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Creating Kaer-Dweller
Characters
Some guidelines have to be established before characters
can be created that have lived inside Kaer Ardanyan
for their entire lives. Gamemaster and players alike should
be familiar with the setting and the kaer’s history in order
to create believable characters that have a place inside the
kaer. This section contains advice for creating characters
living in Kaer Ardanyan. While we have taken great care
to integrate almost every character type available from the
Player’s Compendium, there are a few exceptions.
Name-giver Races
Dwarfs clearly dominate the population of Khar Rhûz,
followed by elves of Shal’Minar. There is an animosity
between members of these races, based on the events of
the kaer’s past. Orks, humans or trolls living in Okoros
tend to mistrust dwarves and elves due to these historical
events. Mistrust and animosity have no effect on character
creation rules, but should be taken into account whenever
the character interacts with members of those races. Of
course, exceptions make the rule — it should be allowed to
create open-minded characters.
The two obsidimen of Okoros do not have their own
Liferock inside Kaer Ardanyan. As explained above, they
could not make it back home in time and were forced to
enter the kaer before the Scourge. We haven’t provided any
names in case a player might want to play an obsidiman.
However, a good adventure hook would be to find his Liferock
once the Scourge is over.
The t’skrang are new to Kaer Ardanyan’s society.
Although they have lived inside the kaer ever since, they
did so in a state of torpor beneath Lake Vross in Okoros.
Their hibernation ended only a few months ago, and the
K’Tan Vross niall is still learning about the events that took
place during the past centuries. Playing a t’skrang means
that the character was either born before the Scourge or
hatched in the early years after the kaer closed its gates.
Effectively, every t’skrang is over 400 years old — although
none of them have aged.
Keep in mind that due to their extended life spans, certain
Name-givers might have experienced the events of the
Separation first-hand. We do not recommend playing characters
older than 50 years, although it might be an interesting
option. T’skrang and obsidimen pose an exception to
this rule, as they haven’t witnessed the Separation.
Like elsewhere in Barsaive, windlings are also rare in
Kaer Ardanyan. Windling characters from the kaer usually
belong to the Ijandii clan (see The Groves, p. 24).
Disciplines
All of the Disciplines presented in the Player’s Compendium
are available to player characters from Kaer
Ardanyan, except for Sky Raiders. Each Discipline has a
place in the kaer, but the gamemaster should feel free to
come up with his own restrictions.
We have mentioned different personalities available
as trainers in the kaer’s description above, along with the
Names of the most prominent adepts. Apart from the personalities
presented in this book, there is plenty of leeway
for gamemasters to develop their own masters and mentors.
Note that, with the exception of Leldrin, no adept inside
Kaer Ardanyan has advanced beyond Eighth Circle, and
there are no masters or ghost masters of higher Circles
available.
While there are a number of adepts integrated into
the setting, feel free to create your own — the kaer is large
enough to accommodate a few more adepts and their stories.
We haven’t outfitted these characters with game statistics,
which allows gamemasters to tailor them to their
needs. However, we do recommend that the masters for
player characters should be adepts in the Fifth or Sixth
Circle of their Disciplines.
Each player should know the Name and description of
his mentor, and gamemasters should consider fleshing out
the relationship between the player characters and their
masters. The gamemaster characters listed below serve a
crucial role in the main adventure, because they have been
chosen by the kaer council to form the next exploration
party. It is not crucial to the story if not all characters have
a master participating in the mission, but the majority of
them should.
The Masters and Mentors Table, above, gives an overview of the gamemaster characters presented earlier.
========================
History
Before the Scourge, the Theran Empire ruled over
the province of Barsaive. The Therans tamed the wilderness
by constructing roads and trade flourished almost
everywhere. Not all cities and towns were connected
by Theran roads, however, and alternative trade routes
emerged where the roads did not reach.
One of these trade routes developed in the foothills of
the southern Throal Mountains. It was Throal’s link to the
Serpent River, where a Theran road ran from the city of
Parlainth to the settlements along the coast of the Aras
Sea. Back in those times, dwarven engineers decided to
build their own road and a bridge across the Serpent River.
Theran governor Kern Fallo disliked the idea; his secret
intent was to keep the dwarven kingdom small. Without
support and protection from Theran cavalry, the route to
Throal remained largely insecure — the caravans were easy
prey for ork scorchers and brigands.
On the Fall of Ardan Yan
The trade route forked in the forests between the Coil
and Alidar rivers, allowing travelers to reach the settlements
in the south. This crossing was the site of a shrine
devoted to Rashomon — a place where the questor Ardan
Yan blessed travelers with courage and endurance for the
rest of their journey. Many people rested here, and used the
opportunity to trade with the elves of the nearby forests.
Over time, as more people settled down in the area, the
crossing slowly turned into a permanent village.
Ork scorchers became interested in the site when it
became palisaded, watching the settlement carefully. On a
clear night, they attacked, razing the place without mercy,
and slaying the few warriors brave enough to take up the
fight. Ardan Yan died along with them. The scorchers took
everything they could load upon their massive thundra
beasts.
After the ork scorchers had moved on, the elves decided
to rebuild the village, Naming it Ardanyan in honor of the
fallen questor. Word spread fast, and soon other questors
came to expand the shrine into a larger temple. Wealthy
Throalic merchants funded the construction for their own
interests, and provided mercenaries to protect the village
from further scorcher raids. The elves soon found themselves
governing a small town that was growing so fast
that bigger walls were needed for defense against scorcher
attacks.
On the Construction of
Kaer Ardanyan
A few decades before the Scourge, the town council
negotiated with Theran officials to receive the Rites of Protection
and Passage. A settlement of the size of Ardanyan
was barely worth the Therans’ attention, so they suggested
that the people of Ardanyan join a bigger kaer instead
of constructing their own. When the council members
insisted on purchasing the Rites, the Therans grudgingly
demanded a price so high in goods, gold, and slaves, that
the town would not have been able to afford to build their
own kaer if they agreed to the deal.
Negotiations were again taken up when dwarven stonemasons
found deposits of precious gold and silver in the
nearby foothills. They took this as evidence of a cache of
elemental earth buried deeper below the surface. Supporting
the masons with Elementalists to dig into the hills
faster than usual, enough elemental earth was mined to
pay the Therans for the Rites without resorting to slavery.
And there was still plenty more True earth to be found.
Rich from their find, Ardanyan’s council hired the
famous dwarven architect Ghandoz to plan the construction
of the kaer. Four large halls were carved out of the
natural caves near the mines. Like an orb-shaped shield,
protective runes were dimensioned to incorporate the
surrounding rock — providing sufficient space for further
excavation during the Scourge without risk of disturbing
the kaer’s wards. The temple of Rashomon was integrated
into the central hall where fantastic mosaics and paintings
decorated the long hallways. The domes of the halls were
painted sky-blue and enhanced with illusion magic to make
everyone forget that they were underground.
On Mining with Greed
The mines of Kaer Ardanyan were soon brimming with
activity. Once the kaer’s gates had closed, everything of
value was stripped from the rocks and processed in anticipation
of a new beginning after the Scourge ended. The
treasures were enormous — some veins of elemental earth
were so rich that generations of miners would be needed
to work them. The kaer council decreed that all families
would share the treasure in equal parts, as all of them contributed
to the common goal of survival — miners or not. A
lion’s share would be held back, however, saved to rebuild
the town.
But all the riches served no one as long as the kaer was
sealed. There was no trade, and gold is impossible to eat.
Still, some dwarven miners considered it unfair that their
hard-working families would receive the same share as
those elves tending the crops and demanded bigger shares
for their heirs. The kaer council denied their requests on
several occasions, and even the Miner’s Guild did not back
their requests.
Frustrated, several miners joined forces and developed
a plan. Hiring an Illusionist to hide a secretly constructed
tunnel, they fooled the Miner’s Guild, the kaer council, and
the architect Ghandoz, at the same time. In a dark cavern
at the end of the tunnel, they stored everything that was
not reported to the guild and council: chunks of silver and
gold, precious gems — even elemental earth.
For decades, their tunnel remained a secret — until the
kaer council decided to expand the temple of Rashomon.
Samiel, highest questor and spiritual leader of the kaer,
had requested more space to house and train his followers.
The tragedy happened a few years later, when tons
of rock broke from the ceiling and buried the new temple
wing underneath. Almost all of the temple’s questors died,
and — in shock at what he thought was his own failed planning
— Ghandoz almost took his own life.
The architect’s innocence was proved when the hidden
riches were found beneath the rubble and the secret tunnel
was uncovered. The dwarven miners’ greed had taken the
lives of Samiel and his followers. Most of the culprits were
caught and imprisoned in the days following the investigations.
