
Warchief Hjortur �������������������������������������������������� 74 (ß)Fenrir��������������������������������������������������������������� 108
Dimthread Construct������������������������������������������� 77 Research Leader Ixtli ����������������������������������������� 109
Scene Two: Dr. Fletcher and the Reality Weavers78 HIld Ingridsdottir����������������������������������������������� 110
What is Going On Here? ���������������������������������������� 79 Thumbnail Reality Sketches �������������������������������� 116
Scene Three: Cabin in the Clouds ������������������������� 83 Denizens and Threats�������������������������������������������� 118
Fairy Godmother Gwendolyn���������������������������� 85 Akashan Researcher ������������������������������������������ 118
Who is the Fairy Godmother Addressing? ���������� 85 Sunblaze Hoplite������������������������������������������������ 118
Scene Four: Lyngvi Island and Laplace���������������� 86 Viking Cavalry����������������������������������������������������� 119
Denizens and Threats���������������������������������������������� 91 Index ����������������������������������������������������������������������� 120
Asp ������������������������������������������������������������������������� 91
Clanker Of Faith���������������������������������������������������� 92
Host, Eradris���������������������������������������������������������� 92
Leaping Lightning ����������������������������������������������� 92
Nile Gospog of the 2nd Planting ���������������������� 92
Thralls �������������������������������������������������������������������� 93
Technodemon ������������������������������������������������������� 93
3
W
hen Cosms Collide takes place in the second
INTRODUCTION
half of the first year of the Possibility Wars.
The High Lords have had the better of it,
and are now abutting one another. A conflagration
is coming, and the events herein help provide a
spark. Four cosms, Aysle, Core Earth, Nile Empire,
and Tharkold, have gotten wind of a Cyberpapal
discovery of alien technology somewhere in
northern Aysle. All five cosms dispatch teams
to secure the find so it may be exploited for their
cosm's benefit. They get more than they bargained
for. At adventure's end, a new type of reality-
rated character is seen, an ancient cosm is perhaps
reborn, a sliver of Aysle is twisted toward the fairy
tales and legends of Core Earth, and a cosm is
discovered which uses Reality Weavers rather than
Darkness Devices or stelae. It becomes clear that
this time, the Possibility Wars has more potential
paths, more endings, than it ever had before in any
cosm. This time...this time is different.
ADVENTURE
BACKGROUND
Earth has not always been Core Earth. It transcended
perhaps two centuries ago and later attracted the
attention of the High Lords. However, that does
not mean Earth went unnoticed.
Intermittent cosm connections such as the
Underground brought exploring Akashans,
scheming Nile Empire Khemites and conquering
Mechopotamians in contact with each other in
ancient Scandinavia. The Mechopotamians vowed
to eliminate the other two cosms' explorers. They
first moved to attack the Akashan research facility.
The Khemites decided to incite the locals to their
side, depicting the Mechopotamians as Jotuns,
spinning tales of Ragnarok to local Viking clans
and getting them to rally alongside the Akashans.
The fierce battle begab, but was never finished.
For reasons explained in the adventure, the battle
has been sealed in bubble of half-reality.Though
exposed by Ayslish magic, the battle has not yet
been unsealed. Ragnarok awaits the Storm Knights;
it shall be fought.
The unresolved battle was considered too large a
risk for the Khemites, who noted the presence of
the half-reality and returned to their cosm.
4
ADVENTURE SYNOPSIS
Act One opens as the Storm Knights arrive in DIFFICULTY
pursuit of Brother Laplace, the leader of the
Cyberpapal team, those with the best guess as to Several scenes in this adventure feature
the location of the alien tech they seek. They arrive multiple battles, especially during the Dramatic
in Copenhagen, now a city of cities, with Elvish, scenes.
Core Earth, Sjodrekkar, and trollish factions.
Maneuvering through the dangers of the clashing Although the Action Pools are emptied and
politics, the heroes eventually stumble upon a put back into the players' hands after each
squad of Churchpolice, and uncover Uthorion's battle, since the hands are not replenished, it
plot to kill the Core Earth mayor of the city. The Act will be important for the players to get more
concludes with a fight pitting the heroes against cards by focusing on Approved Actions.
assaulting draugr and Aurora wyverns.
Act Two starts on the road across Østersund
Bridge to Malmö, Sweden. Events quickly get sprint to the finish.
more complicated with a tavern brawl against Act Four opens at Demon Town, the Tharkoldu
Nile Empire shocktroopers, an Ayslish prisoner– site where mercenaries train Uthorion's Vikings
diplomat, an extra-dimensional greeting from in the use of modern firearms.. The Storm Knights
an ambitious Tharkoldu executive, and looming have choices to make.
menace from Ayslish mercenaries, led by the
accomplished Red Raven. Joined by a Core Earth The travelers again meet Dr. Fletcher, who has
resistance group, the action pivots on the Storm uncovered an Akashan probe and brain–spiders
Knights' decisions; as a result, the raiders are called Reality Weavers. These Weavers are a new
driven from their compound, or Malmö falls, or the way to manipulate areas of reality created by the
city burns to ashes. Mechopotamians. The Tharkoldu try to take the
probe and eliminate the Nile Empire faction. The
As the travelers leave those consequences in Storm Knights flee back into Aysle, though here the
their wake, they brush against a new threat from Reality Weavers have turned into something more
Uthorion and meet the leader of the Nile Empire akin to Core Earth fairy tales. Our heroes meet
expedition. She has an offer of firearms reputed to their Fairy Godmother, get invited to the Baroness'
work just fine in Aysle. After a chance to establish ball, and finally get to confront Brother Laplace at
a rapport with a redoubt of Swedish rangers, the the battle site, still suspended in a bubble of half-
Storm Knights head further into danger. reality.
Act Three embroils the heroes in a variety The act ends with the Baroness inviting the Delphi
of encounters on the road: hapless civilian, Council agents to her castle.
wolves resistant to modern weapons, Tharkoldu
mercenaries, undine, and robber wizards. Act Five begins steeped in conspiracy. The
Eventually they find a farm run by Brother Teodor Baroness and Dr. Fletcher want to kill Helmar.
and Aquila. Here they learn that High Lord The assassination is negotiated with the factions
cooperation is fraying; Uthorion has been relentless at the ball, as is tradition. Unfortunately, Helmar
in hunting down the Cyberpapacy's agents, the is simultaneously negotiating the deaths of the
Tharkoldu support them, and the Nile Empire is heroes. May the best dancer live.
willing to attack the Tharkoldu. The next morning is the trip to the bubble, and
Also an independent Barony has arisen. Amid all the shattering of the stasis suspending the battle.
the carnage, the Baroness is hosting a formal ball Viking heroes, Akashan researchers, and a cosm
for everybody who is anybody. What gives? source named Fenrir. One shall win.
After a tense moot with field commander Helmar
Corba'alson, Uthorion's top leader in the area, its a
5
T
he Delphi Council has sent our travelers to
Copenhagen, tracking Cyberpapal agents
known to be searching for ancient, and
possibly alien, technology. Brother Laplace must be
found and the technology retrieved for the Delphi
COPENHAGEN
Council. At worst, it must be destroyed to deprive
the High Lords of any advantage it might grant.
A CITY OF CITIES
Copenhagen struggled for identity when Ayslish
reality overtook Core Earth’s. The willingness of
the Danes to adapt to their new circumstances has
made it difficult to keep the city together. “Old
ways wear out their welcome in new times” is an
Ayslish expression that has caught on with many
of the Core Earthers living in Copenhagen. The
political system holding the city together has faded
in the Ayslish Social Axiom, and the city has split
into three cities, each with their own leadership.
Fredericksberg: Formerly home to the
Copenhagen Zoo, now home to dozens of shrines
to the Asten, the elven god of secrets and wisdom.
Most are not genuine shrines. Those who worship
Asten say they can spot the difference right away.
But Asten guards her secrets well, so that claim is
most probably empty.
Fredericksberg is ruled by Eruvel Cathfaine, elven
commander and former intelligence officer for the
Army of Light. Their influence is why there are so
many shrines to Asten within the rapidly rising
walls of the city. Eruvel keeps their gender a secret
as a form of worship to Asten. Eruvel is of common
blood yet sits in the elven House of Lords, and
courtiers whisper that the commander changes
their gender in accordance to Asten’s needs. That
gossip is not repeated within three bowshots of
Eruvel. The courtiers are not just prejudiced, but
cowards.
Most of the positions of authority in Fredericksberg
are elven, but the largest segment of the population
is Ayslish human. Some Core Earthers choose to
live in Fredericksberg; the clean, elegant elements
of elven design now appearing in the city appeal to
many of Copenhagen’s previous residents.
Old Copenhagen: Centered in the Indre By
district, Old Copenhagen is held by Core Earthers,
6
led by Paulina Madsen. Old Copenhagen extends center of the City of Cities. If the gardens need
up in the Osterbro section of the city and across the parts, Paulina Madsen sees they get them. If some
canal to Christianshavn. enchantment proves useful, Eruvel Cathfaine sees
The Kastellet is being restored to a working that its done. If the Gardens is short on gold, Tatrici
fortress and armory. The Delphi Council is working Sjodrekka sees the coffers are never too empty. This
to bring some armorers in to bolster production, so tacit cooperation is a keystone to keeping peace
far without success. between the cities. So far it is working wonderfully.
Paulina Madsen refers to herself as the Lady Sjodrekkasberg: Centered around Amager East,
Mayor of Copenhagen. The Ayslish who reside the Sjodrekka Viking clan have set up a fortified
here call her the Countess of Copenhagen, a title town. Tatrici Sjodrekka uses this base to raid
at which Paulina bristles. Yes, she and hers live in Corsair strongholds to the east, and even Tharkoldu
the former Royal Palace of Amalienborg. Yes, she settlements that are not too strongly defended. She
sometimes wears Ayslish attire, but its not like steers clear of German settlements out of a personal
Magasin Du Nord is restocking its shelves. But one respect for Paulina Madsen, with whom she feels a
of her driving ambitions is to restore the elections kinship. She feels less kinship with Eruvel Cathfaine
for the City Council, including the system for and the elves. If agents provocateur are looking to
proportional representation. She faces resistance drive a rift and shatter the peace between cities,
from many Core Earth citizens, summed up in the Tatrici would be an excellent place to start.
question, “Lady Mayor, how many council seats Trollsport: The trolls separated from Uthorion’s
do you propose the trolls have?” army in Sweden for reasons unknown and set up
Tivoli Gardens is a 19th Century amusement park residence in the sports complex at the southwestern
that still functions. Now part amusement park, part edge of the city. The Danish army tried to push
grounds for Ayslish festivals, Tivoli is the social them out. After a bloody few days, Major Jouni
Nielsen negotiated a truce with Tongue Lasher
7
but she can influence them. She consults with Major
THE BATTLE OF Nielsen on how to deal with the Core Earthers. She
TERMINAL A already has a good understanding of how the elves
and Sjodrekka clan operate. She wants to keep her
Not long after the Ayslish reality washed kin alive and out of the reaches of Uthorion.
over Copenhagen, the Sjodrekka coveted
some of the Danish Army’s weaponry. A Danish Army: Most of the Danish Army is
power outage provided the opportunity. regathering and rearming in Germany. Upon the
The majority of III/GHR Reconnaisance, death of the Oberstløjtnant, Major Jouni Nielsen
including all engineering elements and took command of the III/GHR Reconnaissance
Major Nielsen, moved to secure and repair Battalion. His unit was ordered to help with the
HOFOR A/S. Oberstløjtnant Lund remained “orderly evacuation of Copenhagen, and provide
with 1st Company as airport garrison. all practical resistance to the invaders.” Major
Merine Sjodrekka led a surprise attack on Nielsen should have departed months ago, as
the airport and the temporary arms depot the invaders occupy most of the city. He stays for
in terminal A. Surprise and numbers at first Paulina Madsen and the Core Earther’s of Old
overran superior firepower. Oberstløjtnant Copenhagen. His battalion occupies two critical
Lund and the remaining platoon fell back pieces of infrastructure: Copenhagen Airport and
to defend the depot. Lund radioed Nielsen the HOFOR A/S power station. He knows if those
and ordered him to restore power to the fall, Old Copenhagen gets absorbed as Ayslish
city, then retake the airport once that was territory.
accomplished. Desperate Danes unpacked
heavy machine guns, setting up an COPENHAGEN IN THE BALANCE
impromptu fortress amid the arms crates. All five factions face each other in an unstable
Cramped quarters, grenades, and automatic equilibrium. The Storm Knights are entering a
weapons fire turned the depot into a killing powderkeg with five fuses, one of them smoldering.
field. The incredible noise of the indoor
combat cost the Sjodrekka’s any semblance Mayor Madsen sees value in the Sjodrekka under
of command and control. As victory slipped Tatrici. She tries to broker peace between Major
away, Merine led her personal guard in Nielsen and the Vikings, knowing that she cannot
a desperate charge against Lund as the afford to alienate the army. She considers the elves
Oberstløjtnant hurled grenades. The two to be something out of a surreal Hans Christian
combatants fell onto a live grenade. That Andersen fairy tale, and has trouble treating them
explosion was one of the last in the depot; as equals, although intellectually, she knows she
the Vikings retreated. A signalman radioed must. For some reason she has less of a problem
Major Nielsen that he now commands III with the trolls and Tongue Lasher Frold.
Reconnaisance. Bloodied axemen informed Eruvel Cathfaine sees the Core Earthers as
Tatrici she now leads Sjodrekka, and an hopelessly nostalgic and naive. The world they
enmity is born. remember will never return. Eruvel thinks Mayor
Madsen is too weak to rule in contentious times,
Frold. This truce has grown into almost formal
idly speculating if Major Nielsen wouldn’t be an
cooperation with the elements of the Danish
improvement. Leaving the on-again, off-again,
army who remain to guard two areas of the city,
Uthorion cohort of the Sjodrekka clan a base of
the airport, and the HOFOR A/S power station.
operations in the city is foolish. Allowing the trolls
Exposure to Core Earth reality and ideas is making
to harbor dreams of home and citizenship is folly.
the trolls...tolerable to the city as a whole. Still, the
Eruvel fears the growing relationship between
local saying is, “A troll with a keg of beer is just
Tongue Lasher Frold and the Danish Army. They
trouble waiting to be poured.”
may launch a covert operation against one or both
Tongue Lasher Frold negotiates with outsiders on of them if the friendship grows too deep.
behalf of the trolls. She cannot contain her charges,
8
Tatrici Sjodrekka is trying to rebuild her clan
after the Battle of Terminal A. The skalds blame
SCENE ONE: YOUR
Merine for the severe losses from that battle, so the FLIGHT HAS LANDED
political repercussions are slight. Longboats arrive Standard Scene. Core Earth/Aysle Mixed Zone.
weekly, and the raiding is good, so her leadership The flight from Kiel was uneventful, if you don’t
is secure. But she hates the Danish Army for the count the wyvern sizing up the executive jet as it
death of her sister and wants vengeance. It is also made its descent. Major Jouni Nielsen meets the
possible that the longing for her sister has moved heroes on the tarmac and quickly briefs them on
her closer to Paulina Madsen than her clansmen the situation in Copenhagen.
think is prudent. She finds the trolls astonishing
and has even successfully recruited a few to join • The city has a fragile truce between the three
Sjodrekka raids. Tatrici admires those who fought major factions, the elves, Sjodrekka, and the
in the Army of Light, but finds Eruvel cold, distant, Core Earthers.
and disdainful. She treats the elf with a strained • There are no Delphi Council contacts in the
respect. city of which the Major is aware.
Tongue Lasher Frold is excited by the challenges • “Odd” visitors were spotted in Tivoli Gardens.
and opportunities before her. A few months ago, These presumed Cyberpapal agents were last
a lifetime of servitude to the Dark One was the seen in Fredericksberg.
only possible future. Now, she can lead her people
• At some point in their visit, the Major hopes
to a future of their choosing—as long as she can
the travelers check in with Mayor Madsen to
prevent them from choosing stupidly. Frold thinks
get a better sense of what might be done to help
Eruvel Cathfaine is the most level–headed of
Copenhagen survive.
Copenhagen’s power brokers and is therefore the
most dangerous. She knows Eruvel fears the trolls The Major provides a HOFOR utility van as
aligning with the Danish Army, so Frold flirts with transportation. The electric van can be recharged
doing so. She is uncertain of Madsen and the other at stations at the airport, power plant, or Old
Core Earthers, but any race that can build Tivoli Copenhagen.
Gardens has something going for them. Frold loves
the straightforward ferocity of the Sjodrekka and WANDERING THROUGH
thinks its good some of her flock have joined their COPENHAGEN
crews.
As the Storm Knights travel through the city on
Major Nielsen is broken, but piecing himself back their way to Fredericksberg, they may encounter
together day by day. So far the war has cost him his any of the following. These encounters are not
country, his home, and the man he loves. Duty and required, but provide context and atmosphere, as
the memory of Oberstløjtnant Lund will keep him well as potentially affecting reactions later in the
here for some months more, or until he can turn act.
over Copenhagen to other Core Earth forces. He is
grateful for Tongue Lasher Frold’s conversations. “TWENTY-FOUR GEVAER RIFLES ARE
They validate that he still has something valuable THE BLOOD PRICE FOR MY SISTER,
to give, and her enthusiasm for the prospects of her MERINE. DELIVER THEM TO APPEASE
people remind him the world isn’t as bleak as he AREEL, SECURING PEACE FOR OUR
currently experiences it. But someday he will leave CLANS.”
Copenhagen, put a bullet in the brain of Tatrici -TATRICI SJODREKKA
Sjodrekka on his way out, and then call it a war.
“MY APOLOGIES, BUT THOSE ARE
ALREADY ALLOCATED TOWARD
KILLING YOU.”
-MAJOR JOUNI NIELSEN
9
shrines, as is custom. If the heroes choose to creep
SOFTPOINTS along with them, the pilgrims are more than happy
Copenhagen is a softpoint, a reality feature to talk.
similar to a hardpoint that forms during • They admire Eruvel Cathfaine for their
an invasion. Softpoints consist of multiple devotion to the ways of the goddess of secrecy.
small Mixed Zones that initially form around They think the city as a whole would benefit
important cultural sites and objects. Unlike from the leadership of a former officer in the
hardpoints, softpoints have no Pure or Army of Light.
Dominant core, and cannot be destroyed, • They were spooked on the road the previous
but instead slowly decay, starting from the day by a low-flying craft that seemed to be
outermost regions. This decay is relentless, struggling to stay aloft. They cannot really
but does fluctuate at the boundaries, so the describe the craft, though when they mimic the
borders of softpoints expand and contract noise it made, it resembles more a propeller
randomly over a period of several days to a craft than a jet. The craft was a distressed DC-3
few weeks. carrying agents of the Nile Empire to Sweden; they
Copenhagen has hundreds of potential appear in Act Two.
hardpoints, and might remain a softpoint for Troll Rodeo: Bored trolls are known to leap atop
18–24 months. Softpoints in larger cities could vehicles and “skateboard” on them until they lose
survive for up to five years. their balance or bring the vehicle to a halt. Fellow
trolls run and holler as close to the vehicle as they
can, encouraging their more daring companion.
Boy with a String: A 9-year old boy, Nils, is in Powerful and heavy, a troll landing atop a vehicle
the middle of the road, blocking the way through. forces a Hard (DN 14) land vehicles test to maintain
He lowers and raises a piece of string with a piece control of the vehicle. Failure results in a collision.
of taffy on the end, down through an opening in Success, and the driver engages in a land vehicles
a manhole. On the verge of tears he explains he is contest against the troll’s unarmed combat skill.
trying to get his utility tool back, which fell down
the manhole. Okay, it fell down the manhole A success by the driver makes the troll Vulnerable
because he was cutting metal slivers from one of . A success by the troll Stymies the driver.
the holes when it dropped. Okay, he was cutting • A Good Success by the driver dislodges the
the metal because it was beginning to transform troll. A Good Success by the troll, and he levers
into pilgrims’ pewter, a metal local elves use to the van so its drive wheels are no longer in
mint coins. He can sell the metal to Fredericksberg contact with the ground. At this point the game
smiths, and he and his Dad need the money. is over. The trolls celebrate either way and head
Retrieving the tool with the string requires a back to Trollsport.
Challenging (DN 12) Dexterity or lockpicking test, If any investigators engage in combat with the
or a Strength test, to lift up the manhole cover and trolls, the fight is on. The troll on top, plus one troll
climb down and get the tool. per two Storm Knights, attack the vehicle.
If the test fails, the tool gets washed away, and Nils • Trolls (1 + 1 per 2 Storm Knights): see page
begins to cry. On a success, Nils tells them of odd 22
goings on city ruins to the north (See "Oradour– • If the Storm Knights resolve the situation without
Sur– Glane", page 13) violence, the trolls view them amicably in Scene 5.
Pilgrimage: A procession of about 25 pilgrims Vehicle Search: Elven security forces wave the
block the van’s progress. These humans are on van to a stop; they attack and follow if the van does
a holy journey to honor Asten, heading for the not stop. They demand to search the van while
shrines in Fredericksberg. They keep their holy offering no explanation. A persuasion or a trick test
symbols hidden until they present them at the can get them to tip their hand.
10
• Success, and an elf says they are looking for a long look at the investigators but not when the
agents from other realms. heroes can easily see they are being observed. In
• On a Good Success, the elf reveals they are conversation, the elves are unfailingly polite but
looking for suspected Cyberpapal agents. utterly unwelcoming to any characters not from
Aysle.
• On Outstanding Success, the elf reveals that
these agents desecrated an Asten shrine, and The elves have adopted Copenagen as their home,
Eruvel Cathfaine wants their heads. and non-elvish presence is just barely tolerated.
All trick, taunt, intimidation, and persuasion tests by
• Elven Security (1 per Storm Knight): See page non-elves against elves in Fredericksberg have a
21 -2 penalty, including in combat.
Viking Raiders: The van’s occupants have Local elves often shut down conversation with
weapons the raiders want, especially any firearms gems such as:
or energy weapons. The Vikings have built a • Oh, that wouldn’t be any concern of yours.
flaming barricade to stop the vehicle, and topple • I am sorry; I don’t have time to explain in a
two carts behind the vehicle. These carts are way you would understand.
immediately set ablaze.
• I am sure we don’t have anything you would
The raiders demand two weapons to leave the be interested in.
van occupants alone. If the heroes give in to the
demand, the surprised Vikings do leave. Otherwise • I am sorry, but you look just like the sort who
its clobbering time. defiled that Asten shrine. I am not comfortable
speaking to the likes of you.
• Viking Raiders (1 per Storm Knight): See
page 23. • It is getting late. Isn’t it about time you went
back to where you belong?
Tatrici Sjodrekka denies any and all claims she is behind
these attempts. She is absolutely behind these attempts,
probing "soft spots" of Copenhagen held by Core Earth GO HOME, WITH EMPHASIS
but not actively patrolled by the Danish army. She A group of elven toughs have been following
wants weapons for raiding the Corsairs. the investigators ever since they entered
Fredericksberg. They won’t attack in sight of elven
security forces, but they jump the heroes at the first
opportunity, telling them to stick to their own kind.
SCENE TWO: PRYING Elvish Toughs (3 per Storm Knight): See page
ELVEN EYES 21. The toughs will flee once half their number
is down.
Standard Scene. Core Earth/Aysle Mixed Zone.
Entering Fredericksberg, the investigators are
asked to leave the van at the security gate with
Elven security and proceed on foot. Alternatively, LOOKING FOR TROUBLE
they may hire a carriage if they have Aysle currency. Searching for the Cyberpapal agents eventually
Five coins per hour should do the trick. leads to the Asten shrines. Most of the Asten
Local Currency: Fredericksberg only accepts shrines are fake. The fakes are everywhere, almost
Aysle coins for commerce. Local merchants have one on every block.
access to the cantrip to detect counterfeit coins, but After wandering and seeing a few of the shrines,
nothing equivalent for Core Earth currencies. They investigators make an evidence analysis or scholar test
just don’t trust them. to see if all the shrines have elements in common.
Elven Contempt: Immediately, the Storm Knights On a success, the Storm Knights realize they do,
feel they are being watched. Almost every elf takes but some shrines seem to be missing some.
11
On a Good Success, they notice many of the shrines
have well hidden design elements; the “missing”
SCENE THREE: CHURCH
elements are just well hidden. On an Outstanding IN THE RUINS
Success, someone intuits that these elements may Standard Scene, Core Earth/Aysle Mixed Zone
not be detectable to the unaided eye but require and Cyberpapacy Dominant Zone. If the travelers
faith or perhaps divination magic to detect. These decide to search out the ruins of Copenhagen just
symbols string together to form a phrase. north of Fredericksberg, they may have several
A Challenging (DN 12) faith or divination test to encounters before finding the hideout of the
detect the true symbol patterns of a shrine to Asten. Cyberpapal agents.
Included in one of these patterns is the phrase
“Mayor Madsen shall fall.” BANDITS' DAY OFF
Eventually, the heroes will either find or stumble Jabbelline Agate-eye is a smart, charismatic
upon the real shrine. Once they have found a real bandit leader. She and her gang of 14 bandits
shrine, they may talk to an acolyte there. resides in the north ruins, preying on the three
She volunteers the following relevant information cities to the south. She particularly enjoys raiding
to their mission: the Sjodrekka clan, as they torched her village
• Cyberpapal agents desecrated a shrine, most when she was a girl.
likely to destroy an intelligence message inside. Jabbelline didn’t become a successful leader by
Only Eruvel Cathfaine knows if they succeeded squandering her men; she recognizes the threat
or not. the Storm Knights pose. She tells her men to stand
• The Cyberpapal agents fled the city down, declares today a drinking holiday, and
immediately after, but rumors suggest engages in banter with the travelers. After offering
some fled just north to other ruined parts of a mug from her personal stash of ale (none of that
Copenhagen. bitter-herb elf stuff, mind you), she asks about
what the heroes have seen in the south, and relates
If asked about anything else, the acolyte becomes the following:
more coy, and requires a successful perusasion test
to talk further. If asked about the "Mayor Madsen • She had an encounter with Cyberpapal agents
must fall" phrase the test gains a +4 bonus, the less than a mile to the east. She lost four of her
penalty against non-elves does not apply. On a men in the blink of an eye and retreated.
success she adds: • A few nights ago, strange shrieks and cries
• The shrine’s phrase changes with intelligence were heard to the north. She scouted and came
gathered by Asten’s most astute worshipers. across the pens who previously held one or
The shrines are how this intelligence is shared. more large creatures. and what she thought
looked like Viking draugr. She moved her
• There is a plot afoot to assassinate against camp a couple miles further southwest.
Mayor Madsen, but any further information
regarding the attack must be taken up with
Eruvel Cathfaine. JABBELLINE AGATE-EYE
Assuming the Storm Knights are aware of the Jabelline Agate-eye used to loot and pillage as a
attack, they have two options: pursue their quarry mercenary for Bjanni clans. She decided to cut out
(Scene 3), or talk to Eurvel about the attack (Scene 4). the middle man and go into banditry for herself.
She is no Robin Hood but has made a reputation
for going easy on the peasantry and going after the
rich.
Cosm: Aysle
Attributes: Charisma 9, Dexterity 8 Mind 8, Spirit
8, Strength 10
12
Skills: Beast riding 10, dodge 9, find 8,maneuver 8,
melee weapons 12, persuasion 11, taunt 8, trick 9, REALITY FOCI
unarmed combat 10, willpower 10
Sending Ords into a foreign reality is risky,
Move: 8; Tough: 14 (4); Shock: 8; Wounds: 3
but often necessary. However, the nature of
Equipment: Enchanted chain (Armor +4, full
this means that Ords will find themselves
body), medium shield (Defense +2), enchanted
disconnected quickly, and so they need some
longsword (Strength +3/13; AP 2)
protection from the Everlaw of One.
Perks: Brute; uses Strength to test for Defeat.
Possibilities: 3 Darkness Devices spend Possibility Energy
Special Abilities: — to create a foci. Foci are usually small objects
that may be carried or worn, such as ankhs
(for the Nile Empire) or crucifixes (for the
Cyberpapacy).
WYVERN PENS
While worn by an Ord, a focus allows an ally
When the winds shift, the travelers can smell the
from the same reality to reconnect him to the
pens a couple of blocks further away than they
Everlaw of Two by succeeding at a reality test.
can see them. Charred, rotted meat and soiled
Foci provide no benefit to reality-rated beings.
straw make for an unpleasant odor.
The pens are currently empty.
An evidence analysis or tracking test indicates the
it would be easily detected. The hologram is a
beasts are large, perhaps 15 meters long, with a
projection from a traveling shrine carried by the
mass greater than their van. On a Good Success the
Church Police hiding in the ruins. This shrine is
creatures are identified as some sort of wyvern.
also a talisman (see Torg Eternity) which maintains
A successful faith test reveals faint Darkness, while a Cyberpapacy Dominant Zone within 10 meters.
a Good Success reveals that this taint is the sort left
They are taking aim at the heroes as they approach
by the draugr or other walking dead.
and get surprise as they open fire. However, if one
An Outstanding Success on any of these tests of the Storm Knights is from the Cyberpapacy she
reveals that the creatures who were here left may make a Hard (DN 14) find test to warn the
recently, moving towards the city. heroes just in time.
As the heroes move to leave, they are set upon by All the police begin hiding in the ruins, which
a pack of wolves who have been infected by the provide cover (+6 Armor) and concealment (-4).
Darkness of Aysle. The wolves are driven mad,
The shrine casts ward enemy on the Church Police,
finding only a moment's respite after slaughtering
which provides +2 defense against any attacks by
their prey. Emaciated beasts, with twisted, matted fur
spellcasters (see the Cyberpapacy Sourcebook).
and dull, dead eyes, they attack and fight to the last.
• Church Police (2 per Storm Knight): See page
• Darkness Wolves (1 per Storm Knight): See
20. One of the Church Police is a sergeant
page 21.
with 3 Possibilities and reality 9.
If the sergeant is killed and the Church Police
ORADOUR–SUR–GLANE
are reduced to two survivors, they surrender and
The investigators come across the ruins of several may may be interrogated. They freely talk on one
churches in north Copenhagen. On a successful find condition: the heroes turn them into Core Earth
test, one detail stands out; the words “Oradour– authorities or the Sjodrekka Clan rather than the
Sur–Glane” in nearly faded etching. That’s a mighty elves. Otherwise it takes a Hard (DN 14) persuasion
French-sounding name for a Danish church. or intimidation test to get them to talk. The police
The church is actually a hard hologram, and if the were accompanying Brother Pierre Laplace and his
heroes had the opportunity to investigate closer, Techquisition teams.
13
• The Techquisition is the branch of the The penalty for non-elves interacting with elves
Cyberpapacy that investigates and researches in Fredricksburg is ignored when dealing with
unknown technology, to determine whether it Eruvel.
is blessed, heathen, or damned. They have enough respect for fellow warriors
• The Techquisition picked up intel that, with to not try their usual manipulative techniques on
the arrival of Aysle, a previously locked ancient them. Cathfaine knows of an attempt to overthrow
technology had emerged in Sweden, at a place Mayor Madsen, a change in power they endorse IF
called Lake Armsvartnir. Major Jouni Nielsen could be put in charge of Old
• Problem is, no Core Earth map showed the Copenhagen.
location of Lake Armsvartnir in Sweden. If the investigators let the elf know that isn’t how
• Second Problem is, Doctor Mobius had gotten transfers of power happen in democratic civilian
wind of the same technology, and had sent an governments, Eruvel asks that this time be an
archaeological retrieval team. exception.
• Brother Laplace has already left for Sweden. Whether they stand their ground, or agree to bring
The Church Police remained behind as a the issue up with Major Nielsen, Eruvel gives the
potential strike team, against either Nile heroes what intel she has on the attack.
Imperial or Delphi Council interference. • Uthorion’s servants brought two huge Aurora
Wyverns down from the Graves to a fortified
crypt in Sweden, where they trained for weeks
SCENE FOUR: ERUVEL with Viking draugr.
CATHFAINE • A few nights ago, the strike team covered the
short distance to Denmark, hiding somewhere
Standard Scene. Core Earth/Aysle Mixed Zone. near, or in the northern section of, Copenhagen.
Elven security does not let the travelers see Eruvel
Cathfaine unless they have a current intelligence • The goddess Asten herself came to Eruvel in
phrase from an Asten shrine in Scene 2. The most a vision. The attack happens tonight, with the
current phrase is “Mayor Madsen shall fall.” aim of killing the mayor and causing as much
destruction as possible before being forced to
If the heroes somehow manage to get past withdraw.
security and to Eruvel Cathfaine, they refuse them
an audience telling them to come back, “When you If prompted, Eruvel also talks about the
know something worth talking about.” Cyberpapal agents who desecrated a shrine.
Eruvel Cathfaine is tall for an elf, striking in • The former intelligence officer knows the
appearance. They are powerful, swift, and certain agents were led by Brother Pierre Laplace.
in their gestures. Their gender appears to confirm • The desecrated shrine was no longer suitable
whatever the viewer’s preconceived notions were. as a site for worship, but Cathfaine could
Some see them as Sir Eruvel, others see Lady retrieve the message: “The twilight in amber
Cathfaine. Many see both, or neither, but they no awaits at Lake Armsvartnir.”
longer care how others see them; Eruvel Cathfaine The elf has not heard of that lake in their time
does as they are required to do. in Aysle, but sources say it should be in Sweden.
When the travelers finally get to talk to Eruvel, Eruvel knows Core Earthers don’t currently call
they warm up to the travelers considerably. Eruvel any lakes in Sweden by that name, nor any lakes
appreciates Storm Knights for their bravery and in Norway or Finland for that matter. So the
effectiveness against the forces of Darkness. heroes might as well start looking at where scant
Additionally, Eruvel Cathfaine has made a priority intelligence sources suggest: Sweden.
of better treatment for outsiders with legitimate
business in Fredericksberg. The populace cannot
yet be bothered to care, but they do.
14
SCENE FIVE: MISSION blows, Tongue Lasher Frold comes out to see about
the commotion at the gate, She quickly assesses the
FOR MADAME MAYOR situation, and a dialogue like that below follows:
Standard Scene. Core Earth/Aysle Mixed Zone. Frold: Guard, why have you not brought these
The Storm Knights have no problem getting into emissaries to me?
see Mayor Paulina Madsen. The Mayor is grateful Guard: Emma what?
to receive contact from the Delphi Council, no
matter for how short a time. Frold: Storm Knights. Why didn’t you bring the
Storm Knights to me?
When warned of the attack planned for that night,
she tells the Storm Knights that their assistance Guard: They did not say they were visitors here to
in defending against the attack would be most see you, Tongue Lasher.
appreciated. Frold: Ah. And what are the Storm Knights hoping
However, she would like to take advantage of to do here?
their presence for a more...peaceful mission. Guard: See you, Tongue Lasher.
The Mayor is moving forward with her plans Frold: <stares at guard>
for proportional representation and elections for Other Guard: Oh! <salutes> Visitor Storm Knights
city council. Against popular sentiment, Paulina here to see you, Tongue Lasher Frold.
embarks on a course that she believes is right:
offering the trolls a place on the city council. A Frold mutters something about the limitations of
signed letter of intent, sealed with imperial wax having moss for brains and indicates the diplomat
from the Danish royal court, with the arms of heroes should follow her. They pass a vending
the city of Copenhagen, carried by champions of machine on the way to her “Throne Room.” She
the Delphi Council—that is about as weighty an drops in a few Kroner coins; nothing happens. She
invitation as Mayor Madsen can manage. sighs, and casually rips the lock off the machine
with enough force to embed lock pieces into the
The Mayor expects that this mission will not keep opposite wall. She hands the heroes the sports
them from the battle. Will the travelers take and beverage of their choice (to her the flavors are red,
present the letter to Tongue Lasher Frold? blue, orange, and cloudy), and continues on.
Her Throne Room is the sports complex’s athletic
TROLL DIPLOMACY, AND OTHER training facility, with several ready ice baths. She
OXYMORONS lowers herself into the largest one, indicating the
If the heroes agree to take the letter to Tongue heroes should do the same with the other baths.
Lasher Frold, its back in the van. A Hard (DN 14) persuasion test politely declines
If the investigators have gone through “Troll the “honor” of ice bathing in the throne room.
Rodeo” previously in this act, without fighting Those that take a dip must make a Challenging
the trolls, they get hollers of recognition as they (DN 12) Strength test to withstand the cold without
approach Trollsport, as well as an occasional chattering teeth or shivering in a way that impairs
thumbs up. When they get to the entrance of the their ability to speak. A failure makes the hero Very
compound, they are stopped by four troll guards. Stymied, while a Good or Outstanding Success
The guards have instructions which they take very makes any persuasion tests against Frold Favored.
literally: “Escort any visitors to Tongue Lasher Frold is excited to hear Mayor Madsen has offered
Frold. Deny entrance to other outsiders” Unless the the trolls citizenship and participation on the city
diplomat heroes introduce themselves as visitors council, but she has questions, so many questions.
here to see Frold, the trolls block them. In the section below, the answers to the questions
During the ensuing "discussion", the ruckus at are the factual answers for the situation. Let the
the entrance gets louder as other trolls add their Storm Knights come up with their own answers.
unwanted opinions to the mix. Before it comes to Frold assumes the heroes know what they are
15
NIGHT ASSAULT troll citizenship in the city without stipulations. If
the test fails, Frold submerges herself in the ice to
After the sun sets the sky is crystal clear and think, then surfaces with her final question.
lit by a full moon. Months without much
If time for war comes to Copenhagen, do the
industrial activity has removed the haze. The
Storm Knights pledge to fight alongside the trolls
dark over much of the city makes visible,stars
in defense of the city?
normally lost in the light.
If the Storm Knights truthfully pledge yes (which
Unless otherwise stated, all attacks are
obligates their assistance in a future adventure) or
affected by a Dim (-2) Darkness penalty.
lie and succeed at a Hard (DN 14) trick test, Frold
agrees to troll citizenship in the city.
talking about, and takes their answers at face value.
If the Storm Knights say no, or try to lie or weasel
Denmark is a monarchy. Is their Queen still
word their commitment, Frold declines citizenship.
alive?
The trolls are better off as independents.
Yes, the Queen lives in exile in Germany.
The wet heroes return to Mayor Madsen with
Will Frold and the trolls have to swear fealty and Frold’s answer, and if that answer is "yes", a group
serve the Queen? of trolls to assist in the coming battle.
Not exactly. Denmark is a constitutional monarchy.
The council pledges to aid the Queen uphold the
constitution. The constitution determines who SCENE SIX: FALLING SKY
holds political power, such as the city council of Dramatic Scene. Core Earth/Aysle Mixed Zone.
Copenhagen.
Amalionborg is a palatial complex of four palaces,
So trolls will pledge to help the Queen uphold built and modernized over the course of 300 years.
a document which prevents the Queen from The palace of Frederick VIII recently housed
demanding fealty? members of the royal family, and now is the
That is correct-ish. administrative HQ and city council hall for Mayor
Madsen. This palace is the target of Uthorion’s
Who has the right to demand Frold, to demand
strike team.
that trolls raise troops to fight for them?
The national government is in exile, so the right
STRIKE TEAM OPENS THE
to call militia probably devolves to Mayor Madsen
and the city council. ASSAULT
Mayor Madsen leads us into battle? That seems The Storm Knights are present in this part of the
...unwise? battle only if they did not encounter the Church
Police in Scene 3. If they did, they are in time to join
Major Nielsen probably would lead the city the battle, but not close enough to prevent the bombs
militia if mobilized. Mayor Madsen and the council from hitting, killing the soldiers defending the roof.
would decide to use troops, not necessarily fight
the battles. Read or paraphrase the following:
Wait, Core Earth leaders can decide to use troops, You have taken positions alongside two squads of 10
but not join them in battle? soldiers each on the roof of one of the palace buildings.
Out of the darkness, two longboats begin disgorging
Er—yes. Viking draugr on the docks who engage the defending
This seems a huge sticking point for Frold, that soldiers. Suddenly one of the soldiers in the courtyard
Core Earth leaders could send troops into battle shouts a warning and points at the sky.
without having the honor to fight with them. Tiny flares of light in the sky grow from pinpoints to
The Storm Knights must make a Very Hard (DN four times that, then to the size of the tip of the thumb of
16) persuasion test. On a success, Frold agrees to your outstretched arm. The attack has begun.
16
BOMBS AWAY
The strike team has conjured six falling-star FIRE ON THE WATER
bombs. Two are way off target, landing and starting
fires elsewhere in the city. Four are headed to the
palace. Eliminating the bomb threat is a Dramatic This event happens when the Night Wingsman
Skill Resolution. The bombs start out 2 kilometers is defeated, or earlier, if the heroes get bogged
away, moving 500 meters closer each round. down or are badly losing their fight. Tatrici
To complete a step requires a successful Standard Sjodrekka‘s spies saw the longboats slip into
(DN 10) apportation or kinesis test (or some other the channel, and she leads her clansmen against
test should the players come up with a creative the loathsome dead Vikings. The raiders have
solution). set one ship afire (they hope to capture the
second), and are pounding their shields and
The bombs are magically guided, and lost steps screaming to further draw the attention of the
represent bombs being brought back on target. draugr.
Each successful step deflects one of the bombs They succeed. As the draugr pour out of the
away from the palace grounds. Amalionborg to save their ships, the pressure
The Dramatic Skill Resolution must be completed on the Core Earth defenders on the lower level
in three rounds. At the end of the third round, the is lessened. This counts as 2 of the 4 squads
bombs slam into the palace grounds and explode, needed to be cleared from the lower level; the
with the effect dependent on how many Steps were heroes can advance to the upper level if they
completed: haven’t already.
No Steps: Both squads of soldiers are killed, and But the taunt has also drawn the attention of at
the heroes must make a Disfavored dodge test. least one of the wyverns. Sjodrekka’s clansmen
A failure means they take 25 + 2BD damage. A won’t hold forever against both that beast and
success means they gain +6 Armor, and take 25 the draugr. The heroes have a little breathing
+ 1 BD damage. On a Good Success they gain +6 room, but not much.
Armor, and damage decreases to 25, and on an
Outstanding Success, the hero takes no damage.
THE FIGHT ON THE LOWER
Step A: As No Steps but the test isn't Disfavored.
LEVELS
Step B: As No Steps but the test is Favored.
At the beginning of this part of the fight, the heroes
Step C: As Step B but one of the squads survive. pick up their Destiny cards as normal. They may
Step D: All bombs are deflected away and nobody choose to refresh their hands by taking a breather,
is hit and both squads survive. but all of the defenders in Relieve the Defense (see
below) will be killed just as the heroes arrive.
WYVERN DELIVERY The draugr invading the lower levels of
At the start of the Villain turn on the first round, Amalionborg get more fight than expected. Every
two wyverns drop from the darkness, carrying six Core Earth staffer has been taught rudimentary
draugr each. These undead warriors drop onto the combat skills, either by Eruvel Cathfaine’s security
roof, while the wyverns fly off at the start of their forces, or Major Nielsen’s soldiers. They have been
turn on Round 2 to harass any forces on the ground. expecting an invasion, particularly by Viking forces
As soon as the bombs explode, the draugr attacking from the sea, since the day Mayor Madsen took
on from the longboats charge the entrances to the over. The defenders' goal is to stop the invaders
Frederick VIII's palace advance toward the Mayor’s office on the top level.
Stripped, powered electrical cords sizzle while
toppled filing cabinets burn, blocking stairwells.
Armed with antique polearms, fresh elven swords,
17
modern sidearms, and improvised weapons, the Core • The Call of the Horn: Draugr rush to engage
Earthers responsible for holding Old Copenhagen the Delphi Council warriors. If the alarm was
together are determined to hold this palace. not sounded, this squad does not appear but
But they are losing. The draugr use fear to blunt may appear to help the next squad. If Frold
the effectiveness of the defenders. Deadly axe-work agreed to join the city, they take out this squad,
turns Core Earthers’ howls of defiance into cries and Frold salutes the heroes before rushing off
of anguish or gurgling death rattles. Relentlessly, to save more Danish soldiers.
mercilessly, they press on in search of the mayor. • Relieve the Defense: Draugr are in a furious
melee with three desperate defenders. Firing
THE GAUNTLET into melee (see Torg Eternity) rules are in effect.
To halt the advance of the Viking dead, the heroes One of the draugr has a horn, and if it blows
must defeat four squads of draugr to relieve the it, that squad now appears behind the heroes,
pressure on the Core Earth defenders. When one trapping them in the melee.
squad is defeated, move onto the next squad with
• Save the Mayor: The fourth squad is making
the next card flip. The heroes do not pick up their
its way through burning rubble on a stairway,
Destiny cards until all of the draugr are defeated.
pressing on toward the mayor. The smoke gives
• Rearguard: Draugr are covering the entrance the everyone a Dark (–4) Darkness penalty.
to prevent the Vikings from being attacked from Engaging in melee in the burning rubble is
the rear. On the first round, one of the draugr difficult and any Fatigue results increase the
blows a horn as its action. While soundless, any Shock taken by one.
character with the conjuration skill knows the
• Viking Draugr (1 per Storm Knight per
other Viking undead are now alerted to their
squad): see page 22.
presence.
• Danish Soldiers (3): see page 21.
18
THE MAYOR’S LAST STAND MADAME MAYOR,
The strike on the upper level was swift; the staff COME WITH US
expected attack from below, not above. The draugr
made short work of much of the security team on The players pick up their Action Pool, but again do
the upper level. They have the mayor trapped in an not refresh.
office but haven’t yet overwhelmed her position. With the Night Wingsman defeated, the wounded
Upon reaching the upper level, the heroes see mayor asks to be evacuated toward Major Nielsen’s
four bodies, felled in savage ways by the draugr. advancing troops. If they haven’t any rope with
Sporadic gunfire is just ahead, beyond a smoldering them, three priceless antique tapestries later, our
barricade. The barricade reaches three quarters heroes are rappelling down the building with
of the way to the ceiling, set afire by the Danish the mayor in tow. A Dexterity test makes it down
defenders. The automatic sprinkler system is safely, a Challenging (DN 12) Dexterity test for the
turned on, reducing the fire to a sputtering source character aiding the mayor. A failure results in 10
of smoke. + 1BD damage.
• The draugr have taken this position, and Then it's a run to their van or other vehicle, trying
now defend it. Standing behind the smoky not to get spotted along the way. A Combined
fortification gives them cover (+2 Armor) and stealth test (see Combined Actions in Torg Eternity)
the heroes face a Dim (–2) darkness penalty. does the trick. If the heroes are spotted, the villains
start at Step B in the upcoming Chase (see Chases
• The first hero can force their way past the in Torg Eternity).
barricade with a Hard (DN 14) maneuver or
Strength test. Once the first hero has breached Once the vehicle starts, a piercing cry echoes from
and partially cleared the way, the remainder the sky, as the surviving wyverns, one of which
can do so on a Standard (DN 10) maneuver or carries a Night Wingsman wheels and dives toward
Strength test. the vehicle. The chase is on.
• A squad of draugr defend the barricade, CHASE NOTES AND SPECIAL RULES
using bows at first, then their axes when the • The wyverns' speed value is 15 and is Fast
barricade is finally breached. and so creates a –2 penalty to hit it.
Beyond the barricade are the Night Wingsman and • The heroes van has a Speed value of 12 (Fast),
the four remaining draugr. They have pinned the can carry 8 passengers, MR -2, Toughness 14,
mayor and the remaining defenders into an office. and 2 Wounds.
The mayor thought about exiting by the window,
• Using land vehicles to drive the van is an
but one of the wyverns is still visible patrolling the
Approved Action if the next Step is unavailable.
skies. Every available piece of furniture has been
Stunts are absolutely possible against the flying
used to jam up the doorway, and the five humans
wyvern.
hold off the draugrs' advance with museum pikes
and modern sidearms. But with bullets becoming • At any point in the chase, the driver of the
fewer, it is just a matter of time until the Wingsman van may take the Wait action to try to time her
and the dead Vikings rush the office. maneuver with the wyvern’s diving attack to
ram it (see Chases in Torg Eternity).
• Night Wingsman (1): see page 23.
If the heroes complete Step D first, they reach
• Viking Draugr (4 + 1 per Storm Knight): see
Major Nielsen’s convoy. He has their armored
page 22.
personnel carriers open up on surviving wyverns
• Danish Soldiers (5): see page 21.. with machinegun fire, and guns them down.
If the villains complete Step D first, a wyvern
knocks the van on its side and it crashes. The heroes
will need to finish the wyverns off the hard way.
19
• Night Wingsman (1): see page 23.
DENIZENS AND THREATS
• Aurora Wyverns (1 or 2): see page 20.
AURORA WYVERN
AFTERMATH Bred in the far north of The Graves, the forces of
Darkness raise these creatures, hatching them only
Old Copenhagen doesn’t even await the dawn during an Aurora Borealis. They carry airborne
to begin the clean up and rebuilding. Repulsing squads great distances. Over the long haul, they are
the attack has fired the residents up with new faster flyers than drakes or other similar draconids,
determination that this city shall remain Danish. but they don’t have their the bursts of speed.
The other residents cheer the defeat of Uthorion’s
draugr and vow to remain free. They are trained to recognize the arm and hand
signals of their riders, landing to retrieve their squad
If the heroes have time, they are welcomed and or to place an aurora shriek on a designated target.
feted at a spontaneous festival that breaks out in
Tivoli Gardens. Even the elves quietly agree these Cosm: Aysle
Storm Knights are like the heroes of the old tales. Attributes: Charisma 6, Dexterity 10, Mind 5,
The park is cranked up to full glory for the occasion, Spirit 8, Strength 13
power plant be damned. Skills: Dodge 11, find 7, intimidation 12, maneuver
11, missile weapons 12, stealth 11, trick 7,
Smørrebrød, spread, and apple pork are served up unarmed combat 12
with Sjodrekka mead. Ayslish three-part harmony Move: 10; Tough: 15 (2); Shock: 8; Wounds: 4
is raucously sung to chords on an electric guitar. Perks: Hard to Kill
Patrons sip elvish wine from Irish vineyards, Possibilities: Never
watching street artists use apportation puppetry to Special Abilities:
re-enact the wyvern attack and the Storm Knights’ • Armor: Scaly hide +2.
staunch defense. Acolytes for Asten hide sweets for • Bite/Claws: Strength +2 (15).
children to find or arrange secret places for sudden • Aurora Shriek: The Aurora Wyvern shrieks,
trysts to be realized. The trolls even keep breakage the piercing sound booming as it contacts a
to a minimum as the party stretches past the dawn. target. The sonic blast does Damage 15 in a
Paulina Madsen and Tatrici Sjodrekka begin Medium Blast radius. The attack uses missile
to build a closer relationship, a friendship that weapons to hit and may not be used again for
comes close to kinship. Their bond becomes a another minute.
fresh foundation upon which the new reality of • Large: Attacks against the Aurora Wyvern
Copenhagen can be built. The City of Cities begins gain a +2 bonus due to its large size.
to forge a new, united destiny. • Tireless: Once per scene the Aurora Wyvern
Major Nielsen remains loyal to Mayor Madsen, may recover 6 Shock as a simple action.
but cooly disapproves of her friendship with • Wings: An Aurora Wyvern has a Flight move
Tatrici. Eruvel takes advantage of the opening to of 15 meters, and can “rush” up to 45 meters in
build a professional relationship with the Danish a round.
army, and Nielsen in turn comes to appreciate
Eruvel’s vast knowledge of the conflict in Aysle, CHURCH POLICE STREETBEATER
and learns some of the subtlety of spycraft. Given Cosm: Cyberpapacy
the chance, they grow into a significant thorn in the Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit
side of Uthorion’s plans for the city. 7, Strength 8
If Tongue Lasher Frold has accepted a council Skills: Dodge 9, energy weapons 9, evidence
position with the city, she throws her lot in with analysis 9, faith 10, find 9, fire combat 10, heavy
Tatrici and Paulina. Otherwise she works more weapons 9, intimidation 10, land vehicles 9,
closely with Major Nielsen to see that her people melee weapons 9, taunt 8, trick 9, willpower 8
are safe, if not welcomed, in their new home. Move: 8; Tough: 12 (4); Shock: 7; Wounds: —
20
Equipment: Armor of God (+4), GodMeeter • Pack Attack: Apply any bonus from a
(Damage 15, Range 10/25/40), riot stick (Strength Combined Action to damage as well as the
+3/11 damage, non-lethal), cruicifix reality focus. attack itself when multiple Darkness wolves
Perks: — attack a single target.
Possibilities: Rare (2)
ELVISH SECURITY
DANISH SOLDIER Originally the personal bodyguard of Eruvel
Cosm: Core Earth Cathfaine, the security forces grew with the elven
Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit population of Copenhagen. In addition to keeping
8, Strength 8 the peace in Fredericksberg, Eruvel uses its security
Skills: Dodge 10, find 8, fire combat 10, first aid 8, forces as a counterweight against Tatrici Sjorekka’s
heavy weapons 9, intimidation 9, land vehicles 9, Vikings.
maneuver 9, melee weapons 9, stealth 9, unarmed Cosm: Aysle
combat 9 Attributes: Charisma 7, Dexterity 8, Mind 8, Spirit
Move: 8; Tough: 12 (4); Shock: 8; Wounds: — 7, Strength 7
Equipment: Ballistic vest (Armor +4), Gevaer Skills: Beast riding 9, dodge 9, evidence analysis
assault rifle (Damage 13, Short Burst, Range 10, find 10, maneuver 9, melee weapons 9, missile
50/100/200). weapons 10, stealth 10, streetwise 7, taunt 7, trick
Perks: Double Tap 7
Possibilities: Rare (2) Move: 8; Tough: 8 (1); Shock: 6; Wounds: —
Special Abilities: Equipment: Leather armor (Armor +1), short bow
• Seen It All: The troops of third regiment (Damage 11, Range 10/25/40), staff (Strength +2/9),
believe they have seen it all, and they can Perks: —
take on anything tossed their way. They Possibilities: Rare (2)
automatically pass the first Spirit or willpower Special Abilities:
test in an encounter, resisting Fear or other • Elven Archer: May draw arrows as a free
effects requiring the test. action and ignores the first 2 points of the
Multi–Target penalty when firing a bow (not a
DARKNESS WOLF crossbow)
Wolves are common to the vast wild lands of • Asten’s Intuition: Evidence analysis tests are
Aysle; those originating from The Graves are less Favored.
common. They are infused with Darkness, making
them much more dangerous foes. They are treated ELVISH TOUGH
as if they have one Darkness Perk. These might reconsider their life choices after
Cosm: Aysle encountering the Storm Knights.
Attributes: Charisma 7, Dexterity 10, Mind 5, Cosm: Aysle
Spirit 11, Strength 11 Attributes: Charisma 6, Dexterity 8, Mind 6, Spirit
Skills: Dodge 12, intimidation 12, stealth 13, 6, Strength 7
tracking 8, unarmed combat 12 Skills: Beast riding 9, dodge 9, find 7, maneuver 9,
Move: 12; Tough: 11; Shock: 11; Wounds: 1 melee weapons 9, missile weapons 10, stealth 10,
Possibilities: Never streetwise 7, taunt 7, trick 7
Perks: — Move: 8; Tough: 8 (1); Shock: 6; Wounds: —
Special Abilities: Equipment: Leather armor (Armor +1), dagger
• Bite/Claws: Strength +2 (13). (Strength +1/8),
• Shadow Step: Stealth tests are Favored. Using Perks: —
Shadow Step to attack a Flat Footed target Possibilities: Rare (2)
grants +2 damage. Special Abilities: —
21
JABBELLINE BANDIT TROLL
Their loyalty runs out when Jabbelline’s silver Some speculate spawning from soil steeped in Core
does. Earth’s axioms led to a higher social awareness in
Cosm: Aysle these trolls. More likely it is Tongue Lasher Frold
Attributes: Charisma 6, Dexterity 8, Mind 6, Spirit who is leading them toward social organization.
6, Strength 9
Attributes: Charisma 3, Dexterity 8, Mind 3, Spirit
Skills: Beast riding 9, dodge 9, find 7, maneuver 9,
10, Strength 15
melee weapons 9, missile weapons 10, stealth 10,
Skills: Dodge 10, find 6, intimidation 15, taunt (8),
streetwise 7, taunt 7, trick 7
trick (8), unarmed combat 13
Move: 8; Tough: 12 (3); Shock: 6; Wounds: —
Move: 8; Tough: 19 (4); Shock: 10; Wounds: 2
Equipment: Scale Mail(Armor +3), longsword
Equipment: —
(Strength+3/12),
Perks: —
Perks: —
Possibilities: Rare(2)
Possibilities: Rare (2)
Special Abilities:
Special Abilities: —
• Armor: Stone skin +4.
• Crumble: When a Troll is KOed by either
Shock or Wounds it crumbles into normal rocks
and dirt.
• Large: Trolls are usually three meters tall or
larger. Attackers gain +2 to attack rolls to hit
due to their huge size.
• Stomp: Damage Strength (15). This attack
counts as Favored against any creature smaller
than Large.
VIKING DRAUGR
Cosm: Aysle
Attributes: Charisma 4, Dexterity 8, Mind 4, Spirit
8, Strength 12
Skills: Dodge 9, find 6, maneuver 9, melee
weapons 11, missile weapons 10, stealth 9, trick
(7), unarmed combat 9 water vehicles 9
Move: 8; Tough: 14 (2); Shock: —; Wounds: —
Equipment: Battle axe (Strength +3/15), medium
shield (+2 defense bonus), chainmail (Armor +2,
torso)
Perks: —
Possibilities: Never
Special Abilities:
• Bite/Claws: Strength +2 (14).
• Fear: These eerie creatures cause instinctive
fear. Test willpower or Spirit or become Very
Stymied.
• Mindless: Draugr are immune to intimidation
and taunt interactions.
• Relentless: Draugr ignore Shock.
• Undead: Draugr are immune to poison and
other effects that require breathing, eating, or
Tongue Lasher Frold other “living” processes.
22
VIKING DRAUGR NIGHT VIKING RAIDER
WINGSMAN Attributes: Charisma 6, Dexterity 8, Mind 6, Spirit
Night Wingsmen fly the Aurora Wyverns, and 8, Strength 9
command the other draugr carried by the brutish Skills: Dodge 10, faith 9, find 8, intimidation 10,
beasts. They can call their wyvern, but do so by maneuver 10, melee weapons 11, missile weapons
arm signals, and so must be in line of sight of their 10, stealth 9, survival 8, unarmed combat 10,
mount. water vehicles 11
Move: 8; Tough: 11 (2); Shock: 8; Wounds: —
They are cleverer than standard draugr, Equipment: Chainmail (Armor +2, torso),
maintaining the intelligence they had in life. The longsword (Strength +3/12), medium shield
downside is they lose the Mindless immunity (Defense +2)
to intimidation and taunt, having the Death’s Veil Perks: Endurance
instead, which penalizes those interaction tests. Possibilities: Rare (2)
Cosm: Aysle Special Abilities: —
Attributes: Charisma 9, Dexterity 10, Mind 8,
Spirit 10, Strength 12
Skills: Beast riding 12, dodge 12, find 10,
intimidation 12, maneuver 9, melee weapons 13,
missile weapons 12, reality 12, stealth 11, trick
(10), unarmed combat 12, water vehicles 10
Move: 10; Tough: 14 (2); Shock: —; Wounds: —
Equipment: Battle axe (Strength +3/15), medium
shield (+2 defense bonus), chainmail (Armor +2,
torso)
Perks: —
Possibilities: 3
Special Abilities:
• Bite/Claws: Strength +2 (14).
• Death’s Veil: Intimidation and taunt
interactions against a Night Wingsman take a
-2 penalty.
• Lifeflow: The Night Wingsman hurls a small
bronze knife. If the enchanted knife (Strength
+4/ 16 damage) scores a wound, a glowing mist
flows from the target to a fallen draugr. The
draugr is immediately raised back to full unlife.
Only one draugr may be raised in a scene.
• Relentless: Night Wingsmen ignore Shock.
• Undead: Night Wingsmen are immune to
poison and other effects that require breathing,
eating, or other “living” processes.
• Wyvern Rider: The Night Wingsman may
spend Possibilities to Soak Damage for its
wyvern mount when riding it.
23
O
ENTANGLEMENTS
ur heroes venture across the Øresund
bridge into Sweden, encountering a bit
of bother in Bridgetown. There they find
Corcorath, a prisoner diplomat on his way to be
ransomed to Uthorion. Should the prisoner travel
with them, Corcorath proves a semi-reliable guide
to the troubles ahead.
SCENE ONE:
BRIDGETOWN
Standard Scene. Aysle Dominant Zone. The
adventurers leave on a cloudy day amid swirling
winds. Eruvel Cathfaine gives the travelers $500 in
Ayslish coin for the "little expenses on the road.” A
trading settlement has sprung up on the artificial
island along the long Øresund bridge that connects
Copenhagen and Malmö. The city cannot spare
vehicles, and such transport wouldn’t make it past
the gates of Bridgetown anyway. So it's a long
walk from the Copenhagen side of the bridge to
Bridgetown.
The Copenhagen softpoint's border is the western
end of the bridge. The boundary has been fluctuating
in the last couple of weeks and the region is now
transforming to Ayslish reality. Reality storms, both
at the beginning of the invasion, and over the last
couple of weeks have damaged and ruined many of
the structures in this area. The storms have calmed
down in the last week.
Along the journey the Storm Knights experience of
observe the following:
• The bridge’s soaring architecture now creaks
due to the damage from the reality storms.
Those sections of the bridge break away or
prove hazardous. A successful Challenging (DN
12) find test reveals a safe route for foot traffic;
there's no longer a safe route for vehicle traffic.
It is possible that one section suffers from major
reality stresses. A Challenging (DN 12) reality
test sees investigators through such a section.
Each Storm Knight must make one of these
tests, and a failure means she takes Fatigue that
cannot be recovered until she rests.
• The winds are highly variable with gusts up
to 50 miles per hour. At top speed the wind can
push the investigators to gaps or faulty parts
24
of the bridge. Characters with conjuration can This cantrip sounds an alarm like a church bell
easily determine that elemental characteristics whenever the recipient is wounded or killed.
mix with the winds; an Easy (DN 8) conjuration The town’s citizenry mobilizes when they hear
test suffices. Not fully sentient, the winds are a the alarm.
manifestation of Aysle attempts to undo a Core • Neither Bertran nor Maes remembers seeing
Earth artifact, trying to damage travelers and Brother Laplace or Cyberpapal agents enter
the bridge itself. The winds attack each character the city. Both Kikolo and Tresvenna remember
with an unarmed combat skill of 11. If the heroes Brother Laplace left at dawn the previous day.
were unaware of the elemental nature of the They are happy to rat them out, as the cheap
winds, they are caught Flat Footed. Success bastards did not even pay the standard fee
buffets a character 2 meters, a Good Success to leave Bridgetown. The deserters are fairly
staggers a character 5 meters, and inflicts 10 + certain some sorcery was involved, or else they
1BD damage, and an Outstanding Success lifts wouldn’t have let them leave for free.
a character in a whirling vortex of air and hurls
her 10 meters, and inflicts 10 + 2BD damage. Any guard tells the travelers Bridgetown is a one-
man show, and that man is Thomas the Jovial.
• Sjodrekka longboats chase sailing vessels He bristles at the term "mayor," but he rules
before they can reach the chain-circled harbors Bridgetown firmly. Thomas the Jovial isn’t much
of Bridgetown. As soon as a pursued vessel for overt force, but folks who cross him are rarely
passes between two harbor towers, a chain is found, and when they are, its face down in the
winched up to block the longboat’s passage. sea. If an investigator wants to buy goods, seeks
There are sporadic arrow volleys from each news of the road ahead, or is just looking for other
tower, toward the Sjodrekka Vikings, to travelers, Thomas the Jovial is the first stop she
discourage loitering in the area. must make.
The jovial one rules from a spot in Opportunity,
PORT AUTHORITY a tavern which looks like it gives a traveler a good
Bridgetown is walled, with gates at either end of chance to catch a nasty disease. The whiskey is
town on the Øresund bridge. The gates are always safe, the ale probably so, and the food is non-lethal
closed, except for brief moments when guards when very well-cooked.
open the gates to allow travelers in or out of town.
The fee is $2 per traveler, although the guards may ONE TAVERN, ONE BRAWL
try to extort a little more if they think a traveler is Opportunity’s signage is easy to spot. A large
well-heeled or a little desperate. transit-station poster of a Bundesliga soccer player
• The Dane-side gate is guarded by Bertran, has been modified so he is heading a bag of coins
a man who tired of sailing with the Corsairs, rather than a soccer ball. The poster establishes the
and Maes, a Belgian carpenter who decided life tavern’s theme decor as “stolen and tacky.”
under the Cyberpapacy was not for her. They Thomas the Jovial holds court from a large desk
prefer to get intel or interesting stories out of that's seen better days in a German executive suite.
travelers rather than extort gold. Thomas is in his late twenties, with prematurely
• The Swede-side gate is guarded by Kikolo, gray hair, and a thick build. He moves gracefully
a male deserter from the Army of Light, and despite his size. His smooth, unblemished face is a
Tresvenna, a female deserter from Uthorion’s testament to his close combat skills; patrons quietly
forces. They each know their days walking tell newcomers that Thomas the Jovial is quite the
Aysle are numbered and have chosen to live life fighter.
with as much extravagance as possible. They • Even if the travelers choose to avoid Thomas,
try to shake down any travelers for at least $10 he seeks them out. The Storm Knights look too
each, although they can be talked down to $5. “interesting” to be left alone.
• All guards have wound-crier cast on them.
25
• Thomas knows quite a bit about events past • Most of the floorboards are enchanted with
the Swedish side of the bridge. He is willing to apportation magic. Thomas uses them in a pinch,
share an ale and the information, but first he but an Easy (DN 8) apportation test lets any
would like a favor. “See those sandal-wearers character recognize them. An apportation test
over there? I don’t like the look of them. Of results in the floorboard explosively pivoting
course, if I only allowed customers whose looks upward, into a targeted character. The damage
I liked, I would be short a lot of coin. Still, if value is equal to the caster's apportation value
that’s not a prisoner-diplomat with them, I will +2. The floorboard immediately resets, ready
eat one of those coins. Mind finding out what for use again next turn.
they're up to?” As soon as the shocktroopers realize they are
• The “sandal wearers” sit at a large table in overmatched, they open fire with Mauser pistols
a back corner. Despite the ill-fitting cloaks (Damage 13, range 10/25/40).
wrapped around them, they are clearly The prisoner in the corner takes this opportunity
Nile Empire shocktroopers. There are three to…do nothing other than sip some wine. This is
shocktroopers, plus 2 more per Storm just another day at the office for him.
Knight. When approached, their demeanor is
somewhere between “sod” and “off.” Presuming the traveling heroes best the
shocktroopers, the prisoner looks up from his glass
• Jammed into the shocktroopers' corner is of wine: “I surrender to the victors. Congratulations.
a man in an expensive silk jacket. His hands I am your prisoner now.”
are bound, but that doesn’t stop him from
occasionally adjusting his hair from near- After the fight, Thomas the Jovial is happy to
perfect to perfect. His calm, deep-blue eyes talk to the visiting heroes, win or lose. He knows
regard the Storm Knights with interest, but not several bits of pertinent information:
urgency. Whoever this is, he is used to life as a • Brother Laplace, and a party of perhaps 18 other
prisoner. travelers, convened in the inn a day ago. They
If the Storm Knights don’t take “screw you” for an quietly spoke in French, but Thomas the Jovial’s
answer, the shocktroopers try to forcibly remove ears and French are both excellent. They spoke of
them from the bar. But this is Aysle, after all. At the the need to avoid further "foreign entanglements,”
first sign of trouble, a third of the patrons head for and “ruled out Vanern as a location, believing it
cover. The others throw down like they have been to be farther north, perhaps Lapland.”
invited to a battle royale. • Uthorion scouts already inquired about
Most of the patrons have their own scores to settle, unusual parties passing through Bridgetown.
so they leave the Storm Knights and shocktroopers The Dark Lord is stepping up patrols, and
to their own devices. A few more inebriated patrons has offered a hefty reward for the delivery of
try to take on the Storm Knights on the theory that Brother Laplace (25,000 coin).
beating them makes them bar heroes; wish them • The High Lord is also on the lookout for
luck. another party. Perhaps he has intel on the
Thomas the Jovial defends his desk area, but is Storm Knights. Perhaps its someone else.
otherwise unconcerned with the brawl. • Nile Shocktroopers (3 per Storm Knight):
The bartenders and staff defend the better liquor. see page 47. One shocktrooper has reality 11
No one would be crazy enough to steal the food. and 3 Possibilities.
Improvised weapons are mostly furniture that do
Strength +1 damage, but special items include: CORCORATH
• Mugs of burning frog, a local liquor that is The prisoner-diplomat looks to be an odd man,
caustic. Getting hit with a full mug does an extra ample, curly blue–black hair with several gray
1 Shock damage from the burning sensation. tips. His skin tone is now amber, a side effect of
Brawls are about the only time this stuff sells. alchemical treatments to reduce the effects of aging.
26
Corcorath is to be delivered to a Bjanni chieftain,
Helmar Corba’alson, whose warband is claiming
land in what had previously been Sjodrekka PRISONER-DIPLOMAT
territory in Sweden. The wily diplomat doesn’t
know their exact location, but has scouting and
divination skills that can help find them.
In centuries of war, the Ayslish culture
Corcorath claims to be on good terms with most of
evolved several times to help civilization
the Viking Clans and representatives of the Army
continue in the face of constant conflicts.
of Light. Over the years he has personally worked
Prisoner–diplomats are one of those cultural
on behalf of many of them.
adaptations.
Corcorath gives the Storm Knights a brief rundown
War shattered most normal processes
on what prisoner-diplomats do, including:
of communication and negotiation. All
• He poses no threat to the Storm Knights, nor but the most fanatic followers of Light or
does he try to escape. That would defeat the Dark understood that sometimes, some
purpose. arrangements need be made, some profits
• He is familiar with Norden, having run must flow, some information shared, some
missions in the territory almost exclusively deals struck.
since the start of the war. He may be able to Ransom was already a tradition of Ayslish
help the traveler’s find what they are looking warfare. The exchange of prisoners for coin
for. has been a thriving business for decades.
• He found the shocktroopers when they Valued assets, especially nobles and reality-
parachuted to the ground the evening of rated agents, were kept alive through ransom
the Wyvern attack. They left an aircraft that as thousands of the more ordinary were
was having difficulties and were hoping to slaughtered as a matter of course.
rendezvous with other Nile Empire forces, Prisoner–diplomats are well educated agents
somewhere outside of Malmö, the Swedish city who conduct business for the high-ranking
just on the other side of Øresund bridge. on either side of the war. They are shuttled
• Malmö is mostly war-scarred ruins now, as prisoners, with ransom the mechanism for
abandoned by most Core Earthers. An Ayslish their delivery. The transporters are paid the
make-shift settlement has sprung up in the ransom.
central parts of town. This byzantine system has the advantage of
What Corcorath Does Not Tell the Heroes: The discretion. The fiction is that the receiving
prisoner-diplomat is working for Eruvel Cathfaine. lord is the employer of the agent, but only
He is to assess Helmar Corba’alson’s interest, and the prisoner–diplomat knows who sent them.
ability to stop nibbling at the edges of Sjodrekkar That information, along with the offers and
lands, and take on one of their strongholds directly. messages, is only revealed to the receiving
Eruvel has offered, most likely legitimately, some lord after the ransom is paid.
Core Earth aid in softening up the target Helmar Most prisoner–diplomats have good
chooses. The elvish intelligence officer plans to reputations among the elites. These
stoke the rivalry between Viking clans and hopes reputations help the diplomats stay alive. Even
to draw a significant amount of Tatrici Sjodrekka’s so, recipient lords do kill prisoner–diplomats
forces away from Copenhagen when they go help rather than pay the ransom to receive them.
their kin. Only the best stay alive long in this business.
What Corcorath does not know: The prisoner- The prisoner-diplomat now in the Storm
diplomat has no inkling of the alien battle site. Knight’s possession is Corcorath. He has been
He does not know the Bjanni war party is seizing in the business a long time.
27
Sjodrekka territory to help find the Special Abilities:
battle site. • Heartsick: Corcorath is Vulnerable to any
Once the heroes are done chatting interaction test made by an Omitai or creature
with Thomas and Corcorath, that was formerly Omitai.
they should decline Thomas’ • Here is what you want: Corcorath makes a
offer of tavern food to go, and divination test against a target’s Mind. Success
and the prisoner-diplomat knows what the
head for the northern gate.
target wants or wants to accomplish. The
target is Vulnerable to Corcorath’s persuasion
CORCORATH tests for the rest of the scene.
At the start of the war for Aysle, • Here is how you get it: Corcorath gets a
the Gaunt Man gifted Uthorion Player’s Call on a Good result of his persuasion
with several hundred Omitai, tests against any target he has previously
a humanoid race from a made Vulnerable. He cannot use this ability
previously conquered cosm. to make a target act completely against her
Omitai are unbelievably resilient self-interest.
to the negative effects of magical • Omitai Resilience: Corcorath has
and alchemical processes, making Toughness 18 against all forms of magical
them perfect for experimentation. damage or poison.
Despite their natural advantage,
Uthorion managed to kill all but MESSAGE IN A KLEIN BOTTLE
perhaps a dozen in the span of a If they leave the same day as they arrived,
decade. the travelers leave in the rains of dusk. A
Corcorath is one of the survivors. The kilometer or so out, the dim conditions make
experiments he endured were largely more noticeable the garish, pink glowing
successful; his longevity was increased bottle lying in the middle of the bridge.
99-fold. The process proved too toxic The bottle lays inert until the investigators
for Uthorion’s Vikings, leading the get within 40 meters, then it lights up,
High Lord to explore using the draugr. putting a neon sign to shame.
He escaped to the Army of Light, where he • Examining the bottle shows it is of an odd
offered his services. For centuries he has served as design. The inside and outside of the bottle flow
a prisoner-diplomat. As he says, “Being a prisoner together in some way, and part of the bottle just
seems my only employable skill.” disappears into thin air. Inside the bottle is the
touchscreen of a communication device. It is
The prisoner-diplomat serves out of duty. After
not at all obvious how to access the device.
centuries, duty is all he has left. Perhaps his time
with the Storm Knights can offer him a different • The bottle has imprinted circuitry with
path. advanced detection protocols to identify reality-
rated beings. The bottle activates whenever a
Cosm: Aysle Stormer or Storm Knight comes into range. If
the Storm Knights take the bottle with them,
Attributes: Charisma 11, Dexterity 9, Mind 11,
they would be carrying a permanently on,
Spirit 11, Strength 7
brilliantly shining, pink beacon. Stealth tests
Skills: Alteration 14, divination 16, dodge 12, find
would be made at DN + 6.
12, melee weapons 10, maneuver 12, persuasion
16, reality 13, taunt 13, trick 15 • The bottle is a talisman and contains a tiny
Move: 9; Tough: 8 (1); Shock: 11; Wounds: 3 bit of Tharkoldu reality and connects through
Equipment: Silk armor (+1) an N-dimensional way to Tharkoldu territory.
Perks: — The space collapses after a few days, winking
Possibilities: 3 out while folding the bottle in on itself. Worse
28
things have been known to happen when a “I am Dominika Guryenko. To whom am I
Tharkoldu N-bottle collapses, but everything is speaking?”
just fine for our heroes (right?). Ms. Guryenko works for a Russian/Tharkoldu
• A science test informs the investigator she company,Beacon, which she ambiguously refers
is looking at a Klein bottle, part of which to as a “cultural export firm.” The Tharkoldu
disappears into a fourth dimension. With this has been following Brother Laplace with mixed
information she is able to figure out how to success. Their plan is to let the Cyberpapal
access the communication device inside by agents do the investigative legwork, then swoop
moving her hand along the surface through the in at the last minute and scoop up the technology
"disappeared" part of the bottle. found.
• The device flashes on painfully, which inflicts • Ms. Guryenko regards the Storm Knight(s)
1 Shock. From a dimly lit office, a figure speaks she is talking to, then says something like,
in a slavic accent, “Bonsoir frère Laplace…Ah “The read me file on Storm Knight dealings is
no, you are better looking than that one, but to always lie to them. But I have just enjoyed a
with the same air of arrogant righteousness. perfectly balanced Snow Queen vodka, and the
Storm Knights, I presume?” truth is simpler. I will just let you agonize over
• The lights in the office video stream rise a whether or not to believe me.”
little, revealing a woman in a business jacket • Perhaps a thousand years ago, there was
and tie, over some advanced battle armor and a battle pitting two alien forces against one
helmet. Icons light up on her jacket’s wearable another that also involved indigenous earth
computer, and as she taps a couple icons on forces. History became conflated with myth,
her shoulder, the helmet dissolves, replaced but Brother Laplace and the Techquisition
by androgynous cut and undercut blonde hair. believe there is valuable technology at this
29
ancient battle site. Ms. Guryenko believes in the that was precisely the sort of innovation she should
quality of Cyberpapal research. be acquiring.
• One of the alien races is unknown, the other Cosm: Tharkold
was a group known as the “Akashans." Local Attributes: Charisma 8, Dexterity 8, Mind 10,
Viking levies were involved as well. Spirit 12, Strength 10
• Uthorion is also aware of the potential alien Skills: Dodge 12, energy weapons 13, find 12,
trove. He has scouting parties looking for it, intimidation 14, melee weapons 12, profession
Brother Laplace, and any other party who (Business Negotiation) 15, reality 13, unarmed
might be trying to take the trove Uthorion combat 11
believes is rightly his. Move: 8; Tough: 13 (3); Shock: 12; Wounds: 3
Equipment: Alph Pulverizer (Damage 17, Range
• Uthorion may be trying to secure likely sites 20/40/80)
with Bjanni raiding parties, as more than one Perks: Occultech (Alph Weapon Dock, Digan
are currently operating in Sjodrekka territory. Darksight Eyes MKIII),
Ms. Guryenko is not trying to broker any kind of Possibilities: 3
deal with the Storm Knights, at least not yet. She is Special Abilities:
trying to pique their interest. She fears Uthorion’s • Armor: Cybernetic plating +3.
superior numbers and resources will get to the • Boardroom Warrior: If Dominika is engaged
alien trove first. Another group of possibility rated in combat, a Standard Scene becomes a
agents heading that way would at least give the Dramatic Scene instead.
Dark Lord another thing to deal with and increase • Brashci LivingApp Loop: Once per scene,
the odds the alien discovery ends up in her hands. Dominka’s simple action triggers the Living
App “Loop”, immediately granting her another
DOMINIKA GURYENKO turn.
• Braschi LivingApp Now!: Once per scene
Originally working as a sales engineer in Gazprom, Dominika’s simple action triggers the
Dominika briefly considered joining the resistance. LivingApp “Now!”, anticipating opponents’
She decided that completely free people did not actions; Dominika acts first in that turn.
eat right or dress well, and so joined Beacon, “A • Business Negotiator: If not in combat,
Cultural Export Company.” Ms. Guryenko uses the profession (business
Ms. Guryenko rose quickly. She was clever, loyal, and negotiation) skill for all interaction tests and
ruthless in exacting proportion as demanded by the defenses.
situation. She now heads the Innovation Acquisition • Delegation of Pain: Dominika may transfer
Division, spearheading the LivingApp program. any hit to a target Stymied or Very Stymied
LivingApps are a hideous amalgam of fashion, from her intimidation.
wearable computing, and ghoulish Occultech.
Stylish clothing, complete with “Blood Feed Only” SCENE TWO: MALMÖ
labels, are imbued with semi-sentient apps that
feed off living energy. Victims, known as “hangars” Standard Scene. Aysle Dominant Zone. The city
are forced to wear the clothing as it feeds, charging begins where the bridge ends; at least it used to.
it for the user. LivingApps have potent properties The buildings have all transformed, but reality
when triggered. storms have ruined many. Streets are filled with
weeds and the occasional shrub that has sprung
Dominika is extremely proud of her latest line, a up. Fortunately for the inhabitants, Malmö is an old
collaboration with Russian fashion house Brashci. city, so about 35% of its buildings remain usable,
She currently tests the latest suit coat. particularly near the center of the city.
When a demonic “friend” of Beacon delivered An Ayslish community has established itself
news of Brother Laplace investigating ancient, surrounding the old market square, about 900
probably alien, technology, Ms. Guryenko decided
30
Ayslish humans, 100 Core Earthers and perhaps 40 information. The scouts can reveal four useful
elves who found life on the fringes of Uthorion’s nuggets:
rule preferable to the conditions in Copenhagen. • Uthorion has dispatched dozens of scout
There is a Core Earth resistance group, Lilla Torg, teams into Sjodrekka territory. Those teams
based on the professional soccer club that formerly have standing orders to report to Helmar
represented the city. The painted or etched symbol Corba’alson’s war party with intel on disposition
of the team’s coat of arms has become a symbol of of Core Earth and Sjodrekkar forces, and to
the resistance. Town elders and merchants don’t detain and question any unusual travelers.
much care unless Uthorion’s troops are expected in • The reward for Brother Laplace was just
town. Unfortunately now is one of those times, and increased to 40,000 coins. Scouts are to note the
there are a half-dozen work crews whitewashing location of all Catholic churches and shrines
over the symbols. they come across.
If Corcorath is not with the group, just ignore the • A few teams, with additional mages added
references to the prisoner-diplomat. for support, are looking for a place called Lake
Armsvartnir. Originally thought to be Lake
BRIDGE WATCHERS Vänern, teams are now looking much farther
As the Storm Knights leave the bridge, they spot north.
a group of armed and armored troops watching • A foreign hard point in the town of Östersund
them. Corcorath says they are Uthorion’s scouts, is occupied by mercenaries. These mercenaries
better trained, equipped, and led than the average have established a training camp for Uthorion.
Bjanni warrior. This is where the Dark One’s scout teams are
trained and equipped with high-tech gear.
The scouts are already moving toward the heroes The scouts can be ransomed for 500 coins apiece
from 25 meters away, demanding the travelers halt. to local authorities, who release them to, and are
As the scouts close, it is obvious some of them have compensated by, Uthorion’s next agents to come
automatic rifles. If the heroes comply, they may be through Malmö.
able to talk their way out of the situation. If they • Uthorion Scouts (2 per Storm Knight):
use the prisoner-diplomat as the reason for their see page 49. One scout has reality 11 and 3
travel, the scouts are Vulnerable to that excuse. Possibilities.
• If a fight breaks out, the NCOs move to keep • Uthorion Scout NCO (1 per 3 Storm Knights):
their distance and use their automatic rifles. see page 49.
• The first round they fire long bursts for
Suppressive Fire. Between all the NCOs, they LIFE GROWS IN THE RUINS
fire at all the heroes. Former city commissioner Oscar Stjernfeldt
• The NCO who rolls the best spends a quickly realized Malmö was succumbing to the
possibility to try and make that fire decisive. Ayslish reality and that his remaining citizens
After the first round, they try to take out did not have the skills to cope. The first Ayslish
individual targets. settlers included Lady Vivian, a Mage of the
• The scouts close and engage in melee. Their Five Towers. Lady Vivian wanted freedom from
goal is to subdue at least one of the travelers, Uthorion for her people, and Oscar's proposal to
but all others are welcome casualties. teach transformed Core Earther skills they would
need seemed a good way to bolster defenses and
• When things start going south, the NCOs foster better relations with Core Earth. The Malmö
throw frag grenades, then bolt. Pact was made. About 9,000 people now live in the
Defeated scouts are immune to intimidation, but city, 2,000 native Ayslish and 7,000 transformed or
can be persuaded, taunted, or tricked into spilling disconnected Core Earthers.
31
Lady Vivian now rules the city with the aid of a was last seen in the ruins to the east of the new
council headed by Oscar. She is a practical sort of Malmö settlement.
ruler, spending many days at sea protecting the • Unfortunately, Oscar bought Brother Laplace’s
fishing vessels that provide Malmö with most of story that he was leading Belgian refugees up
its food. She has been known to raid to augment to Stockholm and helped patch up his party,
the city treasury. Oscar remains in town settling which numbered fourteen people. Brother
disputes and seeing to the city’s defenses. The Laplace mentioned no other destination. Oscar
partnership is working well. figured he was tricked when the scouts showed
This day, Oscar has sent a few of his better militia up, questioning him about a man who matched
to intercept the travelers. He wishes to speak with Brother Laplace’s descriptions.
them. A squad of 12 militia relay the message, The new settlement has a fully functioning market.
“Councilman Stjernfeldt wishes you to join him for If the investigators need to purchase some Ayslish
a time of questions, food, and ale.” equipment, or even mounts, they can find anything
The militia do not force the issue but suggest if from the Aysle Sourcebook equipment list here, but
the travelers do not wish to meet with Oscar, they magical wares have an Uncommon (–2) modifier to
leave the city before sundown. The ruins outside the streetwise test for availability.
the patrolled areas of Malmö are considered
outside the city. EASTERN RUINS
If the Storm Knights meet Oscar, his first order Wandering the eastern ruins is an exercise in
of business is paying ransom for the scouts, the desolate quiet until a shift in the wind brings a
second is getting the heroes’ ale orders straight. horrible stench their way. Emerging from the ruins
He is pleasant, happy to see the Storm Knights. are Ayslish Gospog of the Second Planting.
If Uthorion’s scouts were not defeated by the
Previously summoned by Uthorion’s scouts to
travelers, the councilman is more muted in his
hunt down Lilla Torg, they currently have no one
happiness.
to command them. The travelers look to be as good
• Oscar says Malmö is paying tribute to a meal as any.
Sjodrekkar clans, who have honored the
agreement to leave the city alone. Recently, the • There are 2, +1 per Storm Knight, Gospog
scouts and Bjanni raiders have probed the city. of the Second Planting. Three gospog attack
a single Storm Knight, trying to quickly drop
• As an outwardly “loyal” city pledged to
him, while the other gospog match the other
Uthorion, they cannot object to the presence of
Storm Knights one-on-one.
scouts. But they can defend themselves against
raiders. A raiding party is camped inside the • Their horrid shriek not only can causes fear,
northern ruins of Malmö. but is answered by other, more distant shrieks.
• Also in the ruins there is a Core Earth There are other parties of gospog in these ruins.
resistance group, Lilla Torg. Originally formed The Storm Knights had best dispatch theese
from the city’s soccer club of the same name, gospog quickly before they are overwhelmed.