The kaer council, still consisting of the same elves
that founded Ardanyan, decided to penalize the miner’s
betrayal with death. The practice of illusionism by dwarves
was outlawed and the kaer guard enforced stricter control
of the mines.
Samiel’s fate hung like a curse over the temple grounds.
Without his guidance, the few remaining followers lost
both their hope and their courage. No one was ready to step
into Samiel’s shoes, and no one dared to rebuild the temple.
The temple grounds were Named the Temple of Greed, and
left abandoned.
On the Separation
When the betrayal was discussed and investigated, the
Miner’s Guild finally took a firm stance. While they lamented
the destruction of the temple and the elven questor’s
death, they began to understand the problem that drove
the miners to betray the council. The guild’s official request
for bigger shares led to a fight in the council house, when
a council member slipped a condescending remark about
dwarven family business. He and two guild members were
banned from Council Hall as a result.
The presence of kaer guards in the mines fuelled
unrest among the miners. Being watched so closely, they
almost felt like slaves. Dwarven thick-headedness and
elven arrogance had turned Kaer Ardanyan into a powder
keg threatening to explode at any time.
In the following years, more and more people sought
the neighborhood of their own kin rather than living peacefully
and side-by-side. No elf wanted to live next door to a
dwarven family possibly involved with the Temple of Greed
and vice versa. Slowly, Khar Rhûz became the home of all
dwarves while the gardens of Shal’Minar eventually housed
the complete elven population.
When the architect Ghandoz died of old age, the situation
grew desperate. The architect’s reputation and experience
had made him a respected negotiator between the
elven kaer council and the dwarven Miner’s Guild. His
successor, Tahrkusz, was different. He had always sided
with the miners, but no one even suspected him of being
the architect of the hidden tunnel. Officially backed by
the Miner’s Guild, Tahrkusz provoked the council by open
rebellion. His expectations were surpassed when the kaer
council imprisoned him, closed the mines, and disbanded
the Miner’s Guild altogether.
The council’s decision was unacceptable for all dwarves.
Mining works went on while the swords of the kaer guard
clashed with dwarven warhammers and pick-axes. When
Tahrkusz was displayed in Council Hall for his trial, several
dwarven warriors took hostages and freed him in a small
skirmish, turning Council Hall into a cauldron of openlydisplayed
racial hatred.
The fighting stopped when the population of Okoros
decided to seal themselves off and exiled all remaining
elves and dwarves living there. For the first time in Ardanyan’s
history, one of the halls had closed its gigantic gates
leading to Council Hall. The lines were drawn, and the kaer
community was shattered into pieces when the other halls
closed their gates as well.
On the Need for Trade
Supplies grew thin only a few months after the separation.
No hall was able to feed their citizens alone — Kaer
Ardanyan had not been designed for this. Cautious negotiations
were taken up in the only neutral area left: Council
Hall. The ambassadors agreed on a compromise: the
treasure currently in the vault would be distributed evenly
among the families, minus a share for rebuilding the town
at the end of the Scourge. Everyone was allowed to increase
his treasure by mining as long as he signed up with the
Miner’s Guild and paid taxes. Additionally, each hall was
allowed to set up its own laws on trading, enabling everyone
to master his own wealth.
Council Hall became a marketplace, where designated
merchants bartered with what their halls had to offer in
exchange for other things needed. The ambassadors regulated
and governed the new system of trade. It worked, but
an undertone of distrust between the halls remained.
Within two centuries, a new government evolved. Generations
of ambassadors had met in Council Hall regularly.
They were aware of problems affecting the whole kaer, the
only ones able to see the big picture. The ambassadors
already helped each other out, sometimes even bypassing
the laws for the good of everyone. After a long time,
they eventually convinced their rulers to officially declare
peace and create a new, united council governing the whole
kaer. The governors formed the new kaer council, each of
them still ruling over his own hall with their own laws and
customs.
On Rashomon’s Madness
The Temple of Greed, once the proud centerpiece of the
kaer — now closed and in ruins, slowly dissolved into oblivion.
The madness that befell the Passion Rashomon during
the Scourge went by unnoticed by the population. No one
witnessed how it changed to become Raggok — Passion of
vengeance, bitterness, and jealousy. Only the remaining
handful of followers felt a growing urge for revenge.
Leldrin, the oldest of Samiel’s surviving followers,
sought to satisfy the urge. He rallied the other followers
and began turning his plans into reality — decades before
the Scourge was predicted to end. A fire in the central
library marked the beginning. The kaer guard perceived
it as arson, aimed to destroy the kaer’s documents. For
Leldrin, it was just a diversion to steal the Book of Sigils,
a massive tome containing the secrets of the powerful
Theran wards.
On Leldrin’s Betrayal
A few decades following the new council’s founding, the
magicians of Kaer Ardanyan suggested that the time had
come to mount an expedition. They frequently performed
the ritual written in the Book of Tomorrow, and interpreted
the results as an indicator for the Scourge’s end. A call for
volunteers went out to the adepts of the kaer. After a few
weeks of preparation, the kaer council sent out an exploration
party to find a safe way through the wards and traps
their forefathers had put into place.
Led by the illusionist Leldrin, the party consisted
mostly of his followers. The highly regarded dwarfs Dunar
and Fearghus of Khar Rhûz — the only explorers not part
of Leldrin’s quest for revenge, accompanied them. No evil
had touched the wards outside the kaer; only a single trap
had snapped and bound a minor Horror. Leldrin led the
party safely to the surface. Everything seemed fine, the
Scourge was over.
When the two dwarves cheerfully turned back to report
to the council, the rest of the party unveiled their true intentions.
Fleeing back into the maze, the dwarves killed two of
them before they met their final destiny. Leldrin used his
illusions to disguise himself and mimic the trapped Horror.
Fearghus died fighting, and Dunar was sacrificed — his
blood was used to create the Cross of Ardanyan with Death
Magic. The newly founded secret society parted ways: Leldrin
returned into the kaer while his followers remained
outside. With the help of the Book of Sigils and Leldrin’s
illusions they would use the kaer’s treasury to rebuild the
town (see The Town of Ardanyan on p. 44 for more
details on their story).
When Leldrin returned carrying the dead body of Fearghus
in his arms, voices arose in the hall of Khar Rhûz.
The governor demanded to verify what happened. The kaer
council ordered the human Nethermancer Jandaan from
Okoros to prove Leldrin’s words. Jandaan did as requested
— but Leldrin’s illusions had fooled him as well. The
council’s worst fears came true — the Scourge was not over
yet, and there was a Horror lurking in front of the gates.
On Hope Returning
The mood in Kaer Ardanyan slowly dropped to an all
time low. People went missing over the next years, and each
day sprouted new, scary stories. Whispered rumors of a
secret cult devoted to the Horror at the gates made their
round, of cultists sacrificing innocent people to strengthen
the Horror. Of all the Name-givers that vanished, the elven
population was hit hardest. Apart from the missing, a series
of strange diseases killed dozens of elves in the gardens of
Shal’Minar. More rumors were raised when people feared
that Leldrin had brought a curse back with him. Repeated
investigations revealed that there was no truth to these
rumors, and they eventually ebbed a year ago — when a
shining ray of hope returned to end the dark times.
Once every century, the only two obsidimen of Kaer
Ardanyan wake from hibernation. They end their long time
dreaming and talk to the people to hear stories of the things
that happened and how the kaer developed. This time, the
obsidimen stayed awake. They didn’t say why, but everyone
knew it had something to do with the Scourge. A few weeks
later, their awakening was followed by the t’skrang. No one
expected their return, and a fisherman of Okoros almost
had a stroke when the first reptilian Name-giver appeared
on the shore of Lake Vross.
Almost fifty years have passed since the first expedition
— and everyone feels that the Scourge must have
ended. A great burden lasts on the shoulders of the kaer
council. They are forced to mount a new expedition by public
demand, risking opening the kaer to a Horror waiting
outside …
The Kaer
The following section describes the kaer in general
and the separate halls in detail, including places of interest
and important personalities. The maps presented here are
intended for the gamemasters eyes only, since they show
locations unknown to the characters. Players should use
the hand-out maps in the back of this book.
On How Kaer Ardanyan Works
The dwarven architect Ghandoz designed Kaer Ardanyan,
who dimensioned it large enough that there was
enough space for coming generations and mining work.
The protective wards are shaped like an orb incorporating
the surrounding rock, with a tunnel circling the kaer’s
equator. This border tunnel also marks ground zero of
the kaer — there are levels above and below it. Four large
halls were carved out of existing natural caves, which were
widened and expanded to have a domed ceiling. The three
largest halls — called Khar Rhûz, Shal’Minar, and
Okoros — were planned as living areas centered around
the smallest one, Council Hall, which served administrative
purposes only. Today, the kaer is home to about 3,200
Name-givers.