Lilla Torg clashes with Uthorion’s patrols
and agents. The city’s official line is Lilla Torg LILLA TORG
are bandits, but they never seem to draw the Following Oscar’s vague directions eventually
attention of the Malmö militia.
leads the heroes to the underground car park
• Perhaps, together, Lilla Torg and the traveling where Lilla Torg is currently hiding. That the
heroes would be more than a match for the garage has not transformed indicates its a Core
Bjanni raiding party? That would greatly Earth hardpoint.
increase security for the city. The resistance
32
• A DN 14 find test spots a sniper-sentry in rubble, M-16s and other 5.56mm rifles. They are proud to
adjacent to the garage. If unspotted, the sentry provision Storm Knights with up to 100 rounds of
fixes a laser-dot on whichever Storm Knight looks ammunition each.
most like a leader, and she says, “My laser sight Kristin has personally scouted the Bjanni
works just fine. Guess what? So does my trigger compound to the north; 60–100 Vikings at any one
finger. Who are you? What do you want?" time, perhaps 40 more out on patrol. She believes
Presuming the heroes don’t start a firefight, Lilla they are here to take Malmö, but are waiting for
Torg eagerly welcomes the Delphi Council agents. additional reinforcements before attacking the city.
They may be a little disappointed the travelers Malmö provides significant tribute to the
are not here specifically to lend aid to Lilla Torg’s Sjodrekka clan. Taking it would be a sizable gain
resistance efforts but are happy for any contact for Bjanni and would potentially allow them to
with official Core Earth forces. raid Copenhagen across the bridge, or by quick
Kristin Jammeh formed Lilla Torg with her strike over the water.
husband Adam, a player on the team. When he Kristin concluded the compound was too much
was killed in a raid, she continued as the now-sole for Lilla Torg to take on alone. But perhaps, with
leader of the resistance group. a plan and Storm Knights' help, victory would be
They currently have 14 members living in the car possible.
park. They have 200 or so allies among the Core
Earther population of Malmö, but as far as they RED RAVEN’S PLAN
know they are the only remaining Core Earth
population in the area. Red Raven is a former Corsair turned mercenary
for the Bjanni clan. She has ambition and a need for
Lilla Torg has an abundance of ammunition stored revenge against Tatrici Sjodrekka, whose longship
in the hideout, for Glocks and other 9mm weapons, sank her corsair vessel a few years back. Conquering
33
Malmö and raiding Sjodrekka holdings in the The goal of the montage is to find a way inside the
Danish city satisfies both hungers. compound without having to assault it directly,
Red takes orders from Helmar Corba’alson, but has then allowing the Lilla Torg fighters inside to strike
full authority for this operation. Uthorion scouts the Bjanni Warriors. .
have given her good intelligence on the number The montage is resolved with each Step in order,
and quality of the full-time militia in Malmö. They Let the players know the first steps occur in
should be no problem, but Core Earthers have different locations. Let the players know the skills
proven problematic in the past, mobilizing far needed for each step.
more efficiently than their Ayslish peers. And Lady There is only enough time for an individual
Vivian is an accomplished mage, so subterfuge is character to participate in two of Steps A, B,
in order. or C. Only make a single test in each Step, but
• The scouts and Red Raven’s mages have been Storm Knights can assist using Extra Effort (See
calling Second Planting gospog to the area. The Combined Actions in Torg Eternity).
gospog are to find and eliminate Lilla Torg. Step A: First, Kristin Jammeh wants to know if
• Once Lilla Torg is gone, the gospog stage a the gospog are part of the Bjanni scheme, or an
night raid on Malmö. Red Raven will give the independent threat.
gospog some time to soften up the defenders, • She suggests following a peculiar woman
then attacks with her men. She targets and tries who leaves the compound each day. This
to kill Lady Vivian, the city council, and the involves a stealth test. Should the stealth fail, the
remaining gospog. woman flees back to the Bjanni compound and
• Red Raven rules Malmö as the savior of the the heroes will be Stymied in Step D.
city from the vicious gospog attack. • On success, the heroes follow the woman, a
If the Storm Knights do not attack the Bjanni Viking skald, to a series of collapsed buildings.
compound, have Red Raven execute her plan in There she chants in a sing-song voice, and
Scene Four: The Attack on Malmö. guttural responses issue from the rubble. She
If they do attack the compound go to Scene Three: is communicating with the gospog, and they
Raiding the Raiders. are listening. The investigators now know the
Bjanni compound and the gospog threat are
connected. This will benefit them in Step D.
SCENE THREE: RAIDING • If the players want to attack the skald, there is
no need to roll. She is dead facing the combined
THE RAIDERS power of the Storm Knights. However, when
Dramatic Scene. Aysle Dominant Zone. she doesn’t return, the compound is alerted.
The heroes will be Very Stymied in Step D.
SCHEMING: A SKILL MONTAGE Step B: Kristin also wants to know what the Bjanni
Attacking the Bjanni compound requires a plan; plan to do in Malmö.
Kristen Jammeh recommends attemping to This involves a Challenging (DN 12) streetwise
infiltrate the compound. Creating the plan is a test, hanging about the market and taverns,
montage sequence with steps like a Dramatic Skill eavesdropping on Bjanni spies (use Malmö militia
Resolution. An example plan follows. stats if the Storm Knights are really itching for
Let the players know this is like an investigation a fight). Failure, and the investigators pick up
montage in a CSI-style show or the set up sequence nothing interesting.
in a caper film. Each step is a brief scene with one • Success, and they follow three agents to
pivotal activity. The activity succeeds or fails, and a tavern and hear bits and pieces about a
it is on to the next piece of the montage. simultaneous attack on Malmö, involving
gospog and the Bjanni raiders. The Bjanni are
34
awaiting the arrival of a necromancer before
attacking. RAVEN’S RAIDERS
• On a Good Success, the investigators learn the The drill yard is not just for show; the battlefield
camp has never seen the necromancer before. has taught Red Raven hard lessons, and she
learned them well.
• On an Outstanding Success, the investigators
learn the Bjanni compound is lead by Red Red Raven has the rank of “High Marshall.”
Raven, an accomplished mercenary. Those with knowledge of Ayslish mercenaries
understand that means Red Raven is used to
If the Storm Knights engage in violence against
commanding forces many times the size of the
the three Bjanni agents, they win. Their failure to
company she now commands.
report back means that the heroes will be Stymied
for Step D. The raiders fight in groups of 20, known as
“Strikes”, each with two non-commissioned
Step C: The heroes consult dusty tomes on the
officers (NCO) who are generally referred to
appearance and manner of Bjanni necromancers,
as a “First Axe,” and an officer called “Strike
the better to impersonate one.
Leader.”
A weathered pennon depicting an eye in the
In combat, a Strike operates as five teams of
center of the sun indicates a shrine to Shali. Here
four. Each team combines action, preferably
acolytes carefully watch those who research at the
against a smaller number of targets. Usually
shrine, but access to the books is readily given. A
they open a fight with a turn or two of archery
Challenging (DN 12) scholar test reveals:
fire, then engage in melee.
• Bjanni necromancers wear a symbol of an
The raiders prefer to destroy an enemy in
animal’s skull. Almost any animal will do, but
detail, overwhelming a defender or two before
bears and wolves are more common.
moving onto the next. The First Axes join the
• They travel on horses known as Kaermounts, teams facing the tougher opponents, although
warhorses with a glamour cast on them to make they attack individually. The Strike Leader uses
them look like skin and bones. his Perks, Bolster and Rally, at critical times in
• Bjanni warriors fear almost nothing, but their the fight. They engage to reinforce a faltering
own necromancers are often an exception. team. They take Wounds in order to save
Successful impersonators make Bjanni warriors Possibilities for use with Perks that could aid
Vulnerable to intimidation for as long as the their troops. This willingness to “take one for
impersonation is believed. the team” is not lost on the raiders, who in turn
are more loyal than most mercenary raiders.
Step D: The Set Up.
Corcorath has dealt with Raven’s Raiders
The plan is to impersonate a Bjanni necromancer,
before, even been ransomed by them three
to gain access to the compound without having to
times. He does not think tangling with them
fire a shot. Once inside, the “necromancer” and his
is a good idea. Under no circumstance does he
entourage look for a chance to slip away from their
participate in an attack against the raiders. He
hosts and open the gate to the compound. They
stays hidden in the Lilla Torg’s hideout until
attack with surprise, doing what damage they can
the heroes leave the area.
until the camp rallies, at which point the heroes
should probably make their exit.
Have each player describe what they are doing The final test to complete this step is modified by
in preparation for the attack. These individual failures and successes in the earlier Steps.
moments form the basis of a Combined Action
or Extra Effort when the Storm Knights finally • The Lilla Torg fighters hide in ruins close to
approach the gate. the compound. Kristin gives the travelers a
“thumbs up” and the subterfuge is on.
35
• The Storm Knights approach the four sentries wind. She looks the Storm Knights over, then her
at the closed compound gate. The sentries flame–hair reduces to a shorter, and tamer cut. She
demand the heroes identify themselves and gets straight to the point.
signal for four archers on the walls to take • “How many gospog can you bring to the
aim. The archers fire if the answer is not fight? How certain is your control over them?”
satisfactory. No tests are necessary yet; Red Raven was
• A Challenging (DN 12) persuasion or Hard expecting a necromancer, and here one is. The
(DN 14) trick test sells the fake necromancer covert heroes can offer any plausible answer
identity, and allows the heroes inside the and the former corsair buys it, for now.
compound. Each Storm Knight who describes • Red Raven explains her plan. The gospog
what they are doing to sell the deception adds are to attack first, heading directly to the areas
to a Combined Action bonus for the test. Count marked on the map which are Lady Vivian’s
the number of successes in Steps A through C quarters and the homes of the City Council.
(Standard, Good, and Outstanding representing Along the way they drop stones with one-time
1, 2, and 3 successes each). If the heroes got 3-6 incendiary spells on them, setting part of the
successes, the final test is Favored, and if they town ablaze.
got 7 or more successes, the final test is Up.
• Half the undead are to be held in reserve to
On a failure, the Bjanni see intercept any militia who come to the aid of the
through the heroes' ruse and Lady or the Council.
the Storm Knights must flee
or fend off an attack without • The Bjanni raiders race into town as soon
surprise or support. The attack as the fight starts, raising the alarm and
follows in Scene 4. On a success, rousing the citizens after its too late to
the heroes infiltrate the camp. On stop the attack on the city center.
a Good Success, the raiders are so • A few of Raven's Raiders enter Lady
fooled that on the first round of the Vivian’s quarters to “rescue” her,
upcoming fight the heroes' attacks killing the Lady if the gospog have not
are Favored. On an Outstanding yet done so.
Success, their attacks are Favored, • Once Lady Vivian is dispatched,
and they may draw the top 4 Drama the Bjanni fight side by side with the
cards from the deck and choose one remaining militia to defeat the gospog.
to flip on the first round then discard
the rest. • Red Raven knows that second–
planting gospog are a valuable
commodity. Red Raven hopes the town
MEETING RED RAVEN is too relieved to care much about
The sentries escort the Storm Knights to the any uncharacteristic behavior from
headquarters building, one of the few in Uthorion’s undead minions. Does
the area that hasn’t crumbled to the Ayslish the necromancer think he can sell the
reality. Inside is Red Raven, poring over a notion of gospog retreating?
sketch map of Malmö, making small neat The attack on Malmö occurs after
notes on pieces of paper and attaching them to midnight tonight. The necromancer
the map with pins. and entourage should get some rest
She is dressed in lacquered leather armor and ready themselves for the fight.
pieces, joined by brightly colored silk. As the The sentries take the heroes to their
heroes enter, her bald head flares with a wreath tent.
of fire. The fire gives the appearance of living
hair, whipping about her head in an invisible
36
RED RAVEN scene as a simple action, Red Raven screams
"Enrak!," and the names on her sword glow. Her
Clinging to shattered timbers from the Corsair
next blow that lands has AP 6, and does +1BD.
sloop Golden Gale, a young Red Raven prayed to
Enrak for deliverance. She swore vengeance on THE COMPOUND
Sjodrekka for killing her crewmates, and promised
the dark god the greatest treasure from that Viking Visitors tent. The sentries take the heroes to a tent
clan. that is currently occupied only by the skald and her
lover. The skald is curious about necromantic rites,
Nearly two decades of mercenary work has seen but dissuaded with a persuasion test, or a Hard (DN
her rise in power and esteem with the Bjanni clan. 14) intimidation test. Alternatively, the Delphi Council
She is trusted with critical missions and commands. agents can try a Challenging (DN 12) trick test to
She does honor to Enrak by looting Sjodrekka really sell the skald on their necromantic cover story.
holdings at every opportunity, and sacrificing her
share to the god. Drill yard. Near the gate is the drill yard, which
is almost constantly occupied. Early morning
Adventure in the Land Between led to a bond is individual physical training, mid–morning is
between an elemental symbiote and Red Raven; unit drills, afternoon is individual melee training,
that creature now passes for her fiery hair. Some afternoon is archery target practice, evening and
Vikings grumble that she is clearly cursed. Her night are unit night-attack drills.
soldiers say its just proof that neither sea nor fire
can kill their Red. About twenty raiders at a time drill in the yard, so
any individual raider has a lot of down time during
Cosm: Aysle any 24 hours, but the drill yard is never empty, per
Attributes: Charisma 8, Dexterity 10, Mind 8, Red Raven’s orders.
Spirit 12, Strength 12
Skills: Beast riding 12, dodge 15, intimidation Strike tents. Each tent houses 20 raiders, plus 2
17, maneuver 13, melee weapons 18, missile NCO’s and 1 officer. .
weapons 15, reality 15, stealth 12, taunt `13, trick Mess tent. Raiders eat here, 20 raiders at a time,
13, unarmed combat 13, water vehicles 15 with the rest of their tent mates. Like the drill yard,
Move: 10; Tough: 14 (2); Shock: 12; Wounds: 3 it is almost always occupied.
Equipment: Chainmail armor (+2, Torso), Grog yard. An open air tavern that operates
longsword (Strength +3/15), 24/7 but requires a grog stone to get a drink. Grog
Perks: Trademark Weapon, Vengeful stones are tokens for drinks awarded by officers
Possibilities: 3 and NCOs to the raiders. Standard ration is two
Special Abilities: mugs a day, excellent training or mission success
• Battle Leader: Raven's Raiders within 10 gets a raider additional grog stones.
meters of her are spurred to extra exertion,
and deal +1 damage with any Strength based Headquarters. Red Raven and her personal Viking
weapon. raider guards stay here. Red Raven splits her time
• Droshik: Droshik is her flame symbiote that in equal portions between the HQ, the drill yard,
always watches over her. Red Raven cannot be and the grog yard.
caught Flat Footed. Showers. Red Raven insists on hygiene for her
• Droshik's Dance: Once per scene, Droshik men. Some see the worth, but most ignore it until
absorbs or deflects attacks for one turn, their commander gets a whiff of them.
providing Red Raven Active Defense and
absorbing up to 1 Wound of damage done that
THE ATTACK PLAN
turn. Red Raven may still act normally while
Droshik dances. On the face of it, attacking the compound is quite
• Gale's Revenge: Her trademark weapon. difficult. At any one time there are at least 20 raiders
Inscribed on the longsword are the names of in the drill yard, and another 20 in the mess tent.
every sailor lost on the Golden Gale. Once per The camp is never truly "asleep."
37
The odds of the Storm Knights defeating the • Cajole an officer out of, or otherwise get their
whole camp, with its scores of raiders, reality-rated hands on, grog stones to get as much of the
officers and Red Raven is not great, even with the camp raging drunk as possible?
help of the Lilla Torg resistance group. However, • Convince Red Raven of enemy activity in the
the objective is to weaken the raiders so they area to get her to send a Strike out on patrol,
cannot attack Malmö or must withdraw from the reducing the number in camp?
area. That they can do with a decent plan.
• Assassinate a Strike Leader or two at the start
Encourage the players to think about their attack of the fight?
in phases.
• Poison the food in the mess tent?
• How are the Storm Knights going to initiate
the attack? • Lead the second-planting gospog into camp?
• How are they going to involve the Lilla Torg The list is hardly exhaustive. Work with your
resistance? players to evolve an attack plan that leads to a
cinematic battle sequence.
• What sort of damage might they realistically
achieve?
THE BATTLE
• How will they know when its time to
withdraw? The Mob rules (see Torg Eternity) apply. The
Strike Leader’s Rally perk can bring back KO’d
• How will they effect their withdrawal? raiders.
Reward any creative ideas they can come up with There are 5 Strikes (20 raiders, 2 lead axes, 1 Strike
that improves their odds. Perhaps they can… Leader) in camp, plus Red Raven and her personal
• Pre-place explosives or other traps before the guard of 12 raiders, minus any combatants the
fight? heroes plan managed to get rid of before the fight.
38
The skald in the visitors' tent wants no part of this 40–59 casualties. Red Raven or remaining officers
fight, escaping as soon as combat begins. strike camp and abandon the compound. They
The battle starts as soon as the heroes open the march north to rejoin Helmar Corba’alson.
gates to allow in Lilla Torg or when the heroes 60+ casualties. The Raven’s Raiders are routed.
attack someone in the camp. Unless the Delphi When news of the defeat reaches Helmar
Council agents have previously disrupted the way Corba’alson, he removes Malmö from his target
the fight unfolds, the battle goes this way: list. If she survives, Red Raven decides that life as
• Turn 1: The raiders in the drill yard react right a corsair wasn’t that, bad, and returns to a life of
away, fighting if possible. The raiders in the piracy.
mess hall spill out of the tent and form up into
teams. The grog yard raiders start to mobilize
into teams. SCENE FOUR: THE
• Turn 2: The mess hall raiders come to fight.
The grog yard teams come to fight. The Strike ATTACK ON MALMÖ
tents begin mobilizing. Red Raven and her Dramatic Scene. Aysle Dominant Zone. Rather
guards mobilize. than run the whole battle in full, the crux is whether
• Turn 3: Red Raven leads her guards around or not the Storm Knights can reach the City Council
the tents, toward the gate. The Strike tents send and/or Lady Vivian in time to save them. They can
their troops to the fight. then rally the city to drive back the dead and the
Bjanni raiders
• Turn 4: Red Raven reaches the gate, attempting
to secure it. She also demands the surrender of
the attackers. She and the raiders kill any who SAVING THE TOWNSFOLK
cannot provide proof of ransom. Run as many of the below encounters as you
• Turns 5+: May the gods be with our heroes. If it want to press your players’ Storm Knights, but it
looks like the Storm Knights might completely is certainly not necessary or expected you run all of
overwhelm the camp, Red Raven and her guard them. Make it hard to reach the council members
exit the gate rather than secure it. and Lady Vivian but not deadly. If the traveling
heroes have a throw down with Red Raven, that’s
• Red Raven: see page 37. different. Pull no punches then.
• Red Raven Raiders (112): see page 48. • Red Raven starts the gospog attack near
• Red Raven First Axes (10): see page 48. midnight.
• Red Raven Leaders (5): see page 48. • She has positioned lookouts around Malmö.
They are observing the progress of the gospog
AFTERMATH and use fire flaming arrows to signal Raven’s
Raiders to join the attack.
Based on casualties inflicted upon the Bjanni
warriors, the after–battle situation is as follows: • The investigators are presumed to be coming
from the Lilla Torg hideout.
<24 casualties: The raiders pull in all their
patrols and attack Malmö as planned. The real OUTSKIRTS
necromancer arrives and commands the Gospog of In the gloom, the investigators stumble upon
the Second Planting to join the attack on the city in some of the lookouts who are watching as flames
Scene 4. erupt throughout the town. They don’t notice the
25–39 casualties. The attack on Malmö is thwarted. travelers until they are nearly upon them.
Red Raven reports the battle loss to Helmar One of them says, “Those aren’t militia.”
Corba’alson and awaits new instruction and fresh
Another responds, “Kill them anyway.”
troops.
39
• The lookouts can be talked down on a Hard • A Storm Knight can make a Challenging (DN
(DN 14) intimidation test, or a Challenging (DN 12) maneuver test to place herself ööbetween the
12) trick test, if a Storm Knight can come up mother and the attacking gospog.
with a plausible story. • A hero can make a Challenging (DN 12) faith
• Otherwise the travelers must defeat all the test to get the gospog attacking the daughter to
lookouts. One or two lookouts try to flee when flinch, allowing her to break free.
the fight turns against them. • A Storm Knight can make a Challenging
• Red Raven Raiders (2 per Storm Knight): see (DN 12) persuasion test to get the boys to run to
page 48. safety, toward Øresund bridge and away from
the battle.
STRAGGLERS
• The family flees toward Øresund bridge once
The command of the gospog is anything but certain
they are not engaged with the gospog.
for Red Raven. These haven’t engaged in the attack
on Malmö and seem in no rush to do so. They are • The gospog are infuriated at the loss of their
interested in dining on fresh Delphi Council flesh, prey, and the travelers are Vulnerable to their
and our investigators fit the bill. attack for one turn after the family is no longer
engaged with gospog.
• A stealth test from each Storm Knight can
avoid the encounter entirely. • Gospog of the 2nd Planting (5): see page
46.
• A Challenging (DN 12) maneuver test lets
the travelers position themselves for an BURNING CHAPEL
advantageous attack, making all the gospog Several citizens are trying to put out a fire in a
Vulnerable for the first turn. church. A group of 12 citizens had barricaded
• Gospog of the 2nd Planting (1 per Storm themselves within the church and are now trapped
Knight): see page 46. inside. Their screams and pleas for help are carried
by wind, audible above the din of battle.
FAMILY IN PERIL
• Getting through the barricaded front door is a
A family of five tries to flee the battle, but gets
Hard (DN 14) Strength test.
caught by the undead attack. This family is doomed
without Storm Knight intervention. • There is a back entrance; reaching it safely
through the falling, burning debris requires
• The father is pinned by two gospog, that are
a Challenging (DN 12) dodge or maneuver test.
about to feast on his guts The father is trying
Failure, and the rescuer is caught by a falling
to reach a mace which has fallen out of reach. .
beam that does Damage 16.
• The mother is fighting off two more second-
• Opening the back door is a lockpicking or Hard
planting gospog. Armed with a short sword,
(DN 14) Strength test. Success opens the door, but
she is yelling, “Kaireen, take the boys and
inflicts 10 + 1BD fire damage from the searing
run!”
heat of the fire. On a Good or Outstanding
• The daughter is trying to beat off a gospog Success, the lockpicker takes no damage.
with an improvised weapon, a broken stool
• Each turn inside the church, a rescuer takes
with which she is valiantly trying to cave in her
shock from Fatigue.
attacker’s skull, to no effect.
• A find test locates the churchgoers in the flame
• Two young boys are crying, screaming at the
and chaos.
attacking gospog, hurling rocks at the undead
assailing their parents, to no avail. • Unconscious ones can be dragged or carried
out with a Strength test.
• A hero can draw the attention of the gospog
on the father with a Challenging (DN 12) trick • The churchgoers plead with the heroes
test. to rescue a three-foot tall wooden statue of
40
Saint Bridget, carved nearly 600 years ago. A • Gospog are currently engaged with the militia.
Challenging (DN 12) find test locates the statue. On their turn all but four of them engage the
Once found, the statue is unblemished by fire, travelers instead; the undead understand who
and cool to the touch. the real threat is here. Unless the militia has
• Retrieving the statue immediately grants each been rallied by the Storm Knights, they do not
Storm Knight one Possibility. attack the disengaging gospog.
• Panicked militia fight as Very Stymied until
CLOUD AND CLAW rallied. Rallied militia fight normally.
The fire in Malmö is spreading far beyond what
• Using any Leadership perk on the militia
Red Raven intended. There may not be much of a
automatically rallies the militia, removing all
town for her to capture. Right now, the situation
levels of Stymied, in addition to whatever effect
is made more dangerous by the fact that the living
the perk has.
are susceptible to smoke, and the gospog are not.
The second-planting gospog are clever enough to • Alternatively the militia can be rallied through
take advantage of that fact. persuasion. A Challenging (DN 12) persuasion
test removes one level of Stymied from the
• Our heroes are engulfed in smoke that floods
affected militia. A Good or Outstanding Success
the street like a burning tsunami. In addition
removes all levels of Stymied from the militia.
to stinging smoke, ash and cinders fly into
unprotected eyes for a Pitch Black (–6) Darkness • Once rallied and the gospog defeated, the
penalty. Eye protection such as goggles reduces militia bandage their wounded and head to the
this down to Dim (–2). armory to finish equipping.
• An Easy (DN 8) find test, and the Storm • Gospog of the 2nd Planting (8 plus 1 per
Knights can hear two gospog feasting on Storm Knight): see page 46.
corpses a few dozen meters ahead. These • Malmö militia: (8): see page 47.
gospog start shrieking when the travelers get
within 15 meters of their position.
FIRE BREAK
• This is meant as a distraction so the heroes are
Everyone call tell the fire is spreading. Bucket
less likely to notice the other gospog sneaking
lines have difficulty forming when gospog are
up on them from the sides and behind. Unless
about, so no one has mounted an effective fire-
they specifically take precautions to spot other
fighting response. The Storm Knight might have
gospog in the smoke, they are Vulnerable to
better luck.
their enemy’s stealth test.
While there is no easy way to put the fire out,
• The gospog attack after they have surrounded
there is a way to knock down some buildings, clear
the heroes.
the rubble, and douse buildings across the cleared
• Gospog of the 2nd Planting (2 per Storm path with water to create a fire break to contain
Knight): see page 46. the fire. Creating a fire break is a Dramatic Skill
Resolution.
UNREADY MILITIA
Clear of the burning zone, the heroes run into eight Special rule: The Storm Knights need three levels
Malmö militia. Some do not have their armor all the of success to pass Step B, C, or D. A success is one
way on, a few ran into the street without weapons, level, Good success is two levels, and Outstanding
and the two archers haven’t made it to the armory is three levels. Success levels are cumulative. More
yet to stock up on arrows. A half-dozen militia lay than one Storm Knight may try each of Step B, C,
wounded or dead on the ground. The survivors are and D.
fighting panic as much as the gospog. Step A: A science test determines the proper lines
• There are 8, plus 1 second-planting gospog to take for the fire break, based on building type
per Storm Knight. and wind conditions.
41
Step B: Gathering the citizenry. These are • 2 Bjanni raiders and...
persuasion or faith tests. Only those who follow Core • The Uthorion Scouts, which the raiders just
Earth or Ayslish religion may make the appeal on
rescued. The scouts have swords, but have not
faith.
yet located their firearms.
Step C: Break and clear. Survival tests break down
parts of designated buildings and clear the rubble. • Other Bjanni raiders, in groups of four, are
looting a few houses, while being ignored by
Step D. Bucket brigade. Organizing and pouring the gospog in the area. They avoid the Storm
buckets of water on the buildings opposite the fire
Knights but defend if attacked.
break to stop the progress of the fire. These tests
can be based on: • The gospog are in large groups (8 or more),
but seem confused, their instincts clashing
• Survival
with their orders to withdraw. Get too close
• Science (10 meters or less) and the undead do attack,
• Apportation tests to move water if the mage otherwise the gospog careen from house to
has elemental magic spells. house with no apparent goal.
If the fire break is completed, the fire is contained • Red Raven Raiders (2 or more): see page 48.
to about 25% of the town.
• Uthorion Scouts (From Scene 2): see page 49.
If it is not completed in time, 50–65% of Malmö is
consumed or badly damaged. Most survivors then • Uthorion NCOs (From Scene 2): see page 49.
flee to Copenhagen. Raven’s Raiders eventually • Gospog of the 2nd Planting (8+): see page 46.
take over the husk of a town, turning it into a
Bjanni enclave. LADY VIVIAN’S
Her front door has been battered open. Decaying
RACE FOR THE LADY remains of two gospog are on the stairs leading
By the time the Fire Break is dealt with, the city to the second story, and a Raven's Raider’s body
council has already fled or been killed. Lady Vivian sprawls on the upper landing.
is still unaccounted for, and no one has made it Upstairs in a reading room is Lady Vivian in
through the gospog to check.
night clothes, a longsword in her right hand and
THROUGH THE GOSPOG her blood-slicked left hand dangling limply. She
If the heroes succeeded with the Unready Militia, has tossed over three bookcases to form a primitive
the militia return from the armory in time to deal impediment to the six Raven's Raiders who are
with the gospog on the way to Lady Vivian’s closing in.
manor. This allows the travelers to slip by the • If there are more than three Storm Knights,
undead without having to fight them. the skald from the Bjanni compound is there as
• Gospog of the 2nd Planting (3 per Storm well.
Knight): see page 46.
• Lady Vivian is injured (1 Wound), but when
THROUGH THE DEBRIS she sees the Delphi Council agents, she brightly
First they must sprint through a path strewn with says, “These lads seem intent on murdering
bodies and debris. A Dexterity or maneuver test does me. I could use your help seeing their evening
the trick. Failure inflicts shock from Fatigue. end in disappointment.”
The must discern which house is Lady Vivian’s. A • Lady Vivian: see page below.
Hard (DN 14) find test lets them spot a small, neatly
• Raven Raiders (6): see page 48.
painted council symbol on a nearby house. Failure
means an encounter with • Viking Skald (1): see page 49
42
LADY VIVIAN If the Unready Militia did not end with the militia
heading to the armory, they are not available until
Vivian Ordmanz served on a Bjanni longship,
turn three of this encounter.
captained by Captain Luana, notable for her
defection to the Army of Light. While onboard, If Fire Break resulted in 50 – 65% of the city
Vivian soon caught the attention of Rojerian, the damaged in the fire, Vivian asks the Storm Knights
Captain’s Wizard. Rojerian taught Vivian “classic to help her evacuate the populace across Øresund
magic in an unorthodox way.” bridge. The undead are an issue, but Raven’s
Raiders do not give chase, preferring to loot.
After a brief stint serving with Captain Luana
in the Army of Light, Vivian chose to contribute Otherwise its time to clear the undead and drive
in a more peaceful way. She led Ayslish settlers the Bjanni bastards back where they came from.
to Malmö She negotiated good terms with the
remaining Core Earth citizenry, and has taken the
THE GOSPOG
The second planting gospog are already starting
lead in keeping Malmö viable.
to leave, but reluctantly. There 2 plus 2 gospog per
While she prefers peace, time spent with the Storm Knights. One gospog per Storm Knights
Bjanni has given her considerable martial skill. She shambles in on turn three.
still loves the sea, and serves the city from on deck
Torn between instinct and necromantic instruction,
a ship as often as she can.
all gospog are Stymied for this encounter. About
Cosm: Aysle half the undead compensate by combining actions.
Attributes: Charisma 8, Dexterity 9, Mind 10, The other half wander individually, clawing and
Spirit 11, Strength 9 biting anyone in reach.
Skills: Apportation 11, alteration 12, conjuration
• Gospog of the 2nd Planting (2 plus 3 per
12, divination 12, dodge 10, find 14, maneuver 12,
Storm Knight): see page 46.
melee weapons 12, reality 12, stealth 10, taunt 8,
trick 15, willpower 14 RAVEN'S RAIDERS
Move: 9; Tough: 10 (1); Shock: 11; Wounds: 3 While the raiders would rather plunder and
Equipment: Silk armor (+1), longsword (Strength secure the town than fight, if Vivian and the Storm
+2/11) Knights are rallying the town, they have no choice.
Perks: Magister, Spellcaster (boathand, bullet, One Strike team (five teams of four, two lead axes
enhance, guardian script, water breathing, water and a Strike Leader) led by Red Raven form to take
spray), Spellbook out the Storm Knights and their allies.
Possibilities: 3
Special Abilities: • Setup: If the militia has arrived, 8 militia take
• Bullet Blade: Lady Vivian channels magic on a team of 4 raiders.
through her blade, exploding a bullet spell at the • If the undead have been cleared, Vivian and
point of her sword’s impact. She must declare 15 roused town folk (use militia stats, but
she is using the special ability before her roll. Toughness 7) can take on two of the teams and
Odd roll, and the attack has Damage 16. Even a First Axe.
roll, the sword explodes, creating a Small Blast, • The remaining two teams, Lead Axe and
Damage 16. Lady Vivian is caught in the blast. Strike Leader go after the Storm knights.
• Future Tides: When Lady Vivian succeeds
at an Approved Action, she may designate • The Fight: The Strike teams fight to the last.
a Storm Knight who may immediately add a They are certain capture equals execution.
card to their Action Pool. • The town folk fight until five of them are
killed. They then retreat with Lady Vivian.
FOR MALMÖ! • The militia fight to the last unless ordered
Once the rude house guests are dispatched, Vivian and to retreat. If they dispatch a team of raiders,
the Storm Knights need to rally the city to defend it. remaining militia move on to the next team.
43
When the town rallies, Red Raven concedes the finders show these creatures to be huge, closer to
fight. The raiders still fighting are buying Red and the size of Clydesdales than normal wolves.
their brother raiders time for an orderly retreat The watchers are omnipresent, a source of danger
back to the compound. just on the horizon. The travelers know they can be
• Red Raven: see page 37. attacked at a time and place of Helmar’s choosing.
• Red Raven Raiders (20): see page 48.
• Red Raven First Axes (2): see page 48. NILE TOMB SAVER
• Red Raven Leaders (1): see page 48. After the first night on the road, the Delphi
Council agents see a flashing mirror signal along
• Lady Vivian: see page 43. the woodline. It is Morse code, in English, it
• Militia (8 or 15 or 23): see page 47. says “truce.” A scholar or science test successfully
decodes the transmission. If the heroes find a way
to signal back “yes," Dr. Josina Fletcher moves out
SCENE FIVE: WOLVES ON from the woods, towards the group. She carries a
white flag of truce and an offer.
THE RIDGE Dr. Fletcher leads the archaeological recovery
Standard Scene. Aysle Dominant Zone. The team from the Nile Empire. Three cargo planes of
heroes do not have time to help with the clean personnel and equipment had been flown toward
up. Brother Laplace still has a lead on them, a a “friendly” airstrip outside of Stockholm. None of
prisoner-diplomat needs to be delivered, and it the planes made it that far; Josina suspects sabotage
is becoming clearer that this mission is growing rather than disconnection.
more complicated with each passing hour, as more
enemies, and cosms, join the fray. The forced landings separated her group into
three, one forced down in Denmark, two in Sweden.
The townspeople give the Storm Knights what aid Since they have been on the ground, her group has
they can, even if they are refugees heading across lost even more shocktroopers than expected. She
the bridge. To a person they know the situation believes her mission is in deep jeopardy. Perhaps
would have been much worse without the help of she and the Storm Knights can help each other.
the traveling heroes. Topics of conversation include:
The travelers head north along the ruins of • Yes, the wolves are tracking the Nile Empire
highway E4 out of Malmö. team as well. Dr. Fletcher does not know who is
sending them, but she is keen to know.
HOWLS IN THE HILLS • The wolves demonstrated resistance to
No more than a few kilometers outside of Malmö, ordinary firearms, even a bazooka. They seemed
the investigators hear howls coming from the to take damage as expected from melee weapons
surrounding hills. The wolf calls closest to the and Fletcher’s special submachineguns.
travelers are answered by calls farther along the • Dr. Fletcher wants a non-aggression pact
road. between her team and the Storm Knights. She
Corcorath mentions Helmar Corba’alson is is upfront that she wants whatever artifacts are
known to use wolves for reconnaissance and at Lake Amsvartnir, but would rather Delphi
tracking the movement of his enemies. The Council agents have them than Uthorion. She
prisoner-diplomat says he would wager a fist’s doubts her boss, Dr. Mobius agrees with her,
weight in silver that these wolves work for the but right now Cairo is far, far away.
Bjanni commander. • Josina gives the Storm Knights her special
The wolves keep their distance for now, MP-40s in exchange for the neutrality. Keeping
identifiable only as silhouettes, never more than the heroes upright gives Uthorion’s agents
two or three at a time. Binoculars or other ranged another target to go after.
44
THE FLETCHER MP–40 She now gathers and preserves ancient relics for
Dr. Mobius. She believes the Pharaoh is trying
This submachine gun is a significantly modified to preserve the ancient legacy of his, and others,
weird science (or weird magic) version of the history. While she is forced to operate in the Good
Nile Empire Schmeisser MP-40 (Damage 13, versus Evil frame of the Nile Empire, she naturally
range 10/25/40). It has been handcrafted from tends to be more nuanced. She takes advantage
alloys that exist in Aysle, and uses apportation of missions outside of the Nile Empire's to push
magic rather than chemical explosion to power against the constraints of "Nile think."
the bullets and firing mechanism. This firearm
Cosm: Nile Empire
causes no contradiction in Aysle. The Fletcher
Attributes: Charisma 7, Dexterity 9, Mind 10,
MP-40 requires axioms of Magic 12 and Tech 14
Spirit 10, Strength 9
to function without contradiction.
Skills: Dodge 11, find 11, fire combat 11,
The Fletcher MP-40 may be operated with intimidation 10, land vehicles 11, melee weapons
either apportation magic or fire combat skill; they 11, persuasion 12, reality 12, scholar 15, science
count as apportation magic for the purposes of 14, stealth 10, taunt 10, trick 12
resistance. Move: 9; Tough: 9; Shock: 10; Wounds: 3
Dr. Fletcher is willing to give the Storm Equipment: Fletcher MP-40 (Damage 13, Range
Knights one MP-40 and 160 apportation rounds 10/25/40),
for each Storm Knight, as part of any deal they Perks: Uncanny Dodge, Weird Scientist
make. Unfortunately the ammunition is not for Possibilities: 3
sale anywhere, so the weapon should be Special Abilities:
used sparingly. • Laboratories are for wimps: Tests
involving weird science are Favored when
• If the conversation seems to be Dr. Fletcher is in the field.
going well, she suggests future • Never Stops: Reduce all Shock
information sharing, particularly on taken by half; reduces cost of
the disposition of enemy forces. Should Uncanny Dodge to 1 Shock.
the groups never see each other again, • Tomb Saver: Vulnerable to
then gods be with you. persuasion when being convinced to
• It takes Josina about 40 minutes to save some priceless archaeological
retrieve and deliver the weapons to find.
the heroes. She does not have them
with her, suspecting Core Earth SWEDISH ARMY
perfidy. OUTPOST
• If the travelers attack her, Josina Originally a refugee checkpoint
does her best to escape. If she falls, along highway E4 during the
the investigators can expect a Nile opening days of the war, this
Empire attack at a really inconvenient sandbag-and-wire checkpoint
moment. grew into a small outpost. It is a
Core Earth hardpoint, manned
DR. JOSINA FLETCHER at platoon strength (about 40
soldiers at any one time). They
Dr. Josina Fletcher was on sabbatical from send patrols out looking for Aysle
her position at Rice University, helping forces, and send couriers back to
with a dig in northern Ethiopia, when the Stockholm with the intelligence
Nile Empire reality rolled over her camp. they gather.
She transformed when she defended
Cushitic artifacts from bandits. Captain Elene Lindstrom
was originally a medical
45
officer; attrition placed her in command. This was Lindstrom has supplies and can make a medicine
fortuitous, for wounded from the Army of Light, test with a skill of 13. She can also give them a safe
fleeing battles to the east, were given care and a place to sleep before they head out in the morning.
place to recover. Many stayed, joining Lindstrom
in defense of the burgeoning outpost. Some civilian FLIES FEAST
refugees, both Core Earth and Ayslish, joined them,
and a small settlement sprang up. Shortly out of Checkpoint 14, the investigators
come across the body of one of the trailing wolves.
• Captain Lindstrom still calls this "Checkpoint Up close, it is easy to see the brute must weigh over
14." Most now refer to it as “Lindsberg.” 600 kilos (1,000 pounds), a good 10 times what a
• A shrine to Dunad, maintained by two normal wolf weighs. Clearly it died in a fight.
acolytes, has become the local center of worship. An evidence analysis or medicine test indicates what
• A market is open every day, from dawn to happened.
dusk. Ayslish goods item availability is usually • Success shows the beast was hit at least eight
Common or Uncommon (–2); Core Earth item times with energy weapon blasts. These seem
availability is more "black market" being Rare to have had negligible effect on the wolf.
(–4) or just not available at all.
• Success also shows the beast was struck on
There is no tavern, but Ayslish alcohol is always the head, wounding it, but not killing it. While
available in the market. After close, bonfires are it was fleeing, something… strangled it?
lit, drinks and stories are shared, until far too late
in the evening. If the travelers spend some time • Good Success finds a small chip embedded
around a bonfire they can hear some or all of the under the left eyelid. Touching the chip starts
following. a holographic projection of a cyberpriest with
a neat white beard, but with wires and ports
• Huge wolves circle Lindsberg two or three instead of hair. In French he says, “Your lord
times a week. They have obviously been trained promised His Grace we would be free to travel
as scouts. Sjodrekkar do not use such animals, to our destination. Your foul beast put the lie
so Bjanni warriors must be nearby. to Uthorion’s words. Bother us again, and the
• A Swedish patrol out of Checkpoint 14 was wrath of God shall see that it is the last time
looking for rumored Corba’al worshipers, you do so.”
spotted just north of here. Instead they got Cracks in the High Lord alliance sound like a
into a brief bullets-versus-lasers firefight. The good thing if our Storm Knights can just survive
Cyberpapal agents had no stomach for it, and being caught in those cracks.
fled quickly.
• The acolytes of Dunad have been having
dreams of an island rising from a lake. On this DENIZENS AND THREATS
island is the largest wolf they have ever seen.
The wolf snarls, “Not…welcome,” nothing AYSLE GOSPOG
more.
OF THE SECOND PLANTING
• Bacon Martin’s bacon has been exceptionally
good lately. If its sorcery, lets hope he keeps Cosm: Aysle
practicing.
Attributes: Charisma 5, Dexterity 9, Mind 7, Spirit
• Sjodrekkar cavalry was seen crossing the E4 10, Strength 11
and heading northwest. Probably searching for Skills: Dodge 11, find 8, maneuver 10, stealth 11,
Bjanni invaders. tracking 8, trick (10), unarmed combat 13
If the Delphi Council agents are healing, Captain Move: 9; Tough: 12 (1); Shock: —; Wounds: —
46
Equipment: — MALMÖ MILITIA
Perks: —
Lady Vivian organized the militia from former
Possibilities: Never
sailors and Malmö police officers. The organization
Special Abilities:
is ongoing, as trying to blend two groups with such
• Armor: Dirt and grass +1.
differing beliefs is a challenge.
• Bite/Claws: Strength +2 (13)
• Blood Sense: Tracking against a target becomes Cosm: Aysle
Favored once a gospog deals a Wound. Attributes: Charisma 7, Dexterity 8, Mind 8, Spirit
• Fear: Gospog are horrific amalgamations of 7, Strength 7
a corpse and rotten plant matter that emit a Skills: Beast riding 9, dodge 9, find 10, maneuver
horrid shriek when encountered. Test willpower 9, melee weapons 9, missile weapons 10, stealth
or Spirit or become Very Stymied. 10, streetwise 9, taunt 7, trick 7
• Poison: If a gospog’s bite or claws deal Move: 8; Tough: 8 (1); Shock: 7; Wounds: —
damage exceeding the target’s Toughness, then Equipment: Leather armor (+1), short bow
a debilitating toxin is introduced to the target. (Damage 11, Range 10/25/40), staff (Strength +2/9),
While poisoned the victim suffers 1 Shock each Perks: —
round. Possibilities: Rare (2)
• Mindless: Gospog are immune to intimidation Special Abilities:
and taunt interactions and telepathy powers. • For the City!: Once per scene, when defending
• Relentless: Gospog ignore Shock. Malmö, a militia may declare they are Up that
• Undead: Gospog are immune to poison and turn.
other effects that require breathing, eating, or • Yes, Ma’am!: The militia respond well to
other “living“ processes. command in times of crisis. If the militia are
in need of leadership, persuasion or other
LILLA TORG FIGHTER leadership tests on them are Favored.
Cosm: Core Earth
Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit
NILE SHOCKTROOPER
8, Strength 8 Cosm: Nile Empire
Skills: Dodge 10, find 8, fire combat 9, first aid Attributes: Charisma 6, Dexterity 7, Mind 7, Spirit
8, intimidation 9, land vehicles 9, maneuver 9, 8, Strength 8
melee weapons 10, stealth 9, survival 9, unarmed Skills: Apportation 8, beast riding 8, dodge 8,
combat 9 find 8, fire combat 8, first aid 8, heavy weapons
Move: 8; Tough: 9 (1); Shock: 8; Wounds: 1 8, intimidation 9, land vehicles 8, maneuver 8,
Equipment: Leather armor (+1), Gevaer assault melee weapons 8, streetwise 8, survival 8, taunt
rifle (Damage 13, Short Burst, Range 50/100/200). 7, trick 8
Perks: Double Tap Move: 7; Tough: 8; Shock: 8; Wounds: —
Possibilities: Rare (2) Equipment: Short sword (Strength +2/10), Fletcher
Special Abilities: MP-40 (Damage 13, Short Burst, Range 10/25/40,
• As Ghosts: Lilla Torg takes advantage of their uses apportation to hit), Nile Empire focus
familiarity with the area. Stealth and survival Perks: —
tests are favored. Possibilities: Rare (2)
• Last Stand: When they are Wounded, Lilla Special Abilities: —
Torg makes all targets Very Vulnerable to their
attacks.
47
REALITY WEAVER RED RAVEN RAIDER
Cosm: Mechopotamia Cosm:Aysle
Attributes: Charisma 6, Dexterity 9, Mind 11, Attributes: Charisma 6, Dexterity 8, Mind 6, Spirit
Spirit 12, Strength 9 8, Strength 9
Skills: Dodge 11, find 12, intimidation (15), Skills: Dodge 10, faith 9, find 8, intimidation 9,
maneuver 11, missile weapons 11, reality 16, trick maneuver 11, melee weapons 11, missile weapons
13, stealth 10, unarmed combat 11 11, stealth 8, survival 8, unarmed combat 10
Move: 9; Tough: 12 (3); Shock: 12; Wounds: 1 Move: 8; Tough: 11 (2); Shock: 8; Wounds: —
Equipment: Blazebronze armor (+3), fangs(Strength Equipment: Chainmail armor (+2, Torso), battle
+3/12), whipthread spinnerets(Damage 11, Range axe (Strength +3/12), medium shield (Defense +2),
10/25/40) short bow (Damage 11, Range 10/25/40)
Perks: — Perks: Shield Mastery
Possibilities: 4 Possibilities: Rare (2)
Special Abilities: Special Abilities: —
• Environmental Weave: A successful reality
test modifies the environment the reality RED RAVEN STRIKE LEADER
weaver is in. If targeting a character, the DN Strike Leaders are the only of Raven's Raiders
is that target's reality or Spirit. Success lets equipped with longswords, making them instantly
the weaver add obstacles or dangers to the identifiable in battle.
environment. Good success allows the weaver
to phase out a target's piece of equipment or Cosm: Aysle
armor. Outstanding success phases out the Attributes: Charisma 8, Dexterity 8, Mind 7,
target completely. Objects or characters phased Spirit 8, Strength 9
out exist only as ghostly images. They can take Skills: Dodge 10, faith 9, find
simple actions, but can make no tests. Phased 8, intimidation 11, maneuver
objects and characters return to reality at the 11, melee weapons 11, missile
end of a scene. weapons 11, persuasion
11, reality 10, stealth
RED RAVEN FIRST AXE 8, survival 8, unarmed
combat 10
Cosm: Aysle Move: 8; Tough: 11 (2);
Attributes: Charisma 6, Dexterity 9, Mind 7, Spirit Shock: 8; Wounds: 3
10, Strength 9 Equipment: Chainmail
Skills: Dodge 10, faith 9, find 8, intimidation armor (+2, Torso), battle axe
9, maneuver 11, melee weapons 11, missile (Strength +3/12), medium
weapons 11, stealth 8, survival 8, unarmed shield (Defense +2), short
combat 10 bow (Damage 11, Range
Move: 9; Tough: 11 (2); Shock: 10; Wounds: — 10/25/40)
Equipment: Chainmail armor (+2, Torso), battle Perks: Bolster, Rally
axe (Strength +3/12), medium shield (Defense +2), Possibilities: Rare (2)
short bow (Damage 11, Range 10/25/40) Special Abilities: —
Perks: Shield Mastery
Possibilities: Rare (2)
Special Abilities:
• Just Splinters: Instead of taking a Wound, the
Just Splinters: Instead of taking a Wound, the
First Axe may interpose her shield if she can
see where the attack is coming from. The shield
is destroyed, and the Wound is soaked. A First
Axe may save a companion with this ability.
48
SWEDISH RECON SOLDIER UTHORION SCOUT NCO
Cosm: Core Earth Cosm: Aysle
Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit Attributes: Charisma 6, Dexterity 8, Mind 7, Spirit
8, Strength 8 8, Strength 9
Skills: Dodge 10, find 8, fire combat 10, first aid 8, Skills: Beast riding 11, dodge 12, faith 9, find 9, fire
heavy weapons 9, intimidation 9, land vehicles 9, combat 9, intimidation 11, maneuver 10, melee
maneuver 9, melee weapons 9, stealth 9, unarmed weapons 11, missile weapons 10, reality 9, stealth
combat 9 9, survival 8, tracking 10, unarmed combat 10,
Move: 8; Tough: 12 (4); Shock: 8; Wounds: — water vehicles 11
Equipment: Ballistic vest (Armor +4, Torso), Move: 8; Tough: 10 (1); Shock: 8; Wounds: 1
HK 417 Sniper rifle (Damage 13, Short Burst, Equipment: Leather armor (+1, Torso), M4 carbine
Range 100/200/400; uses NATO 7.62 ammo, not (Damage 13, Range 50/100/200) longsword
interchangeable with Gevaer/ M4/M-16 ammo). (Strength +3/12), 2 frag grenades (Damage
Perks: Double Tap 16, Range 10/20/30, Medium Blast), 2 clips of
Possibilities: Rare (2) ammunition.
Special Abilities: Perks: —
• Scouts: When scouting in Ayslish reality, find Possibilities: 2
tests are favored. Special Abilities: —
• Work the Problem: The soldier spends a
simple action to “fix” their first disconnection VIKING SKALD
or first Mishap in an Act. Cosm: Aysle
Attributes: Charisma 9, Dexterity 8, Mind 9, Spirit
UTHORION SCOUT 7, Strength 7
Cosm: Aysle Skills: Alteration 12, dodge 10, find 10, intimidation
Attributes: Charisma 6, Dexterity 8, Mind 6, Spirit 10, maneuver 9, melee weapons 10, missile
8, Strength 9 weapons 10, taunt 12, trick 12, water vehicles 10
Skills: Beast riding 11, dodge 11, faith 9, find 10, Move: 8; Tough: 9 (2); Shock: 7; Wounds: 1
intimidation 9, maneuver 10, melee weapons 11, Equipment: Chainmail armor (+2, Torso),
missile weapons 10, stealth 9, survival 8, tracking longsword (Strength +3/10),
9, unarmed combat 11, Perks: Spellcaster (enhance, fear, stun)
Move: 8; Tough: 10 (1); Shock: 8; Wounds: — Possibilities: Rare (3)
Equipment: Leather armor (+1, Torso), battle axe Special Abilities:
(Strength +3/12), medium shield (Defense +2) • Battle Song: Each round, as a Simple action, the
Perks: Shield Mastery skald’s inspirational performance eliminates 2
Possibilities: Rare (2) Shock from a Viking Mob or individual within
Special Abilities: — earshot.
• Gloater: When taunt or intimidation are
Approved Actions, the skald may affect the
entire party without a Multi-Target penalty.
Affected heroes lose a random card from their
hand.
49
C
losing in on their quarry as their enemies
close in on them, the Storm Knights march
through a transformed Sweden, toward an
ancient alien battleground and the dangers that
await them there.
50
• During the time it takes to jack up the car • The former raider knows she is being hunted
and replace the wheel, Morse explains that a for the potions and hopes to sell as many as she
second time in as many days the wagon has can before being run down.
been repaired. When he was first broken down • A divination test reveals the mermaid oil is
by the side of the road, Morse saw an angel, a magic, and Good or better success indicates its
bright, shining angel who heralded the arrival a shapeshifting potion.
of her priests, and then departed.
• Using the mermaid oil turns a character into
• The priests appeared, and when he pleaded a human; oh well. But the humans are liveried
for help, the priests asked him about the in the colors and design of some noble house.
road ahead. They then fixed his wheel with
shiny bolts. That is the main takeaway of the • Corcorath doesn't recognize the colors or
encounter for Morse…"shiny." emblem, from which he deduces it is some
upstart new, and probably self–appointed,
• Any Storm Knight from the Cyberpapacy nobleman.
immediately recognizes the phenomenon.
Otherwise a scholar test lets an investigator
know the "angel" matches the description of a WIZARD SHAKEDOWN
Host, and the wheel was probably repaired— A wizard in a faded, green jerkin leans on his staff,
temporarily— with hardlight. behind two shielded Viking raiders. The road/trail
runs along densely wooded lands, a good spot for
GENUINE MERMAID OIL! an ambush.
The travelers come across a brightly painted cart, "Splendid weather, yes?," says Lorenzo the
pulled by a woman in equally bright attire. When Wizard, "A perfect day for a perfectly civilized
she spots the heroes, she immediately launches robbery. Please give us $125, and you are free to
her spiel, "Mermaid oil, genuine mermaid oil! The leave unburdened by its unnecessary weight."
very same cured Lord Elthiusis of gout, assuaged • The swordsmen grumble, and Lorenzo
the wounds of those struck down in the Battle of whispers a response. A streetwise test eavesdrops
Legends Landing, put the fear of Light into those to hear the swordsmen grumble about the low
whose hearts succumbed to darkness. Mermaid amount requested. Lorenzo responds that the
oil, at bargain prices!" travelers are clearly dangerous; low risk, low
Nawen is a former Bjanni Raider, now gone reward is the best fit for this job.
independent. The rugged, square-shouldered • Lorenzo mentions he has archers at the ready.
blonde peddles potions of problematic provenance He does. A Hard (DN 14) find tests spots them
and hopes the adventurers want to take some off in the woods; there are three archers on either
her hands. side of the road.
• She has three poison antidotes at half price • Lorenzo can be talked down. A successful
($250), four potions of energy resistance at an Hard (DN 14) intimidation or persuasion test,
even better bargain ($500), and two dozen vials convinces him to abandon the robbery attempt.
of mermaid oil, for which she wants ($250, five • If a fight results, each group of archers targets
for $1000). one Storm Knight. They first target adventurers
• Nawen refuses to be pinned down on what using ranged weapons; their positions in the
effect the mermaid oil has, exactly. Truth is, she wood count as medium concealment (-4) and
has no idea what it does. cover (+2 Armor).
• She stole the potions from an encampment by • The swordsmen try to keep Lorenzo clear of
Lake Vattern, and she saw just enough to know melee attackers, so the wizard can cast spells.
the campers were not human. She suspects • Viking Warriors (6): see page 73.
them to be merfolk; Nawen is only kind of
wrong. • Wizard (1): see page 73.
51
BAD DAY FOR THE CAVALRY WOLF PRINTS
Searching for Bjanni Raiders in their territory, The travelers wake one morning to discover four
Sjodrekka cavalry instead ran into security forces sets of footprints, each larger than a basketball,
for Dominika Guryenko's Beacon Corporation. within 10 meters of their camp. The Great Dark
Just ahead on the road, are eight Viking bodies and Wolves stalking them made a stealth test total of 20,
four dead horses. The other horses fled after the and decided to get close to their quarry, partly to
ambush started. The dozen remaining Sjodrekkar get Helmar Corba'alson a good look at their arms
are pinned down behind the east side of the road, and equipment, partly just to let the heroes know
in ditches, behind rocks, whatever cover they the wolves are capable of that sort of stealth.
could find. On a wooded hill on the west side of If the Storm Knights have a watch, and manage
the road are six Beacon security members, sniping a find total of 20 or better, they spot the wolves
at the Vikings. A drone flies 50 meters overhead, incoming. If a fight develops, the wolves flee after
providing the Tharkold agents with information two turns. They are just there to make a point.
on the Vikings' position and movement. • Great Dark Wolves (4): see page 71.
• The Vikings cannot get across the road to
attack Beacon without exposing themselves TROUBLED DREAM ONE
to rifle fire. In the fight between axes and
automatic weapons, the axes are losing badly. The next night one of the Storm Knights, one not
from Core Earth, has a dream. She is standing on
• Beacon security is organized into two fire a slope, looking down at hazy, translucent figures.
teams of three soldiers each. The teams are The figures appear frozen, and locked in combat.
about 20 meters apart, and a leader between the
two teams communicates with and coordinates • One pair of combatants are clear enough to
the teams, as well as receives intel from the see in detail. They look like a Viking raider
automated drone. squaring off against a bronze age hoplite,
except the hoplite has a searing beam of light
• Beacon has no beef with the Storm Knights; blasting from his spear tip, slicing through the
they are just collecting bounties for the Viking's shield.
Sjodrekkar per Dominika's orders. But if the
travelers just try to travel down the road • A voice booms from nowhere, "Waiting, still
without communicating with the Tharkoldu, waiting, so long waiting…but not for you. You
they receive a round of fire before the leader are not yet welcome here."
calls a halt. • A Challenging (DN 12) reality test determines
• Communicating with the leader to let them this communication is happening now, in real
pass requires a persuasion test, or a Hard (DN time, from a source more than a hundred miles
14) intimidation test. distant.
• The Sjodrekkar need help, and accept almost The dream ends as soon as the test is made, waking
any suggestion that might improve their the hero up.
position.
• If the heroes work with Beacon to take out the QUAKESAND
Viking cavalry, it should be a short fight. Not all clashes of reality manifest in storms;
• If the Storm Knights attack Beacon, the some transform the land itself. Quakesand is a
security team tries to withdraw with covering phenomenon that sometimes occurs when the
fire. The Tharkoldu are not looking for anything Underground is breaking through to the surface of
resembling a fair fight. another cosm, not yet drained of Possibility energy.
• Beacon Security (6): see page 70. • On the first turn earthquakes shake the area,
• Beacon Security Leader (1): see page 70. requiring maneuver tests to remain standing.
• Viking Warriors (4): see page 73.
52
Any characters knocked down discover the land
liquefying beneath them into quicksand. A Strength WAIT, HOW DOES THIS
test allows the character to move carefully through
the muck. Three successes, or one Good or better WORK AGAIN?
success, gets the hero back on solid ground.
With Dominika Guryenko in Russia, how can
• On the second turn the quicksand starts slowly she talk to the Storm Knights in Aysle? The
swirling as it is sucked into the Underground. N-dimensional space of the Beacon Klein Bottle
Strength tests to move in the vortex are is Tech 21 (an interpretation of quantum theory)
Challenging (DN 12). Drowning rules (see Torg and manipulating it is Tech 25. Aysle is only
Eternity) now apply. Tech 14, and Dominika is more than 1 kilometer
Characters who fail the Strength test are sucked away, so what gives?
under the surface into the quicksand, lost from Although undertanding N-Dimensional space
sight. is contradictory in Aysle, entry and exit points
• On the third turn the ground starts to can still exist, and since the path between the two
resolidify. A Hard (DN 14) Strength test is points exists outside of Aysle, the 1 kilometer
needed to move through the hardening earth. range of Long Distance Contradictions isn't
violated. However, the creation of those points
• From the Fourth turn on characters trapped in
is a contradiction.
the earth must be dug out. Digging out is a Hard
(DN 14) Strength test. The trapped unfortunate In this way the Beacon Klein Bottle acts a
takes drowning damage each round until freed; little like a dimthread. But Darkness Devices,
the trapped traveler may make or participate in and some High Lords, can detect dimthreads.
the digging test. Only Tharkoldu have developed methods
for detecting, tracking, and deploying Klein
Bottles. Its an edge they intend to exploit in
BEACON CALLING
their fight to dominate their rivals.
Toward dusk, with a flash of overheated plasma
and the smell of ozone in the air, another Klein
Bottle crashes to earth a few meters away. The pink • If asked about the security team killing
glow pulses gently, the surface of the bottle curving Sjodrekka, Ms. Guryenko explains Beacon
into multi–dimensional space as before. Corporation has entered into a contract with
Uthorion to help Bjanni forces on the ground. If
Reaching into the bottle activates the
the Storm Knights engaged her security forces,
communication screen, but with a painful jolt.
Dominika is actually pleased. The clash should
The display shows two human slaves on put the Bjanni and their High Lord off the scent
"recharging racks" where LivingApp clothing of these "business conversations" she is having
draws their blood to recharge. Dominika has her with the investigators.
back to the screen as she pulls her Braschi jacket
• Dominika does not volunteer the information,
off of a slave; the sound is a cross between Velcro
but if the investigators put it together to ask,
and wet suction as flesh is separated from jacket.
the contract does include the training and
The slave moans in defeated pain as four rivulets
equipping of the Uthorion Scouts.
of blood trickle down his chest. Dominika slides
into the jacket, taps an icon, and the recharging • Ms. Guryenko has lost sight of Brother
rack slides back into the wall, disappearing behind Laplace. She shows a brief first-person body
a sliding door. cam video of a Host striking down the leader
of the security team. The presence of the Host
• Dominika sits in her executive chair, smiles
concerns Dominika. They normally do not
brightly, saying, "Ah yes, Storm Knights!
venture outside of the Cyberpapacy. This
Where were we?"
mission must be urgent and important to them.
53
• Dominika is as yet unaware of Dr. Josina If near a lake or river, the survival test total is +2.
Fletcher. Any information provided by the Otherwise the survival rules in Torg Eternity apply.
Delphi Council agents would be appreciated. The party may Combine Actions on the living off
• Dominika can pass small items, about the the land survival test.
size of a liter bottle, into the Klein space. Do Example: Five Storm Knights try to live off the land.
the heroes need anything? A few rounds of They are working together, +3 for the Combined
ammunition? Medicine? Vodka? She parts with Action. It's summer, so Easy (DN 8). Rolling 15, the
a bottle of her premium Snow Queen vodka if lead Storm Knight generates a survival total of 13,
the heroes want some. a Good Success which garners 5 days of supplies.
• Dominika knows Helmar Corba'alson is
Thorfinn Bjanni's commander in charge of
taking land and resources from the Sjodrekka, SCENE TWO: OGRE
as well as hunting down the remnants of the
Army of Light in Sweden. The Great Dark FARMSTEAD
Wolves are at Helmar's command, scouting for Standard Scene. Aysle Dominant Zone. The
the field commander. travelers have worked their way around Lake
Vänern on the remnants of E45, heading north in
WOLF SORTIE pursuit of Brother Laplace. They have seen nothing
of civilization for days; the towns and cities along
The Storm Knights are attacked by Great Dark the way succumbed to bandits or are crumbling
Wolves shortly after midnight. There is 1 Great ruins.
Dark Wolf, plus 1 per 2 Storm Knights.
The scenery changes one afternoon, when they
The wolves are trying to destroy provisions rather spot chimney smoke less than a mile ahead. The
than kill the heroes. They make Called Shots (–2) Delphi Council agents come across a sprawling
on backpacks or other provisions carried by the farm, planted with rye and wheat, and with goat
heroes. A Wound destroys the provisions; shock is pens placed seeming haphazardly throughout the
taken by the target hero. land.
The apparent lack of planning has a reason: while
LIVING OFF THE LAND humans do work the fields, the majority of the
If the Storm Knights are out of supplies, they heavy lifting is done by ogres. The brutes are none
can either purchase rations in town or from a too careful, and fights break out from time to time,
convenient peddler, or they can try to live off the but for the most part they seem to do the task at
land. Living off the land is a survival test, with a DN hand.
based on the season of year. Unless they are trying to be particularly stealthy,
SEASON SURVIVAL TEST the Storm Knights are spotted by lookouts stationed
in rickety towers at spots near the edges of the farm.
DN
Two people come out to meet them.
Spring Standard (DN10)
Summer Easy (DN 8)
REVEREND TEODOR AND
Autumn Standard (DN 10)
AQUILA
Winter Challenging (DN 12)
A tall man with braided blonde hair in the Viking
style walks toward the heroes, accompanied
by an elf maiden in a blacksmith's apron. They
introduce themselves; Teodor is obviously the
more gregarious of the two.
54
Reverend Teodor says he was a Lutheran minister REVEREND TEODOR
in nearby Trollhattan when Aysle invaded. He did
The Reverend remembers the axe blows from
not flee to Stockholm with the majority of the Core
Sjodrekka raiders, seeing his blood mix with the
Earthers; he stayed behind to tend to those who
mud in the harsh rain. He remembers a woman, a
could not leave. The man has a spiritual calm and
horned woman speaking to him. He thinks it was
power you can feel when he speaks.
Baroness Nochnaya Svecha; she pulled him away
Fieldmaster Aquila's family lands were sacked from death's door.
and burned in the latest round of war. When Aysle
Teodor is restless; the faith he is now experiencing
invaded, she reckoned there would be fresh land
was not originally his own. The Baroness did pull
she could take, starting her family's holdings anew.
Teodor back from the brink, but she did it with
She met Reverend Teodor as he tended to the
technology she found in an Akashan memorial
injured and ill, Ayslish wounded and Core Earth
probe. The Reverend is hosting the spirit of a
stragglers alike. He was a man of faith, good with
master of Zinatt, the Akashan philosophy of
people, and had medical skills. Aquila knew she
accord and harmony. The personality is his,
wanted at least that last bit, and so a partnership
but his philosophical and theological doctrines
was formed.
are inexorably sliding to the Akashan. Certain
When they discover the party are Storm Knights, skills, such as medicine and evidence analysis seem
Aquila looks excited and Teodor looks oblivious; enhanced as well.
they can talk about many things.
Teodor is having dreams. He sees images of
• The ogres are deserters from Uthorion's Ragnarok from the Norse myths, but rather than
army. There leader, Pugroth, understands they Fenrir it is Yggdrasil that speaks to him. It is the
are hunted and have no future with the Dark trapped lifetree in the Ragnarok in Amber that is
One. They work the land and raid the Bjanni, calling to him.
keeping the Vikings at bay.
• Teodor is a man of faith, a man who welcomes Cosm: Core Earth
all faiths, for God is good, especially in these Attributes: Charisma 8, Dexterity 7, Mind 8, Spirit
now foreign lands. Aquila takes these comments 12, Strength 8
with taut lips. Teodor heals and keeps the Skills: Dodge 8, evidence analysis 13, faith 16,
communities' disparate parts at peace. find 9, first aid 8, land vehicles 8, maneuver
8, medicine 13, melee weapons 8, persuasion
• Aquila runs the farm and knows what needs 14, reality 14, streetwise 9, survival 9, trick 9,
to be done and how to do it. She doesn't share willpower 13
Teodor's optimistic assessment of people and Move: 7; Tough: 8/16 (see below); Shock: 12;
the power of good; living in a land with the Wounds: 3
Dark One might do that to a person. Equipment: Blessed Cross (faith tests are favored)
• The rule of the farm is no free lunch. However Perks: —
they would be happy to feed, house, and Possibilities: 3
resupply the party in exchange for farm work. Special Abilities:
Aquila and Teodor understand the Storm • Lord is My Shepherd: Anyone who attacks
Knights are busy and may be unable to spare Reverend Teodor must take a Multi–Action to
the time. make a faith test as part of their attack; the target
• But Aquila does look a couple of the Storm is Teodor's faith. Unless the attacker's faith test
Knights directly in the eyes, and says, "There is succeeds, Teodor's Toughness is 16.
one chore I could really use your help with, if • Way of Zinnat: Any interaction test made to
you would please follow me?" end conflict or calm a situation is Favored. The
targets can sense a spiritual strength in Teodor
• Teodor looks a bit puzzled as Aquila turns that makes them Vulnerable to the suggestion
and walks away; his smile is undiminished. of peace.
55
AQUILA considerably. Her expression looks conflicted, but
she finally asks:
Her family's fields and farm were torched by the
Armies of Light as they retreated, so Uthorion's Do you think Reverend Teodor is right? Are all
forces could not scavenge them. Watching her faiths worshiping the same God, just in different
childhood home burn, Aquila bitterly reflected on ways?
the difference between Light and Dark not being as After the Storm Knights hash around with their
crystal clear as in the fairy tales. theological answers, Aquila has a follow up.
Her hope faded until she met Reverend Teodor, What about Corba'al? Other evil deities? If God
who ignited the power of good and compassion is good, how can evil be part of it?
within her once again. She believes in his good
She waits for the Storm Knights to come up with
spirit, but not his naiveté. Teodor's generous heart
an explanation for evil in the world, patiently
will not be the reason this farm burns.
milking and listening as they debate. If the Delphi
Cosm: Aysle Council agents say God does encompass the evil
Attributes: Charisma 8 Dexterity 8, Mind 10, Spirit deities, Aquila scowls and mutters, "Maybe Teodor
7, Strength 7 is right," and drops the conversation.
Skills: Beast riding 9, dodge 9, find 10, maneuver
If the Storm Knights stake out a theological
9, melee weapons 9, missile weapons 10,
position that God is good, and that evil deities are
profession(farm management) 14, reality 9,
not part of God, she has a final question.
stealth 10, streetwise 9, taunt 7, trick 7
Move: 8; Tough: 8 (1); Shock: 7; Wounds: — How can you tell if a god is evil? What of their
Equipment: Leather armor (+1), short bow followers? Do you judge by faith alone?
(Damage 11, Range 10/25/40), dagger (Strength If the travelers speak to some method by which a
+1/8), mortal might judge a god's actions as wanting, she
Perks: — is surprised but pleased.
Possibilities: 2
If they explain how you might judge the actions of
Special Abilities:
a god's worshipers, Aquila nods with satisfaction.
• Elven Archer: May draw arrows as a free
She gathers the pails of milk, thanks the Storm
action, and ignores the first 2 points of the
Knights, and says,
Multi–Target penalty when firing a bow (not a
crossbow) "Reverend Teodor is hiding the zealots in the
• Nobody's Fool: All who attempt interaction barn. They needed healing. But I do not like
tests against Aquila are Stymied. the feel of them. Do with this information what
you will. But please remember Reverend Teodor
GOATS MILK AND GOD'S WORK offered them sanctuary."
Aquila leads the heroes to one of the sheds in one of REVEREND TEODOR REVISITED
the goat pens. Goats are tethered in stalls, waiting If the Storm Knights inquire about the barn, or
to be milked. Aquila grabs a bucket, kicks a stool other elements of their conversation with Aquila,
in place, and sits. She indicates the Storm Knights Teodor speaks with full candor.
should do the same.
• There are Cyberpapal agents in the barn, with
Milking a goat is not difficult. The trick is doing it a Host. Teodor has promised them sanctuary.
without getting kicked; an Easy (DN 8) beast riding He will be angry if the Storm Knights wade
or Dexterity test accomplishes that. into them.
If a Storm Knight seems reluctant, Aquila snorts, • The agents were attacked by a number of
"She isn't a date, she's a goat. Get in there." Great Dark Wolves. Teodor assumes if the
If at least two Storm Knights are willing to give Dark One wants you dead, keeping you alive
milking a go, Aquila's opinion of them increases is God's work.
56
THE BARN penalty. One, Officer Ormand, is missing his left
leg from the knee down.
The barn is where the farm community stores its
tools and dries their herbs on racks. Erected with In addition, four of the wounded are wandering
the best practices in ogre construction, the barn has the wilderness (see sidebar). These faithful are no
plenty of gaps an investigator can look through longer a crack fighting force.
without having to come near the entrance. These expeditionary police are currently led by
Inside are eight injured, Cyberpapacy Lieutenant Emile Gagne. He is fully healed, and
Expeditionary Police. All are wounded (1 Wound), seeing to the recuperation of the other eight.
but Teodor's medicine skill has removed the Wound Covering himself with a canvas tarp, to reduce the
brilliant radiance of his body, is the Host Malachi.
The GodNet angel sits serenely, but mutters dark
utterings such as, "We sit, witness to weakness of
flesh made manifest. All flesh should die.," and
"A body is closest to perfection when its bones are
incandescent from a purifying pyre."
TALKING IT OUT
Should the Delphi Council Agents decide to try
diplomacy or interrogation to see what information
they can extract about the Techquisition's mission,
they have good odds of success.
As Lieutenant Gagne says, "We have had nothing
but nightmares in this land of witches, deviltry,
and horrid food. The only road worth taking is the
long road home."
An intimidation, persuasion, or trick test can get one
of the officers to reveal any or all of the following:
• Despite official promises of cooperation,
Uthorion has thwarted them from the start,
and other enemy forces have turned this
Techquisition recovery and review mission into
a death march.
• A wyvern began tracking them the moment
they hit Bridgetown on the Øresund. Whenever
a Host was sent to investigate, it simply
withdrew, to return less than an hour later.
• Red Raven and her raiders struck when they
left Malmö. They lost their captain then.
• The moment the wyvern left, the wolves
arrived. After a few days, the creatures began
harassing the expeditionary force several times
a night, quick raids to wake them, ruin supplies,
and prevent the agents from resting.
• Their weapons were far less effective against
Dark Wolves than anticipated. Malachi found
57
expeditionary police to get out of the kill zone.
WANDERING THE They have no idea who the woman was; they
took their cue to leave.
WILDERNESS • Two nights ago the wolves returned in force.
The Promised Land is a paradise to those The Host killed better than a half-dozen, but
who accept the salvation of Malraux and the those lying here are evidence the Cyberpapacy
GodNet. The more loyal you are to the mission didn't win that fight.
of the Cyberpope, the better the rewards of the
GodNet. And these Cyberpapal Expeditionary SENSITIVE MISSION INFORMATION
Police are among the most loyal. This requires another intimidation, persuasion or trick
But for the most loyal, losing the connection test. In addition, Malachi needs to be distracted, or
to the GodNet causes painful withdrawal he shuts the conversation down, mostly likely in
symptoms. The Expeditionary Police call it the most violent way possible. Lieutenant Gagne
"wandering the wilderness." discretely tells the investigators about Malachi
before revealing details.
While wandering the wilderness, a Cyberpapal
agent:. • Whenever the Cyberpapacy takes a cosm, the
Techquisition scours the new world for new
• Is Vulnerable if Defend is an Approved technology to evaluate, declaring it blessed,
Action. heathen, or damned.
• Fly into a fury (+3 damage to melee or • They also compare research on legends from
unarmed attacks) if Taunt is an Approved other cosms to the current one, looking for the
Action. possible truth behind myths. Such research led
• Must take an action to pray for deliverance them to conclude this Earth is the site of an
from the wilderness if Any Multi-Action is ancient battlefield between two alien forces;
an Approved Action. local primitives were also somehow involved.
• The aching need does help reinforce their • The battle took place on an island called
reality; +3 to reality test totals. Lyngvi, in Lake Armsvartnir. Earth myth,
Avoiding this condition is part of the job of Norse legends, say Lyngvi is where the gods
the cyberpriest who invokes cybercommunion to betrayed Fenrir wolf and bound him.
temporarily allow a worshiper to reconnect to • Brother Laplace and the Techquisition believe
the GodNet. the Norse myth is an allegory for the struggle
Unfortunately Uthorion is aware of this between the aliens, some of which are bound or
weakness, and the cyberpriest accompanying trapped in Lake Lyngvi.
Laplace's team has already been killed. • Brother Laplace has an alien artifact they
believe is from one of the forces involved. The
Cyberpriest thinks he can activate it when they
get close to the alien repository, provoking a
his sword to be effective. The other Host on the
response.
mission, Eradris, preferred killing them with
her bare hands. • The artifact is highly classified, rumored to
be from a world like this one, but in another
• A pre–arranged supply drop turned into
Cosmverse.
an ambush when Tharkoldu mercenaries
opened fire from concealed positions. It could • Eradris, Brother Laplace, and the six
have gone way worse, but a Nile stormer remaining expeditionary police have continued
dropped a bazooka round on one of the further north.
mercenary leaders. A few dozen shocktroopers
provided suppressive fire long enough for the
58
GOING IN GUNS BLAZING
If the Storm Knights choose combat, or if Malachi SCENE THREE:
notices the Cyberpapal secrets are being spilled,
the fight is on.
TRANSPORT CRASH
Standard Scene. Aysle Dominant Zone. The
• If the Storm Knights open the attack, the trail of E45 is clearer here, often resembling the
moment they step into the barn, they catch the Core Earth highway rather than an Ayslish road.
Cyberpapal expeditionary police Flat Footed. One clear, bright morning there is the sound of a
Malachi, on the other hand, is always ready. struggling engine overhead. A twin-engine Nile
• Lieutenant Gagne spends a simple action Empire transport aircraft is descending too rapidly
ringing a rod and iron–triangle alarm before to be in an intentional approach. The plane crashes
taking his turn. Help is on its way. into thick pines perhaps four kilometers away,
• Malachi wants the Storm Knights out of there. with the "whompf" of a distant explosion and the
He is ultra-aggressive on the first round, trying thin screech of dying metal.
to impress upon the heroes they have made a
grave mistake, in the hopes they will flee the SMOKING BIRD
field. The crash site is easy to find; the thick column of
• The injured officers fight defensively, looking smoke billowing overhead is a dead giveaway. The
for cover (tool racks +2 Armor, support columns investigators make a survival test to get through
+4 Armor). They engage at range. the now smoldering forest. Bodies of the pilots,
• On the third turn, ogres arrive. They shout, shocktroopers, and archaeological assistants lie
"Stop fighting. Now!" then wade in. They do among the wreckage. Some of the wreck space
not mess with the Host, but they will put a hurt has been cleared, and rows of shiny metal ingots
on the Storm Knights and expeditionary police line those spaces. Swarms of mining beetle drones
if they don't stop fighting. move about the wreckage, consuming the twisted
sheet metal, broken bolts and rivets, and shredded
• Malachi: see page 71. cables. Once loaded, they move to the cleared areas
• Cyberpapal Expeditionary Police (8): see and extrude ingots.
page 71. The beetles detect the investigators and swarm
• Ogres (1 per 2 Storm Knights): see page 72. them, following their programming for securing
mining areas against unauthorized personnel.
AFTERMATH The swarms keep at it until all opposition is
If the heroes attack the wounded in the barn, Aquila incapacitated, or they themselves are incapacitated.
is grateful and Reverend Teodor is decidedly frosty. • Mine-5 Boring Beetle Swarms (1 per 2 Storm
Aquila sees the Delphi Council agents have a meal Knights): see page 72.
to eat, a place to stay the night, and a week's supply
of food for the road. LIEUTENANT GAMAL AND JARL
If Reverend Teodor is still on good terms with the As they struggle with the Mine-5 beetles, the
adventurers, he asks one favor of them. He hands heroes hear a gunshot and a shout from a nearby
the Storm Knights his invitation to the Baroness rock outcropping. Once they have dealt with the
Nochnaya Svecha's upcoming gala. Would they swarms, they can investigate.
mind giving her, or her representative his regrets? As they exit the forest into a clearing they see a
The reverend has no time for such frivolity. Nile Empire officer with a pistol, slowly making
his way through the rock outcropping. Crouched
behind a boulder, perhaps another dozen meters
away, is a Viking, probably Bjanni clan, armed with
an archaeological shovel with a folding handle.
59
Dr. Fletcher is communicating via motorcycle
MINE-5 BORING couriers who rendezvous with Nile agents in
Stockholm. These radio Cairo with news, and
BEETLES requests for reinforcements, supplies, and
instruction. His flight was in response to a
Dominika Guryenko had Beacon Corporation request for more troops and skilled excavation
technomagicians modify Gasprom small–pipe personnel.
exploration drones into these robotic insectoids
that can detect metal concentrations, mine them, LIEUTENANT GAMAL
and refine them into ingots. Although they are
Magic 12, the enchantment is only temporary, Cosm: Nile Empire
and the beetles shutdown automatically in a Attributes: Charisma 9, Dexterity 8, Mind 9, Spirit
week. 10, Strength 8
Initially designed to safely reclaim resources
Skills: Air vehicles 11, dodge 10, faith 11, find 10,
in radioactive zones or other toxic areas, Ms.
intimidation 12, fire combat 10, first aid 10, heavy
Guryenko has been exporting them for the
weapons 9, land vehicles 10, maneuver 9, melee
purposes of sabotage.
weapons 10, missile weapons 9, persuasion 12,
These Mine-5 Beetles were secreted onto Nile reality 11, survival 10, streetwise 11, taunt 11,
Empire transports during fueling stops in trick 10, unarmed combat 10, willpower 12
Eastern Europe. Many were added to the fuel
tanks, others were attached directly under the Move: 8; Tough: 8; Shock: 10; Wounds: 1
engine cowlings, and some were hidden in Equipment: KK08 pistol (Damage 13), KK81 rifle
cargo. Mine-5s are programmed to search out (Damage 14), Khopesh (Strength +2/10)
copper, iron, and aluminum. They woke on a
preset schedule, and began eating the aircraft Perks: Rally
inside out. Possibilities: 2
Special Abilities:
• Lieutenant Gamal shouts to the Storm • Lead From the Front: If not already Very
Knights, "Help me recapture this prisoner. He Vulnerable, Gamal can become Very Vulnerable
is the one sending those damned wolves." to activate Rally or other Leadership perk.
• Jarl retorts, "Help me, and I guarantee safe
passage through these lands as far as my master JARL
Helmar Corba'alson's camp." Attributes: Charisma 6, Dexterity 8, Mind 6, Spirit
• If the Storm Knights dither, Jarl makes a run 8, Strength 9
for it. Gamal guns him down, killing him. Skills: Beast riding 13, dodge 10, faith 9, find 8,
Gamal then tries to make a run for it himself. intimidation 10, maneuver 10, melee weapons 11,
stealth 9, survival 8, unarmed combat 10,
• Neither man is particularly interested in Move: 8; Tough: 11 (2); Shock: 8; Wounds: —
dying for his cause. Either will surrender if Equipment: Chainmail armor (+2, Torso),
the situation looks dire and they are given the longsword (Strength +3/12), medium shield
opportunity. (Defense +2)
• If captured, Jarl says Helmar's army camp is Perks: Endurance
no more than a week away, 10 days' march at Possibilities: None
most. He sticks to his word and helps the Storm Special Abilities:
Knights avoid danger. Dark Wolf Eyes: Jarl can see through the eyes of
• If captured, Gamal says Dr. Fletcher is quite a Great Dark Wolf he has handled and trained,
a bit farther north, but his news is days old. up to a range of 10 kilometers. If need be, he can
60
take over a wolf's actions; that Great Dark Wolf is doesn't know where he is, just that he is on
Favored in all its tests. an island in a lake. He expects to soon be free
and the battle shall rage again, this time to
TROUBLED DREAM TWO conclusion.
That night, another Storm Knight, different from the • Fenrir makes parting remarks to the Core
first one, and preferably also not from Core Earth, Earth Storm Knight he first identified, "You
has a dream. She is standing on an island; in the are most welcome here. Find me. Together we
soft earth by her feet is a gigantic footprint, larger shall chase the sun and moon and devour them
than she is. A science test informs the dreamer she is both."
looking at a huge, oddly angular, wolf footprint. A
voice booms out from the mist in front of her,"Ah WOLVES LIKE CLOCKWORK
yes, you must feel it too. The power returning to
this place. Lynvgi in Armvartnir, just as legend A night later, the Great Dark Wolves begin nightly
foretold." raids, trying to exhaust and break the Storm
Knights as they did the Cyberpapal agents.
More detail can be found in Act 5, Ragnarok in
Amber, but what you need to know now is this: If Wolfhandler Jarl is there, he soothes the
attacking wolves. He softly murmurs to them.
• The voice belongs to a weakened cosm A streetwise test lets an investigator eavesdrop,
source (see page 108) from the forgotten cosm "Shhhh, handsome one, there is no fight here. Tell
of Mechopotamia. The suspended battle in Helmar his servant Jarl brings guests. Guests, not
which it has been trapped for more than 1,000 prisoners. Let Helmar know. Ask that he keep our
years included hundreds of local Vikings who road clear so we may arrive to do him homage."
thought they were fighting in Ragnarok.
Otherwise the wolves attack until:
• As a result, the Cosm source adopted the
persona of Fenrir, the great wolf betrayed by Tyr • A traveler is Wounded and does not soak the
and the Aesir, trapped on Lyngvi. It has been in Wound.
the role so long, so starved of Possibility energy • Or two wolves are Wounded.
needed to change its condition, it has begun to They then run off, triumphant howls if they
believe it is the great wolf of destruction from Wounded a Storm Knight, defeated yips if they did
Norse myth. It is communicating with the not.
dreamer as this persona now.
The attacks occur almost every night. Wolf
• Fenrir believes he is commanding the Jotun, casualties are irrelevant to the frequency of the
the race of giants from Norse myth. He believes raids. Helmar has plenty of wolves at his beck and
he faces a force of elves and dwarves, that the call.
gods cheated him of his ultimate triumph.
His view is wholly logical and almost entirely • Great Dark Wolves (1 per Storm Knight): see
wrong. page 71.
• The dreamer can make a reality test to bring
a party member into the dream with her. They
can talk to Fenrir, see his form hulking in the
SCENE FOUR: NEAR THE
mist, but cannot reach him. CAMP
• When the first Storm Knight from Core Earth Standard Scene. Aysle Dominant Zone. The next
is brought into the dream, Fenrir says, "Wait? couple of days are quiet, both a relief and a chance
What is that? Who is that?" to heal. From then on, the heroes make good
• The investigators can have the conversational progress on their trek up E45, but the passage is
dance last a little longer. Fenrir answers not without incident.
questions from his fractured viewpoint. He
61
ESCHEE AND THE UNDINES used by Delphi Council agents who might meet
each other in the field.
One evening as they are setting up camp, a group
of women approach. Even in the dim light of dusk, • "An elvish asset in Copenhagen said there
it is obvious the women trail water every step they might be a Delphi Council team operating in
take. Corcorath blinks and says, "Eschee?" this area. "
Eschee and the women are undines, water spirits • The asset is Eruvel Cathfaine, but the
Uthorion's experimenters created from some of the Lieutenant wasn't told their name.
Omitai. They inhabit the waters of Aysle, preferring • The Lieutenant says there is an armed camp
fresh water to the sea, but they are flexible in their of Bjanni within two days march. They are
choice of habitats; rumors are some of the more commanded by an imposing looking Stormer.
depraved live in pools of blood.