All halls are illuminated by a large light crystal mounted
in the center of each dome. During the day, the crystals
emanate a yellowish glow reminding of sunlight. The ceilings
were painted in a light blue and enhanced with illusion
magic to create the image of a clear sky. The crystal light
slowly fades on and off twice a day to create the illusion of
dusk and dawn. Countless smaller light quartzes set into
the domes simulate stars during the night.
The underground levels serve various purposes. The
levels directly under the surface are mainly used for storage
and cooling food, sometimes even as living quarters.
Chamber pots are emptied in the lower halls and come back
as fertilizer for the fields. The deepest levels contain the
death pits, where the bodies of the deceased are disposed.
A deep layer of mud covers these pits, which are regularly
skimmed for bones.
An underground river was diverted to supply Kaer
Ardanyan with water. The river is entering the kaer’s wards
near the hall of Okoros and descends deep under the lowest
levels, where it exits the wards again. A number of water
elementals were bound to ensure the purity of the water
and the safety of the kaer. These spirits also divert enough
water to feed the lakes inside the halls.
Apart from naturally grown air sponges, several air
elementals clean the air and circulate it. As with the water
elementals, the spirits work in the background and are
mostly invisible. When the library was on fire many years
back, the displeased spirits manifested in a great storm to
clean out the smoke.
On Customs
The Separation and the circumstances of living in a
closed underground environment had many lasting effects
on Kaer Ardanyan’s society. Even if each hall has developed
its own laws and customs, everyone works hard to ensure
the survival of the kaer. For example, most materials need
to be recycled. The death pits in the lowest levels are not
only used to get rid of dead bodies — the mud filling the pits
is highly acidic and decomposes organic matter in a matter
of days. The bones skimmed from the mud are usually
returned to the families, who carve tools or jewelry from
it. It is not unusual to use an ancestor’s skull as a mug or
sit on a stool made from his bones.
Since water is a common resource, it is frowned upon
to swim in the lakes of the kaer. Some people don’t like
to drink anything others swam in. Only Lake Vevenna
in Shal’Minar is reserved for this activity, but curiously
enough, all people seem to ignore what the t’skrang do in
Lake Vross.
There was no trade in Ardanyan until the Separation.
According to kaer law, only certified merchants are allowed
to trade in Council Hall. Not all merchants sell their wares
with profit on their hall’s local market — Shal’Minar makes
an exception, and barters only for goods of equal value.
Minted coins are seldom used for trading, far more
common is the practice of accumulating a certain debt
before filing a transfer of money at Council Hall. Coins
are used to pay smaller sums, however. Most taverns only
accept hard currency as some people tend to forget paying
when they’re drunk.
Being a neutral place, Council Hall is not open to everyone.
Travelers must check with the kaer guard on their
destination and approximate duration of their stay, before
passing through Council Hall in a quick fashion. Travelers
have to spend at least one night at a local inn when visiting
another hall.
The Mines of Khar Rhûz
Khar Rhûz roughly translates as Home of the Rockeaters,
because the hall was the first one to start mining.
Dwarves mainly populate this hall, but a handful of
humans and orks have immigrated in the past few years
to work and learn here. About one thousand Name-givers
live here.
Many people say that there are as many holes in the
sky of Khar Rhûz as in a colander, because the illusion
of this hall’s blue sky is disturbed by a large number of
frames, pulleys, and stairs. Each stairway leads up to a
mine entrance in the domed ceiling, appearing like holes
in the heaven.
Ore is processed in large workshops, and the fine smoke
rising from the chimneys along with the constant noise of
hammers hitting countless anvils adds an industrial feeling
to the hall during the day. Khar Rhûz has only limited
space for plants and animals. Sheep and goats, along with
chickens, ducks, and gooses are housed in a small number
of guarded corrals. Fast-growing and nutritious grain and
crop fill the small fields, but none of the harvest is used for
trade in Council Hall — it’s barely enough for the dwarfs.
A small grove consisting mostly of bal’nesh trees serves
as a small park and recreational area. These trees grow
relatively fast and are mainly used to fuel the fires in the
forges, as they produce almost no smoke when burned.
Several ponies spin the wheels on the shore of Lake Goch
to transport the water into a system of small channels
running above the houses to fill the cisterns distributed
throughout the neighborhoods.
Places of Interest
The most prominent spots of Khar Rhûz include Gold
Court Square, the Mining Districts, the Deeps, and the
Dwarven Neighborhoods.
Gold Court Square
A large statue of Upandal dominates the favored meeting
place of troubadours in Khar Rhûz. Every morning,
food and tools are traded here and the place is filled with
people bartering small shares of their family’s treasures
for items bought in from Council Hall. Several impressive
buildings of fine dwarven craftsmanship encircle the
square: the governor’s house, Kaldarn’s Tavern, Wuldon’s
Bakery, and a number of shops.
Governor’s House
The governor’s house is a most impressive building,
displaying mosaics detailing the hall’s history. With five
floors, it is also the highest building of the entire hall. A
large balcony is directed toward the market, where Governor
Kolgan Redbeard frequently holds speeches of public
interest.
Kaldarn’s Tavern
The best inn of Khar Rhûz has also developed a reputation
for being the most expensive. But the money is wellinvested:
Kaldarn himself serves delicious dwarven food
and home-brewed stout ale. The rooms are clean and service
is exceptionally friendly. The upper class of Khar Rhûz
meets here regularly to celebrate.
Wuldon’s Bakery
Wuldon’s Bakery is not only known for his heavy and
dark bread, but also for his delicious cinnamon rolls. The
flavors rising from his ovens are enjoyed every morning by
the people on the square outside. Wuldon also sells traveling
rations, as most dwarfs proudly take their own food on
journeys to other halls.
Shops
The remaining buildings are little stores selling tools,
clothing, and jewelry crafted by dwarven hands. Among
others, Thelia’s Silkworks creates the latest fashion; a garb
from her is a must for every well-heeled dwarf around.
Orgut’s Warehouse sells almost everything: candles, parchment,
rope, tools, sacks, potions, and perfume. Astendar’s
Blessing is rather small in comparison, but Felar Spiderhands
is the most talented goldsmith who ever existed in
Kaer Ardanyan.
Mining District
A collection of workshops is dedicated to process the
mined ores and metals on Astendar’s Square. Gems are
brought into shape, gold and silver melted to bars and
elemental earth is stored in special containers laced with
orichalcum. A number of goldsmiths have settled here to
be the first to pick the best pieces.
The large house of the Miner’s Guild bustles with
activity. The sidewall of the house bears a large map of the
Deeps, and has two small shrines devoted to Upandal and
Chorrolis next to it. Mongar Goldtooth, who coordinates
the mining activities, leads the guild. The treasures of Khar
Rhûz are not stored in a vault inside the Hall — they never
were, not even in times of unrest. The kaer’s treasury is
located underneath Council Hall, considered the safest
place of the kaer by everyone.
The Deeps
The mines are commonly known as the Deeps, forming
a labyrinth of corridors, galleries, pits, and smaller halls
on a disturbing number of levels. The miners of Khar Rhûz
have created a large part of the Deeps. As a result, most of
the ceilings are low — built for dwarven size. Almost all of
the entrances are located in Khar Rhûz; a few others are
located in Okoros, which is also engaged in mining.
The border tunnel on the kaer’s equator serves as a
measure for planning the mining. No one dares to dig too
close to the wards, to avoid the risk of weakening them.
The architectural calculations are done by the Miner’s
Guild, which takes great care to avoid another disastrous
cave-in.
Dwarven Neighborhoods
Dwarven houses are small, build for dwarven size. The
houses have usually three or more levels, most of them
underground. Over the centuries, the houses coalesced
together. While a neighborhood might look like a group of
separate houses from the outside, the opposite is true on
the inside. Most of the neighborhoods in Khar Rhûz belong
to a single, extended family and form a labyrinth of rooms,
floors, stairs, and windows.
Several places in Khar Rhûz are only known to the
dwarfs living there. For example, the tavern called Razier’s
Den is visited exclusively by a certain kind of dwarven miners
— those who tend to drink a pint too many after a long
day in the mines. Needless to say, it is not advisable for
other Name-givers to show up here.
Deep inside the neighborhoods, the guards of Khar
Rhûz train their soldiers. As a branch of the kaer guard,
these dwarfs maintain a state of law and order in Khar
Rhûz and their part of the Council Hall. Most of the guards
in positions of command are adepts.
Personalities of Khar Rhûz
The following Name-givers hail from Khar Rhûz and
are well-known throughout the kaer:
Mongar Goldtooth
Despite being the head of the Miner’s Guild and a relative
of Tahrkusz, Mongar is anything but greedy. While
feeling bad for his heritage, he fears giving up the position
he inherited from his forefathers and spends most of his
time among the miners — leaving most of the decisions to
Dolbek Stonehammer, current master architect and questor
of Upandal.
Helman von Gut
Although Helman’s work on the Grand Airships of
Barsaive is mostly theoretical, this human can often be
seen on the only airboat in Khar Rhûz. He often practices
his skills over the rooftops, tempting the air elementals
to gusts and even storms, much to the annoyance of the
neighborhoods below.
Flim and Jhonda Vreen
These dwarf siblings of the warrior and archer disciplines
are the heroes of the kaer guard. Their teamwork
made them very popular and there are at least two different
songs about them sung in the taverns.
Flim and Jhonda are investigators, known all over the
kaer for their effectiveness.
Fohr Brosle
Brosle the thief became famous when he picked a star
from the heaven for the woman he fell in love with, a feat
no other Scout or Thief has managed to top.
The star in question was the one closest to the light
crystal at the center of the Hall’s domed ceiling.
Elmar Firehammer
Besides being the main weaponsmith of Khar Rhûz,
Elmar Firehammer is the son of Dunar, the famous
weaponsmith who died on the first expedition.
Elmar has a deep-rooted hatred for all Horrors and
works on his own heartblade that shall be used to destroy
the Horror at the gate.
Brelduin
This dwarven Nethermancer lives underneath the
pump house of Lake Goch. He is seen rarely, and there are
rumors that he had a major dispute with Ghandjoon, the
grandmistress of Ardanyan’s Nethermancers.
The Silence
of Shal’Minar
Being the home of Kaer Ardanyan’s elven population,
Shal’Minar is the main source of food for the whole
kaer. Idyllic fruit-gardens, wide fields, small forests and
huts woven from living plants define the landscape of
this hall — even the sidewalls are covered by ivy and wine.
Horses, cows, sheep, and goats run freely here, guarded by
shepherds. Ghandoz designed Shal’Minar with the elven
and windling races in mind. Each of the huts dotting the
landscape is woven from living plants, although only the
roof is visible. Most of the huts extend further underground,
some even have extended cellars.
After the Separation, most Name-givers of the other
races decided to leave the elves alone and moved out. There
is not much change in Shal’Minar as a result — elves grow
very old and have only few children. Additionally, the elven
population seemed to have an increasing rate of deaths due
to a mysterious plague in the past decades. Even though
Shal’Minar was always sparsely populated, only five
hundred Name-givers live under the domed ceiling. The
windlings make up at least half of the population.
Scholars suspect the illness is just a random event, as
there are no clues indicating Horror taint as the cause.
Their investigations counter the rumors in which Leldrin
has brought back a disease from the expedition. The hero
was examined several times for Horror taint, but always
with negative results. Now, about five decades after he
returned, no one dares to accuse the kaer’s greatest hero
without hard evidence.
Places of Interest
The most prominent spots of Shal’Minar include the
Wise Tree, the various lakes and fields, and the Groves.
The Wise Tree
A massive, old oak grows in the center of Shal’Minar.
It is the largest tree in the kaer, and the treetop holds the
governor’s house — woven from the branches of the tree in
elven tradition. Right in front of the Wise Tree is the largest
gathering place of the hall — Sand Square. A wooden
statue of Jaspree was carved from a dead tree that once
grew here. There is a large gathering here once a week,
when the elven merchants come to distribute tools, clothing
and jewelry they traded for the good of the community
in Council Hall.
Of the Name-givers following the magician disciplines,
most of the apprentices seem to come from the hall of
Okoros. The house of the Magician’s Guild is located in
Shal’Minar, however, and it is the only one built with traditional
materials — wood, stone, and metal. There is only
one grandmaster for every single magician discipline. They
form the Council of Mages and are tasked with the control
of the kaer’s wards.
Lakes and Fields
As Kaer Ardanyan’s main source of food, Shal’Minar’s
rolling fields produce enough wheat and grain for the entire
kaer population. Over a dozen smaller springs water the
fields, forming small streams flowing toward Lake Sumven
and Lake Vevenna. While Sumven is the main source of
Shal’Minar’s drinkable water, Vevenna is used for swimming
and washing.
The Groves
Ijandii Grove, Jaspree’s Grove, and Sweetgrove are the
three main forests of the hall. Ijandii Grove contains a huge,
hive-like formation of rocks. The formation houses the
windling clan of Ijandii. Small windling homes have been
carved from the soft sandstone, but some windlings have
built new homes in the nearby treetops. Jaspree’s Grove is
home to Ardanyan’s woodworkers and woodcrafters. The
fast-growing bal’nesh trees produce firewood exported to
the forges of Khar Rhûz. A small shrine devoted to Jaspree
can be found where the woodcrafters create wooden farming
tools. The largest forest is Sweetgrove, although it looks
more like a large garden. Entirely composed of trees bearing
fruit, Sweetgrove is a popular spot for taking extended
walks.
Personalities of Shal’Minar
The following Name-givers hail from Shal’Minar and
are well-known across the kaer:
Asandel
As governor of Shal’Minar, Asandel lives on top of the
Wise Tree alone. He is relatively young, and his family was
killed by the mysterious plague a decade ago. He relies on
the judgement of his mentor, although he constantly tries
to better the relationship with the dwarves of Khar Rhûz
against Leldrin’s advice.
Ghandjoon
As a Nethermancer, Ghandjoon lives in a small hut on
the edge of Ijandii Grove. The windlings are rarely seen
here, they consider the grounds around it cursed. Ghandjoon’s
master Jandaan died only recently and she was
appointed as a new member of the Council of Mages.
T’Schrrt Zru’Ul
This t’skrang Wizard came to the Magician’s Guild right
after his awakening, stating that his long-time membership
entitles him to a seat in the Council of Mages. His request
was denied on the behalf of the human Wizard Khandif,
although very old documents clearly state that T’Schrrt
was one of the guild’s founders almost five hundred years
ago.
Vespundi
Beastmaster Vespundi is tending to a swarm of Zoaks
native to Shal’Minar. He is often seen taming them and
teaching other windlings how to ride. The elves watch his
activities with care, uncomfortable with the thought of a
windling-gang on fast-flying mounts.
Rokku u Rôl
In charge of the horses living in Shal’Minar, the elven
Cavalryman Rokku has a long and proud family history,
which was said to have ancestors native to the elven nation
of Shosara. His brown steed Varak is always close.
Sylphis
Although it is forbidden to enter other halls and houses
without checking with the kaer guard, the windling Thief
Sylphis slips by them almost every day.
His enemy is Jhonda Vreen; the Archer usually pays him
a visit first if anything of great value is reported stolen.
The Chaos of Okoros
When the population of Okoros decided to separate
themselves from the rest of the kaer, the Hall became the
home of almost all Name-givers not of the dwarven and
elven races. Okoros is filled with houses of different architectural
styles, each one dominating a different district.
Everyone began building using their own plans after the
Separation, with no visible concept.
The large longhouses of the kaer’s trollmoot stand right
next to the orkish and rather hive-like Castel — which looks
like a large number of buildings placed on top of each other.
Simple, but elegant houses with shops on the floor level
dominate the human district while the t’skrang hibernated
in their underwater houses beneath Lake Vross. The two
obsidimen known as The Sleepers have no house at all, living
on the streets or with anyone providing them shelter.
Remarkable is the unity that binds the different cultures
together, despite the fact that Okoros is only a few
Name-givers short of being overpopulated. The 1,700
Name-givers show their heritage openly, and tend to side
with each other as soon as they deal with anyone not from
Okoros. Outsiders are sometimes treated like intruders,
as there is a definitive mistrust towards elves and dwarfs.
More jokes about elves and dwarves make their rounds
than jokes about orks and trolls — although that might
have a different reason...
Places of Interest
The most prominent spots of Okoros include the Sleeper’s
Square, Lake Vross, the Castel, and the Okoroi.
Sleeper’s Square
As opposed to the central squares of the other halls,
Sleeper’s Square has no statue anymore. But a rounded
base is still there, which once held the obsidimen brothers
known as The Sleepers. On the way to their Liferock, they
were forced to enter Kaer Ardanyan just before it closed its
gates. The Scourge was already too near, making it impossible
for them to return in time.
A few months after the closing, the brothers embraced
each other and became the statue on Sleeper’s Square. The
sleepers woke up only once every century, spending several
weeks to eat and talk to the population. Almost a year ago,
they woke up again and haven’t entered their sleep since.
All they say is that they don’t feel like dreaming anymore.