• They have been assigned a task to discover
• Eschee says, "We follow a thief. She took a solution to the "wolf problem," as the Great
potions from us and slipped away. We need to Dark Wolves are proving a lethal match for
find her and our potions." small Core Earth recon and strike teams.
She is referring to Nawen, who sold the mermaid • His team has confirmed the wolves are
oil. If the Storm Knights have any she wants them controlled by handlers. The handlers are a rarer
back; she is not eager to pay for something stolen commodity than the wolves themselves. The
from her. She just wants it back. recon team is trying to identify the handlers,
• She walks behind Corcorath, trailing a finger and where they're stationed. The Bjanni patrols
along the nape of his neck, softly saying, "Still are thick enough to keep them too far away
afraid of freedom, I see." from camp to properly reconnoiter.
• Corcorath snaps back, "I prefer the Light to • Would the Storm Knights be willing to enter
your sort of freedom." She cocks an eyebrow, the camp and get that information?
but says nothing. • Would the Storm Knights be willing to
• To ask Eschee why she needs the potions back identify the handlers, and when the opportunity
so badly as to track their quarry overland, it presents itself, call in an air strike to solve the
takes a persuasion test to get the truth out of her: problem?
she has agreed to provide her services for an • If the Delphi Council agents are willing to call
event for the Baroness Nochnaya Svecha. She in an air strike, they are given two items and
and the other undines need to pass as human instructions.
servitors of the Baroness, wearing her newly
• The first item is a glass lens the size of the
established livery.
palm of a child's hand. It has been enchanted
• If the encounter devolves into combat, Eschee with a special version of mage light (conjuration
fights until two or more of her undine are 8, DN 8). The five -meter radius is UV light,
downed. Then she retreats. invisible to the naked eye. The light is visible to
• Undines (Eschee plus 1 per Storm Knight): satellites scanning the area; intelligence forces
see page 72. monitoring the satellites scramble the aircraft
waiting on standby for such orders.
SWEDISH RECON • The aircraft should be on target in about 25
minutes. Douberville asks that Storm Knights
Walking over the crinkling vines overgrowing the
then use the second item: a tripod-mounted
highway, they spot a radio handset. If they pick it
laser designator to guide the hellfire missiles
up, it comes to life with a squawk of static.
to their target. The Storm Knights need to be
Lieutenant Douberville commands the Swedish at least 60 meters away, preferably with some
Recon team, most of whom are camouflaged in the cover, and get out of Dodge as soon as the
nearby woods. He gives a standard code phrase missiles hit.
62
CONVERTED CLANKER damage, and they attack each other as often as
the Storm Knights.
Shortly after they strike camp and get moving for
the day, they spot a large metal statue walking • The pups can be discouraged with a stern
clumsily toward them. They can see the statue is talking to; Easy (DN 8) intimidation, persuasion,
still attached to its base, which has split in two to act or taunt test gets them to scamper back to cover
as ridiculously tall boots. The plaque is still legible. under the brush.
It reads, "Saint Sigfrid. In the 11th century CE, • An Easy (DN 8) divination test, or a Standard
greatly advanced the Christianization of Sweden" alteration or reality test detects that these pups
• The statue has a glowing cross on his chest. are not yet tainted by Darkness. Their journey
The angular symbol looks Cyberpapal. from cute fluffballs to stalking brutes of terror
is mostly due to the interaction with their
• "Travelers, have you heard the good news?,"
handlers and enchantments from their trainers.
asks the clanker Sigfrid, "We can all enter the
Promised Land. Walk with me to paradise." • If the Storm Knights try to harm the pups,
four adult Great Dark Wolves bound from the
• If the heroes ignore the clanker, it follows
gloom to attack the travelers and give the pups
for awhile, trying to strike up conversation,
time to escape. They make All Out attacks to
but eventually gives up and continues south
make sure the investigators are focused on
towards "the Promised Land."
them.
• Sigfrid is a clanker given purpose by Eradris,
• Great Dark Wolves (4): see page 71.
who converted him to the way of Malraux. The
saint-statue is now trying to convert people
along the way of his pilgrimage to Cyberpapal
territory.
SCENE FIVE: HELMAR
• If asked about how he came to follow Malraux. AND THE MOOT
he solemnly explains how a bright angel and a Standard Scene. Aysle Dominant Zone. The
humble friar told him of the sins and weakness travelers near the camp of the master of the wolves,
of the flesh. They told him how he, as a clanker, Helmar Corba'alson. Helmar is a loyal lieutenant
was already closer to God because he had to Uthorion. Competent and imaginative, Helmar
severed his connection with the flesh. Brother is a good field commander. He is less willing to
Laplace even spoke of envying Sigfrid. squander his troops on an all out assault than
• A few other clankers have heard the word, some others but does what needs to be done. His
but they travel with Eradis and Brother Laplace imagination led him to pursue a counter to Core
in support of their mission. Earth raids by working with Tharkold. Uthorion
considered this request and arranged for the
mercenary camp at Demon Town.
PUPPIES!
His forays into Sjodrekaa territory have borne
Toward dusk of another day, the brush rustles and
fruit.Now he needs only a few more Vikings and
the Delphi Council agents are ambushed by four
allies before deciding whether to raid Sjodrekka
adorable bundles of fur. Turns out Great Dark
strongholds to the east, head north to a rumored
Wolves are very cute when they are puppies; big
insurgency near Lake Hornavan, or turn south to
shiny eyes, tails wagging excitedly, with coats that
capture Malmö.
couldn't be fluffier if they licked a Van der Graaf
generator. The Twice Born tires of chasing shadows and
Cyberpapal agents. If there is an ancient treasure
• The pups are bad at attacking, not the least
site nearby, he has had no luck finding it.
reason being their heart isn't into it; this is still
play for them. They attack with unarmed combat His luck is about to change as the Storm Knights
8 but are Stymied. They do Strength +1 (7) enter camp.
63
ENTERING HELMAR'S CAMP Storm Knights are aggressively invited to take on
some of the challenges being staged as they walk
Shortly after Puppies!, the heroes encounter 1
toward Helmar. Side bets are the order of the day.
Bjanni Viking Raider, plus 1 per Storm Knight. The
Vikings are camp sentries guarding the road. There is no penalty for refusing any challenge,
but winning them impresses the Vikings, making
The Vikings challenge all traffic on the road. If
them Vulnerable to one persuasion test of the
the travelers seem susceptible to a shakedown, the
Storm Knights choice during this scene when they
sentries give it a try.
mention their victory.
• If the Storm Knights mention they have a
Helmar is immune to the Storm Knights challenge
prisoner to ransom, there is a quick discussion
victories. It takes a lot more to impress a man who
amongst the sentries, then they let them pass.
has lived and died as much as he has.
• If the Delphi Council agents mention they
• Inebriated, but good-natured, Vikings
have a prisoner-diplomat to ransom, they pop
challenge the largest Storm Knight to a
to attention and escort the heroes to the center
drinking contest; the first to down a large
of the camp and Helmar Corba'alson.
horn of mead wins. Winning is an opposed
Along the way, the heroes may experience or Strength test against a Strength 12 Viking called
notice the following: "Bad–hand Sven," the camp drinking legend.
• The camp is large, with perhaps sixty tents Sven's reddened cheeks and glassy expression
housing about 1,000 fighters and support indicates he has won a few of the contests
staff. already.
• Quick count of mounts indicate Helmar • Enthusiastic fans call the Storm Knights
probably doesn't command cavalry, but has over to wrestle Bergljot, a shield maiden with
maybe 25–30 mounted scouts. Perhaps some shoulders broader than a dwarf's. Her fierce
of the wolf handlers ride to keep up with their expression could split a log, or maybe convince
pack when scouting. the log to split itself. Bergljot has an unarmed
combat and an unarmed defense of 13. Grappling
• The camp is in transition to a more permanent
rules apply; a restrain is a pin and a win.
settlement. Trees have been felled and split
into rails for a large pen at the western edge of • There is a race for a jug of burning frog a Viking
camp. In the pen sleep better than three dozen had the audacity to steal from Opportunity
Great Dark Wolves. tavern in Bridgetown. The race is a modified
Chase with the following steps:
• At the northern edge of the pen is a gate and
a longhouse. A successful persuasion or trick A: Race to the jug. A maneuver test.
test of the Vikings nearby yields the gruff B: Punch the rival racers away long enough to
answer that the longhouse is for the handlers take a long drink. An unarmed combat test.
and trainers of the wolves. There seems a bit of
C: Keep down the large swig of burning frog. A
jealousy that these "flea watchers" are the first
Challenging (DN 12) Strength test.
to rate a solid roof and a roaring fireplace.
D: Race back to the finish. A maneuver test.
CHALLENGES
The camp is abuzz with excitement. Asked why, PRISONER RANSOM
any Viking tells the travelers that tonight is a moot
where the camp and its chieftains discuss news The Delphi Council agents arrive at the moot circle,
and action in the days ahead. A moot at a war camp a hill cleared of trees and rocks, which were then
such as this almost always means there is battle formed into crude benches and seats, arranged like
and loot in the coming days. an amphitheater. Where the stage would be, a large
backed seat faces where the crowd will gather. In
The camp is in a celebratory and combative mood the seat is Helmar Corba'alson.
as they amp themselves up for the fight ahead. The
64
His hulking frame overflows the seat, a seat large but they have eluded capture and cost many
enough for two ordinary men. His breastplate wolves.
bears the broken crossbones of Corba'al. From his • Corba'alson knows nothing more than rumors
shoulders drapes a tattered cloak. A helmet with a of the Nile Empire involvement.
broken right horn frames a withered, skeletal face.
He tosses an age-ravaged sword larger than many • When asked about Baroness Nochnaya
two-handers from hand to hand as if juggling Svecha, he grants he has heard of her. To
a dagger. As the heroes near Uthorion's hand- Helmar, she is an insurrectionist carving out a
picked commander, the smell of rot is undeniable. rebel kingdom in the middle of the Dark Lord's
He looks each Storm Knight in the eye, then at the holdings. If that were not crazy enough, she
prisoner(s), and finally the Viking escort. Then he has invited him, a field commander personally
changes. chosen by Uthorion, to this gala ball she is
hosting. Helmar gives the Baroness all the
• Now seated before them is a handsome man respect in the world for courage, but low marks
with glossy, blue-black hair, deep blue eyes for intelligence.
with flecks of sparkling white, like ice floating
in winter fjords. The sword is still weathered, • Asked about the artifacts, Helmar gruffly
the cloak battered, the helmet broken, but the responds, "A raider does not tell the villager
man is strong, young, and whole. The odor the disposition of his longboats." The field
has been replaced by the scent of mountain commander suspects its in the land claimed by
meadow flowers. Baroness Svecha, but he does not volunteer the
information.
• A Challenging (DN 12) alteration or reality
test confirms his appearance is not an illusion. Helmar pays the ransom for Jarl immediately,
Helmar really went from undead to living in $600.
the space of two heartbeats. Helmar needs to collect the shares from the
• "What gifts have you brought me?," asks chieftains to pay for Corcorath's ransom. At the
Helmar Corba'alson. The Vikings indicate the end of the moot, Helmar will give the $8,000 to
Storm Knights. Helmar regards the travelers, the Delphi Council agents. As the Vikings owe the
then leans in. "I am listening," he says. heroes money, the heroes have the right to attend
the moot.
• When Corcorath tries to speak, Helmar cuts
him off. "Prisoner-diplomat, your words are Corcorath whispers that everyone attending the
well regarded, but not the ones I need to hear moot has a right to be heard by the moot. If they
now." chooses their words well, they may be able to
influence the decisions of the war camp.
• Helmar asks the heroes about their travels:
If the heroes are not interested in the ransom, they
"Have you run across that Cyberpapal deviant, bid their goodbyes now, and are escorted out of
Laplace?" camp.
"Any trouble with the Sjodrekka?"
"Any truth to the rumors of Mobius' agents
blundering about? " (β)HELMAR CORBA'ALSON
• When asked about Tharkoldu agents, Helmar Raised from the dead as a champion of Corba'al,
answers honestly. The working alliance is not Helmar is twice-born. Twice-born are those who
a secret. can walk through the veil between life and unlife.
• When asked about Brother Laplace, he They can choose their state of being, whether fully
answers honestly from his point of view: the living or undead, and their ability to traverse the
Techquisition was given permission to enter veil makes them extremely difficult to kill in a way
Aysle until Uthorion discovered they were that prevents their return.
here to steal ancient artifacts. The Great Dark Helmar believes Uthorion is the greatest warrior
Wolves have encountered them several times, in all Aysle and follows the High Lord willingly.
65
Attributes: Charisma 10, Dexterity 12, Mind 9, In the distance, fire pits can be seen, with venison
Spirit 13, Strength 13 and other meat roasting for feasting after the
Skills: Beast riding 12, dodge 15, faith 15, moot. These fire pits provide enough light that the
intimidation 17, maneuver 13, melee weapons 18, longhouse of the wolf handlers and trainers can be
missile weapons 15, reality 18, stealth 12, taunt `13, seen from the heroes' vantage point in the moot.
trick 13, unarmed combat 13, water vehicles 13 Barrels of ale are rolled into position. Drinking
Move: 12; Tough: 15 (2); Shock: 15; Wounds: 4 is not allowed at the moot, but heavy drinking is
Equipment: Chainmail armor (+2, Torso), customary afterwards.
longsword "Corba'al's Word" (Strength +4/17)
Perks: Endurance, Hard to Kill, Relentless As dusk falls, torches are lit and the moot hill
Possibilities: 4 fills with members of the war camp. Hundreds of
Special Abilities: Vikings take to the hill, but there are a number of
• Battle Leader: Vikings within 10 meters of a trolls and Tharkoldu mercenaries as well.
war chief are spurred to extra exertion, and deal • Helmar introduces the Delphi Council agents
+1 damage with any Strength based weapon, as honored enemies, here by right of ransom
and any tests based on Spirit are Favored. and prisoner parlay. He asks the moot judge
• Corba'al's Word: When striking with the their words accordingly.
named sword, Helmar ignores the first four
points of Multi-Target penalties. THE TROLLS
• Dread: When Helmar is present, Standard The presence of the trolls causes a lot of derisive
Scenes count as Dramatic Scenes instead. grumbling from the assembly. Helmar announces
• Minions: Helmar may transfer any hit to a the moot is for folk; trolls are not folk. They feast
lackey within a few meters if he succeeds at a afterward, but should leave the moot.
reality test. • A troll named Charodyl protests, saying
• Twice Born: Helmar may switch between those expected to fight alongside the
living and undead as a simple action. Vikings deserve to be heard
• Undead: While undead, Helmar is immune by the Vikings. The troll
to poison and other effects that require has even recently heard
breathing, eating, or other “living“ that Core Earth humans
processes. have offered trolls citizenship
• Veil Walk: Helmar must be killed in Copenhagen. The moot
when Villain Setback is on the voices its displeasure
conflict line, otherwise he returns at this news with rough
from death within seven nights. insults and cat calls.
THE MOOT
The travelers may choose not to
participate in the moot. In that case,
several Vikings (2, plus 1 per Storm
Knight) escort them to the edge of the
camp they entered, and sits with them
throughout the moot. At the end of the
moot, the heroes get their $8,000 and are
sent on their way.
If they choose to participate, the investigators
are seated in the front of the amphitheater, just
behind the rows where the chieftains sit.
66
• Helmar responds that such lunatic notions are
precisely why Core Earth is doomed to fall. He MOOT CURSE
also doubts Copenhagen's leaders live to make The Storm Knights from Aysle know this
good on their offer; Uthorion sent Wyvern and already; others are informed before the start of
Draugr to Copenhagen to slay them. the moot. The hot-blooded Vikings need some
• The heroes are free to respond with their strong-arming to keep peace during a moot.
eyewitness accounts from Copenhagen. The Moots and their laws of hospitality are divinely
trolls are certainly eager to hear the news. The protected by a curse that afflicts anyone who
moot can be swayed to accept the trolls here on breaks them or the peace of the moot. This
a Hard (DN 14) persuasion or trick test. curse is not of short duration but lasts until the
accursed performs a quest for the deity who
• If the heroes succeed in having the trolls stay,
offers protection to the moot. Helmar's moot
they get significant side-eye from Helmar for
is protected by Corba'al, so the quest is bound
several minutes.
to be very unsavory. The adventurers are well
DEMON TOWN MERCENARIES advised not to start trouble…until the moot is
A man in ballistic armor, sporting metallic knuckles over.
that hint of occultech, rises to speak. By his side are A divine curse is immune to card play, and is
Vikings trained at Demon Town, proudly holding cast at faith 25. It lasts until the quest to appease
their automatic rifles at something resembling the cursing god is completed. Its effects are the
attention. same as the miracle listed in Torg Eternity.
He introduces himself as Captain Odyssey; given The curse is why Helmar allows the Storm
that his uniform tag says Chugonov, it seems a Knights to attend the moot. Viking law allows
peculiar lie. Odyssey is a Nile Empire spy who ransom holders to attend moots until they are
transformed to Tharkold while on a mission to paid. Helmar doesn't want them anywhere
steal technology for Dr. Mobius. near the moot, but he wants the curse even less.
• He reports he and his fellow mercenaries have
gotten the better of several engagements with
Sjodrekkar cavalry. Should the moot choose to CAPTAIN ODYSSEY
attack Sjodrekka strongholds in the east near
Omar Chugunov was a Nile Empire spy sent to
Sundsvall, their march should be free from
discover occultech secrets from Tharkold. He
raids and harassment until they are very near
transformed while in Tharkold but continued to
the main body of the enemy. The moot cheers
work on behalf of his Pharaoh. Confronting the
this news.
biohorrors in the wastelands led to his moment of
• He also says he is here to recruit more Vikings crisis where he became a rarity: a Nile Empire hero
for Uthorion's Scouts. Reports of Swede recon locked into Tharkoldu cyberflesh. He is bound by
forces, and other Core Earth elements, are on Tharkold world laws, but frames everything from
the rise. These must be countered. the point of view of a Nile Empire Mystery Man.
• If the travelers question Odyssey about his His Odyssey Pistol is a manifestation of his
name choice, or otherwise question his story, psionic abilities, seen through his viewpoint as
he responds by questioning their presence at a Nile Empire gadget. He can only produce the
the moot, or asking if they would care to tell the effect with a pistol; but any pistol will do once he
moot why they carry a laser target designator. believes its the right pistol. His Odyssey pistol uses
• A persuasion or trick test smooths over any fire combat rather than telepathy to trigger its psionic
grumbling the heroes' or Odyssey's comments effect.
cause in the moot.
67
Cosm: Tharkold have also warned the clan, giving them reason
Attributes: Charisma 9, Dexterity 12, Mind 10, to raise their fyrds.
Spirit 10, Strength 11 • The city may have to be sieged, and Helmar's
Skills: Air Vehicles 14, dodge 15, fire combat 16, warband does not have fleet support. Sieging
find 12, intimidation 13, lockpicking 14, maneuver a city that still has supply lines over the sea is
18, melee weapons 13, reality 14, streetwise 13, messy, long, and perhaps not winnable in a
taunt 13, tracking 13, trick 11, unarmed combat time frame that keeps the warband happy.
14, willpower 13 If the Storm Knights speak in favor of this option
Move: 14; Tough: 13 (2); Shock: 10; Wounds: 3 its a Challenging (DN 12) persuasion or trick test.
If the Storm Knights speak against this option its a
Equipment: Chod Rabbitjack MK II, Zan Spinose
Hard (DN 14) persuasion or trick test.
Plating(+2 armor)
Perks: Occultech, Psionic, Trademark Weapon SEEK THE ARTIFACTS AND LAPLACE
(Odyssey Pistol) The moot is tired of this option.
68
militia against the might of our warband. Those means they have to talk their way past some
are great odds." Her speech results in a cheer drunken, curious Vikings who stumble upon
from the moot. their setting off the spell.
If the Delphi Council agents speak in favor of this • Another stealth test finds a vantage point
course of action it's a persuasion or trick test. for using the laser designator to target the
If the Delphi Council agents speak against this longhouse. Failure means they are discovered
course of action, it's a Hard (DN 14) persuasion or by Captain Odyssey, who sees where the laser
trick test. is pointed. She then smiles and says, "Fewer
wolf teams means larger scouting contracts for
THE DECISION us. Happy hunting, Storm Knights." She then
The ordered list is disappears into the night.
• Seek the artifacts and Laplace • They hear the approaching jet fighter's attack
and run on an Easy (DN 8) find test.
• Seize Malmö
• Operating the laser designator is a heavy
• Strike East
weapons or a science test. If the operator did
Remove an option from the list if the Storm not hear the approaching jet in the step above,
Knights successfully spoke against it. the test is Challenging (DN 12). If the laser
Move an option up one spot on the list if the Storm designator targeting fails, describe the missiles
Knights successfully spoke in favor of it. just missing in the attack description below.
The highest remaining option on the list is the war WE'RE STARTING OUR ATTACK RUN
bands' chosen course of action. It feels like an eternity waiting for the jet to finish
If no option remains on the list (if the Storm its attack run. Raucous laughter at a crude joke is
Knights successfully spoke out against all three), louder than the rising sound of the approaching
then Helmar chooses. He chooses to keep looking jet. Soon dozens cheer, and sparks fly into the air,
for the artifacts and Laplace. as Bergljot dumps a drunken sot into a campfire,
but now the jet roar is nearly as loud. Bleary-eyed
THE ATTACK Vikings look up at the sky, searching for the source
of the roar.
The moot ends; the feasting begins.
Except Helmar; he sees the intermittent sparkle of
If the travelers declined to help the Swedish recon the laser as it hits the night mist. His eyes trace the
team with a strike against the wolf handlers, they beam to the longhouse, then back to the designator.
get their money. They are free to leave the camp His gaze fixes on the operator, unwavering even
after as much ale, food, and carousing as they can as the brace of hellfire missiles turn the longhouse
handle. into a funeral pyre. His bellow can be heard over
If they agreed to the attack, they still get their the frantic howling of the wolves, "It is the Storm
ransom, but see their opportunity in the middle of Knights! Kill them!"
the feasting. Jarl and the other trainers and handlers • An Easy (DN 8) maneuver test allows the
soon put their cups down, and take large quantities travelers to run past drunken Vikings who are
of meat to feed their wolves. attempting to grapple them.
• Once the snarling and yipping subsides, • The next turn, they must dodge arrows from
indicating the wolves are fed, an Easy (DN a few more sober camp warriors; each Storm
8) find test spots the silhouettes of the wolf Knight is shot at by two Vikings in a Combined
handlers and trainers disappearing into their Action.
longhouse.
• As they flee through the forest, they must
• A stealth test finds a discrete spot in which make a maneuver test. Failing the test inflicts
they can trigger the UV mage light spell. Failure Fatigue as the hero stumbles over exposed
69
roots, or clotheslines himself on a branch in the Skills: Dodge 9, energy weapons 10, find 9, fire
dark. combat 11, heavy weapons 11, intimidation
• Next turn a survival test lets her avoid snares 10, land vehicles 9, melee weapons 9, taunt 8,
and other traps set about the camp. Failure tracking 9, trick 9, willpower 9
inflicts shock from Fatigue. Move: 8; Tough: 16 (4); Shock: 8; Wounds: —
Equipment: Beacon Ballistic Armor (+4, Torso),
• Then they are attacked by a pack of Great Alph Sprayer (Damage 14, Range 40/80/160,
Dark Wolves. These wolves are seemingly Long Burst, Bulky, ammo 30), 2 frag grenades
oblivious to the fact that their fur is on fire as (Damage 16, 10/20/30, Medium Blast)
a result of the missile attack, but maddened by Perks: —
pain they go All-Out Attack every round. These Possibilities: Rare (2)
beasts fight until slain. Never Say Die: When defeated, Beacon Security
• Each round they fight the wolves, the sound soldiers make a willpower test as a free action. If
of warband pursuit draws closer; if the deck successful they return to action unwounded. If
shows a Villain Flurry or Villain Inspiration they fail they are defeated.
result before the wolves are dispatched, 2
Viking Raiders per Storm Knight arrive to join BEACON SECURITY LEADER
the battle. These raiders are drunk, so they are Cosm:Tharkold
Stymied; at least the heroes have that. Attributes: Charisma 9, Dexterity 8, Mind 7, Spirit
• Finally they break into a clearing. Behind 8, Strength 10
them are three groups of 20 Viking Warriors Skills: Dodge 9, energy weapons 10, evidence
each. analysis 10, find 9, fire combat 11, heavy
• A maneuver test from each hero allows them weapons 11, intimidation 10, land vehicles
to stay ahead of the pack. Failure means they 9, melee weapons 9, reality 9, taunt 8, trick 9,
have to fend off a melee weapons attack before willpower 9
trying to break away again. Move: 8; Tough: 14 (4); Shock: 8; Wounds: 1
Equipment: Beacon Ballistic Armor (+4, Torso),
• At the end of the heroes' third turn in the Thav-9 SMG (Damage 13, Range 40/80/160, Short
clearing, a loud explosion rocks a group of Burst, ammo 60) )
Vikings. A mortar round from the Swedish Perks: —
recon team has hit. The Vikings decide this Possibilities: 2
isn't fun anymore and rout back toward their Target Designator: The leader chooses one
camp. target; his troops gain +4 against that target
• From a hilltop 400 meters distant, a light this turn.
flashes in Morse code, "Bravely Done."
• Great Dark Wolves (1 per Storm Knight): see
CLANKER, ST. SIGFRID
page 71. Cosm: Aysle
Attributes: Charisma 6, Dexterity 8, Mind 6, Spirit
• Viking Warriors (60 plus 2 per Storm Knight)
8, Strength 16
see page 73
Skills: Dodge 13, faith 9,find 8, intimidation 14,
melee weapons 13, missile weapons 13, trick (8),
THREATS AND DENIZENS unarmed combat 13
Move: 8; Tough: 18 (2); Shock: —; Wounds: 1
Equipment: —
BEACON SECURITY Perks: Magic Resistance
Cosm:Tharkold Possibilities: None
Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit Special Abilities:
8, Strength 12 • Armor: Metal sheathing +2.
70
• Automaton: Machines are immune to poison Perks: —
and other effects that require breathing, eating, Special Abilities:
or other “living“ processes. • Bite/Claws: Strength +2 (15)
• Bite/Claws: Strength +2 (18). • Icon of Darkness: The powers of Darkness
• Large: St. Sigfrid is 4 meters tall. Attackers grant a Great Dark Wolf protection from
gain +2 to attack rolls.. technological attack; Toughness 16 against
• Promised Land: If killed, unless atomized, the energy weapon, heavy weapon and fire combat
parts slowly gather back into St. Sigfrid, who attacks.
again seeks the Cyberpapacy's promised land. • Night Sense: At night, or in darkness, find
• Relentless: St. Sigfrid ignores Shock. tests are Favored.
• Shadow Step: Stealth tests are Favored. Using
CYBERPAPAL EXPEDITIONARY Shadow Step to attack Flat Footed targets deals
POLICE +2 damage.
• Shadow Assassin: Any powers or effects
Cosm: Cyberpapacy
triggered by a Flat Footed opponent now
Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit
also triggers against a Vulnerable or Very
8, Strength 8
Vulnerable opponent. The wolf gains an
Skills: Dodge 9, energy weapons 9, evidence
extra +1BD damage against a Flat-Footed or
analysis 10, faith 10, find 9, fire combat 10, heavy
Vulnerable foe.
weapons 9, intimidation 10, land vehicles 9,
• Unrideable: Fiercely independent, any beast
melee weapons 9, taunt 8, trick 9, willpower 8
riding test is Disfavored and Very Stymied.
Move: 8; Tough: 12 (4); Shock: 8; Wounds: 1
Attempt to ride one without befriending it, and
Equipment: Armor of God (+4), GodSmite(Damage
the wolf will attack. To befriend it, you would
15, Range 10/25/40, Short Burst, ammo 30),
have to lead it to the Light, and then perhaps…?
riot stick (Strength +3/11 damage, non-lethal),
Cyberpapacy focus HOST, MALACHI
Perks: —
Possibilities: Rare (2); Gagne has reality 10 and 2 Cosm: Cyberpapacy
Possibilities. Attributes: Charisma 12, Dexterity 12, Mind 15,
Spirit 15, Strength 15
GREAT DARK WOLF Skills: Dodge 14, energy weapons 15, faith 18, find
16, intimidation 16, maneuver 13, melee weapons
Raise a Darkness Wolf cub to be a combat auxiliary,
15, reality 16, taunt 13, willpower 16
subject it to three years of alteration magics, and you
Move: 6; Tough: 20 (5); Shock: 15; Wounds: 3
get the monstrosities known as Great Dark Wolves.
Equipment: —
Uthorion, as Thorfinn Bjanni, has encouraged the
Perks: —
creation of the wolves, bestowing them to favored
Possibilities: 5
commanders.
Special Abilities:
No one in the Bjanni clan has successfully trained • Armor: Protected core +5.
Great Dark Wolves as mounts, but the number • Energy Lash/Sword: The Host’s projected
of trainers who tried, only to become kibble, is weaponry can reach up to five meters away,
legendary. and deals Strength +3 (18) damage. On an
Cosm: Aysle Outstanding hit, the Host may choose to either
Attributes: Charisma 7, Dexterity 10, Mind 5, grapple the target or apply the damage as fire.
Spirit 10, Strength 13 • Energy Shield: If the Host uses an Active
Skills: Dodge 12, find 12, intimidation 12, stealth Defense it projects layers of force fields. Its
15, tracking 8, unarmed combat 12 Toughness increases +4 until its next turn.
Move: 12; Tough: 13; Shock: 10; Wounds: 1 • Flight: Move 12 in the air.
Possibilities: Never
71
MINE-5 BEETLE SWARM Cosm: Aysle
Attributes: Charisma 6, Dexterity 8, Mind 7, Spirit
Cosm: Tharkold
8, Strength 17
Attributes: Charisma 7, Dexterity 10, Mind 5,
Skills: Dodge 10, faith 9, find 8, intimidation15,
Spirit 10, Strength 10
maneuver 10, melee weapons 12, taunt 11, trick
Skills: Dodge 13, find 10, intimidation 11, 10, unarmed combat 13
maneuver 12, stealth 12, survival 8, taunt 10, Move: 15; Tough: 20 (3); Shock: 14; Wounds: 4
tracking 10, trick 10, unarmed combat 12 Equipment: Ogre junk-metal armor (+3, Torso and
Legs), maul (Strength +3/21)
Move: 10; Tough: 10; Shock: 10; Wounds: 3
Perks: Berserk, Relentless
Equipment: — Possibilities: Rare (3)
Special Abilities:
Perks: —
• Sweep Attack (Attack Approved): The ogre
Possibilities: Never may make a sweep attack with a melee weapon
and affect targets in a Medium Blast radius.
Special Abilities:
• Large: Ogres are anywhere from 3 to 5 meters
• Bite: Damage Strength +2 (12)
tall. Attacks against them gain a +2 bonus.
• Borer: Each round, a creature in contact with
a Mine-5 swarm automatically takes 3 Shock at UNDINE
the start of their turn.
• Shred: Once per turn the swarm may attack Undine are water elementals that arose from
each target it is in contact with without taking a Uthorion's experimental enchantments on the
Multi-Targeting penalty. A hit inflicts Damage Omitai. They escaped into the wild. While aligned
12 that affects the target's weakest Armor. with Darkness, they are no friend to the Dark One
• Burrowing: Can move at regular speed and delight in drowning his Vikings.
through dirt and rock. Cosm: Aysle
• Mindless: Mine-5 boring beetles are immune Attributes: Charisma 7, Dexterity 9, Mind 8, Spirit
to intimidate and taunt interactions, as well as 11, Strength 10
telepathic powers. Skills: Conjuration 12, dodge 12, find 9, maneuver
• Swarm: Unarmed attacks and crushing 10, missile weapons 12, taunt (11), trick (10),
weapons deal base damage normally, as do area unarmed combat 12
of effect attacks. Blades, bullets, or weapons Move: 9; Tough: 10; Shock: 11; Wounds: 1
that can’t hit dozens of creatures at once deal Equipment: —
no damage at all. Perks: —
Possibilities: Rare(2)
OGRE Special Abilities:
Cheap, expendable warriors from Lower Aysle. • Dark Waters: A missile weapons attack that
They are quick to anger and slow to discipline. hurls brackish, swirling water at a target.
More than a few have gone missing in action Damage 12; in addition to damage, the target
because they lost track of their commanders and is Vulnerable.
wandered off. • Drowning Song: Damage 12. Attacks weakest
armor. Conjuration test against the target's
Their foreman, Jragot, explains, "Lost army,
willpower or Spirit. Water pools beneath the
wandered, looking for food. Found Reverend
target, rushes up their body, and pours into
Teodor. Decided to eat him. Squash little man. Little
their nose and mouth.
man get up. Tell him he must stay down so we can
• Fluid Defense (on Active Defense): Undine
eat him. He laughs. Says 'No,' but if we follow him,
have Toughness 15 against any attack that
God feeds us. Not see God yet, but Teodor feeds us.
doesn’t have a Blast radius. An AP value on an
We smash wood and dirt like Aquila tells us, and
Teodor feeds us. And goat on holidays."
72
attack adds to Toughness instead of eliminating VIKING DEMON TOWN
Armor as it passes straight through.
• Swim: Move 15 in water.
WARRIOR
• Wave of Doubt (Trick or Taunt Approved): Cosm: Aysle
12 Non-Lethal damage. Conjuration test against Attributes: Charisma 6, Dexterity 8, Mind 7, Spirit
the target's Charisma or willpower. Illusory wave 10, Strength 10
emanates from the undine and breaks against Skills: Beast riding 11, dodge 12, faith 9, find 9, fire
combat 10, first aid 9, intimidation 11, maneuver
the target.
10, melee weapons 11, missile weapons 10, reality
Eschee: The first undine created by Uthorion's
9, stealth 9, survival 8, tracking 10, unarmed
enchanters, the weeks of painful magics turned
combat 10, water vehicles 11
Eschee into a sworn enemy of the High Lord. She
Move: 8; Tough: 14 (4); Shock: 10; Wounds: 1
and her fellow undine are one of the few creatures
Equipment: Ballistic Vest ( +4, Torso), M4 carbine
of Darkness to actively oppose Uthorion.
(Damage 13, Range 50/100/200) longsword
She tried to cajole Corcorath into escaping with (Strength +3/13), 2 frag grenades (Damage
her; weakened and confused, he refused. Eschee 16, Range 10/20/30, Medium Blast), 5 clips of
has had contempt for Corcorath ever since, and ammunition.
their paths cross too often for Corcorath's liking. Perks: –
In addition to the undine abilities above Eschee Possibilities: 2
has reality 14, 2 Possibilities, and one additional Special Abilities: —
Special Ability.
• Omitai Vengeance Oath: As she was enduring
WIZARD
her pain, Eschee's focus on vengeance twisted Magic is common enough in Aysle, and many have
the energy of her enchantments. She gains +2 some rudimentary knowledge of spells. Wizards
bonus to all tests against Ayslish enemies. are a cut above, the elite of the magical world,
formally schooled in the principles of magic.
VIKING WARRIOR Cosm: Aysle
The warband under Helmar is a little more Attributes: Charisma 7, Dexterity 7, Mind 12,
suitable to sustained warfare than the raiders. Spirit 11, Strength 7
They understand siege warfare, tolerate drills, and Skills: Apportation 14, alteration 16, conjuration
usually obey the chain of command even when 16, divination 14, dodge 8, find 14, intimidation
looting is available. 14, maneuver 8, melee weapons 8, stealth 8, taunt
8, trick 15, willpower 14
Cosm: Aysle
Move: 7; Tough: 7; Shock: 11; Wounds: —
Attributes: Charisma 6, Dexterity 8, Mind 6, Spirit
Equipment: —
8, Strength 9
Perks: Magister, Spellcaster (dispel magic, enhance,
Skills: Dodge 10, faith 9, first aid 8,find 8, heavy
fireball, fly, lightning, shield), Spellbook
weapons 10, intimidation 10, maneuver 10,
Possibilities: Common (3)
melee weapons 11, missile weapons 10, stealth 9,
Special Abilities:
survival 8, tracking 9, unarmed combat 10, water
• Insidious: When a wily wizard succeeds at
vehicles 11
an Approved Action, remove a random Destiny
Move: 8; Tough: 11 (2); Shock: 10; Wounds: —
Card from each affected Storm Knight’s Action
Equipment: Chainmail armor (+2, Torso),
Pool.
longsword (Strength +3/12), medium shield
(Defense +2), short bow (damage 11, 10/25/40)
Perks: Endurance
Possibilities: Rare (2)
Special Abilities: —
73
L
eaving behind vengeful water spirits and ogre
farms, the heroes continue onward.
FAIRY TALES
Standard Scene. Aysle Dominant Zone and
Tharkold/Aysle Mixed Zone.
The trail leads the Storm Knights to the vicinity of
Östersund, Sweden. The area is deep inside Ayslish
territory near the Storsjon lake. It’s a long, cold
trek to get there, and at least one crucial encounter
occurs along the way.
VIKING CAPTIVES
A group is led by a war chief named Hjortur and
his small war band. The team might not wish to
engage these Vikings at first, especially if they
are keeping a low profile, but the dozen weeping
people bound by ropes may cause them to act.
If not, one of the ragged captives falls to his knees
and one of the warriors begins whipping him and
yelling at him to get up. The unfortunate soul’s
wife bawls and tries to help, and gets a taste of the
lash too for her troubles. No true hero should stand
by while such an event transpires, but if they do
the Vikings eventually move on into camp, leaving
the beaten slave for dead.
• Viking Warriors (2 per Storm Knight): See
page 73.
• War Chief Hjortur: see below.
WARCHIEF HJORTUR
Hjortur is a minor raider from clan Bjanni. He’s
ambitious and trying to raise his lot by selling these
thralls to Demon Town in exchange for special
“war skills” they’re rumored to teach there.
Quote: “Better to make war and die than live cold
and bent from toil.”
Attributes: Charisma 7, Dexterity 10, Mind 7,
Spirit 10, Strength 10
Skills: Dodge 12, find 8, intimidation 12, maneuver
12, melee weapons 14, reality 11, stealth 11, taunt
8, trick 8, willpower 14
Move: 10; Tough: 12 (2); Shock: 10; Wounds: 3
74
Equipment: Scaled armor (+2, Torso), hand axe ÖSTERSUND
(Strength +2/12), shield (Defense +2), horn The town of Östersund still stands, just across the
Perks: Bolster, Rally, Relentless, Vengeful bridge, west of Demon Town. The town’s headman
Possibilities: 3 is named Loof, and he’s the first to greet any
Special Abilities: adventurers who make their presence known.
• Loyal Minions: If Hjortur would take damage,
He’s wary if the group is dressed as Vikings, and
a loyal Viking Warrior within 2 meters suffers
downright terrified if they have slaves with them.
the blow instead if Hjortur succeeds in a reality
The town has suffered a spate of disappearances
test. Wounds done to minions trigger Hjortur‘s
as warbands who lost slaves along the route
Vengeful perk as though he took the damage
quietly raided for replacements. If he’s ill at ease,
himself!
Loof tries to casually ask if the travelers have seen
Storsjöodjuret and mentions the beast protects
APPROACHING DEMON TOWN the town and habitually attacks those who harm
If the Storm Knights battle Hjortur and defeat him its folk. This tale is bunk and Loof knows it, but
they have the option of dressing as Vikings (or he depends on the superstitious nature of most
thralls) and entering the camp without a conflict. Vikings to protect his people from major raids.
If the chief, his warriors, or even the captives are
If the Storm Knights set him at ease (DN 12
interrogated, they know little of the training camp,
persuasion) or ask Loof to take in any liberated
beyond its location on the Froso island just West
captives, his attitude changes for the better. He tells
of Östersund. The island can be reached by one of
everything his people have seen of Demon Town’s
two bridges, one out of the town and another to the
setup (see Camp Layout below). The rest of the
south of the island.
town becomes welcoming once Loof is won over,
The Vikings are oddly fixated on a legendary beast and cook meals for the heroes, offer a nice warm
named the “Storsjöodjuret,” said to live within the place to sleep, and hold onto anything the visitors
lake, and chose a land route to stay far away from don’t wish to take into Demon Town with them.
the murky waters.
For the camp itself, there’s no password, no search, THE CAMP LAYOUT
and no expectation of anything beyond random
There are any number of ways the Storm Knights
warbands arriving with captives in tow. Signs
might learn about Demon Town. The most subtle
of modern equipment (other than as plunder) or
way is to masquerade as Vikings looking for
without the “man price” for admission puts the
training. Once the vile goings on within the town’s
camp on alert.
walls surface the team may hatch a plan to sabotage
Without disguises the team may scout the area the camp and free the captives. It’s also possible
with a Challenging (DN 12) stealth test. The number to go in guns blazing and then investigate the
of people sneaking around increases the DN by wreckage. The latter is a tough route, but totally
the equivalent number from the Value Chart— possible. Allow the situation to unfold dynamically.
thus a group of five (+3) would need DN 15 to
remain unseen by the town’s guards. A successful THE WALL
scouting attempt sees the major sites outlined in All around Demon Town is a strange barrier made
Camp Layout below. A failure leaves the scouts of blackish metal and standing around two and
with a choice: learn the layout as above but face a a half meters in height. It’s construction has an
Technodemon and her trained Vikings, or return odd organic look, similar to segmented bone or
without information. seashells. Nothing grows within 5 meters of the
wall, but there are trees and higher ground that
• Technodemon: see page 93.
allow scouts to see over it to the camp inside. A
• Viking Demon Town Warriors (10): see page
closer inspection of the wall discovers metallic
73.
skulls and eye sockets spread throughout, and a
75
constant, throbbing humming sound, as if power the grenades thrown into the crates starts a chain
were coursing through the structure. reaction that deals 28 +1BD damage to everyone
Actually touching the wall proves it is electrified, within 20 meters of the building.
and deals Damage 10 +1BD to the offender or object • Tharkold Thralls (20): see page 93.
that strikes it. If something touches the wall, or if
unwary Storm Knights make loud noises, glowing THE BARRACKS
green eyes open in the embedded skull sockets, A large, simple structure, made of interlocking
and skeletal jaws swing open and emit a shrieking blocks. It’s built to house the thralls on station
howl. This puts all of Demon Town on alert, and here, plus a few Viking guests during special
a Technodemon and 10 Beacon Security appear on circumstances. There are about 50 Tharkold Thralls
the scene almost immediately. in Demon Town, and 20 of them are resting here at
any given time.
Note everything within the wall is an Aysle/
Tharkold Mixed Zone, thanks to the mysterious • Tharkold Thralls (20): see page 93.
construct in the center of Demon Town! THE CONSTRUCT
• Technodemon: see page 93. At the center of Demon Town is a large shape. It
• Beacon Security (10): see page 70. looks similar to a Tharkold stela. It’s larger than a
stela and has thick segmented tentacles that stretch
THE GATE around it. See The Dimthread Construct (page
There’s one gate in the wall, made of the same strange 77).
metal and located on the west side of camp, towards
the bridge to Östersund and the Rune Stone (see THE GENERATOR
below). At night the gate is closed and looks much An antennae array distinguishes this building from
like a regular section of wall. During daylight it’s the others, along with thick cables snaking from it
open, about 10 meters wide, and five well equipped to all the other structures and multiple sections of
Tharkold Thralls challenge anyone who approaches. the walls. Inside is a large vril converter, which
The guards disdain Vikings, but their orders are to consumes solid pain and turns it into a constant
let in any lowlife who offers captives in exchange stream of electrical power.
for training. If the team looks suspicious, the No one is on station here usually, but a
guards ask them to wait while they “check things technodemon or thrall comes to check it if the
out” and summon one of the Technodemons and power fluctuates or goes down.
reinforcements before things get violent.