A U-shaped building is the residence of Galvan Andur,
the human governor of Okoros. The house is made of white
marble and its steps lead up to the many pillars surrounding
the house. The steps are a favorite spot to sit on and
watch the stars during the evening or the colorful market
in the morning.
Following the street towards the gate, a number of
small workshops form the Artisan’s Mile. The craftsmen
and artisans of Okoros settled here to create clothing, barrels,
tools, and even butcher animals. Most of them have
a small store attached to their workshop. Members of all
Name-giver races can be found here, dominated by an
above-average share of humans.
Lake Vross
The waterfall of Lake Vross is the main attraction of
Okoros. The underground river enters the kaer here, and
the lake below holds the t’skrang niall of K’Tan Vross.
The niall’s small tower juts out of the water on the northern
shore, sealed shut until a few months ago, when the
t’skrang awoke from their hibernation.
The first t’skrang to come out of the water scared away
the local fishermen, who had never seen a living t’skrang
before. One fisherman almost had a stroke, so it took a
moment before they realized that the reptilians were not
Horror-spawn, but Name-givers.
The Castel
The birth rate of orks is high. The kaer Council once
had strong regulations to control breeding, but the law was
not enforced since the events of the Separation. The orks
needed more space fast and — akin to the dwarven neighborhoods
of Khar Rhûz — they connected their buildings
before building upwards. Orks build for their own convenience
and not for beauty, so the entire quarter looks chaotic
and haphazard. Entire buildings have collapsed over
time, but the orks are tirelessly rebuilding and expanding
them.
This district is dubbed the Castel by the other Namegivers,
because there is only one street left leading into
the district. Near the end of this street, the Gate Tavern
serves the dreaded beverage hurlg and is a favorite meeting
place.
The Okoroi
The simple longhouses of the trollmoot Okoroi are
known for their festivities. Every month sees a different
challenge or game, which is usually physical in nature. The
festivities are open to everyone, and every so often, orks
and even humans dare to enter a challenge, much to the
joy of the whole hall.
The Okoroi are lowland trolls, and proud of their heritage.
They insist that they have no connection to the uncivilized
highlander pirates.
Personalities of Okoros
The following Name-givers hail from Okoros and are
well-known throughout the kaer:
Galvan Andur
The governor of Okoros is constantly trying to keep his
hall under control. That’s harder than one might think, as
all the different cultures are constantly quarreling with
one another — the unity shown to the outside is just that:
show.
Okoroi Mangrath Armbreaker
Mangrath is the main initiator of the games and challenges
in the Okoroi quarter. He uses these challenges to
practice the warrior discipline and oversee the training of
his apprentices. As a regarded questor of Thystonius, he
takes part himself — usually as an opponent for anyone
participating.
Haragasun K’Tan Vross
Haragasun tries to reestablish her rightful position in
the kaer. As the lahala of the K’Tan Vross niall, she strives
to become the new governor, or to at least get a seat in the
kaer Council.
Marliena Swordsinger
This troubadour’s lute is almost as famous as her sword.
Marliena is also a Swordmaster and has written countless
poems and songs about Ardanyan’s history.
She knows how to touch a Name-givers heart and her
fans tend to go crazy when she appears somewhere to give
a performance.
Grishnag the Poor
This Cavalryman and his trusted donkey Maul are a sad
sight. Grishnag lost his family’s money to a gambler and
was exiled from the Castel afterwards. His mount remains
his only friend, and Grishnag is often seen in his company
on the shore of Lake Vross.
Sham’Sin
Sham’Sin is the highest-ranking Elementalist of Kaer
Ardanyan and head of the Council of Mages. He is in charge
of the kaer’s wards and elemental spirits. He recently
moved to Okoros with his sluggish apprentice, a fat little
windling nicknamed Broom.
Spilvan the Red
Spilvan is a common sight in the taverns of Okoros. He
is belligerent, and very quick to pull his blade. As a human
Swordmaster of some reputation, Spilvan has found new
friends among the t’skrang — although he has had to prove
himself worthy of their attention.
Council Hall
The central hall of Kaer Ardanyan is nothing
more than a very large square with several buildings huddled
up against the walls. Four gates dominate the hall. The
three largest gates each lead to one of the other halls, while
the fourth one is smaller and opens to Freedom Gate. The
way to Freedom Gate is opened only during the Passing of
Years festival, when the entire kaer celebrates the beginning
of a new year.
The large gates leading to Council Hall are usually
closed, but the kaer guards let travelers pass between the
halls. The gates open only in the early morning of every
third day, when the designated merchants enter Council
Hall for business. During these hours, the large square
turns into a colorful market. The merchants offer their
wares and deliver orders. They buy or trade for items their
hall needs, depending on demand. The merchants from
Khar Rhûz are known to be the greediest, using their position
to sell everything with a huge profit to their own kin.
Travelers passing through Council Hall must check
with the kaer guards of their own hall and the guards of
their destination. They need to file their names along with
their estimated duration of stay, which must include at
least one night.
Places of Interest
The most prominent spots of Council Hall include
Council House, the Pillar, the Temple of Greed, the library,
and Freedom Gate.
Council House
Every day after the market closes, the kaer Council
meets in the grand council house overlooking the Hall. The
council members usually discuss current events and problems
affecting the kaer as a whole. Kaer politics are made
here, and many of the discussions eventually lead — as the
people say — nowhere. On the front wall near the entrance
hangs a golden memorial plate, honoring the dead of the
first expedition. A second door leading to the levels underneath
the council house contain the detention cells and are
heavily guarded.
The Pillar
A wide pillar stands in the middle of Council Hall’s
square bearing a huge statue of Garlen on top of it. Two
large metal doors covered with orichalcum ornaments lead
to the levels directly underneath Council Hall. The doors
are heavily guarded and a metal railing keeps people from
getting too close to the pillar.
The door facing the council house leads to the safest
and most disputed place in Kaer Ardanyan: the treasury.
All of the kaer’s treasures are stored in the caverns below,
warded with mechanical and magical traps of all sorts. A
special division of the kaer guard watches the treasures
underground.
The other door is the entrance to the Azhûn-ka, a room
in the exact center of the orb-shaped kaer. The walls inside
the Azhûn-ka are made of shimmering white marble lined
with orichalcum. Each piece of marble is enchanted with
magical runes controlling one of the numerous wards
of the kaer. Only members of the Council of Mages have
access to this room.
Library
A few decades have passed since the great fire, which
destroyed countless tomes — including the original copy of
the Book of Tomorrow and the only copy of the Book of
Sigils. The Library has been rebuilt and restocked, so most
of the literature remaining is of a more recent date. The
hall of records is located in the basement of the library, and
governs birth and death certificates, logs of past council
meetings, and the status of the treasury.
The library used to hold the extended texts of kaer law
until the Separation. Most parts have been removed and
are governed in the separate halls. The current laws stored
here still concern kaer-wide rules only, but mainly include
rules on how business is conducted in Council Hall. When
the trading came, much changed for the librarian, Master
Xond. He now administers the transfer of treasure between
the halls and families’ accounts.
Temple of Greed
The temple grounds are abandoned; there is no questor
of Rashomon left. After the hidden treasures have been
collected, no one touched the temple ever since. Broken
pillars, shattered walls and piles of rocks have been put
behind a fence. A layer of dust has settled on the ruins over
the centuries.
Freedom Gate
A long, broad corridor runs from Council Hall toward
Freedom Gate. The walls are covered with beautiful mosaics
depicting the kaer’s history and Ardanyan’s past. Once
a year, the gate leading to the corridor is opened for festivities
marking the beginning of a new year. On the first day
of these celebrations, a new mosaic is uncovered showing
the events of the past year. Dancers and troubadours sing
of the beauty of the world to which the kaer-dwellers will
once return.
Freedom Gate itself is watched by at least four kaer
guards at any given time. The massive gate is the largest one
in the kaer, and seems to be made entirely from orichalcum.
Thin lines of warding emanating an eerie white light cover
the gate. Close to the gate is a small caisson, resembling a
round doorway. The caisson works like a sluice, with one
door on the inside and another on the outside. Only one
door can be opened at any one time, allowing Name-givers
to leave the kaer without compromising the wards.
In front of Freedom Gate is an elemental well, crafted
to perform the rituals from the Book of Tomorrow. The
well holds elemental water and a ball of elemental earth
hovers just above the surface. The ball has not moved in
decades, which leads to discussions among the magicians
every so often.
Personalities of Council Hall
The following Name-givers spend most of their time
in the Council Hall and are well-known throughout the
kaer:
Joran Hardhelm
A distinguished human in his early 40s, Joran is the
ambassador for Okoros. He also acts as the speaker for the
Council whenever something needs to be announced to the
public. Joran is not an adept, although he usually wears
long robes colored in brownish tones and embroidered
with elaborate patterns.
Gathlaen Velidien
Leldrin usually accompanies Ambassador Gathlaen
when she attends a council meeting, and relies heavily on
him whenever she makes a decision. Like Shal’Minar’s
Governor Asandel, she is young and lacks experience.
Kolgan Redbeard
Being governor of Khar Rhûz, Kolgan is also one of the
most prominent Troubadours in the hall. He believes in
taking things into his own hands to make anything work.
He displays the three braids of his f laming red beard
proudly and always has a story to tell.
Master Xond
The changes concerning the Passion of Erendis were
barely noted in Kaer Ardanyan. Following the ways of
Erendis, Xond’s personality twisted to become a follower
of Dis almost unnoticed.
As head of the hall of records and the library, he delegates
massive amounts of writing work off to his underlings,
while he takes endless joy in calculating the current
balances of the kaer’s numerous accounts.

Revision as of 16:47, 19 July 2008


Creating Kaer-Dweller Characters Some guidelines have to be established before characters can be created that have lived inside Kaer Ardanyan for their entire lives. Gamemaster and players alike should be familiar with the setting and the kaer’s history in order to create believable characters that have a place inside the kaer. This section contains advice for creating characters living in Kaer Ardanyan. While we have taken great care to integrate almost every character type available from the Player’s Compendium, there are a few exceptions. Name-giver Races Dwarfs clearly dominate the population of Khar Rhûz, followed by elves of Shal’Minar. There is an animosity between members of these races, based on the events of the kaer’s past. Orks, humans or trolls living in Okoros tend to mistrust dwarves and elves due to these historical events. Mistrust and animosity have no effect on character creation rules, but should be taken into account whenever the character interacts with members of those races. Of course, exceptions make the rule — it should be allowed to create open-minded characters. The two obsidimen of Okoros do not have their own Liferock inside Kaer Ardanyan. As explained above, they could not make it back home in time and were forced to enter the kaer before the Scourge. We haven’t provided any names in case a player might want to play an obsidiman. However, a good adventure hook would be to find his Liferock once the Scourge is over. The t’skrang are new to Kaer Ardanyan’s society. Although they have lived inside the kaer ever since, they did so in a state of torpor beneath Lake Vross in Okoros. Their hibernation ended only a few months ago, and the K’Tan Vross niall is still learning about the events that took place during the past centuries. Playing a t’skrang means that the character was either born before the Scourge or hatched in the early years after the kaer closed its gates. Effectively, every t’skrang is over 400 years old — although none of them have aged. Keep in mind that due to their extended life spans, certain Name-givers might have experienced the events of the Separation first-hand. We do not recommend playing characters older than 50 years, although it might be an interesting option. T’skrang and obsidimen pose an exception to this rule, as they haven’t witnessed the Separation. Like elsewhere in Barsaive, windlings are also rare in Kaer Ardanyan. Windling characters from the kaer usually belong to the Ijandii clan (see The Groves, p. 24). Disciplines All of the Disciplines presented in the Player’s Compendium are available to player characters from Kaer Ardanyan, except for Sky Raiders. Each Discipline has a place in the kaer, but the gamemaster should feel free to come up with his own restrictions. We have mentioned different personalities available as trainers in the kaer’s description above, along with the Names of the most prominent adepts. Apart from the personalities presented in this book, there is plenty of leeway for gamemasters to develop their own masters and mentors. Note that, with the exception of Leldrin, no adept inside Kaer Ardanyan has advanced beyond Eighth Circle, and there are no masters or ghost masters of higher Circles available. While there are a number of adepts integrated into the setting, feel free to create your own — the kaer is large enough to accommodate a few more adepts and their stories. We haven’t outfitted these characters with game statistics, which allows gamemasters to tailor them to their needs. However, we do recommend that the masters for player characters should be adepts in the Fifth or Sixth Circle of their Disciplines. Each player should know the Name and description of his mentor, and gamemasters should consider fleshing out the relationship between the player characters and their masters. The gamemaster characters listed below serve a crucial role in the main adventure, because they have been chosen by the kaer council to form the next exploration party. It is not crucial to the story if not all characters have a master participating in the mission, but the majority of them should. The Masters and Mentors Table, above, gives an overview of the gamemaster characters presented earlier.

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History Before the Scourge, the Theran Empire ruled over the province of Barsaive. The Therans tamed the wilderness by constructing roads and trade flourished almost everywhere. Not all cities and towns were connected by Theran roads, however, and alternative trade routes emerged where the roads did not reach. One of these trade routes developed in the foothills of the southern Throal Mountains. It was Throal’s link to the Serpent River, where a Theran road ran from the city of Parlainth to the settlements along the coast of the Aras Sea. Back in those times, dwarven engineers decided to build their own road and a bridge across the Serpent River. Theran governor Kern Fallo disliked the idea; his secret intent was to keep the dwarven kingdom small. Without support and protection from Theran cavalry, the route to Throal remained largely insecure — the caravans were easy prey for ork scorchers and brigands. On the Fall of Ardan Yan The trade route forked in the forests between the Coil and Alidar rivers, allowing travelers to reach the settlements in the south. This crossing was the site of a shrine devoted to Rashomon — a place where the questor Ardan Yan blessed travelers with courage and endurance for the rest of their journey. Many people rested here, and used the opportunity to trade with the elves of the nearby forests. Over time, as more people settled down in the area, the crossing slowly turned into a permanent village. Ork scorchers became interested in the site when it became palisaded, watching the settlement carefully. On a clear night, they attacked, razing the place without mercy, and slaying the few warriors brave enough to take up the fight. Ardan Yan died along with them. The scorchers took everything they could load upon their massive thundra beasts. After the ork scorchers had moved on, the elves decided to rebuild the village, Naming it Ardanyan in honor of the fallen questor. Word spread fast, and soon other questors came to expand the shrine into a larger temple. Wealthy Throalic merchants funded the construction for their own interests, and provided mercenaries to protect the village from further scorcher raids. The elves soon found themselves governing a small town that was growing so fast that bigger walls were needed for defense against scorcher attacks.

On the Construction of Kaer Ardanyan A few decades before the Scourge, the town council negotiated with Theran officials to receive the Rites of Protection and Passage. A settlement of the size of Ardanyan was barely worth the Therans’ attention, so they suggested that the people of Ardanyan join a bigger kaer instead of constructing their own. When the council members insisted on purchasing the Rites, the Therans grudgingly demanded a price so high in goods, gold, and slaves, that the town would not have been able to afford to build their own kaer if they agreed to the deal. Negotiations were again taken up when dwarven stonemasons found deposits of precious gold and silver in the nearby foothills. They took this as evidence of a cache of elemental earth buried deeper below the surface. Supporting the masons with Elementalists to dig into the hills faster than usual, enough elemental earth was mined to pay the Therans for the Rites without resorting to slavery. And there was still plenty more True earth to be found. Rich from their find, Ardanyan’s council hired the famous dwarven architect Ghandoz to plan the construction of the kaer. Four large halls were carved out of the natural caves near the mines. Like an orb-shaped shield, protective runes were dimensioned to incorporate the surrounding rock — providing sufficient space for further excavation during the Scourge without risk of disturbing the kaer’s wards. The temple of Rashomon was integrated into the central hall where fantastic mosaics and paintings decorated the long hallways. The domes of the halls were painted sky-blue and enhanced with illusion magic to make everyone forget that they were underground.