• Tharkold Thralls (5): see page 93. THE MESS HALL
A chimney with wisps of smoke coming from
THE ARMORY it marks this wide building as different from the
Thralls or Vikings enter and emerge with Thav- others. Inside is a kitchen where five Thralls work
9’s (Damage 13, Ammo 60, Short Burst, Carbine), on making gruel, and meal-time seating for 50.
M-16’s (Damage 13, Ammo 30, Short Burst), or crates
of ammunition for the Practice Range (see below). It With some discomfort, Storm Knights who
also contains crates of Offensive Grenades (Damage observe the workings of Demon Town for an hour
17, Small Blast), and Alph Pulverizers (Damage 17, or more note the corpses of captives slain on the
Ammo 3, Bulky) rigged for two-man teams. Practice Range (below) are taken to the kitchen
There’s usually a few Thralls inside tracking instead of anywhere else.
stock and doing paperwork. They won’t question • Tharkold Thralls (5): see page 93.
if heroes ask for items so long as the base isn’t on
alert. If an alert goes up, all the Thralls from the THE PENS
Barracks head here to arm up! It doesn’t take much There are 30 captives held here, and most are in
to blow the entire building to pieces, just one of dire condition. The area is fenced in and electrified
76
by the Generator, dealing the same damage as The destroyed, the Vikings flee the area—they have no
Wall if fencing is touched, but no alarm goes off. further business here.
Every hour or so a Thrall enters a short numerical • Viking Warriors (20): see page 73. Vikings
code on the fence gate which deactivates the are only in the tents at night. During the day
electricity long enough to drag another unfortunate all are at the Practice Range or the Rune Stone.
out to the Construct or the Practice Range. It’s an
Easy (DN 8) lockpicking test to unlock the gate—so THE PRACTICE RANGE
long as the power is cut otherwise a Challenging The range is 50 meters long. At one end, Thralls
(DN 12) lockpicking test hacks the code to open it. show Viking Warriors how to operate Thav-9’s and
M-16 rifles. A few warriors at a time take turns firing
THE PENTAGRAM at targets at close and medium range. Occasionally
This group of five block buildings stands apart a screaming captive is taken from the pens and
as the housing for the officers of Demon Town. tied to the backstop at the end of the range. On the
The five are arranged at points of a pentagram, whole, the Vikings are terrible shots, and it takes
formed with the thick cabling coming from the several minutes for such an unfortunate to finally
generator. Three belong to the Technodemons be silenced by a deadly hit.
overseeing the operation: Udo, Sharnhan, and A more common occurrence is a Viking getting “the
Razikolopanenthe—Razi for short. The fifth is set shakes” and can’t make the rifle operate regardless
aside for Dominika Guryenko. She hasn’t used it of training. Storm Knights immediately recognize
for some time, but it contains papers with her name this as disconnection. Thralls laugh uproariously
on it to establish her identity and connect her with whenever this occurs, and tell the “coward” to go
this base. contemplate their failure at the Rune Stone (see
The technodemons’ houses are much more lived below) until they're fit for battle again.
in. Sharnhan has several Ayslish torture devices in
his rooms and evidence that he’s put them to use. THE RUNE STONE
Razi’s quarters have neural jacks installed, but little The Rune Stone is outside the walls, close to the
else. Udo’s just has a pile of preserved human gall shore, near the bridge to Östersund. It has ancient
bladders piled in a tub. patterns on it that seem calming to Ayslish Vikings.
There are usually one or two disconnected warriors
One of the demons is likely resting in his lair at
outside the walls, “contemplating” the runes and
any given time. If one of the three was encountered
slowly Reconnecting. No one is on guard, so these
earlier and destroyed the others are both active
warriors are easy to surprise and susceptible to all
and grumbling about having to do their comrade’s
forms of interrogation, thanks to their addled state.
work.
• Technodemons (Razi, Sharnhan, Udo): see DIMTHREAD CONSTRUCT
page 93.
This metal abomination is both a Tharkold
THE TENTS dimthread gate and a mobile talisman. Reality-
The Vikings here for training don’t sleep in the rated characters who get up close can sense the
barracks, but have their own tents and bedrolls slender funnel of energy that connects back to
apart from the Thralls. There are about 20 warriors Malgest’s network. It “eats” captives or travelers
in Demon Town at the moment, more if Hojortur’s headed for a similar base in Russia, and may even
band entered unmolested. spit out reinforcements (another Technodemon!)
For their part, the Vikings despise the demons, but on a Setback.
they see this as an opportunity to learn powerful It remains inert unless attacked, in which case it
“magic” for battling the Core Earthers, and perhaps immediately springs to life and slashes at Storm
someday the Technodemons as well. If the camp is Knights with its sharp tentacles and blasts them
attacked, the Vikings arm themselves and defend with powerful weapons.
it. If the Dimthread Construct (see page 77) is
77
Similar to the Dimthread Trees encountered
in the Living Land (see The God Box) there is a
SCENE TWO: DR.
tortured soul inside, conscious but tortured and FLETCHER AND THE
half digested by the constructs mechanisms. If it’s
destroyed, the ejected body inside perishes within REALITY WEAVERS
seconds without magical healing, and utters “Oh Standard Scene. Aysle Dominant Zone. After
thank God” before the end. escaping Demon Town, the Storm Knights once
Attributes: Charisma 5, Dexterity 10, Mind 7, again find the remains of the E45 and continue on
Spirit 10, Strength 18 their way. They come across a small battlefield,
Skills: Dodge 12, energy weapons 14, find 10, littered with skeletonized Viking dead and the
intimidation (20), maneuver 12, reality 15, trick remains of two destroyed and transformed NATO
(18), unarmed 14 armored personnel carriers.
Move: 10; Tough: 23 (5); Shock: 16; Wounds: 3
Equipment: Alph Pulverizers x2 (Damage 17, FAMILIAR FLASHES
Small Blast) As they weave their way through the remains, they
Perks: — see Morse code flashes from a hilltop to the west:
Possibilities: 5 "You should see this. Truce?" An Aaka halftrack
Special Abilities: rumbles its arrival before the vehicle can be seen.
• Armor: +5 Armor from layered Diffrax In the machine gun cupola, Dr. Josina Fletcher
plating, adds +5 to dodge vs energy weapons lifts her goggles to her forehead, saying, "…and I
and eliminates HEAT weapon bonuses. thought you might be tired of walking."
• Fear: When the construct first unfurls and
exposes its weapons, every hero present must Twenty-five minutes later, the terrain changes from
test Spirit or Willpower or become Stymied. nordic pine forest to sand‑dune wasteland. The
• Improved Multi-Attack: The construct may fire halftrack rattles on toward palm trees, indicating
both Alph Pulverizers and use its razor tentacles an oasis. Around the water, shocktroopers and
against all targets within reach (5 meters), with archaeological assistants move with purpose, in
separate rolls and without suffering Multi- and out of pitched tents. Some move toward an
Target or Multi-Action penalties. excavation a hundred meters away. The halftrack
• Improved Talisman: While the Dimthread halts outside of Dr. Fletcher's command tent. She
Construct is functional, it projects a Tharkold gets out and starts walking toward the excavation.
Mixed Zone across Demon Town. • Dr. Fletcher says, "I caught a break when my
• Semi-Mindless: Immune to taunt, mind scouts picked up an EM signature. It didn't
control, and telepathy powers. match Tharkold communications, so I though
• Razor Tentacles: Slashes at all targets (friend I might have stumbled on Brother Laplace. But
or foe) within 5 meters with a single attack roll. the signal originated from underground. Odd."
Strength +2 (20). • As she walks toward the excavation,"Speaking
• Very Large: The Dimthread Construct is six of odd, I have received an invitation to a gala
meters tall. Attacks against it gain a +4 bonus to ball thrown by a Baroness Nochnaya Svecha.
hit from its size. Have you heard of her? Have you received an
invitation?"
AFTERMATH
• Climbing down a makeshift ladder into the
Once the Dimthread Construct is destroyed, Demon terraced excavation, she continues,"I began
Town is out of action for the foreseeable future. digging. I found what I believe to be a probe,
One of the Technodemons informs Dominika an alien probe, just under five meters in length.
Guryenko what transpired and who was to blame. The night of the discovery, over a dozen of my
If Storm Knights allow their caution to overcome men vanished, including the sentries. I woke
the plight of the captives within Demon Town, before dawn looking over dunes that had
that’s unfortunate but understandable!
78
replaced the forested hill that was there when
I fell asleep. This cave entrance sits where the WHAT IS GOING ON
probe had been."
HERE?
• The cave entrance is warded by some magic. Dr.
Fletcher hasn't been able to find a counterspell, The cosmverses are unimaginably vast. While
but magic is not her area of expertise. Darkness Devices and stelae are a common
way to overlay one reality onto another, they
• Inside the cave the investigators see a pair are not the only method. The Nameless One
of mechanical spiders. The spiders' abdomens has perverted many such processes, including
are topped by neural material in the shape of this one from a cosm known as Mechopotamia.
a human brain. A spinneret connects to the These brain spiders are reality weavers, which
brain instead of a spinal cord. The spiders are take the patterns of Mechopotamian reality
weaving a shimmering, gossamer metal into and weave them into existences from Axioms
shapes that resolve into a gruesome scene. and World Laws given to them by their cosm
• A drawn‑and‑quartered body shimmers source, powered by Possibility Energy flowing
into existence so as to be obviously visible to through cocooned victims, in accordance with
the cave entrance. In the victims blood, words the Everlaw of Two.
appear in old Arabic upon the wall of the cave. However, these reality weavers awoke out
• A language test translates the blood writing, of contact with their Cosm Source. They are
"Cassim's death is a fate shared by all who pulling this local reality out of the shared
would steal from the cave." myth of these transformed Lebanese, creating
a location out of the Arabian nights.
• A Hard (DN 14) reality test confirms the Storm
Knights have seen a piece of reality come into And the cosm source? It is the being appearing
existence. The process is similar, but different, in the troubled dreams to the heroes. It is
from the one used by the High Lords. trapped in a Schrödinger-esque indeterminant
space as explained in Act 5, Ragnarok in Amber.
• A Very Hard (DN 16) alteration test controls
and opens the ward that seals the cave.
• A Challenging (DN 12) scholar test pieces explode out of the sand and try to envenomate
together the scene elements, minus the spiders, our heroes. There are 3, plus 1 per Storm Knight.
as resembling part of the tale of Ali Baba from
the 1,001 Tales of Arabian Nights. Yes, the • Asps (2 per Storm Knight): see page 91.
secret phrase, "open sesame," opens the ward • Bottomless Chasm: Sure, it probably has a
to the cave, and "close sesame" closes the ward. bottom, but its far deeper than any light source
the investigators have can reveal, and no matter
THE CAVE OF THE FORTY how large an object they toss down it, they do
not hear it hit bottom. The chasm is 25 meters
THIEVES across. Crossing is a series of skill tests. The
The cave shifts with the subconscious dreaming of heroes still advance each step even if the test
the cocooned, the reality weavers cutting free and fails, but the failure will have an impact later
discarding old threads and weaving new ones to on.
match the dreams. Pick any two of the locations or
Step A: Hurling a line and grappling hook,
encounters below before the explorers get to the
lodging it in rocks on the other side of the chasm is
thieves' den. If they leave the cave for any reason
a Challenging (DN 12) missile weapons test.
before resolving the scene, pick again. They may
be the same, or different, encounters, as you see fit. Step B: Each hero crawls along the rope with a
Strength test. A failure inflicts Fatigue. This step
• "Very Dangerous" Asps: The cave narrows to
is considered a failure unless at least half of the
sand‑filled tunnels. After a dozen paces, asps
heroes succeed.
79
Step C: A swarm of bats attacks the Storm Knights attack with unarmed combat 10, and do Damage
as they crawl the rope. A successful Area of Effect 13. The abrasive sand penetrates the slightest
attack is needed. If they fail Step C, the heroes may cracks or holes, giving the attack AP 4.
proceed to Step D, but are Stymied. Each hero needs to do two things to escape.
Step D: The struggle with the bats dislodges First they must orient themselves after being
or snaps the grappling line at the origin. The spun around by the whirlwinds; a tracking or
spelunkers swing against the far wall, taking Mind test accomplishes this. Second, a Dexterity
Fatigue. A Strength test finally gets them over to test gets them clear of the trapped area.
the other side.
If the heroes had two or more failures, they take DEN OF THIEVES
Fatigue. The approach to the cavern is behind a wide ridge
• Gospog Patrol: In a yawning cavern, Nile of low rocks. Heroes willing to crawl behind the
Gospog of the Second Planting await behind ridge get an Easy (DN 8) stealth test to remain
cover of natural rock formations, rifles in hand. concealed. They can easily see what is in the cavern
They are 40 meters away. just beyond.
• Nile Gospog of the 2nd Planting (1 per Storm • 4 pairs of thieves overlook the cavern. Armed
Knight): see page 92. with shortbows and bored expressions, they
keep watch from rock outcrops 5 meters above
The rocks provide +4 Armor for each gospog. the cavern. Ladders reach the outcrops from
Unfortunately for the heroes, there is only one the cavern floor.
such rock between them and the enemy, at 20
meters, and large enough to provide cover for • 16 thieves sit on the rock floor engaged in
two Storm Knights. a raucous dice game in which coins rapidly
• Rock Trap: In a winding tunnel no more than change hands.
two meters wide, the thieves have set a trap. • 8 thieves sit on rudimentary wicker stools,
There is a three‑meter long pit as wide as the eating pita, hummus, and dried meat of
tunnel, with spikes at the bottom. Falling into suspicious origin.
the pit does Damage 10 + 1BD damage. but the • 8 more thieves sit on expensive rugs, drinking
thieves expect intruders to negotiate the pit. coffee and engaging in an animated discussion
Landing on the far side of the pit triggers a around a map.
pressure plate, which causes the ceiling to • The cavern is lit by oil lamps, which leave a
collapse on the original side of the pit. The viscous smoke hanging in the air. The cavern is
collapse does 15 + 1BD damage. dimly lit (–2).
A Challenging (DN 12) find test alerts the
spelunkers to the pressure plate. A Challenging • There is downward sloping exit on the other
(DN 12) maneuver test traverses the pit by side of the cavern.
clinging to the barest hand holds in the wall, • Storm Knights might possibly use persuasion
above the pit. There does not appear to be a or trick to talk their way past the thieves. The
way to disarm the pressure plate. thieves are emboldened by their numbers, and
• Sandblast: The tunnel crunches with sand such tests suffer –8 to their total.
underfoot. An succesful divination magic test • If the Delphi Council agents launch an attack
warns a mage that a spell is gathering force. An from their hidden positions, they catch the
all‑out sprint by the nimble heroes lands them thieves Flat Footed.
clear of the trap; if not they face whirlwinds
erupting from sand, glassy grit grinding against • Thieves (40): see Elvish Toughs stats page
them, winds buffeting, spinning, and tumbling 21, but the thieves are human. Sentries have
the Storm Knights about. The whirlwinds short bows Damage 11, range 10/25/40
80
WEAVERS AND THE PROBE • If they do try to rescue the spider victims, there
is a method that may work. They could kill the
Downslope from the thieves' den, the work-in-
spiders, then carry the victims out still in their
progress nature of the reality weavers becomes
cocoons. The thread from the cocoons could
more apparent. Some of the rocks are half rock,
be slowly unraveled as they retreat, keeping
half spun thread. The walls look more geodesic
them in the "circuit" until they exit the cave,
than natural, and a couple of reality weavers glide
maintaining the reality until they are out of the
over them, improving their appearance bit by bit.
cave. This requires successive reality tests, with
• Some of the rocks on the walls are perfectly DNs of 8, 10, 10, 12, and 14, to get clear of the
rectangular and glow as if they were LEDs. cave without having the reality collapse before
Some of the stalactites are the merest outlines the investigators exit. Only one test is needed
of a few threads; this reality has not been fully each turn; Storm Knights may combine actions
rendered. on this test.
• The reality weavers are not connected to their On the DN 8 test, the cave begins to shake,
cosm source, so they are not yet aggressive. requiring a maneuver test from a spelunker to
Normally fiercely protective of the areas dodge out of the way of a falling stalactite.
around their cocoons, the brain spiders are On the first DN 10 test, dirt begins spraying in
placidly going about their business. They from cracks in the cave wall, as the underlying
become aggressive if the heroes try to disturb Aysle reality begins to assert itself. A survival
the cocoons or free the entrapped Nile Empire test avoids being buried in a sudden avalanche
personnel. of earth and rock. When buried, a Strength test
• In the middle of the cavern are the cocoons digs a hero out.
with Dr. Fletcher's former workers. Four reality On the second DN 10 test, fissures open in
weavers tend to them, adjusting intravenous the floor. Two heroes make Dexterity tests to
fluid rates, tightening or loosening thread in the jump over the quickly opening chasm; failure
cocoon, based on some perception of comfort, results in 11 + 1BD damage, as they slam
and coddling their heads if one of them seems into the jagged edge on the other side before
to be having a nightmare or other difficulty. crawling up and over. Another Storm Knight
The behavior is nurturing, but the creepiness is makes a science test to anticipate and avoid a
off the charts. jet of pressurized steam; failure scalds a Storm
Knight for Damage 12 + 1BD.
• A survival test indicates cutting the cocoons
On the DN 12 test, the stalagmites on the floor
apart would take a few turns apiece, but the
dissolve into a mineral pudding, and the floor
thread used seems farm flimsier than that the
itself is riddled with pools of quicksand. Each
weavers use for their reality work.
hero must make either a Challenging (DN 12)
• A succesful reality test strongly suggests the survival test to quickly discern and follow a
reality would collapse if the cocooned are path of solid ground, or a Strength test to bull
killed or liberated. Being a couple dozen meters through the gooey mess when they hit it.
below the surface, this could pose a problem. On the DN 14 step, the only thing that must be
• There are 15 men and women currently made is the reality test. Failure collapses the cave
cocooned to help power this reality circuit. entirely, and the Storm Knights are buried alive.
They take Drowning damage (see Torg Eternity)
• If Josina Fletcher is with the heroes, she urges and must make Challenging (DN 12) Strength
them to rescue as many as possible. Leaving tests to extricate themselves from the dirt.
them here, like this, is inhuman. She helps in Reality Weavers (2 per Storm Knight): page
the attempt. 48
81
THE PROBE by Ayslish Sweden, although the oasis and the
The alien probe is a little over 5 meters long, lozenge palm trees somehow remain.
shaped, two meters thick in the middle, looking as As her shocktroopers strap the probe into the
if it were made of heavily verdigrised copper. halftrack, Dr. Fletcher says, "This isn't what
• A Hard (DN 14) science test reveals the probe Laplace is after. He wants whatever, whoever, shot
is not copper but a kind of phase metal that this down." She regards the Delphi Council agents
exists as a fractionally dimensional object of closely, "I know Dr. Mobius would disagree, but its
greater than three dimensions, but fewer than far too late tonight to try killing each other. Extend
four. the truce long enough for a hot meal and a nights
rest? We can resume the war after you leave camp
• An energy weapons test examines damage to
in the morning."
tell the Storm Knight the probe was downed by
a beam weapon at extreme range. If the Storm Knights accept Dr. Fletcher's offer,
run this encounter.
• A Challenging DN 12 computers test gives
the investigator control of the probes still– If the travelers feel they must resume their journey,
functioning playback system, which projects they see the initial events from a distance that is
images onto the cave floor. both safe, and too far away to intervene. Unless
the Storm Knights managed to get away with the
The most recent recording shows Dr. Fletcher
probe, in which case the Tharkold agents come for
dictating notes to an assistant as she examines
them
the probe, "Dr. Naziir is right, these are the
aliens the tablets mention in the legend of The Tharkold agents gain surprise.
the fight against the Golden Kingdom. These • Late that night, fiery streaks pierce the
markings translate to 'Machu Coar memorial— darkness a moment before two Tharkoldu
unknown word—dimensional probe.' Seems drop pods slam into camp. On the drop turn,
the Akashans made more than one visit. But the Tharkoldu drop pods do Damage 15 +1BD
who was here centuries ago to bring them in a Very Large blast radius to those who fail a
down?" Challenging (DN 12) dodge test. The drops are
An earlier recording, perhaps two months prior, accurate enough to wipe out three‑quarters of
shows a well-dressed woman with flowing hair the shocktroopers, leaving few shocktroopers
and twisting horns coming from her head. She for the fight.
holds jewelers tools, her hands moving down,
out of camera range as she tinkers with the The same turn as they drop, the pods disgorge
probe. There is an audible click, and her hands 2 Beacon Security teams, each with 6 Beacon
reappear on camera, holding a metallic mesh Security soldiers and 1 leader (p. xxx). One
sphere with a pulsing purple glow. She speaks team moves to secure the probe in the halftrack.
to it,"Don't despair, I shall find you a new body The other kills as many in the camp as possible.
to grow in." • On the second turn a MI-24 Hind helicopter
• A Challenging (DN 12) air vehicles test arrives overhead. Its gunner uses the 20mm
configures a few remaining operation Auto–Cannon (Damage 22, 500/2K/4K, Ammo
controls to let the probe hover. It will never 30, Heavy Burst) to defend the team securing
be spaceworthy again, but at least the Delphi the Akashan probe. It will not fire into a melee
Council agents do not have to drag the probe if the Beacon team is engaged in that melee.
out of the cave. Unless the Storm Knights have committed to
retrieving the probe, at this point Dr. Josina
FROM RUSSIA, WITH Fletcher gives up the fight. She signals for her
troops and assistants to withdraw; she does the
SUBORBITAL BOMBARDMENT same.
The heroes emerge from the cave well after dark. If If the Storm Knights are trying to take down
they freed the cocooned, the desert fades, replaced the security team at the halftrack or otherwise
82
going after the probe, Dr. Fletcher hangs in armor, and a red cape and hood. She cradles an Uzi
there with them, but she yells to suggest this and carries a picnic basket full of baked goods and
fight might not go their way. spare magazines for her submachinegun.
• On turn three the Beacon team at the halftrack She says her name is Blanchette; she concedes
secures the probe to cables lowered from the she has the nickname of Red Riding Hood. She
Hind. They attach themselves to the cable to be has been trying to kill the Big Bad Wolf who may
lifted with the probe. The Hind lifts away. have eaten her grandmother, but she isn't having
The remaining Beacon security personnel much luck. She finishes her first aid, gets up, and
withdraw on their turn. heads out, "If you want to help kill that wolf,
• At the start of the fourth round, the Hind is out follow me."
of range of firearms, although the .30 Caliber Following Blanchette, the Storm Knights come
MG atop the halftrack could give it a parting across a terrified, anthropomorphic pig in
shot (Damage 15, AP 2, 500/1K/2K, Long Burst). lederhosen, as one does in these situations. He says
Future events and conversations assume that his name is Rupert, and things have gone horribly,
Beacon Security does acquire the probe. If the horribly wrong.
Storm Knights managed to hold onto it, adjust as The three little pigs had their houses attacked
needed. by a huge wolf that made quick work of the
• Nile Shocktroopers (4 per Storm Knight): first two houses. So far, so good for the story.
see page 47. But when they took refuge in the brick house,
• Beacon Security (12): see page 70. instead of trying to huff and puff and blow the
• Beacon Security Leaders (2): see page 70. house down, the beast simply crashed through
the window and ate his brother, Linz. He and
his other brother, Josef, fled. Rupert has no idea
SCENE THREE: CABIN IN where his other brother is.
THE CLOUDS Blanchette leads the heroes to a clearing with
Standard Scene. Aysle Dominant Zone. Putting four buildings in it; a neat little bungalow with a
some distance between themselves and the well‑tended flower garden in front, two destroyed
Tharkoldu is a good idea for the Storm Knights. cottages, one of straw and one of sticks, and a third
They leave the road, heading north/northwest , brick cottage with its front window smashed in,
looking for the remains of road 95, a path that leads glass, frame, sill, and all.
them into denser forest. In the commons between the four houses is a Great
Dark Wolf. This one looks different. His eyes glow
INTO THE WOODS red, seeping crackling wisps of energy. A wound
in his left haunch has torn open his fur, revealing
The pines here are gnarled, twisted into vaguely metallic strands and beams beneath.
human shapes, like the evil woods from a children's
animated movie. • As Blanchette raises her Uzi the wolf says, "I
think you want the one in the bungalow, the
• A Challenging (DN 12) find test spots cocoons one in the odd night clothes." Blanchette blinks,
in the trees in the distance, and the attending curtsies, picks up her basket and walks to the
reality weavers. Every few kilometers it is bungalow. The wolf turns its attention to the
possible to spot more cocoons and weavers. Storm Knights. The wolf introduces himself as
• A reality test confirms the woods are a product Fenrir,"I have been awaiting heroes like you for
of the brain spiders and their weaving. So is the a very long time."
rain and lightning that makes traveling today • Fenrir says the reality weavers prepared this
such a slog. wolf‑body for him to project into. He is still
Later in the day the travelers come across a young trapped in between realities; he expects to be
woman bandaging a leg wound. She wears leather free very soon.
83
• Fenrir does not know how many centuries A couple of commune residents are trying to climb
he has been trapped. He was trapped while up the rainbow while a third eggs them on. Older
fighting aliens. He doesn't call the Akashan's Swedish teenagers, they loudly speculate about
by name, but refers to them as "aliens of the what magic might be at the cabin barely visible
tree." He knows human warriors from this higher up the rainbow, at the edge of the clouds.
world were trapped too. A redheaded man, with wild hair but a neatly
trimmed beard, takes a running start, makes it up 25
• Asked what he is or what he is trying to do,
meters or so, then his legs fall through the rainbow.
Fenrir responds with something like, "I am
His arms catch on the mysterious light, breaking the
our reality; I shall return it to being." Fenrir
fall. His legs dangle uselessly 15 meters above the
is the cosm source for Mechopotamia, but he
ground. A fall from that height—no bueno.
uses neither of those terms. In truth, he doesn't
remember them yet. One of his companions asks for help in rescuing
the young man.
• Fenrir lets the Storm Knights know they
are close to the Island of Lyngvi, where he • Good news! Pulling Linden free of the
is trapped. "There is a wildly impractical rainbow is an Easy (DN 8) survival test.
fortification on the shores of Lake Hornavan. • Not–so–good news is that moving on the
Look over the waters from there, you will see rainbow requires a Multi-Action, a simultaneous
the island." maneuver or Dexterity test to move on the
• Fenrir is confused by the nature of the stories slippery surface and a reality or Spirit test to defy
his brain spiders are weaving. Why are wolves the physics of running up prismed light. Even in
trying to destroy houses by exhaling on Aysle, this is not an everyday thing.
them? Why are swine building them? Why do • As soon as the travelers deal with Linden,
wild beasts dress up in the clothes of elderly they hear a woman's voice coming from the
humans? What is the purpose of these myths? rainbow, addressing one of the Storm Knights,
• During this exchange, the Delphi Council "Oh hello, [Name], I wasn't expecting you quite
agents hear from the bungalow, "My, what big yet. Your outfit is nearly ready, so come on up
teeth you have, Grandma," followed by a snarl, for tea, jam, and a fitting, won't you dearie?"
then the sound of submachine gun fire. A few She then says sternly, "Bridge, behave!" The
moments later, Blanchette emerges, saying her rainbow bridge no longer requires a reality test
Grandmother is just fine. She offers baguettes. to walk upon; maneuver is still required, but it is
• If the heroes choose to fight or try other tests an Easy (DN 8) test.
on the wolf, use the Great Dark Wolf stats (page • Gwendolyn announces herself as [Name]'s
71). Inhabiting this form, Fenrir has little of fairy Godmother, "Have been all my life. Of
his power in it. course that has only been a few weeks now,
so sorry for missing all those important life
OVER THE RAINBOW BRIDGE events, truly am."
The forest thins into meadows with copses of pine • Gwendolyn is about a meter tall, with white
trees. The meadows are filled with flowers, white hair like a cloud, which shows flashes of
dryas, pink linneas, and yellow globe‑flowers. lightning when she is perturbed. Gossamer
Where the globe‑flowers are thickest, that's where wings longer than she is keep her aflight.
the reality weavers set their cocoons. • She serves piping hot tea, which is bracing
Along the road are clusters of farms, but nothing if only so-so (it would be the height of
approaching the size of a village. The land seems far impoliteness to mention that), but the biscuits
more peaceful here than just a few days to the south. A and jam are delicious.
half‑kilometer outside of one of the farming communes • Gwendolyn hands the chosen Storm Knight
is a large pond; in the pond, a rainbow ends. an invitation with her name on it; its for
84
Baroness Nochnaya Svecha's formal ball, to be
held in a few days. Gwendolyn is excited her WHO IS THE FAIRY
charge got an invitation; the ball is the talk of
the fairy godmother set. The invitation is for
GODMOTHER
the Storm Knight, and a retinue of up to six. ADDRESSING?
• The ball gown/suit fits perfectly, but it still If you have a player at the table who hasn't had
lacks one finishing touch. Would the Storm much of the spotlight this session, Gwendolyn
Knights be dears and go capture some leaping addresses them, and the ball invitation should
lightning for the finishing touch? go to them.
The fairy godmother in the cabin in the clouds
FAIRY GODMOTHER has been busily working on their garment. Ask
GWENDOLYN the player what kind of formal wear their hero
Fairy Godmothers appeared when Reality would wear. The fairy godmother has made
Weavers began spinning Aysle reality through exactly that garment.
the Core Earthers they had cocooned. They are If they have a hard time coming up with one,
generous, firm agents of the good in the world. just ask them if they wish to present male or
A raw injustice really gets their wings in a snarl, female.
and Storm Knights can count on Fairy Godmothers If male, the garment resembles something that
to be helpful within reason, as long as the Storm might be worn by one of the three musketeers,
Knights are trying to work for the Light. without the tabard. The color is the character's
favorite, and the trim is gold or silver as best
Cosm: Fairy Tale Aysle
complements the color.
Attributes: Charisma 11, Dexterity 8, Mind 14, If female, the fairy godmother works on a
Spirit 12, Strength 6 ball gown in the character's favorite color.
Skills: Alteration 18, conjuration 19, dodge 10, find Multiple layers of silk taffeta lie over a
16, maneuver 10, taunt 13, trick 15 large hoop skirt with a perfectly and tightly
Move: 8; Tough: 10 (4); Shock: 12; Wounds: — ("Corsets are necessary to maintain the proper
Equipment: Force for good armor (+4), silhouette!") fitting bodice that sparkles even in
Perks: — the dimmest light. Opera gloves complete this
Possibilities: Rare (2) lovely off-the-shoulder ensemble. Gwendolyn
Special Abilities: is quite proud of her work on this one.
• Enchanted Evenings: Fairy Godmothers can
conjure enchanted objects that last from sunset LEAPING LIGHTNING
to midnight. No value of the conjured object
If the heroes agree to get some leaping lighting, a
may exceed the Godmother's conjuration
delighted Gwendolyn hands them each a Leyden
rating.
jar. She mentions the large leapers have more of a
• Flight: Move 12 in the air.
jolt, but are slower; use extreme caution if trying to
• Hospitality: Fairy Godmothers are immune
capture one of them. The small leapers have a less
to any attacks made while they are offering
lethal jolt, but are, well, lightning quick.
guests hospitality. Any attempted attacks end
badly or comically. Out the back door our Storm Knights go, to walk the
• Magical Creation: Given magical ingredients, clouds to capture leaping lightning. Gwendolyn waves
Godmother's can use alteration magic to create them off cheerily, suggesting they bring back two.
enchanted items that are permanent. No value • The sensation of walking on the cloud is
of the created item may exceed the Godmother's like walking on an insubstantial glacier, cold,
alteration value. occasional freezing grit, and a foreboding sense
that nothing is holding you up here.
85
• Establishing one's footing in the clouds is a toward Lake Hornavan, the Storm Knights are
reality test. The footing is solid until that hero ready for anything, as they know they are not the
takes a Wound, in which case another test must only group undertaking this journey.
be made.
• If a Storm Knights footing fails, he starts to SJODREKKAR RETINUE
sink into the cloud, visible as a shadowy outline Slight drizzle dogs the adventurers as they make
the turn he sinks. Efforts to rescue him suffer their way up the road. They can see a troop of
the Dim (–2) modifier. cavalry approaching behind them; as they get
The Storm Knight sinks 10 meters a turn. A closer its obvious they are Vikings, and closer still,
reality test, and he regains his footing, the with a successful scholar test, the heroes recognize
cloud solid enough to clamber up. On the third the horns-and-sail imagery that passes for heraldic
consecutive failure, or on a Mishap, the hero is symbols for much of the Sjodrekka clan.
in freefall. Four of the riders wheel their mounts toward the
• A tracking test (or a DN 12 find test) locates the Storm Knights, approaching at an easy trot. Their
trail of leaping lightning. Following the trail hands are raised in greeting. Should the Storm
leads them through freezing fog, emerging to Knights decide shooting Vikings first and asking
see two larger and six small leaping lightnings questions later is the best policy, the Vikings oblige
on a downward sloping portion of cloud. them, but the travelers have new enemies at the
The leaping lightnings (see page 92) look ball among the survivors.
like antlered stick figures drawn from sizzling, There are a total of 16 Viking Cavalry (see page
sparking lightning. The small ones are a meter 119), including Bjorn.
to the shoulder, the large ones two meters.
• The Delphi Council agents must make melee The leader, a handsome, well–spoken black–
weapon attacks against the leaping lightning, haired man of mixed ancestry, introduces himself
using the Leyden jars as weapons (Strength as Prince Bjorn Sjodrekka. The title is a stretch,
+1 damage). Any hit captures a small leaping but he is a man of ambition, and shall create his
lightning; a Wound captures a large. noble title as his parents weren't royalty to bestow
one upon him. He has climbed the ranks of the
• If they capture two leaping lightnings, each Sjodrekka clan, and is their official emissary to the
hero receives 1 Possibility. Baroness and her ball.
Gwendolyn sews the lightning into the garment • Bjorn is curious about the Baroness, "I hear
for the ball. For one scene, the lightning may be she has not pledged to Uthorion, fancies herself
triggered to give the wearer an energy, an aura, that an independent. She also invited Helmar
helps when engaging in intimidation, trick, taunt, or Corba'alson, who will tolerate nothing of the
persuasion tests. All such tests are Favored for the sort. Sounds like an event with an opportunity
scene. The lightning is expended after one use. to swing our axes, yes?"
Gwendolyn sends the travelers off with excited • The Prince is eager for any information the
well-wishes, a large kerchief of biscuits, and a heroes have on the Baroness.
small pot of jam.
• Bjorn wants information on the Tharkoldu
training his Bjanni rivals.
SCENE FOUR: LYNGVI • It is clear Bjorn has no love for Helmar, who
has invaded the land of his kinsmen. Should the
ISLAND AND LAPLACE Delphi Council agents admit to tangling with
Dramatic Scene. Aysle Dominant Zone. The Helmar or his wolves, particularly if they talk
Delphi Council agents are nearing their goal. They about hitting the wolf trainers, Bjorn's eyes light
leave the dense woods behind, rediscover road 95. up. Bjorn confirms the movement of Helmar's
To their relief, it is still very much a road. Traveling warband as matching the results of the moot.
86
PINK DAWN MOTORCYCLE MOMENT
Later that day, our travelers see a trail of dust a bit
During the pre-dawn, the familiar hot pink of the before they hear and see an old Indian motorcycle
Klein message bottle glows in camp. Dominika off‑road, ridden by Dr. Josina Fletcher. She spins
Guryenko is not in her office; her surroundings and toward them and stops in the road ahead.
furniture indicate she is somewhere in Aysle. • Her troops are scattered, almost all of her
Depending on who has the alien probe, she says assistants dead. Josina has an invitation to the
something like, "I have you to thank for the alien ball; who knows, maybe the Baroness is in need
craft, if indirectly. I am grateful, really, and there of an archaeologist?
are larger prizes we could work together toward. I • More seriously, Josina is determined to see
look forward to discussing these opportunities face that whatever other alien technology exists, it at
to face. And to do that, I need you alive. Helmar least does not fall into the hands of Uthorion's
sent an incoming attack of draugr and wolves. dogs or Tharkoldu lackeys.
Murder is a good way to start a morning, so I leave • Dr. Fletcher is no longer totally opposed to the
you to it." idea of "coming in from the cold" and returning
• The heroes have one turn to prepare before to work for her Core Earth roots. If the Storm
they are attacked. They may play a card into Knights bring up the idea that the Delphi
their pool if nothing else. Council could use a woman of her estimable
• They are attacked by a mob of draugr and talents, she is receptive to the offer on a Hard
great dark wolves. (DN 14) persuasion test.
• The draugr engage the Storm Knights • She mentions she has seen the ethereal island
who use melee weapons or unarmed in the middle of Lake Hornavan, just opposite
attacks. They help screen the wolves from Baroness Svecha's fairy tale castle. It looks
the attacks that might harm them. translucent, only half there. She wanted to
get a boat from the nearby fishing village,
• The wolves use their superior speed but spotted Cyberpapal Expeditionary
to engage those heroes trying to use Police in the village. Dr. Fletcher does not
ranged attacks. relish a one-on-many fight.
• If the heroes guided the airstrike • Currently she is off to the castle.
against the wolf handlers, the wolves She intends to see the Baroness—once she
are a bit less effective in combat. Let can figure out a way past the Tharkoldu
the players know that once during security team at the entrance.
this combat, they may choose to
Stymie the wolves to reflect the lack
of coordination from their handlers. OF A QUAINT FISHING
• Viking Draugr (1 per Storm Knight):
VILLAGE AND GODBEAMS
see page 22. The travelers catch their first glimpse of
the castle of Baroness Nochnaya Svecha.
• Great Dark Wolves (1 per 2 Storm
Pennons flapping in the breeze, it looks like
Knights): see page 71.
some architect thought Neuschwanstein
was just not fanciful enough. The castle's
eastern wall abuts Lake Hornavan, and
a plenitude of smoke from the northern
buildings in the castle reveals its people
are busy at work at ovens or forges.
Dominika Guryenko
87
Cresting another hill, the heroes see the fishing • A telepathy test picks up a sense of longing
village that starts a few hundred meters south of that is out place, a feeling that seems to emanate
the castle. A few sturdy timber houses are seen, from near the waterfront.
but most are wattle and daub construction, less • A Challenging (DN 12) tracking test detects
than perfectly made buildings of beams, sticks a partial prints of treaded boots, not native to
and dried mud. Along the shore, a long boardwalk Aysle's tech level.
connects haphazard piers. The fishing boats are out
on the lake at this time of day, trying to bring home • A Hard (DN 14) find test revearls a reflective
dinner and enough extra to sell to the castle. glint from the high-powered optics of a
Cyberpapal Expeditionary Police watching
At last they see the Island of Lyngvi, looking like their approach. If the find test fails, the
a trick of the light, hitting the etching on frosted encounter begins with the police having Aimed
glass. Translucent, transparent enough in spots to (+4) at their targets.
see the far shore of Lake Hornavan through the
image of the island, Lyngvi is clearly not all there, • There are 6 Cyberpapacy Expeditionary
perhaps mostly not there. A shimmering aura Police, set prone on the roof tops of the two
or dome surrounds the whole, like the island is timber building near the waterfront.
trapped in a bubble. • The encounter begins when the Storm Knights
With most of the young to middle-aged adults out are 60 meters away.
working on the lake, the streets are occupied by • Climbing the walls of the timber houses is a
grandparents, trading tales and keeping a watchful maneuver test.
eye on the children, and the children testing • The children and grandparents scatter as soon
the boundaries of the watching grandparents. as the fight begins; a few of them may panic
However: and run into the path of danger. These need
88
to be rescued or at least diverted to a different seeing statues at night, illuminated only by flashes
direction. of lightning, but in those moments it is possible to
• The wattle and daub houses are useless see more detail. The heroes make find tests, each
for cover, but they may be used to block line find test reveals any one of the following:
of sight, allowing a stealthy approach to the • On a hill facing the Baroness's castle, looms
shooters. a huge wolf, many stories high, made of metal
• Getting to a rooftop gives the travelers a clear struts, curved beams, gears, and cable. Red
shot at the Cyberpapal agents and vice versa. energy wisps from its eyes; this creature is the
wolf from the heroes troubled dreams.
• On the rooftop of either timbered building, or
on the boardwalk, the heroes can see 4 clankers • The wolf has mechanical guards the size of
under about 4 meters of water, 25 meters away, hill giants. A few of the guards fire cannons
walking on the lake bottom toward Lyngvi built into their arms at targets elsewhere on the
Island. battlefield.
• A glow 50 meters ahead and about 10 meters • Near the base of the hill, a pair of heavily-
below the surface is Eradris, the second Host. armored dwarves crash into and hack at a leg
She is using her wings to "fly" through the of one of the mech guards; a shield maiden
water toward Lyngvi, carrying Brother Laplace charges up the other leg, embedding her axe
with her. Brother Laplace has an underwater into the torso of the mech.
breathing system (Tech 25) that continuously • A huge flash in the haze reveals hundreds of
extracts oxygen from the water. Vikings charging a phalanx of hoplites, whose
• Cyberpapacy Expeditionary Police (6): see spears blaze with some kind of energy. Dozens
page 71. of their fellow warriors lay dead behind them,
but many dozen more hit the phalanx from the
APPROACHING LYNGVI left flank.
The Eradris, Laplace and clankers take about 15 • Several hundred meters from that desperate
minutes to travel the 3 kilometers to the island. melee, a small group of aliens, resembling
The only water transport available is rowboat. Mesoamericans, fire bolter rifles at an advancing
Rowing is a Strength test. Success lands the heroes line of hoplites.
on Lyngvi in about 25 minutes; a Good Success • A series of blasts, fired by the mech guards a
takes 20 minutes, an Outstanding Success 15 kilometer away, tear into the groups of aliens,
minutes. tossing the dead and wounded like rag dolls.
As the investigators get closer, they can see that • Viking cavalry charge a beam-firing, six-
not all of the island is a translucent haze. Bits of legged mech, somewhat larger than a bull, and
rocky surface jut out from the "bubble" enclosing dozens of their brethren race to do the same.
the great majority of Lyngvi's surface.
• A woman who looks like a Mayan priestess
When they close inside of a kilometer, they can wearing advanced kinetic armor, fires a hand
see that resting on one of the spits of land is part of weapon that encases one of the beam-firing
a metallic structure, protruding outside the bubble. mechs in organic goo.
This structure is the destination of Brother Laplace.