On Mining with Greed The mines of Kaer Ardanyan were soon brimming with activity. Once the kaer’s gates had closed, everything of value was stripped from the rocks and processed in anticipation of a new beginning after the Scourge ended. The treasures were enormous — some veins of elemental earth were so rich that generations of miners would be needed to work them. The kaer council decreed that all families would share the treasure in equal parts, as all of them contributed to the common goal of survival — miners or not. A lion’s share would be held back, however, saved to rebuild the town. But all the riches served no one as long as the kaer was sealed. There was no trade, and gold is impossible to eat. Still, some dwarven miners considered it unfair that their hard-working families would receive the same share as those elves tending the crops and demanded bigger shares for their heirs. The kaer council denied their requests on several occasions, and even the Miner’s Guild did not back their requests. Frustrated, several miners joined forces and developed a plan. Hiring an Illusionist to hide a secretly constructed tunnel, they fooled the Miner’s Guild, the kaer council, and the architect Ghandoz, at the same time. In a dark cavern at the end of the tunnel, they stored everything that was not reported to the guild and council: chunks of silver and gold, precious gems — even elemental earth. For decades, their tunnel remained a secret — until the kaer council decided to expand the temple of Rashomon. Samiel, highest questor and spiritual leader of the kaer, had requested more space to house and train his followers. The tragedy happened a few years later, when tons of rock broke from the ceiling and buried the new temple wing underneath. Almost all of the temple’s questors died, and — in shock at what he thought was his own failed planning — Ghandoz almost took his own life. The architect’s innocence was proved when the hidden riches were found beneath the rubble and the secret tunnel was uncovered. The dwarven miners’ greed had taken the lives of Samiel and his followers. Most of the culprits were caught and imprisoned in the days following the investigations. The kaer council, still consisting of the same elves that founded Ardanyan, decided to penalize the miner’s betrayal with death. The practice of illusionism by dwarves was outlawed and the kaer guard enforced stricter control of the mines. Samiel’s fate hung like a curse over the temple grounds. Without his guidance, the few remaining followers lost both their hope and their courage. No one was ready to step into Samiel’s shoes, and no one dared to rebuild the temple. The temple grounds were Named the Temple of Greed, and left abandoned. On the Separation When the betrayal was discussed and investigated, the Miner’s Guild finally took a firm stance. While they lamented the destruction of the temple and the elven questor’s death, they began to understand the problem that drove the miners to betray the council. The guild’s official request for bigger shares led to a fight in the council house, when a council member slipped a condescending remark about dwarven family business. He and two guild members were banned from Council Hall as a result. The presence of kaer guards in the mines fuelled unrest among the miners. Being watched so closely, they almost felt like slaves. Dwarven thick-headedness and elven arrogance had turned Kaer Ardanyan into a powder keg threatening to explode at any time. In the following years, more and more people sought the neighborhood of their own kin rather than living peacefully and side-by-side. No elf wanted to live next door to a dwarven family possibly involved with the Temple of Greed and vice versa. Slowly, Khar Rhûz became the home of all dwarves while the gardens of Shal’Minar eventually housed the complete elven population. When the architect Ghandoz died of old age, the situation grew desperate. The architect’s reputation and experience had made him a respected negotiator between the elven kaer council and the dwarven Miner’s Guild. His successor, Tahrkusz, was different. He had always sided with the miners, but no one even suspected him of being the architect of the hidden tunnel. Officially backed by the Miner’s Guild, Tahrkusz provoked the council by open rebellion. His expectations were surpassed when the kaer council imprisoned him, closed the mines, and disbanded the Miner’s Guild altogether. The council’s decision was unacceptable for all dwarves. Mining works went on while the swords of the kaer guard clashed with dwarven warhammers and pick-axes. When Tahrkusz was displayed in Council Hall for his trial, several dwarven warriors took hostages and freed him in a small skirmish, turning Council Hall into a cauldron of openlydisplayed racial hatred. The fighting stopped when the population of Okoros decided to seal themselves off and exiled all remaining elves and dwarves living there. For the first time in Ardanyan’s history, one of the halls had closed its gigantic gates leading to Council Hall. The lines were drawn, and the kaer community was shattered into pieces when the other halls closed their gates as well. On the Need for Trade Supplies grew thin only a few months after the separation. No hall was able to feed their citizens alone — Kaer Ardanyan had not been designed for this. Cautious negotiations were taken up in the only neutral area left: Council Hall. The ambassadors agreed on a compromise: the treasure currently in the vault would be distributed evenly among the families, minus a share for rebuilding the town at the end of the Scourge. Everyone was allowed to increase his treasure by mining as long as he signed up with the Miner’s Guild and paid taxes. Additionally, each hall was allowed to set up its own laws on trading, enabling everyone to master his own wealth. Council Hall became a marketplace, where designated merchants bartered with what their halls had to offer in exchange for other things needed. The ambassadors regulated and governed the new system of trade. It worked, but

an undertone of distrust between the halls remained. Within two centuries, a new government evolved. Generations of ambassadors had met in Council Hall regularly. They were aware of problems affecting the whole kaer, the only ones able to see the big picture. The ambassadors already helped each other out, sometimes even bypassing the laws for the good of everyone. After a long time, they eventually convinced their rulers to officially declare peace and create a new, united council governing the whole kaer. The governors formed the new kaer council, each of them still ruling over his own hall with their own laws and customs. On Rashomon’s Madness The Temple of Greed, once the proud centerpiece of the kaer — now closed and in ruins, slowly dissolved into oblivion. The madness that befell the Passion Rashomon during the Scourge went by unnoticed by the population. No one witnessed how it changed to become Raggok — Passion of vengeance, bitterness, and jealousy. Only the remaining handful of followers felt a growing urge for revenge. Leldrin, the oldest of Samiel’s surviving followers, sought to satisfy the urge. He rallied the other followers and began turning his plans into reality — decades before the Scourge was predicted to end. A fire in the central library marked the beginning. The kaer guard perceived it as arson, aimed to destroy the kaer’s documents. For Leldrin, it was just a diversion to steal the Book of Sigils, a massive tome containing the secrets of the powerful Theran wards. On Leldrin’s Betrayal A few decades following the new council’s founding, the magicians of Kaer Ardanyan suggested that the time had come to mount an expedition. They frequently performed the ritual written in the Book of Tomorrow, and interpreted the results as an indicator for the Scourge’s end. A call for volunteers went out to the adepts of the kaer. After a few weeks of preparation, the kaer council sent out an exploration party to find a safe way through the wards and traps their forefathers had put into place. Led by the illusionist Leldrin, the party consisted mostly of his followers. The highly regarded dwarfs Dunar and Fearghus of Khar Rhûz — the only explorers not part of Leldrin’s quest for revenge, accompanied them. No evil had touched the wards outside the kaer; only a single trap had snapped and bound a minor Horror. Leldrin led the party safely to the surface. Everything seemed fine, the Scourge was over. When the two dwarves cheerfully turned back to report to the council, the rest of the party unveiled their true intentions. Fleeing back into the maze, the dwarves killed two of them before they met their final destiny. Leldrin used his illusions to disguise himself and mimic the trapped Horror. Fearghus died fighting, and Dunar was sacrificed — his blood was used to create the Cross of Ardanyan with Death Magic. The newly founded secret society parted ways: Leldrin returned into the kaer while his followers remained outside. With the help of the Book of Sigils and Leldrin’s illusions they would use the kaer’s treasury to rebuild the town (see The Town of Ardanyan on p. 44 for more details on their story). When Leldrin returned carrying the dead body of Fearghus in his arms, voices arose in the hall of Khar Rhûz. The governor demanded to verify what happened. The kaer council ordered the human Nethermancer Jandaan from Okoros to prove Leldrin’s words. Jandaan did as requested — but Leldrin’s illusions had fooled him as well. The council’s worst fears came true — the Scourge was not over yet, and there was a Horror lurking in front of the gates. On Hope Returning The mood in Kaer Ardanyan slowly dropped to an all time low. People went missing over the next years, and each day sprouted new, scary stories. Whispered rumors of a secret cult devoted to the Horror at the gates made their round, of cultists sacrificing innocent people to strengthen the Horror. Of all the Name-givers that vanished, the elven population was hit hardest. Apart from the missing, a series of strange diseases killed dozens of elves in the gardens of Shal’Minar. More rumors were raised when people feared that Leldrin had brought a curse back with him. Repeated investigations revealed that there was no truth to these rumors, and they eventually ebbed a year ago — when a shining ray of hope returned to end the dark times. Once every century, the only two obsidimen of Kaer Ardanyan wake from hibernation. They end their long time dreaming and talk to the people to hear stories of the things that happened and how the kaer developed. This time, the obsidimen stayed awake. They didn’t say why, but everyone knew it had something to do with the Scourge. A few weeks later, their awakening was followed by the t’skrang. No one expected their return, and a fisherman of Okoros almost had a stroke when the first reptilian Name-giver appeared on the shore of Lake Vross. Almost fifty years have passed since the first expedition — and everyone feels that the Scourge must have ended. A great burden lasts on the shoulders of the kaer council. They are forced to mount a new expedition by public demand, risking opening the kaer to a Horror waiting outside … The Kaer The following section describes the kaer in general and the separate halls in detail, including places of interest and important personalities. The maps presented here are intended for the gamemasters eyes only, since they show locations unknown to the characters. Players should use the hand-out maps in the back of this book. On How Kaer Ardanyan Works The dwarven architect Ghandoz designed Kaer Ardanyan, who dimensioned it large enough that there was