• The metallic structure continuing inside the
Rowing to their destination, the Delphi Council bubble appears to be one of many. A science
agents skirt around the bubble. They can peer test surmises these are high tech, deployable
inside the shimmer to see figures inside. The figures shelters of the same sort of metallurgy as the
are frozen and appear gauzy, no more substantial alien probe.
than the bubble itself. Every once in awhile, some
• A large tree sits in the middle of a semi-circle
sort of reflection or flicker from inside gives the
of these structures, one of its limbs aflame.
figures more substance. It's as if the heroes were
89
Brother Laplace is on the rock promontory, tool was certain to work. God is infallible. The
struggling up the slick rock toward the alien shelter tool has failed. This cannot be."
above. Eradris hovers between the cyberpriest • Watching Brother Laplace has unnerved
and the water, providing Laplace with cover (+4 Eradris. She too heard the word of God and is
Armor). At 25 meters out, or as soon as the Storm part of God's plan. She is Very Vulnerable to
Knights attack Laplace or Eradris, the fight begins. taunts that suggest perhaps God is not who she
• The clankers are still in the water. All four imagines, or that God's plan is not as she was
of them launch themselves from the shallow told.
lake bottom (5 meters at this point) to capsize • Eradris does not fight to the death. She comes
the boat, two on one side pulling, two on the to the conclusion that flesh is the problem, flesh
other side pushing. Preventing the boat from is too imperfect a vessel for God's word. She
capsizing requires a DN 19 (Clanker Strength commands the clankers to abandon the fight
16, +3 from Combined Action) Strength test. and to join her in a new search. She attempts to
• After the boat is capsized, the clankers try fly away across the lake, using Active Defense.
to grapple individual heroes, dragging them • Brother Laplace fights to the death if required.
down to the bottom and engaging them in He surrenders if the Storm Knights make the
unarmed combat. offer. On a Hard (DN 14) persuasion test, he
• If the rowboat is still going, Eradris keeps willingly surrenders the tool. If the test fails, he
providing cover for Brother Laplace until the still yields the tool but tells his captors nothing
Delphi Council agents pull up to shore, then about it.
she engages them. Brother Laplace explains the tool was a gift from
• If the boat is capsized, Eradris flies out God. God says the tool belongs to an alien race, the
over the water, striking at any swimming Akasha, who came to this world long before the
Storm Knights. If anyone grapples the High Lords even knew it existed. The access hatch
Host, she flies straight up at full speed, should recognize the tool and open, even
then tries to knock off the grappler so after all this time. Perhaps the hatch has
they fall, taking Damage 20 +1BD. deteriorated over the centuries.
• Brother Laplace is engaging in Brother Laplace doesn't know exactly
futility. He has been given an Akashan why the bubble appeared and why
tool to open an access panel in the everything is frozen inside it. God
deployable shelter. No matter what told him that reality so resented the
he tries, he cannot get it to open. blasphemous contradictions inside, it
Why? Because he has been given a trophy unmade the possibility of their existence.
Ebencrux brought in from the previous But the heretical magic of Aysle brought
Possibility Wars, from the Akashans on that it back to the half-existence you see now.
Core Earth. Identical in outward appearance, The explanation is true-ish, framed from a
but functioning just differently enough that Cyberpapal point of view. More details in Act
the Akashan panel from this Cosmverse does Five.
not open for this tool. How Ebencrux got the • Brother Laplace: see page below.
tool is a story for another time.
• If Brother Laplace is attacked, he snaps • Eradris: see page 92.
out of his funk. Otherwise weeks away • Clankers of Faith (4): see page
from the GodNet have taken their toll, 92.
and this current failure has pushed him
over the edge into theological despair. He
mutters over and over, "The tool is a gift
from God. God Himself told me the
90
BROTHER LAPLACE • She talks about the ball tomorrow evening,
saying they are welcome to stay until then,
Brother Laplace channels the divine energy of
when its guests only. If a hero produces the
Jean Malraux’s god to curse sinners and evaluate
invitation, she is delighted,"Oh! So you are from
technology for the One True Way.
the Delphi Council. This is beyond perfect. We
Cosm: Cyberpapacy simply must upgrade your quarters."
Attributes: Charisma 9, Dexterity 7, Mind 9, Spirit
• She offers to take Brother Laplace prisoner..
12, Strength 7
Similarly, if the Storm Knights have somehow
Skills: Dodge 10, energy weapons 10, evidence
managed to hang onto the Akashan probe, she
analysis 11, faith 14, find 11,first aid 10,
offers to safeguard that as well.
intimidation 12, land vehicles 9, maneuver 9,
melee weapons 9, persuasion 9, stealth 10, taunt • Nochnaya mentions that Dr. Josina Fletcher
11, trick 10, unarmed combat 9, willpower 11 is translating ancient notes the Baroness found
Move: 7; Tough: 9 (2); Shock: 11; Wounds: 1 at the Akashan probe site. Perhaps they could
Equipment: Techquisition v0.7 (see below), discuss them over breakfast? The heroes look
Aquinas Wrist Lasers (Damage Value 15, like they could use a rest.
25/60/100, Long Burst, Ammo 210)
Perks: Cyberware (Trigon Body Plating, +2),
Miracles (bless, fanaticism, hellfire) DENIZENS AND THREATS
Possibilities: 3
Special Abilities: ASP
• Gloater: When taunt or intimidation are
The asp is a black, poisonous snake, whose venom
Approved Actions, the villain may affect the
can be fatal. In ancient Egypt it was a symbol of
entire party without a Multi-Target penalty.
royalty. “Very dangerous.”
Affected heroes lose a random card from their
hand. Cosm: Nile Empire
• Techquisition: Protoype chipware in his head Attributes: Charisma 3, Dexterity 11, Mind 3,
allows Laplace to evaluate any technology in Spirit 7, Strength 5
a single turn. He can then use the technology Skills: Dodge 12, find 14, intimidation 9, maneuver
on subsequent turns in a scene, using his faith 13, stealth 12, tracking 8, unarmed combat 12
skill to operate the equipment. If his faith skill
fails while using the equipment, Laplace takes Move: 11; Tough: 5; Shock: 7; Wounds: —
2 Shock. Equipment: —
AFTERMATH Perks: —
As the afternoon sun begins to set, a large sailboat Possibilities: Never
tacks toward the island. At the prow is a pale
Special Abilities:
woman in a fancy dress, white hair, and delicately
• Fangs: Damage Strength +1 (6).
spiraling horns, curving from her head. Behind
• Small: Asps are small animals, and attacks
her are six Men at Arms, and two Beacon Security
against them take a –2 penalty.
Officers. Standing next to her is Dr. Josina Fletcher.
• Poison: If fangs do damage equal to or greater
The horned woman speaks, "Welcome to Barony
than the target’s Toughness, she becomes
Svecha. I am Baroness Nochanaya Svecha, formerly
poisoned. At the start of each round, a poisoned
of Russia, now ruler of this land."
character takes 2 Shock, or 1 Wound if she is
• The Baroness offers to sail the Storm Knights KO’ed. After one minute, she must succeed at
back to her castle, to spend the night in safety. a Strength test to end the Poison effect, or it
continues for another minute.
91
CLANKER OF FAITH • Guardian Shield: If Eradris uses an Active
Defense, it projects a wide swath of force fields.
Cosm: Aysle
These shields provide Toughness 24 (9) for
Attributes: Charisma 6, Dexterity 8, Mind 6, Spirit
Eradris and up to two other targets.
9, Strength 16
• Flight: Move 12 in the air.
Skills: Dodge 13, faith 11,find 8, intimidation 14,
melee weapons 13, missile weapons 13, trick (8), LEAPING LIGHTNING
unarmed combat 13
Move: 8; Tough: 18 (2); Shock: —; Wounds: 1 The high magical axioms of Aysle occasionally
Equipment: — cause enchanted life forms to spontaneously
Perks: Magic Resistance arise. Leaping lightning is such a creature, living
Possibilities: None exclusively in the clouds above Aysle.
Special Abilities: Cosm: Aysle
• Armor: Metal sheathing +2. Attributes: Charisma 5, Dexterity 12, Mind 5,
• Automaton: Machines are immune to poison Spirit 6, Strength 8
and other effects that require breathing, eating, Skills: Dodge (see below), find 8, maneuver 13,
or other “living“ processes. taunt (8), trick (8), unarmed combat 10
• Bite/Claws: Strength +2 (18). Move: 12; Tough: 12 (4); Shock: 6; Wounds: See
• God's Design: Spends a turn listening for below
instructions from God. Makes a faith test against Equipment: —
the faith or Spirit of a target. Success is +1BD, Perks: —
Good Success is +2BD, Outstanding is +3BD to Possibilities: Rare (2)
the next attack this clanker lands on the target. Special Abilities: —
• Holy Machine: If a Host is within 40 meters • Energy form: Their insubstantial form gives
of the clanker, the clanker is immune to them armor +4 from non-magical, non-energy
Vulnerable and Very Vulnerable conditions. weapon attacks.
• Large: Clankers are 4 meters tall. Attackers • Sparking Riposte: Leaping lightning makes a
gain +2 to attack rolls.. maneuver test against melee weapons or unarmed
• Relentless: Clankers ignore Shock. combat skill of any attacker. Success does
damage based on the creature's size below.
HOST, ERADRIS • Small: Small lightning leaps are almost
Cosm: Cyberpapacy impossible to hit at range. Dodge 20, no
Attributes: Charisma 12, Dexterity 12, Mind 15, wounds, riposte damage 9 +1BD.
Spirit 15, Strength 15 • Large: Large energy leaps are slightly easier
Skills: Dodge 14, energy weapons 15, faith 18, find to hit at range, and hitting them up close
16, intimidation 16, maneuver 13, reality 16, taunt can knock the attacker down. Dodge 16, one
13, unarmed combat 16, willpower 16 wound, riposte damage 10 +2BD.
Move: 12; Tough: 20 (5); Shock: 15; Wounds: 3
Equipment: — NILE GOSPOG OF THE 2ND
Perks: — PLANTING
Possibilities: 5 These gospog appear to be mummified humans
Special Abilities: but without their classical wraps. Instead, each
• Armor: Protected core +5. wears an Egyptian headdress and carries a rifle
• Divine Fists: Eradris's unarmed combat attacks and bandolier. Despite their undead appearance
are blessed by Ebencrux, and deal faith +3 (21) though, these gospog are actually quite clever.
damage. On an Outstanding hit, the Host may
choose to grapple the target; until the target One of the creepy aspects of these gospog is how
breaks free Eradris strangles them for Damage coordinated their movements are—almost as if
18 +1BD. they’re a tuned machine. They march perfectly in
92
unison. They raise their weapons simultaneously TECHNODEMON
and shoot at the same time.
Loathsome creatures of metal and supernatural
Cosm: Nile Empire evil. The occultech installed in each demon varies
Attributes: Charisma 5, Dexterity 11, Mind 7, considerably, with the selections below being the
Spirit 10, Strength 9 most common.
Skills: Dodge, 12, find 8, fire combat 14, trick (10), Cosm: Tharkold
unarmed combat 13, willpower 12 Attributes: Charisma 8, Dexterity 8, Mind 10,
Spirit 12, Strength 16
Move: 11; Tough: 9; Shock: —; Wounds: —
Skills: Conjuration 14, dodge 12, energy weapons
Equipment: KK81 rifle (Damage 14) 15, find 11, intimidation 16, melee weapons 15,
reality 14, unarmed combat 12
Perks: —
Move: 8; Tough: 19 (3); Shock: 12; Wounds: 5
Possibilities: Never Equipment: Chain whip (Strength +3/19, Reach
5 meters), Alph Pulverizer (Damage 17, Range
Special Abilities:
20/40/80)
• Claws: Damage Strength + 2 (11)
Perks: Occultech (Alph Weapon Dock, Digan
• Fear: Gospog of the 2nd Planting appear to be
Darksight Eyes MKIII, Vav Sensation Suppressor),
mummies. The first time a character encounters
Whirlwind
a gospog in an act, he must make a willpower or
Possibilities: Common (3)
Spirit test or become Very Stymied.
Special Abilities:
• Mindless: Gospog are immune to intimidation
• Armor: Cybernetic plating (+3).
and taunt interactions and telepathic powers.
• Chains: A technodemon may use conjuration
• Relentless: Gospog ignore Shock.
to summon chains and attack a target within 50
• Synchronized: Apply any bonus from a
meters (Damage 15). This attack may use the
Combined Action to damage, as well as the
standard Grappling rules (see Torg Eternity).
attack itself, when multiple gospog attack a
• Dread: While a technodemon is present, a
single target.
Standard Scene becomes a Dramatic Scene
• Undead: Gospog are immune to poison and
instead.
other effects that require breathing, eating, or
• Fear: Technodemons inspire instinctive
other “living” processes.
horror in creatures who see them. When first
THRALLS encountering one heroes must test willpower or
Spirit or become Very Stymied.
These deranged servants have had their will broken • Flight: Move 10 in the air.
by their sadistic technodemon masters. Most wear • Large: Most technodemons stand three or
explosive slave collars and intimidating armor. more meters tall. Attacks against them gain a
Cosm: Tharkold +2 bonus.
Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit • Minions: The technodemon may transfer
6, Strength 8 any hit to a lackey within a few meters if he
Skills: Dodge 10, find 8, fire combat 10, land succeeds at a reality test.
vehicles 10, maneuver 10, taunt 8, trick 8,
unarmed combat 10
Move: 8; Tough: 10 (2); Shock: 6; Wounds: —
Equipment: Leather armor (+2), Thav-9 (Damage
14, Short Burst, Range 20/40/80), slave collar
Perks: —
Possibilities: Rare (2)
Special Abilities: —
93
H
alf-living ghosts, locked in a great alien
battle, sit within sight of the Baroness'
castle. That will have to wait for intrigue to
build, brief alliances to form, and betrayals to work
94
• Dominika has also seen the metal wolf and is
interested in the heroes' theories on what the COSMS COLLIDE
thing might be. The bubble is the result of a collision between three
• Ms. Guryenko aggressively pursues the outline cosms, and an instigating fourth.
of a deal. She pitches the Storm Knights on the Earth has not always been Core Earth. So a
idea that the Beacon Corporation and the Delphi thousand years ago, Earth was beneath the
Council work together jointly on the technology. notice of the Gaunt Man. Other cosms were more
They might do so by supporting Baroness exploratory.
Svecha's claim to sovereignty over the lake area, Akasha abandoned their outposts to save Earth
which just happens to contain the tech. Neither from falling to the Doom that was about to destroy
side would remove it; both could study it. them. The reality tree lay dormant for millenia, until
• If rebuffed, Dominika argues a slightly an Akashan research team exited the Underground
different position: the Delphi Council agents are at the former outpost.
not equipped to haul the tech out of here. Some Then ran into the Mechopotamians who came to
of it may be extremely brittle after 1,000 years. establish a province of their empire.
Leaving it here unguarded is just handing to
Uthorion, or worse, the Cyberpapacy. Backing The Khemites, seeking the Akashans,
the Baroness is the safe play. instead discovered their ancient rivals, the
Mechopotamians. Outgunned, they schemed to
Dominika does not mention it to the Storm use native Vikings and their Raganork myth. The
Knights, but she is a Klein bottle call away from Khemite plan had unexpected consequences.
having transport here within an hour. Her primary
goal is to deny the tech to the Cyberpapacy and The Vikings came to the aid of their "aesir" against
Aysle. If something cannot be worked out between the "jotuns". During the battle, the Mechopotamian
Beacon and the Storm Knights, that is what she cosm source, Fenrir, invoked a kilometer–plus
expects to do. If she cannot transport the tech out, diameter reality storm against the Akashan cosm
she blows it up to deny it to her rivals. source, the reality tree. The storm engulfed the entire
island, sealing off the battle from the world outside.
• A servant stops by the invited Storm Knight
and apologizes for "misunderstanding" her Invoked storms poured thousands of lost
request. If she and her retinue wouldn't mind Possibilities into the Everlaw of One. As the
stepping away for a few moments to better Possibility Energy nearly overwhelmed the
explain it? Everlaw of One, it took the only action it could:
it eliminated the storm and the entire enclosed
"So it begins," murmurs Ms. Guryenko. battlefield from reality. But as objects inside the
storm cannot be eliminated by anything outside
CLOAK, DAGGER AND the storm, the battlefield sat in half-existence for a
BREAKFAST NOOK thousand years.
The servant leads the travelers to a corridor between The Ayslish invasion sent the Underground
the great hall and the kitchen. He presses a few erupting throughout Northern Europe, connecting
panels to release an adjacent secret door, opening Aysle to Earth. The process reconnected the half-
to an ascending staircase. A scholar test remembers existing space to Core Earth; but the storm has
the panel pattern for future use. shrunk a tiny bit in the thousand years it had been
At the top is a small, informal dining room. Dr. exposed to the Void. Now part of Lyngvi island and
Fletcher and the Baroness sip juice; the Baroness the access panel, exist outside the storm bubble.
indicates the heroes should be seated. At the seat These parts fully exist again.
of the invited Storm Knight is a basket of biscuits, What happens when the Storm Knights pierce
jam, and a note: "I am so proud of you, Dearie. This the bubble? The battle, and all its contradictions,
is so exciting. —Gwendolyn" finally resolve themselves.
95
Dr. Fletcher starts, "Nochnaya and I have been • At the dance, the Baroness assembles a
comparing notes. Here is what I think is happening." working partnership with Brother Laplace
She summarizes and answers questions about and Dominika Guryenko. Nochnaaya offers no
the "Cosms Collide" information. Everything is a more assistance to the Storm Knights.
hypothetical at this point, so feel free to have Josina If the Storm Knights agree they are the Storm
hedge a little. Hers is a very educated guess, but it Knights she needs, the Baroness looks greatly
is still a guess. relieved. She and Dr. Fletcher work to answer as
Baroness Nochnaya Svecha says, "Gwendolyn many questions as possible around the following
says I should tell you my story, as you are now part discussion points:
of it. She was particular about the way I phrased • The fairy godmothers are not native to Aysle,
the story, so pardon me if I sound strange." exactly. They are Ayslish reality, filtered
• Nochnaya takes a deep breath and continues, through the minds of Core Earthers, cocooned
"Once upon a time, there was a soldier losing by reality weavers; they are a Core Earth
the battle of her life near Moscow. Nothing but version of Aysle's axioms, but not so much its
courage kept her standing, nothing but love of World Laws.
her country powered her blows as thralls overran The fairy godmothers are therefore a pro–Core
her. That courage and love changed her; and in Earth resistance group perfectly at home in
the moment of her changing, the hideous wrath Aysle.
of the atom elementals swept over Moscow. • Dr. Fletcher hypothesizes the reality weavers
"She did not know how she survived; she did not don't control the axioms of the reality; they get
remember who she was. Her heart and courage those from a Cosm Source, such as a Darkness
kept her staggering through the wastelands, Device or a reality tree. Currently they are
through the burning hills, the ash–choked hooked into Aysle, so they are using those
skies, and skeletal cities of her homeland. The axioms; in this way Reality Weavers are similar
Tharkoldu hounded her every step. to stelae.
"After weeks of wandering, she collapsed • Unlike stelae, brain spiders instead seem to
in a fresh–scented forest, untouched by the manipulate the World Laws and other details of
wasteland. Near death, she was rescued and the local reality the through minds of those they
nursed back to health by Merekova. Merekova have cocooned. Cocooned Lebanese created
was a bright and cheerful woman, as sunny pieces of A Thousand and One Arabian Nights;
as the wasteland was bleak, as kind as the Swedish Core Earthers produced an amalgam
Tharkoldu were cruel. She was the soldier's of fairy tales, including the fairy godmothers.
fairy godmother.
"She gave the soldier the name, Nochnaya If the cocoons go away, so do the fairy
Svecha, which means 'night candle,' for the godmothers.
soldier was now a light in these dark times. • From her work with the probe, the Baroness
Nochnaya was different from the Stormers and believes the Akashans use trees, eerily similar to
Storm Knights who fought the Possibility Wars. the Nightmare Trees that have been found across
Nochnaya used Possibility energy in different the globe, as their cosm source. That means the
ways than they did, and that difference shall Reality Weavers come from Mechopotamia.
keep light shining against the Dark One. But Their cosm source is likely the wolf creature in
she would require the help of Storm Knights." the bubble. If it is freed, and it connects to the
• Nochnaya stops, looks each hero in the eye, brain spiders, they will start spinning whatever
then asks,"Are you those Storm Knights?" constitutes Mechopotamian reality.
If the Delphi Council agents answer in the negative, • The Baroness isn't sure the Mechopotamian
or hedge, the scene ends here. The Baroness thanks cosm source is a bad thing. Dr. Fletcher is sure
them for listening to her tale and wishes them the it is evil. Both think using the Reality Weavers
best at the dance. to create pockets of Core Earth-friendly
96
resistance within Aysle is a better plan than Damage ability. She has neither ability, so she
Mechopotamia. So the Mechopotamian cosm avoids direct combat when possible. This limitation
source needs to go. applies to Destiny Cards which have the effect of
• The shrinking of the bubble has doomed Possibilities.
it. The exposed shelter eventually succumbs The Baroness is determined to find a new path out
to Ayslish reality and transforms; finding of the dark times of the Possibility Wars, one not
a way inside the bubble is then fairly easy previously available before the different form of
for Uthorion's lackeys. Mucking around on Possibility abilities manifested.
the inside eventually causes a contradiction, Cosm: Variable, Currently Aysle. Akasha, Core
starting a chain reaction that causes the Earth, and Tharkold also possible.
Everlaw of One to start pruning reality, getting
rid of everything it could not get rid of one Attributes: Charisma 9, Dexterity 9, Mind 10,
thousand years ago. Most likely, only the two Spirit 10, Strength 8
cosm sources inside would survive. Skills: Dodge 11, find 11, fire combat 11, heavy
weapons 11, intimidation 13, land vehicles 11,
• The Baroness believes she can get the heroes melee weapons 11, persuasion 14, reality 15,
inside the bubble. One of her abilities is to stealth 10, taunt 10, trick 12
temporarily transform an object or person from Move: 9; Tough: 8; Shock: 10; Wounds: 3
one reality to another. When she uses Equipment: —
Cosm Chameleon on the tool Brother Perks: Uncanny Dodge
Laplace has, she can transform it to Possibilities: 3
the reality of the Akashan probe, which Special Abilities:
matches that of the shelter. The tool • Cosm Chameleon: On a reality test,
should now work. Nochnaya can adopt the reality of any
Once inside they can use reality to phase cosm she has previously experienced.
individuals or items back to full reality. When she spends a Possibility, she
Dr. Fletcher suggests starting with the makes a reality test to transform
earth shield maiden; probe records say a living or inanimate objects to
she was the local Viking leader and the reality of any cosm she has
a probable Stormer. The Baroness experienced. Make a reailty test
leaves all other operational details against Spirit (for living things)
to the Storm Knights. or DN 10 for inanimate objects
up to 100 kilos in weight. The
BARONESS NOCHANAYA GM may rule if higher weight
SVECHA values are possible, with the
Torg number of the weight in
Tharkoldu call Nochnaya a "soul
kilos as the DN.
isotope," as she was detected giving
Success transforms the target
off Possibility Energy signatures from
to the new reality for a scene.
multiple cosms. The technodemons
Good Success transforms the
know she is different, they don't
target to the new reality for up
know "how" or "why." Capturing her
to a week.
may not be a top five priority for the
Outstanding Success
Tharkoldu, but its always on their
permanently transforms the
list.
target to the new reality.
The Baroness has two different
Possibility abilities that replace
a Storm Knight's usual
Boost Action and Soak
97
• Disconnection: The Baroness spends a where movement, separation, and music
Possibility to make a reality test against the discourage eavesdropping.
reality or Spirit of the target. She gains +5 to the • The Baroness chooses whether the attack is to
test total. Success disconnects the target, and occur or not. The "go" signal will be her calling
interferes with reconnection attempts. The base for the Blue Danube Waltz. The attack starts as
difficulty for the target to reconnect is 15. soon as the dance ends.
• Never Stops: Reduce all Shock taken by half;
reduces cost of Uncanny Dodge to 1 Shock. • If the ball ends with no Blue Danube Waltz,
there won't be an attack on Helmar.
BUT FIRST, SHALL WE KILL The Baroness promises to go with the Storm
HELMAR? Knights to Lyngvi Island on the morning after the
dance and help open the access hatch, whether
If the Barony is to be secure, it cannot fall to Uthorion.
Helmar is dead or not.
When Helmar insists the Baroness pledge fealty
to Uthorion, Nochnaya plans to refuse. It's then a After plans are made and discussions finished,
matter of days before the Forces of Darkness strike, the Baroness has servants lead the Delphi Council
less if Corba'alson brought his war band with him. agents back to the great hall. Dominika presses the
Given the inevitability of conflict, might it not be Storm Knights on what they were doing while away.
best to strike first? • This questioning from Dominika is crucial.
Nochnaya wants to assassinate Helmar. Uthorion A Challenging (DN 12) streetwise test tells
has only so many good field commanders, and players Ms. Guryenko is putting a great deal
many are busy with matters of more import than of weight on their response. If the heroes level
a bubble on a lake. The delay in assigning a new with her that they had been talking with the
commander gives the Baroness time to investigate Baroness and Dr. Fletcher, she concludes the
the alien technology and forge alliances with Storm Knights are serious about dealing with
elements of Aysle resistance and Core Earth her. At the dance, the travelers may be able to
supporters. The issues: convince her to help assassinate Helmar. Note
the investigators don't have to tell Dominika
• Helmar is no push over. His retinue is large
what they were discussing, just that they were
and almost certainly includes Stormers.
in conversation with the Baroness.
• Dominika Guryenko's company has a contract
• If they don't level with Ms. Guryenko, the best
with Uthorion. She would have to be convinced
the heroes can hope for is that Beacon Security
backing the Baroness would be a better deal, or
remains neutral during the assassination
at least be given a strong reason to stay neutral.
attempt. Most likely, she stays loyal to Helmar
• The Sjodrekka are currently fighting the and sides with him during the attempt.
Bjanni over territory, but that is a different
The Baroness joins a few minutes later with
thing than assassinating Helmar. They must at
apologies for being late; there's just so much to
least be convinced to stay neutral.
prepare for with the ball tonight.
• Brother Laplace seems too shell-shocked to be
much of a factor. Getting him out of the way PREPARATION
seems best.
As the heroes head back to their quarters, a wild
• The dance hall is warded by the fairy flitter-flapping of wings follows them. Gwendolyn's
godmothers. Any and all who initiate violence cheeks are flushed as she spins to a stop in front
are Very Stymied throughout the scene. of the Storm Knights. "Sorry I am late, Dearies.
Responding to violent attack incurs no penalty. Turned left at the wrong lake," she says.
The ward expires at midnight.
Gwendolyn is here to prepare the group for the
• The negotiations occur during the ball; most ball this evening: proper attire, a bit of Ayslish
discussion should occur on the dance floor, dance etiquette, and a whole lot of excited chatter.
98
The fairy godmother fusses incessantly over the
invited Storm Knight's ball attire as she fits them. DANCE CARD
She also has the heroine's retinue describe what Pavane—Stately processional dance to introduce the
fancy outfit they would like to wear and conjures partners to the assembly. Invitees must dance this one.
it upon them. She amends a detail or two on each Lead(maneuver) Influencer(maneuver)
outfit, but nothing like the energy she spends on
the invitee.
Paso Doble—Dramatic movement and spacing, in
Ayslish custom has two roles to fill for any dance honor of our Cyberpapal guest.
couple; one "leads," the other "influences." The lead Lead(persuasion) Influencer(scholar)
is traditionally male, the influencer is traditionally
female, but this tradition has faded over the
centuries of war. Darsot Gavotte—A dance of genteel leaps to honor the
god of diplomacy.
The lead moves and steers the couple through the
crowded and sometimes complicated dance floor. Lead(maneuver) Influencer(faith)
His primary job is to make his partner look good,
supporting her with Extra Effort when she tries to Lindy Hop—Fast swing-style dance, in honor of our
influence the audience. Nile Empire guest.
The influencer follows the direction and rhythm Lead(maneuver) Influencer(maneuver)
of the lead. When she is ready to impress, she
makes a skill test. The skill needed varies with the
Elvish Coranto—The elven version is filled with
dance. The influencer with the highest total "wins" impossible leaps.
the dance.
Lead(alteration) Influencer(apportation)
• After the dance, the winner makes an
interaction test against an audience member
who was present for the dance. Any success is Wasted—A frenetic combat-dance, based on a Russian
automatically a Player's Call. rave, in honor of our Tharkoldu guests.
Lead(unarmed combat) Influencer(unarmed combat)
• This is a magical effect. Any audience member
who can resist magic does so against the skill
test total of the influencer. Galliard—Lively dance; Ayslish version has
• It is expected the victors try to negotiate complicated step sequences.
agreement or curry favors from other factions Lead(scholar) Influencer(persuasion)
as a result of their victory. Gala balls are tense
diplomatic exchanges in formal attire. Tango—Dramatic, passionate dance, in honor of our
• For negotiations, only the last successful test Delphi Council guests.
counts. They replace whatever deal was made Lead(maneuver) Influencer(taunt)
by a prior winner. However, tests against prior
deals have a -2 penalty. This effect is the basis
for the Ayslish phrase to explain an unexpected Rumba—Sensual close Latin dance, as the evening
reversal of fortune, "Fate won the last dance." draws to a close. .
Lead(persuasion) Influencer(maneuver)
• The tricky bit is to figure out which faction to
dance with when. A Storm Knight cannot win
a dance without her partner also winning that Viennese Waltz— Rotating dance with a subtle rise and
dance. fall; perhaps the most famous is the Blue Danube Waltz.
Complicating the tricky bit is that the leads Lead(maneuver) Influencer(maneuver)
and influencers do not themselves ask the dance
partners they wish to dance with. Intermediaries
99
match-make the leads and influencers, filling out
a dance card before each dance. The cards are
SCENE TWO: LET US
generally not filled out much more than a dance DANCE
in advance, leading to some frenetic scrambling for Dramatic Scene. Aysle Dominant Zone. The
dance partners as the evening progresses. evening is upon the castle, every servant bustling
• Partner dances alternate with group dances. about, every courtier and maiden hustling to
Group dances are line or circle dances, improve their station for the dance. As the sun
where people dance just to dance, giving sets, Helmar Corba'alson arrives on a magnificent
intermediaries time to negotiate the next warhorse at least twenty hands tall. Accompanying
partner dance, and the victors time to use their him is a huge retinue of perhaps a hundred
advantage to negotiate. warriors. He is only allowed to bring 20 into the
Print out or copy the dance card (page 99) and castle, but the others are there at a moment's notice.
give it to the players. Gwendolyn then explains: With him is Red Raven, if alive and not a Corsair.
• The invitee, or their designate, must She is there to bolster the muscle of his retinue.
participate in each partner dance. The invitee The Sergeant at Arms talks to each invitee about
must dance the first dance, the Pavane, so the how they would like to be introduced as they
assembly knows who was invited. descend. She wants a title, maybe an honorific,
• Others may dance as well. These "informal" and a one sentence summary of achievement. She
dances need not be arranged and recorded can be argued into a longer introduction, but they
on the dance card. Gwendolyn recommends are supposed to be snappy, and absolutely take
dancing when asked, and asking to dance when no longer than the invitee takes to descend the
you have a message to pass to another faction. staircase.
• Intermediaries arrange dance partners for With the preliminaries out of the way, it is finally
their faction. You should only ask one partner time. The courtiers, ladies, and local dignitaries file
at a time. Once a partner accepts, they cannot in first, without introduction. Once they are seated
change partners for that dance. Wars have in the Baroness' section, the lamps dim, magic
started over less. amplifies the starlight coming through the vast
glass dome that serves as a ceiling, the fresh scent
• Other faction members may be security, of flowers conjures in the air, musicians strike up
keeping the peace during the dance. a classic Ayslish processional. All eyes turn to the
• If you are not a dancer, negotiating after a staircase.
dance, intermediating, or providing security,
you are expected to stay in the seating area INTRODUCTIONS
provided for your faction. Ask for any available
food and drink from the servants provided The Sergeant at Arms stands at the head of
your faction. the stairs, armor reflects the amplified starlight
giving her a soft glow and gleaming appearance.
• Sometimes there is an intermission, usually Surrounded by their retinues, the invited arrive.
after the spectacle of the Elvish Coranto, for Conspicuously, Dominika is not introduced.
fresh air in the adjoining topiary garden. Only
uncouth Vikings call this the "murder break." Dr. Josina Fletcher: "From the sands of the Nile
The Baroness probably cancels the break unless Empire, scholar and savior of artifacts, Dr. Josina
the Delphi Council agents request it. Fletcher." Half the crowd hasn't even heard of the
Nile Empire, so there is an appreciative whisper.
• Gwendolyn wishes the best of all evenings to
the Delphi Council agents. She then flies home, Prince Bjorn: "Pillager of Oslo, slayer of the
leaving an ephemeral sparkling trail in her Graves keepers, Son of Blomgarth, Prince Bjorn of
wake. Sundsvall." A few cheers accompany his entrance.
100
Helmar. Her glide down the staircase is a thing of
WARD OF SHALI fairy tales. The applause continues until she takes
The fairy godmothers promised to protect the her throne and signals the musicians.
gala ball, and they have overdelivered. A normal It is the first group dance of the night. Time for the
Ward of Shali grants +4 Armor, which stacks with intermediaries to fill out their dance cards.
all bonuses, to anyone attacked by lethal violence.
This protection is removed from anyone who tries POTENTIAL DANCE PARTNERS
to commit lethal violence. This is usually enough to Baroness Svecha: herself, Corcorath (on loan from
keep the peace. Helmar), Dr. Josina Fletcher
The current ward has the above armor ability, but Cyberpapacy: Brother Laplace, Malachi (after the
has the Deny Destiny ability as well. If a Stormer Pavane)
or Storm Knight tries to inflict lethal violence, the Darkness: Helmar Corba'alson, Red Raven,
ward hits them with Deny Destiny:
Sjodrekka: Prince Bjorn, Shield Maiden Alsdottir
• A Stormer must take a Multi–Action to
perform a reality test in order to spend a Tharkoldu: Dominika Guryenko, Captain
Possibility. Odyssey
• A Storm Knight must take a Multi–Action to The invitations by the intermediaries have a DN
perform a reality test to play or trade Destiny for interaction tests; if Storm Knight intermediaries
Cards, but they may place them in pools want to invite one of these partners, they must
as normal. This is in addition to the armor succeed at a persuasion or trick test to get the partner
penalty. Each card played or traded counts as they want.
an additional action. So playing three cards
is an additional three actions, a Multi–Action PAVANE
penalty of -6.
INTERMEDIARIES
Like everything else the fairy godmothers • The Baroness invites Prince Bjorn (DN 18)
conjured, the ward disappears at midnight. • Red Raven invites Brother Laplace (DN 12)
• Helmar invites the Baroness (refused)
Brother Laplace: "From the hallowed light of the
GodNet, Brother Laplace shines with the love of Security: People haven't been in their seats long
Malraux, and welcomes you all to the Promised enough to cause trouble.
Land." This, plus the glowing gear embedded in Dance: Stately, elegant, and most importantly,
his face, does not go over well. slow. Conversation is easy. Share a brief topic of
Storm Knights: Whatever introduction they conversation, then make the lead and influencer
negotiated with the Sergeant At Arms. Servants tests.
lead them to their section, adjacent to the Baroness. Outcome: If Red Raven wins the dance, Brother
Helmar Corba'alson: "Slayer of the HNoMS Laplace agrees to stay out of the way when the
Uthaug, Commander for the Dread Council, Storm Knights are assassinated.
Helmar Corba'alson greets all who reside in If the Baroness wins, Prince Bjorn agrees to stay
Uthorion's newest barony." Yes, Helmar claims to out of the way when Helmar is assassinated.
have killed a submarine; it is missing, so maybe he
did. The ballroom is quiet enough to hear Helmar's SUDDEN GUESTS
footfalls as he descends. As people return to their seats and the group
dance is announced, Brother Laplace taps his ear
Baroness Nochnaya Svecha: "A light in the
and smiles for the first time since his capture. The
northern nights, ruler of the free Barony of Svecha,
Sergeant at Arms announces, "The Cyberpapal
Baroness Nochnaya Svecha!" This gets a standing
retinue." Malachi and eight cyberpolice (or however
ovation from her section and a wry smile from
101
remained after the Farm) descend the staircase and If the Delphi Council agents promise the rifles
join the Techquisitor. The buzz surrounding the and the trainers, Prince Bjorn rejects the offer from
appearance of Malachi is substantial. Helmar and is open to an assassination attempt in
a future dance.
PASO DOBLE
DARSOT GAVOTTE
INTERMEDIARIES
• Helmar invites the Baroness (DN 14) INTERMEDIARIES
• Dominika invites Brother Laplace (DN 12) • Dr. Fletcher invites Prince Bjorn (DN 12)
• Malachi invites Dr. Fletcher (DN 14) • Corcorath invites Brother Laplace (DN 14)
• Prince Bjorn invites the invitee. • The Baroness invites Dominika Guryenko
(DN 12)
• Corcorath invites the invitee.
Helmar's faction and the Tharkoldu reject any
Security: Whoever had "Bjanni first to start invitation from the Storm Knights.
trouble" in the security office pool is a winner.
Three Viking Raiders (page 23) have grabbed Dance: Diplomacy gets tense as no one particularly
the husband of one of the local dignitaries. They're wants to dance with the Delphi Council agents this
taking him back to their section for "drinks" and time. If they manage to arrange a partner, it is time
maybe a little extortion. for the charm offensive to put the assassination
coalition together.
Two unarmed combat tests recover the husband.
Non-lethal violence does not trigger the Ward of Security: Some hedge wizard in the Baroness'
Shali. section thought it would be a good idea to trip
Dominika Guryenko during the gavotte. Bad
Dance: The Paso Doble engages with large plan. A Challenging (DN 12) divination or evidence
movement and dramatic posture and expression. analysis test finds the perp, a wizard who helps the
If Corcorath is dancing with a Storm Knight, the fishing village with apportation magic (page 73).
prisoner-diplomat delivers the official message that A Challenging (DN 12) intimidation or unarmed
Helmar suspects betrayal, and the Storm Knights combat test gets the wizard to leave quietly.
had better behave. Corcorath also informs his
dance partner that Helmar is countering by putting LINDY HOP
together a coalition to kill the Storm Knights at the
stroke of midnight. INTERMEDIARIES
If Prince Bjorn is dancing with a Storm Knight, he • Captain Odyssey invites Dr. Fletcher (DN 12)
tells her that Helmar has offered the prince $75,000 • Dominika Guryenko invites the invitee
to help kill the Storm Knights at the end of the • Red Raven invites Malachi (DN 14)
ball. What he would consider a better offer would
be a few dozens automatic weapons, plenty of • Prince Bjorn invites Red Raven (rejected)
ammunition, and a Core Earth Cadre in Sundsvall Dance: The Lindy Hop is an energetic, fast swing
to train them, to counter the Tharkoldu training. dance. Captain Odyssey and Dr. Fletcher each
Can the Delphi Council agents promise that? know what they are doing.
• A streetwise test confirms this is a critical time A streetwise test overhears Red Raven and Malachi
and a critical issue for Prince Bjorn. coordinating details on attacking the Storm
Outcome: If Brother Laplace wins the dance, he Knights.
and Dominika agree their forces will not target If Dominika is dancing with a Storm Knight, she
each other in whatever violence breaks out at the informs him that the offer still stands to share the
end of the dance. technology and support the Baroness. They have
102
until the end of the "Wasted" dance to accept, or the seconds, then at 15 meters up, deploy unfoldable
Tharkoldu go another direction. sniper gondolas (Cover +4). They then start waving
Security: This can't be good. Ten Viking Demon computerized light sticks like its all part of the show.
Town Warriors are trying to gain entry to the ball No one is buying that bulls—oh wait, the Ayslish
room from the garden. They are not to be allowed are clapping and cheering. They are buying it.
in. A Hard (DN 14) intimidation test keeps them out. Dance: The Elvish Coranto is a coordinated
passing dance between couples that looks like
ELVISH CORANTO a high speed acrobatic exhibition on the moon.
Couples whirl around, under, and over each other
INTERMEDIARIES in leaps of up to 10 meters.
• Helmar invites Shield Maiden Alsdottir Dr. Fletcher asks if the Storm Knights need the
(rejected if Storm Knights promised rifles, intermission and relays that information to the
otherwise accepted DN 14) Baroness at the end of the dance.
• Shield Maiden Alsdottir invites Brother Outcome: If Red Raven wins, then the Tharkoldu
Laplace (DN 12, if not dancing with Helmar) join the assassination attempt on the heroes.
• Dr. Fletcher invites invitee If Shield Maiden Alsdottir wins, then Brother
• Captain Odyssey invites Red Raven (DN 14) Laplace agrees not to support any Tharkoldu
• The Baroness invites Prince Bjorn (DN 14) initiatives against the heroes.
Security: It just gets better. A Beacon Security If Helmar wins, then Prince Bjorn agrees not to
team uses tiny rocket winches to attach and climb support any assassination attempt against Helmar.
up the supports of the glass dome in less than 2
103
WASTED GALLIARD
INTERMEDIARIES INTERMEDIARIES
• Helmar invites Dominika (refused) • Dr. Fletcher invites Prince Bjorn (DN 14)
• Red Raven invites Prince Bjorn (DN 14) • Red Raven invites Brother Laplace (DN 14)
• The Baroness invites Corcorath (DN 12) • Helmar invites Dominika (DN 16)
• Brother Laplace invites Shield Maiden Security: Quickly questioning kitchen staff,
Alsdottir (DN 14) Challenging (DN 12) evidence analysis test, reveals
Dominika, in a breach of protocol that sets the dishwashing staff is new but came with a
tongues wagging, walks straight up to the Storm letter of introduction from the Sjodrekkar, offering
Knight with the highest unarmed combat score and their assistance for the ball. The four dishwashers
says, "I have had my eye on you since the first Klein bolt out the kitchen exit; they are Viking Raiders.
Bottle video chat. Let's show these losers what a Any captured raider quickly confesses that the
real dance looks like." Given that this is the final Sjodrekka want the Cyperpapal agents dead. They
dance to agree or disagree with Ms. Guryenko's plan on collecting the bounty on Brother Laplace.
tech-sharing proposal, accepting is probably a Dance: The galliard is danced in a slowly revolving
good idea. circle, belying the rapid footwork. The circle pauses
Security: A Cyberpapal Expeditionary Police to allow all couples to engage in intricate interplay
officer collapses. A medicine test indicates she has of lead patterns and influencer responses.
been poisoned. An evidence analysis test confirms Outcome: If Dr. Fletcher wins, she can flip Prince
the poison was in the wine glass. A Hard (DN 14) Bjorn if her total exceeds whatever Red Raven got
first aid test reduces the course of the poison to a when she won. If Red Raven didn't win, Prince
non-lethal pace. But the officer is incapacitated Bjorn joins the assassination attempt against
for the rest of the scene. The next dance, security Helmar.
should investigate the kitchen staff. If Red Raven wins, Brother Laplace joins the
Dance: A EuroTechno club mix, in which the only assassination attempt against the Storm Knights.
lyrics are slang or euphemisms for murder in two If Helmar wins, Dominika sides with him in the
dozen languages. The moves are more combat than assassination attempt against the Storm Knights. If
dance. Ms. Guryenko is in her element. the Storm Knights have agreed to the tech-share,
Outcome: If the Storm Knight wins, and agrees Dominika lies that she will join Helmar but does
to the tech-share, Ms. Guryenko is all-in on not.
assassinating Helmar. If the Storm Knight loses,
or does not agree to the tech-share, Ms. Guryenko TANGO
may side with Helmar. She of course does not
mention this to her dance partner. INTERMEDIARIES
If Red Raven wins, Prince Bjorn joins in the • The Baroness invites the invitee.
assassination attempt against the Storm Knights. • The Host invites Dr. Fletcher
Record the total. • Dominika invites Prince Bjorn
If the Baroness wins (only by the grace of the Security: Things are finally under control. Its a
gods) then Corcorath agrees to betray Helmar and little unnerving that the Tharkoldu snipers are
participate in the assassination. laser-sighting security personnel for...reasons.
If Brother Laplace wins, he secures a non- Dance: Intertwined movements, dramatic posture
aggression agreement with the Sjodrekka. No and elegance, and the trademark slow, slow, quick-
matter who they each end up attacking, they will quick, slow rhythm glides the dancers across the
not attack each other. floor.
104
Outcome: If Dr. Fletcher wins, the Cyberpapacy
reneges on any plans it had to attack the Storm HALF–REAL
Knights, although it reserves the right to attack
When the battle between the Akashan colony
other factions.
and Mechopotamian raiders erupted in force,
If Dominika wins, Prince Bjorn joins her in Fenrir recognized the reality tree as a cosm
whichever assassination the Tharkoldu are in on. source, and invoked a huge reality storm on
The Baroness just wants to know whether the the it, enveloping the whole battlefield.
assassination attempt is on or not. If it is, the Seeing this, Leader Ixtli ordered a stasis
signal will be the Blue Danube Waltz. Otherwise, field projected, freezing the combatants, in
Nochnaya calls for one of the composers lesser the hopes their tree would win the invoked
known waltzes, Songs of Liberty. storm, giving them an edge in a fight they
were losing up until then.
VIENNESE WALTZ Fenrir and the reality tree had thousands
of Possibilities between them, and the storm
INTERMEDIARIES
raged for days. The Possibilities lost poured
• The Baroness invites the Host (DN 14)
into the Everlaw of One. At the end the
• Helmar invites the invitee Everlaw of One had thousands of possibilities
• Prince Bjorn invites Dr. Fletcher (DN 14) to spend on eliminating the contradiction the
whole battle posed. So it eliminated the reality
• Dominika invites Corcorath (DN 10)
of the entire storm.
Security: Every one knows something is going
But nothing outside the storm can affect
down, they are just not sure what, or with whom.
those inside an invoked storm. So the storm
Hard (DN 14) unarmed combat tests keep the sections
was eliminated from reality, but those inside
in place until the dance is over.
still existed, safe from the touch of the Everlaw
Dance: Couples rotate around each other in close of One. The battle was real, inside a storm that
contact, while all the couples move in a large circle. no longer existed. The battle, and the cosm
A subtle rise and fall adds to the elegance of this sources inside, were half-real, contradictions
dance. unable to be resolved. All creatures and
Outcome: As the dance ends, the Baroness curtsies machines inside, excepting Fenrir and the
to her partner, then wheels and leaves the dance reality tree, eventually transformed to the
floor. The click-clack of her heels, and the swish of "half–reality" inside the storm.
her dress on the parquet as she exits, sounds loud The Storm Knights' breaching of the bubble
as the hushed ballroom waits for what comes next. allows the Everlaw of One to come in and
Helmar shifts into undead form, saying," I suppose prune this contradictory mess. When the
we all knew it would come down to this." inhabitants of the bubble disconnect, they
cannot reconnect to the "half–reality." It doesn't
The fight is on.
exist anymore. Disconnection leads quickly to
transformation , turning them into "What Ifs"
BLOOD ON THE DANCE FLOOR as the Everlaw of One tried 1,000 years ago.
Find out who has the edge in numbers. There is a long-shot way around this fate.
The Baroness has one troop, two if the Storm The Baroness could use Cosm Chameleon on
Knights managed to give the undine what they a reality-rated character, transforming them to
wanted in Act Three. their native cosm. They could then disconnect,
and upon reconnecting, be connected to their
The Sjodrekka have one troop.
original reality. If the Storm Knights pull this off,
Helmar has two troops (including the Viking Delphi Council scientists debrief them for days.
Demon Warriors rushing in from the garden).
105
Dominika has one troop. AFTERMATH
Brother Laplace has one troop. If the heroes are defeated, the survivors can flee into
Square off opposed troops. Any excess troops may the village and find places to hide. The Baroness is
be used as Combined Actions (+6) to assist any captured, ending her role in this adventure. If they
other troop, or Helmar, Red Raven or the Storm continue on their mission, they will have to find a
Knights. way into the access panel without her.
Describe the reasons for the combined action If Helmar is killed, but can still cross the veil,
bonus as a result of actions taken by the forces Dominika and Beacon Corporation honor their
involved, such as: agreement with the Storm Knights and back the
Barony as independent from Aysle.
• Choking on the water from an undine attack.
If Helmar is truly killed, then the Sjordrekka also
• Being spun around by one of the shots from a
recognize the Barony as independent. Uthorion
Tharkoldu sniper.
now puts the Storm Knights on his most wanted
• Having to fend off attacks by the Baroness' list. He requests help from the Gaunt Man in
Men at Arms. dealing with these meddlesome heroes, and in
• Being knocked to the floor by a rush from the some future adventure, you can bet the two High
Sjodrekkar. Lords have something special for their foes.
• The Host picking someone up and slamming
them to the ground.
SCENE THREE:
• GodBeam blasts overheating a weapon,
forcing the wielder to drop it. THOUSAND YEAR BATTLE
• Bodies, bullets, and beams are flying Dramatic Scene. Aysle Dominant Zone. The next
everywhere. Mix and match and go completely morning is comparatively calm, if you don't count
over the top in your description. a spare chicken wandering into your bedroom.
One of those pecking at you wakes even the most
You can also ascribe some of the bonus to actions
stubbornly slumbering Storm Knight.
taken by other stormers in the fight. Such as
Bright sunlight makes the lake sparkle invitingly,
• Dr. Fletcher retrieving a bazooka hidden in
while the bubble appears opalescent. The travelers
a panel in the Baroness' throne and placing a
have come a long way to face what's inside that
round on Red Raven or Helmar at a critical
bubble—it is time. The Baroness accompanies them
moment.
to the island.
• Corcorath tossing a hero a vial of poison made
The Baroness debarks on the promontory. From
with a bit of Red Raven's or Helmar's blood for
her sleeve she pulls the tool taken from Brother
their melee weapon.
Laplace. The Storm Knights sense the flow of
• Prince Bjorn's furious attack pinning an Possibility energy from Nochnaya to the tool. The
opponent to a wall for a moment. metal of the tool appears less fatigued, newer, and
• Brother Laplace invoking the fanaticism it thrums with a low buzz of power. The Baroness
miracle. hands the tool to a Storm Knight.
Keep the focus on the Storm Knights, Helmar, • She says, "It is now of the same cosm as the
and Red Raven. Keep the fight moving, and let Akashan probe. The effect isn't permanent, so
everything else be reduced to description. Don't make use while you can. I anticipate violence,
get too bogged down in die rolls. so I take my leave. Do come back to the castle
when you are finished, successful or not.
Red Raven surrenders if the fight looks impossible.
Though I suspect if you fail, the castle will not
She is a mercenary, not a fanatic.
stand for long."
Helmar is not the surrendering type. He fights to
the last.
106
1. Fenrir Hill 4. Sunblaze Right
The cosm source Fenrir sits atop a hill overlooking Marching toward the Akashans to support the
the battlefield. The thrashers with him signal the attack by the Sunblaze Center, they now appear to
troops in the field with flags. Currently locked in be mid-maneuver, as they wheel and double-time
an invoked storm with the Reality Tree, the Wolf of to support the beleaguered hoplites on the left.
Mechopotamia is soon free to join the battle again. 5. Viking Cavalry Engage Skitter Guns
He quickly issues orders to engage the Vikings
on his left, then moves to make short work of the The skitter guns opened the battle, racing across
Viking hero and dwarfs harassing his Thrasher. the battlefield to weave in and out of the Akashans,
disrupting their cohesion. The Viking cavalry
2.Thrasher Guard formed up and began attacking the skitter guns
Ringing the bottom of the hill are Thrashers held giving long range support to the other light mechs.
in reserve. Two dwarfs (Autri, Bhonna) and a At the time the battle froze, the skitter guns were
Viking hero (Hild Ingridsdottir) attack a Thrasher, just responding and engaging this new threat.
as another mech comes to its aid. The rest of the 6. Sunblaze Center Engage Akashans
Thrashers await orders; two have their arm cannons
pointed toward the Viking threatening the rear of Following up the initial hit by the skitter guns,
the Sunblaze left. the center battalion of the Sunblaze hoplites hit
the Akashan defenders. Frozen in battle it's easy to
3. Viking Enfilade see that the hoplites tactics are a blend of ancient
The bulk of the Viking forces have attacked the bronze age and basic maneuvers to take advantage
Sunblaze left, engaging them from the front and of their Sunblaze spears. The front two ranks form
left side, threatening the hoplite's rear. They fully a shield wall and engage in melee. The back three
believe this is Ragnarok and intend to side and die ranks support with energy weapon fire, usually
with their gods in this final battle. one rank of hoplites firing per turn.
107
THE ACCESS PANEL The three people or cosm sources below seem
more distinct than the rest of the shadow-play that
If the Baroness was not available to change the
is the battle. Freeing any of them restarts the battle.
cosm of the tool, the Delphi Council agents have
Who they fight alongside, or if they even fight, is
a tough time opening the access panel. The panel
entirely up to the Storm Knights. If they do nothing
was designed to survive in space and re-entry from
or side with Fenrir, the Mechopotamian god-king
orbit. The panel has a Toughness of 26. A Near
is all but certain to win.
Impossible (DN 20) lockpicking test opens it.
Insert the tool into the slot, rotate, and the panel FENRIR SPEAKS
opens effortlessly. The cosm source is in the form of a huge mechanized
wolf. It is not moving—yet. The Delphi Council
• The low height requires clambering through
Agents can "hear" the telepathic communication
the access tunnel on all fours. A maneuver test
from Fenrir.
does the trick.
"I shall be free soon, I feel the restraints fading.
• Anyone who fails the maneuver test gently
But come free me now, and this battle is won."
bumps one of the walls of the tunnel. A shudder
and a shimmer tells the investigators there is a Fenrir is the cosm source for Mechopotamia. He
field, a none-too-stable field, that is on the edge believes himself a god-king, believes that just and
of collapse. cruel are not mutually exclusive moral stances, and
has a keen tactical mind. Fenrir is a mecha wolf,
• A Challenging (DN 12) science test determines
standing better than 15 meters high. He hopes the
the alien shelter is in a stasis field that has
Storm Knights are allies.
been running continuously for—decades?
Centuries? • Fenrir sees the Storm Knights as honorable
warriors who proved their mettle by getting
The travelers emerge into an oddly-muted reality
this far. He does not disclose everything to the
storm, a frozen battlefield with hundreds upon
Delphi Council agents, but speaks true. Truth
hundreds of combatants. See Ragnarok Battle Map
is for warriors; deception is for diplomats.
(page 107).
• Fenrir plans to destroy the Akashans, then
• A quick survey of the battlefield, a Challenging
reconnect to his reality weavers, creating a
(DN 12) scholar test, summarizes the situation as
small kingdom of Mechopotamian reality in
dire for the seriously outnumbered Akashan's,
the middle of Aysle.
but with some hope since the Viking attack
shifts the total numbers in their favor. • To free Fenrir is a Challenging (DN 12) reality
test. Once freed, Fenris finishes off his invoked
• Once they have surveyed the battlefield, the
storm with the reality tree. The cosm source
Storm Knights can choose which one of the
suffers no penalty if this reality test fails.
major characters below to interact with first.
• As Mechopotamian emperor, he requests the
Storm Knights aid his cause by engaging the
THE BATTLEFIELD Vikings enfilading the left flank.
Everything on the battlefield is frozen in stasis, The battle for Mechopotamian resurgence is on.
still sitting in the half-reality they have been
locked into. Sunblaze hoplites fade in, skitter guns (ß)FENRIR
fade out. A Viking roar rises to half-volume, then
Heir to the Mechopotamian Empire, Fenrir comes
fades and blends in with muted thunder. The air
to Earth to establish a new province for his empire,
smells of a storm coming. Thrasher mechs take one
proving his right to ascend the throne as Emperor.
lumbering step, lightning flashes, and the step is
reset. Carnage is stilled, one heartbeat away from Attributes: Charisma 12, Dexterity 15, Mind 12,
being unleashed. Spirit 18, Strength 27
108
Skills: Dodge 18, find 15, intimidation 20, maneuver RESEARCH LEADER IXTLI
16, reality 50, taunt 13, trick 13, unarmed combat Research Leader Ixtli is a priestess following the
30, Akashan way of Zinatt. She wears a ceremonial
Move: 15; Tough: 33 (6); Shock: —; Wounds: 4 headdress of gold, jade, and obsidian fragments,
Equipment: AshurNazki Coating (Armor +6), bite matrixed in a protective polymer helmet; the
(Strength +2/ 29) , claws (Strength +1/28) headdress is reminiscent of those worn by ancient
Perks: — Mesoamerican priests.
Possibilities: Thousands, but see p.xxx
She has encased an attacking skitter gun with
Special Abilities:
an organism from her mitositer. Those Akashan
• Arrogant: Fenrir knows he is superior to
colonists near her are looking toward her for
any opponent; this arrogance makes him
commands.
Vulnerable to tricks and taunts.
• Barbed Howl: An unarmed combat test against To free Ixtli is a Challenging (DN 12) reality test.
targets within 40 meters; up to three targets If the test fails, the Everlaw of One takes its long
may be attacked with no Multi–Target penalty. delayed action, purging the Akashan from reality.
Fenrir's reality skill converts the howl into She fades with a wailing gasp.
slender slicing barbs of sonic energy. Damage • Freed, a languages test allows speaking with
20. Ixtli. "I know not what way you follow, or the
• Communication: Fenrir can communicate path you took to get here, but we are grateful it
with any creature within reality spun by his led you to us. Now, ideas on how to kill these
Reality Weavers. bastards?"
• Create Dimthread: Fenrir can open a portal
• Ixtli was trying to organize a retreat;
from his reality to anywhere else.
unfortunately for her, the tunnel through the
• Glorious Death: A Glory card played on the
Underground disappeared centuries before.
action that kills Fenrir truly kills him. Otherwise
Fenrir fractures, telepathically whispering • Processing this bit of information, she decides
something like, "Next time, you will have no to get the wounded to their shelters, deal
storm." with the skitter guns, then maneuver on the
• Harvest Possibility: Fenrir passively absorbs battlefield, acting as fire support for the Vikings.
one or two Possibilities an hour from his realm. • She first wants the travelers to make a
On his turn, he may make a reality test to Challenging (DN 12) reality test on the reality
immediately harvest one Possibility. tree to bring it out of the half–reality. When
• Huge: Attacks against Fenrir are made at +4. that happens, she expects the battle to restart
• Invoke Storm: Fenrir invokes a reality storm at full fury.
on a target. As a simple action, Fenrir can
• She could really use the help of the heroes in
expand the storm to a circle up to one kilometer
taking out the skitter guns.
in radius.
• Relentless: Fenrir is immune to Shock. • The Thrashers are a threat, but Fenrir is a
• Schrodinger Shroud: Fenrir makes an Active larger one. If the Storm Knights can help with
Defense using his reality skill rather than his either one, that helps the Akashan cause greatly.
dodge. Any attacks less than his defense total The fight for Akashan survival is on.
simply cease to be real, and have no effect.
Fenrir may use the ability once per scene.
RESEARCH LEADER IXTLI
• Transfer Possibility Energy: Fenrir may
transfer two to four Possibilities to any reality- Ixtli was the Akashan scientist who discovered
rated character within reality spun by his the inter-cosm space known as the Land Between
Reality Weavers. at the points it connected with her cosm, known
as the Star Sphere. She was as surprised to find a
dwarven mining company as they were to see her.
109
Ixtli was eager to find other cosms connected by of buckshot. As she begins to disintegrate,
the Land Between. The dwarves were not going to she laughs sharply, tosses her axe to a Storm
lead her back to Aysle, but a few years back they Knight who looks like they use melee weapons,
had mined their way to a different cosm, Core "For the honor of Thor, avenge me."
Earth. • If the reality test succeeds, next is dealing
The expedition formed and hired two dwarven with the Thrasher. It has taken 1 Wound and
scouts, Autri and Bohonna. They lead the Akasha to is Vulnerable from Hild's charge, so with any
Earth. Soon after arrival, the expedition discovered luck the heroes prevail.
the Mechopotamians had arrived before them, and • A language test lets a Storm Knight understand
a battle was quickly joined. her. "You are the champions of the greatest
Attributes: Charisma 8, Dexterity 9, Mind 13, storm ever conceived by the gods, yes? That
Spirit 11, Strength 8 storm slumbered with me in my visions as I
Skills: Dodge 10, energy weapons 13, faith 13, slept. I am Hild Ingridsdottir. We awaken that
find 15, intimidation 11, maneuver 10, reality storm together, now—"
16, science 18, stealth 11, survival 8, unarmed • Hild holds her axe out in front of her,
combat 10 expectantly.
Move: 9; Tough: 13 (5); Shock: 11; Wounds: 3
Equipment: BioSplice (Armor +5), mitositer • When a Storm Knight touches their weapon
(Damage 16, Range 25/100/200 ) to hers, she smiles. When all Storm Knights
Perks: — have added their weapons to the circuit, the
Possibilities: 3 wind kicks up sharply. Clouds roll in and whirl
Special Abilities: overhead at impossible speed. Hild's storm,
• Curated Precognition: Once per scene Ixtli Earth's reality storm a thousand years in the
makes a reality test. On success she draws three making, gathers power and Possibility energy
Destiny cards, places one face up, discards the at a scale not yet seen in Aysle. Lightning
other two. In a future turn, Ixtli may play the strikes the surrounding hill, rain and hail pelt
card on behalf of a Storm Knight or Stormer as the combatants, waterspouts start to descend
a simple action. from the clouds. The howl crescendoing from
• Mitositer Grapple: The damage total of the the sky is just a prelude to the storm's full
mitositer is the DN of the Strength test needed power. It builds, awaiting the command of the
to break the Restrain. The Restrain ends at the Storm Knights to unleash its full destructive
end of the scene. fury upon a target.
• Hild screams over the raging winds, "The
dwarves and I will keep the Thrashers busy the
SHIELD MAIDEN HILD INGRIDSDOTTIR best we can. Go kill that Loki spawn and send
Clad in the furs and studded leather of her time, him back to his sister; Fenrir must die!"
getting to the fierce Viking warrior is a challenge.
She is six meters up a Thrasher that is currently • She raises her axe one more time, saluting the
insubstantial. Delphi Council agents, "Today we die so our
legends may live forever!" She then whirls and
The investigators are free to come up with sprints toward the nearest Thrasher.
whatever solution they want to cover that gap,
but if they draw a blank, they can try this risky Ragnarok is ready to rumble.
proposition.
• A Storm Knight makes a Challenging (DN
HILD INGRIDSDOTTIR
12) reality test as another times her run with Hild Ingridsdottir was a proud follower of the old
a maneuver test and Multi-Actions a reality Viking gods, fiercely resistant to the new Christian
test to bring Hild back. If the reality test fails, faith then spreading through Sweden. When Nile
Hild spiderwebs like auto glass hit by a spray Empire agents appeared in her village with tales of
110
Jotuns and Ragnarok presenting injured dwarves
with tales of Akashans and wondrous sky-people,
TURN BONUS DICE
Hild knew it was her destiny to lead her people in MAX
the final battle for her gods. 1 0
Attributes: Charisma 7, Dexterity 10, Mind 7, 2 2
Spirit 8, Strength 11 3 4
Skills: Dodge 10, faith 11, find 8, intimidation 4 6
10, maneuver 10, melee weapons 13, missile
weapons 11, reality 11, stealth 11, survival 8, 5+ 8
unarmed combat 13 When the Storm Knights invoke the storm, all
Move: 10; Tough: 15 (1); Shock: 10; Wounds: 3 Storm Knights must make a reality test on their
Equipment: Leather armor (+1), large shield turn.
(Defense and Toughness +3), battle axe (Strength The highest reality total generated is the test and
+2/13) damage value of the storm; it generates bonus
Perks: Bodyguard, Endurance, dice normally. These dice count against the bonus
Possibilities: 3 dice max above. Every other Storm Knight who
Special Abilities: succeeds adds one bonus die to the damage; each
• Autri and Bohonna: Originally scouts for Storm Knight rolls their bonus die.
Ixtli, these dwarves now accompany her into
battle. Each turn Hild may use the dwarves in The final total is applied to the chosen target's
one of the following three ways: Toughness.
• Add +1BD If the target is not from Core Earth, and the storm
• Soak one Wound as if she spent a does any damage at all, the heroes experience
Possibility something like the following.
• Attack up to three targets with no Multi– • The sky around the target segments as if you
Attack penalty. were viewing it through a kaleidoscope. With a
• Courage of Tyr: Hild spends a Possibility to rending sound you hear in your bones rather
add an "Up" condition to her side's conflict line than your ears, the kaleidoscope begins to
when it is their turn. Courage of Tyr is a simple rotate. The colors in your vision shift toward
action. the violet end of the spectrum as even the
• Precision of Skadi: Hild spends a Possibiity. appearance of reality is energized. Lightning
This entitles her to the Boost Action roll, and any arcs between the facets of prismed reality as the
bonus dice rolled for the attack automatically target is distorted and rendered into oblivion.
count as that much AP damage to the attack. With a thunderclap that knocks the heroes off
their feet, the Everlaw of One finally eliminates
SPECIAL RULES FOR THE STORM the contradiction with a vengeance.
What the heroes can unleash is the literal definition
of a thousand year reality storm. Fueled by the
hundreds upon hundreds of possibilities expended
THE BATTLE
in the invoked storm between Fenrir and the Reality Since the heroes can enter the battle with any of
Tree, the Everlaw of One has waited centuries to the three main factions, how the fight progresses is
hurl this storm at the reality that offends it. Its greatly determined by the Storm Knights actions.
power builds until it reaches its maximum. The But a good tipping point is the battle on the
Storm Knights choose the target of its wrath and Mechopotamian left flank. Left to their own fight,
may unleash it at any time. the battle has the following tipping points.
The storm may only be used once against one • If the Vikings can collapse the left flank before
target, or group of targets. the Sunblaze hoplite center and the skitter guns
can rout the Akashans, the battle turns in the
favor of the Akashan-Viking coalition.
111
• If Fenrir is defeated, the battle is over. The If the heroes come in on the side of Hild
Mechopotmians withdraw the best they can. Ingridsdottir, Fenrir wins the invoked storm
against the Reality Tree, but is out of Possibilities
• If the Reality Tree is destroyed, the battle is until he can restore some. Hild wants the Storm
over. The Akashans flee in small groups. Knights to charge straight at Fenrir while she tries
The below entries presume the Storm Knights are to keep the Thrashers busy.
combating the listed forces. Half-Reality. Everything in the fight, except Fenrir
SET UP and the Reality Tree, transformed to the half-reality
If the heroes come in on the side of Research inside the thousand-year bubble. Remember that
Leader Ixtli, she wants them to take on the skitter should any of them disconnect, they are destroyed,
pruned as contradictions by the Everlaw of One.
guns first, then either support the Vikings on the
Mechopotamian's left, or go after Fenrir. As the AKASHANS
battle opens, the Reality Tree wins the invoked The Akashan researchers are not hardened
storm, disconnecting Fenrir until the cosm source soldiers, but their gear makes them dangerous.
can replenish its Possibility energy in a few turns. When engaged the heroes can expect the following
By the time the Storm Knights engage Fenrir, or the the first three turns they are engaged.
Mechopotmian left, he has reconnected.
First: 1 Akashan researcher, plus 1 Akashan per
If the heroes come in on the side of Fenrir, the God- Storm Knight open fire when the Storm Knights
King wins the invoked storm with the Reality Tree are at 25 meters.
to start the battle. Fenrir wants the heroes to fight
the Vikings harrying his left, to buy time for him to Second: Four more Akashan researchers fire on the
crush the Akashans before his left flank collapses. travelers from a different location, also 25 meters.
These are behind cargo boxes (Cover +2). Viking
112
cavalry charge through the Storm Knights, picking heroes engaged in melee get a +2 Combined Action
on the two who have done the most in the fight so bonus
far. The Viking sweep does 13 +1BD damage. Third: If the skitter guns have been dealt with, the
Third: Research Leader Ixtli joins the fight Akashans provide timely support. The first hero
reinforcing the orginal group of Akashans. What's to be Wounded in the third or later turn does not
left of the second group is engaged by two skitter have to Soak the Wound. Instead, just as the hoplite
guns, taking them out of the fight for the moment. is about to strike him, a long range shot from an
When Research Leder Ixtli is defeated, the Akashan gun drops his assailant.
Akashan's rout, and Sunblaze hoplites destroy the When the Storm Knights have defeated 20
Reality Tree. Sunblaze hoplites, the formation is broken. The
hoplites flee the field.
113
THRASHER GUARD Third: The Akashans open fire on the heroes,
If the Storm Knights came into the fight on the side giving the Cavalry a +2 Combined Action bonus.
of Hild Ingridsdottir, then this encounter does not Other Viking Cavalry ride in to replace any lost.
happen. The shield maiden and her dwarven allies The Storm Knights must inflict 15 casualties to get
are occupying the Thrashers. the Viking Cavalry to retire the field.
A pair of thrashers intercept the Storm Knights on
their way to Fenrir. The first two turns look like FENRIR
this.
The Mechopotamian cosm source and God-King
First: One thrasher fires at two or more of the awaits the heroes. By the time the heroes reach it,
heroes. The second thrasher then runs into melee the cosm source has had time to reach out to its
to pulverize one of two heroes. Reality Weavers and begin to reabsorb Possibility
Second: The melee thrasher moves out, fires at two Energy.
or more of the heroes. The other thrasher moves As the heroes approach, Fenrir speaks, casually
into melee. describing what he intends to do to them, their
This pattern repeats until the thrashers are beaten friends, and their allies in Malmö and Copenhagen.
or the Storm Knights withdraw.
SETUP
VIKINGS • If the Reality Tree won the invoked storm,
Engaging the Vikings is straightforward, and Fenrir only has one Possibility to start the fight.
ranged weapons are the key to victory. Offering • Otherwise he starts the battle with three.
a Viking warrior anything close to a fair fight
• If the heroes are aligned with Ixtli, Hild
is not the key to victory. The first three turns of
Ingridsdottir dodges out of the line of fire.
engagement look like this.
She begins the ritual of transferring the storm
First: The Vikings are Vulnerable to ranged attacks while the dwarves Autri and Bhonna keep the
the first turn as they are focused on the hoplite line Thrashers occupied.
they are trying to crush.
• If the heroes delay to discuss the options or
Second: Four Vikings per Storm Knight peel off the purpose of the storm, Hild doesn't have
from the main group to deal with this newest time to wait around. She reiterates, "Now!,"
threat. and heads back into combat at the end of her
Three: Hild Ingridsdottir and her two dwarven turn. The heroes might be able to get her
companions attack the heroes. attention again, but Fenrir is recharging each
turn they dawdle.
To defeat the Vikings, Hild must be defeated and
40 casualties inflicted FIGHT
With the fate of three small pockets of reality in
VIKING CAVALRY
the balance, the Storm Knights take on Fenrir. The
Engaging the cavalry would have to be the Storm
mech wolf generally commands minions, but he
Knights own cunning plan, as none of Fenrir, Hild,
actually looks forward to the fight to again prove
nor Ixtli want them to do that. But should they do
to his army his worth as a warrior.
so, the first three turns play out like this.
Fenris is not up to full power yet. A thousand
First: The Vikings send two cavalry per Storm
years as half-real is not something the cosm source
Knight to chase down and eradicate the new
can instantly shrug off. But he is quickly becoming
enemies on the battlefield.
stronger. His toughness, attributes and reality skill
Second: A skitter gun knows a good thing when its are as listed on page 108. His other skills and
optics scan it; the skitter opens fire, killing a Viking abilities return as listed below.
Cavalryman on the hero in the most desperate
First: His skill and damage value max is 14.
situation.
114
Knowing he is weak, he takes an Active Defense FUTURE ADVENTURES
with Schrodinger Shroud the first turn.
The area from Copenhagen to Lapland has seeds
Second: His value max is 18. He commands two for future adventures, should you and your Storm
nearby thrashers to bombard the area around him. Knights choose to return.
Their medium blast is unlikely to hurt Fenrir, but
may hurt the Storm Knights. Fenrir takes on the COPENHAGEN
toughest-looking Storm Knight to figure out what Eruvel Cathfaine wants rid of Tatrici Sjodrekka. Do
he is up against. they succeed?
Third: His value max is 22. He uses Barbed Howl Major Nielsen wants to be done, but remains loyal
on at least two Storm Knights. He also assesses to Core Earth, for a time. If the Delphi Council
which Storm Knight in the party has the highest agents cannot find reinforcements or replacements,
reality skill. One thrasher fires this turn, the other is what happens when Nielsen and his troops
engaged by Autri, Bohonna and Hild. withdraw to Germany?
Fourth: All Fenrir's skills are at max, and he regains Can Tongue Lasher Frold organize a troll society?
Invoke Storm. He invokes a reality storm just What will their objectives be?
involving the Storm Knight with the highest reality
What happens if the rate of hardpoint decay
skill. The God-King expects a quick victory. Both
accelerates, expanding the Mixed Zone, but
thrashers are occupied with Hild and company.
shortening its life?
Fifth: From now on Fenrir alternates attacks, most
often Barbed Howl, and invoking reality storms to MALMÖ
drain Storm Knights. If the heroes don't soon use Do Bjanni forces take the city? Or can it become a
Hild's storm effectively, they are probably toast. center of anti–Uthorion activity?
Does Red Raven return, or Helmar Corba'alson
AFTERMATH build a stronghold there? Do they simply raid
Copenhagen, or engage in politics with one or
If the Storm Knights win, the Mechopotamians
more factions?
withdraw from battle, their retreat covered by
the remaining thrashers and skitter guns. They What happens to the Lilla Torg resistance group?
hunker down on the far side of the island, building
defensive fortifications. SWEDISH SPECIAL FORCES
Do they have other high priority targets they could
If Fenrir wins, the Akashans are put to the sword. use Storm Knight help in striking? Do these have
The Vikings retreat to ships on the eastern edge of Delphi Council approval, or are they perhaps "off
the island and head for the mainland. the books?"
FOUR-CASE CONTRADICTIONS BEACON CORPORATION
All those trapped in the bubble, excepting the Depending on the strength of the Storm Knights'
cosm sources, transformed to the half–reality. As relationship with Dominika Guryenko, Beacon
far as the Everlaw of One is concerned, all actions Corpoation and Demon Town might become
create a contradiction, as the survivors shouldn't strictly mercenary, working for Core Earth
exist. The half-reality is gone, so their is no cosm resistance forces as willingly as they do Uthorion.
to support their existence. This causes a Four-Case
Contradiction for all tests for all survivors other While never likely to become allies, over time it is
than the cosm sources. After about a week, only possible Dominika comes to see the Storm Knights,
a meager handful of Akashans, Mechopotamians, and the Delphi Council they represent, as favored
and Old Earth Vikings survive. After a month clients, even for operations within Tharkold.
all are gone, unless the Storm Knights and the
Baroness transform them.
115
REALITY AND THE BARONESS Security, particularly Demon Town. She and
Dominika Guryenko become bitter rivals.
The area around Lake Hornavan might be any one
of three realities depending on the outcome of this Mechopotamia
adventure. Should Fenrir prevail, he reconnects to his Reality
Fairy Tale Aysle Weavers, and creates an outpost of Mechopotamian
reality around Lake Hornavan.
If the Reality Weavers are left as is, they continue
to spin Aysle reality according to the cocooned If the Storm Knights have a strong relationship
Core Earthers. with the Baroness, she flees with them. If not, she
stays and rules from her castle as Fenrir's vassal.
The Baroness continues to rule from her castle,
a thorn in Uthorion's side until the High Lord Fenrir understands he is in the middle of a vast
decides to eliminate her. sea of enemies, and makes no rash moves. He may
even agree to serve Uthorion for a time.
The area becomes increasingly populated by
figures from Core Earth fairy tales and fantasy. But Darkness Devices are new to Fenrir; over the
What heroes might emerge? What villains? What passage of months he realizes their allegiance to
fabulous treasures? the Void. Since the destruction of all is an obstacle
to his desire to rule all, Fenrir eventually throws
In this instance the Baroness is a staunch ally
his lot in with the Delphi Council as his enemy's
to the Delphi Council. She works with the Fairy
enemy.
Godmothers to spread resistance cells throughout
Scandinavia. If the Delphi Council, and our Storm
Knights, actively support her, this is the Baroness'
preferred outcome.
THUMBNAIL REALITY
The Baroness and Helmar Corba'alson become SKETCHES
fierce enemies. Each tries to recruit Red Raven to In the event of Akasha Reborn or Mechopotamia,
their side. here are summaries of the axioms and World Laws
Akasha Reborn for each reality.
If the Storm Knights and the Delphi Council are
not actively supportive of her efforts and rule, she AKASHA REBORN
returns to her original plan: create a haven from An Akashan reality tree requires a symbiont,
the reality she found in the Akashan probe. She a living being to maintain its reality. With an
believes the high social axiom of the cosm, and its Akashan symbiont, the reality tree manifests a
World Laws, make for a stable reality welcoming of Dominant Akasha reality, but if a being from a
all who would settle there. Left to her own devices different reality merges with the tree, a Mixed Zone
the Baroness tries of Akasha and the reality of the symbiont results.
• To revive the Reality Tree. The current symbiont is dying, and if another
• Convince Reverend Teodor to become the soul does not join with the reality tree, it will die.
seed within the tree; that is why she placed the Brother Teodor is infused with the way of Zinatt,
faith of Zinnatt into him. and although he is no Akashan, and if no others
volunteer, he is willing to merge with the tree,
When she succeeds, her rule changes from
creating an Akashan/Core Earth Mixed Zone.
survival mode to expansion, not of territory, but of
population. She actively recruits refugees, who can Further complicating the situation are the reality
bring their own World Law diversity with them. weavers, which latch onto to the reality tree as a
cosm source.
Nochnaya supports many of the Delphi Council's
efforts, but develops a radical antipathy toward The result is an approximation of what the
Tharkold. She works to cleanse the area of Beacon star-faring, cosm-exploring Akasha were over a
116
thousand years ago. It is an incomplete and flawed Fenrir is a Mechopotamian heir to the empire.
replication. But before he can claim the title of emperor, he
must establish a new province for the empire in a
AXIOMS new cosm. He now sets in motion those plans, but
Akasha Reborn favors biotechnology over other whether the Mechopotamian home cosms still exist
technological developments, although spring after the centuries is an open question the cosm
boarding from existing Core Earth devices would source steadfastly ignores.
certainly be encouraged by Baroness Nochnaya
Svecha. AXIOMS
The World Laws encourage cross-pollination of Magic: 9; Social: 9; Spiritual: 12;Tech: 8
ideas, technologies, social causes, and—despite As magic declined, scholars, thaumaturges, and
their lack of understanding—magic and faith, but tinkers harnessed the power of story and myth to
touched with a vast, almost cosmic sadness. find solutions. Their efforts were harnessed by the
• Magic: 1; Social: 26; Spirit: 1; Tech: 28 Emperor to create two new World Laws to replace
the ones that were fading.
117
DENIZENS AND THREATS 25 meters at no Multi–Target penalty. Damage
12; if the attack causes any damage, it causes 2
additional Shock and blinds the targets.
AKASHAN RESEARCHER • Sirocco Bolt: Make missile weapons attack
(range 25/100/400) against one target. Damage
Cosm: Akasha
15 (AP 4). Cannot use sirocco bolt on the same
Attributes: Charisma 6, Dexterity 8, Mind 10, turn as Sandblast.
Spirit 10, Strength 7 • Skimmer legs: Melee weapons or unarmed
Skills: Dodge 9, energy weapons 9, evidence combat attacks against the legs of a Skitter Gun
analysis 10, faith 10, find 9, fire combat 10, land automatically gain AP 6.
vehicles 9, melee weapons 9, science 13, taunt 11,
trick11, willpower 11 SUNBLAZE HOPLITE
Move: 8; Tough: 11 (4); Shock: 10; Wounds: — Veteran infantry trained to fight in any cosm, any
Equipment: Radiant Ablative armor (+4), Bolter time. Mechopotamian hoplites have been the literal
Model Tri (Damage 17, Range 25/100/200, Short tip of the spear for hundreds of raids into other
Burst, ammo 60), cosms through intermittent cosm connections such
Perks: — as The Land Between and the Underground.
Possibilities: Rare (2);
Mechopotamian faith includes tales of
Special Abilities:
fantastic discoveries, hideous
• Theory To Practice: Once per scene, an
monters, fabled lands. Their religion
Akashan Researcher may make a science test
conditions Sunblaze hoplites to
against the target's Mind. Success adds +1BD to
explore, conquer, appropriate
attacks made by others that same turn.
and assimilate all interesting
culture they encounter along
SKITTER GUNS the way. They adopt and
Skitter guns are mythic tech inspired by the adapt to local conditions,
sirocco sand skimmers that plagued western deeming each useful bit
outposts of the Mechopotamian empire "Mechopotamian".
during the Age of Crescents. Fast, accurate,
maneuverable mechs that have an Cosm: Mechopotamia
exploitable weakness in their legs, just
as the skimmers had. Attributes: Charisma
6, Dexterity 8, Mind 7,
Attributes: Charisma 4, Dexterity 10, Spirit 8, Strength 9
Mind 4, Spirit 7, Strength 9 Skills: Dodge 10,
Skills: Find 8, intimidation (10), energy weapons 10,
missile weapons 14, stealth 11, faith 9, find 9, melee
trick (10), unarmed combat 9 weapons 11, taunt 8, trick
Move: 10; Tough: 15(6); Shock: 8, willpower 9
—; Wounds: — Move: 8; Tough: 12 (3);
Equipment: — Shock: 8 Wounds: —
Perks: — Equipment: Blazetempered
Possibilities: Never bronze armor (+3),
Special Abilities: Sunburst Spear, Damage
• Bite/Claws: Damage Strength +1 (10). Strength +4, (13), Range
• Mech Ego: Skitters are immune to taunt. 25/40/60, Damage 19(see
• Relentless: Skitter guns are immune to Shock. below),
• Sandblast: Attack up to three targets within
118
Perks: —
Possibilities: Rare (2);
Special Abilities:
• Sunburst: Hoplites begin battle with three
glowing charges. Each charge may power one
ranged attack from their spears.
• Phalanx: Once per scene, four or more
hoplites may create a defensive formation that
gives them Toughness 18(3) for one turn.
VIKING CAVALRY
Old earth Viking Cavalry were a shock element used
to scout before combat, and harass skirmishers or
ranged troops during battle. Messing with heavy
infantry was not their thing.
Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit
8, Strength 10
Skills: Beast riding 10, dodge 9, find 7, intimidation
10, maneuver 9, melee weapons 11, taunt 9, trick
8, unarmed combat 10, willpower 10
Move: 8; Tough: 12 (2); Shock: 8; Wounds: —
Equipment: Horse, chain armor (+2, Fatigues),
medium shield (+2 to defenses), longsword
(Strength +3/13),
Perks: Brute
Possibilities: Rare (3)
Special Abilities:
• Longsword Charge: Uses the momentum of
the horse for extra power; Damage 17, AP 2
when charging.
119
INDEX
SYMBOLS L U
(ß)Fenrir 108 Lady Vivian 43 Undine 72
Lady Vivian 32 Uthorion Scout 49
A Leaping Lightning 92 Uthorion Scout NCO 49
Akashan Researcher 118 Lieutenant Emile Gagne 57
Akasha Reborn 116 Lieutenant Gamal 60 V
Amalionborg 16 Lilla Torg 32 Viking Cavalry 119
Aquila 56 Lilla Torg Fighter 47 Viking Demon Town Warrior 73
Asp 91 Lyngvi 89 Viking Draugr 22
Aurora Wyvern 20 Viking Draugr Night Wingsman
Aysle Gospog M 23
of the Second Planting 46 Major Nielsen 9 Viking Raider 23
Malmö 30, 33, 39 Viking Skald 49
B Malmö Militia 47 Viking Warrior 73
Baroness NOchanaya Svecha 97 Mayor Madsen 8
Beacon Security 70 Mechopotamia 117 W
Beacon Security Leader 70 Mine-5 Beetle Swarm 72 Wandering the Wilderness 58
Bridgetown 25 Warchief Hjortur 74
Brother Laplace 91 N Wizard 73
Nile Gospog of the 2nd Planting
C 92
Captain Odyssey 67 Nile Shocktrooper 47
Church Police Streetbeater 20
Clanker Of Faith 92 O
Clanker, St. Sigfrid 70 Ogre 72
Copenhagen 6 Old Copenhagen 6
Corcorath 28 Opportunity, 25
Cosms Collide 95 Oscar Stjernfeldt 31
Cyberpapal Expeditionary Police 71 Östersund 75
D P
Danish Soldier 21 Paulina Madsen 7
Darkness Wolf 21 prisoner-diplomat 27
Demon Town 74
Dimthread Construct 77 R
Dominika Guryenko 30 Reality Weaver 48
Dr. Josina Fletcher 45 Red Raven 36
Red Raven First Axe 48
E Red Raven Raider 48
Elvish Security 21 Red Raven Strike Leader 48
Elvish Tough 21 Reverend Teodor 55
Eruvel Cathfaine 6, 8, 14
S
F Sjodrekkasberg 7
Fairy Godmother Gwendolyn 85 Skitter Guns 118
Fredericksberg 6 Sunblaze Hoplite 118
Swedish Recon Soldier 49
G
Great Dark Wolf 71 T
Tatrici Sjodrekka 7, 9
H Technodemon 93
Helmar Corba'alson 65 The Cave of the Forty Thieves 79
Host, Eradris 92 The Compound 37
Host, Malachi 71 Thomas the Jovial. 25
Thralls 93
J Tongue Lasher Frold 9, 15
Jabbelline Agate-Eye 12 Troll 22
Jabbelline Bandit 22 Trollsport 7
Jarl 60
Josina Fletcher 45
120
ONE THOUSAND YEARS LATER...
A great battle waits to be resolved.
Reality proves stranger than previously
believed, as five cosms compete for the
secrets of a centuries-old clash between
two alien races. The competition exposes
early cracks in the previously solid
alliances between earth’s invaders, the
High Lords. Nile Shocktroopers hunt
cyberpriests, while Uthorion’s wolves
hunt them. Tharkoldu trained Vikings
battle Storm Knights, as Storm Knights
try to save cities from mercenaries
and their undead allies. All this leads to
Baroness Nochnaya, a character who uses possibility energy to bend reality in ways not
previously seen on Core Earth.
UlissesNorthAmerica.com
$34.99
ISBN 978-3-96331-308-0
This game requires the
Torg Eternity Core Rules US82034
and Drama Deck to play.