enough space for coming generations and mining work. The protective wards are shaped like an orb incorporating the surrounding rock, with a tunnel circling the kaer’s equator. This border tunnel also marks ground zero of the kaer — there are levels above and below it. Four large halls were carved out of existing natural caves, which were widened and expanded to have a domed ceiling. The three largest halls — called Khar Rhûz, Shal’Minar, and Okoros — were planned as living areas centered around the smallest one, Council Hall, which served administrative purposes only. Today, the kaer is home to about 3,200 Name-givers. All halls are illuminated by a large light crystal mounted in the center of each dome. During the day, the crystals emanate a yellowish glow reminding of sunlight. The ceilings were painted in a light blue and enhanced with illusion magic to create the image of a clear sky. The crystal light slowly fades on and off twice a day to create the illusion of dusk and dawn. Countless smaller light quartzes set into the domes simulate stars during the night. The underground levels serve various purposes. The levels directly under the surface are mainly used for storage and cooling food, sometimes even as living quarters. Chamber pots are emptied in the lower halls and come back as fertilizer for the fields. The deepest levels contain the death pits, where the bodies of the deceased are disposed. A deep layer of mud covers these pits, which are regularly skimmed for bones. An underground river was diverted to supply Kaer Ardanyan with water. The river is entering the kaer’s wards near the hall of Okoros and descends deep under the lowest levels, where it exits the wards again. A number of water elementals were bound to ensure the purity of the water and the safety of the kaer. These spirits also divert enough water to feed the lakes inside the halls. Apart from naturally grown air sponges, several air elementals clean the air and circulate it. As with the water elementals, the spirits work in the background and are mostly invisible. When the library was on fire many years back, the displeased spirits manifested in a great storm to clean out the smoke. On Customs The Separation and the circumstances of living in a closed underground environment had many lasting effects on Kaer Ardanyan’s society. Even if each hall has developed its own laws and customs, everyone works hard to ensure the survival of the kaer. For example, most materials need to be recycled. The death pits in the lowest levels are not only used to get rid of dead bodies — the mud filling the pits is highly acidic and decomposes organic matter in a matter of days. The bones skimmed from the mud are usually returned to the families, who carve tools or jewelry from it. It is not unusual to use an ancestor’s skull as a mug or sit on a stool made from his bones. Since water is a common resource, it is frowned upon to swim in the lakes of the kaer. Some people don’t like to drink anything others swam in. Only Lake Vevenna in Shal’Minar is reserved for this activity, but curiously enough, all people seem to ignore what the t’skrang do in Lake Vross. There was no trade in Ardanyan until the Separation. According to kaer law, only certified merchants are allowed to trade in Council Hall. Not all merchants sell their wares with profit on their hall’s local market — Shal’Minar makes an exception, and barters only for goods of equal value. Minted coins are seldom used for trading, far more common is the practice of accumulating a certain debt before filing a transfer of money at Council Hall. Coins are used to pay smaller sums, however. Most taverns only accept hard currency as some people tend to forget paying when they’re drunk. Being a neutral place, Council Hall is not open to everyone. Travelers must check with the kaer guard on their destination and approximate duration of their stay, before passing through Council Hall in a quick fashion. Travelers have to spend at least one night at a local inn when visiting another hall. The Mines of Khar Rhûz Khar Rhûz roughly translates as Home of the Rockeaters, because the hall was the first one to start mining. Dwarves mainly populate this hall, but a handful of humans and orks have immigrated in the past few years to work and learn here. About one thousand Name-givers live here. Many people say that there are as many holes in the sky of Khar Rhûz as in a colander, because the illusion of this hall’s blue sky is disturbed by a large number of frames, pulleys, and stairs. Each stairway leads up to a mine entrance in the domed ceiling, appearing like holes in the heaven. Ore is processed in large workshops, and the fine smoke rising from the chimneys along with the constant noise of hammers hitting countless anvils adds an industrial feeling to the hall during the day. Khar Rhûz has only limited space for plants and animals. Sheep and goats, along with chickens, ducks, and gooses are housed in a small number of guarded corrals. Fast-growing and nutritious grain and crop fill the small fields, but none of the harvest is used for trade in Council Hall — it’s barely enough for the dwarfs. A small grove consisting mostly of bal’nesh trees serves as a small park and recreational area. These trees grow relatively fast and are mainly used to fuel the fires in the forges, as they produce almost no smoke when burned. Several ponies spin the wheels on the shore of Lake Goch to transport the water into a system of small channels running above the houses to fill the cisterns distributed throughout the neighborhoods. Places of Interest The most prominent spots of Khar Rhûz include Gold Court Square, the Mining Districts, the Deeps, and the Dwarven Neighborhoods.

Gold Court Square A large statue of Upandal dominates the favored meeting place of troubadours in Khar Rhûz. Every morning, food and tools are traded here and the place is filled with people bartering small shares of their family’s treasures for items bought in from Council Hall. Several impressive buildings of fine dwarven craftsmanship encircle the square: the governor’s house, Kaldarn’s Tavern, Wuldon’s Bakery, and a number of shops. Governor’s House The governor’s house is a most impressive building, displaying mosaics detailing the hall’s history. With five floors, it is also the highest building of the entire hall. A large balcony is directed toward the market, where Governor Kolgan Redbeard frequently holds speeches of public interest. Kaldarn’s Tavern The best inn of Khar Rhûz has also developed a reputation for being the most expensive. But the money is wellinvested: Kaldarn himself serves delicious dwarven food and home-brewed stout ale. The rooms are clean and service is exceptionally friendly. The upper class of Khar Rhûz meets here regularly to celebrate.

Wuldon’s Bakery Wuldon’s Bakery is not only known for his heavy and dark bread, but also for his delicious cinnamon rolls. The flavors rising from his ovens are enjoyed every morning by the people on the square outside. Wuldon also sells traveling rations, as most dwarfs proudly take their own food on journeys to other halls. Shops The remaining buildings are little stores selling tools, clothing, and jewelry crafted by dwarven hands. Among others, Thelia’s Silkworks creates the latest fashion; a garb from her is a must for every well-heeled dwarf around. Orgut’s Warehouse sells almost everything: candles, parchment, rope, tools, sacks, potions, and perfume. Astendar’s Blessing is rather small in comparison, but Felar Spiderhands is the most talented goldsmith who ever existed in Kaer Ardanyan. Mining District A collection of workshops is dedicated to process the mined ores and metals on Astendar’s Square. Gems are brought into shape, gold and silver melted to bars and elemental earth is stored in special containers laced with orichalcum. A number of goldsmiths have settled here to be the first to pick the best pieces. The large house of the Miner’s Guild bustles with activity. The sidewall of the house bears a large map of the Deeps, and has two small shrines devoted to Upandal and Chorrolis next to it. Mongar Goldtooth, who coordinates the mining activities, leads the guild. The treasures of Khar Rhûz are not stored in a vault inside the Hall — they never were, not even in times of unrest. The kaer’s treasury is located underneath Council Hall, considered the safest place of the kaer by everyone. The Deeps The mines are commonly known as the Deeps, forming a labyrinth of corridors, galleries, pits, and smaller halls on a disturbing number of levels. The miners of Khar Rhûz have created a large part of the Deeps. As a result, most of the ceilings are low — built for dwarven size. Almost all of the entrances are located in Khar Rhûz; a few others are located in Okoros, which is also engaged in mining. The border tunnel on the kaer’s equator serves as a measure for planning the mining. No one dares to dig too close to the wards, to avoid the risk of weakening them. The architectural calculations are done by the Miner’s Guild, which takes great care to avoid another disastrous cave-in. Dwarven Neighborhoods Dwarven houses are small, build for dwarven size. The houses have usually three or more levels, most of them underground. Over the centuries, the houses coalesced together. While a neighborhood might look like a group of separate houses from the outside, the opposite is true on the inside. Most of the neighborhoods in Khar Rhûz belong to a single, extended family and form a labyrinth of rooms, floors, stairs, and windows. Several places in Khar Rhûz are only known to the dwarfs living there. For example, the tavern called Razier’s Den is visited exclusively by a certain kind of dwarven miners — those who tend to drink a pint too many after a long day in the mines. Needless to say, it is not advisable for other Name-givers to show up here. Deep inside the neighborhoods, the guards of Khar Rhûz train their soldiers. As a branch of the kaer guard, these dwarfs maintain a state of law and order in Khar Rhûz and their part of the Council Hall. Most of the guards in positions of command are adepts. Personalities of Khar Rhûz The following Name-givers hail from Khar Rhûz and are well-known throughout the kaer: Mongar Goldtooth Despite being the head of the Miner’s Guild and a relative of Tahrkusz, Mongar is anything but greedy. While feeling bad for his heritage, he fears giving up the position he inherited from his forefathers and spends most of his time among the miners — leaving most of the decisions to Dolbek Stonehammer, current master architect and questor of Upandal. Helman von Gut Although Helman’s work on the Grand Airships of Barsaive is mostly theoretical, this human can often be seen on the only airboat in Khar Rhûz. He often practices his skills over the rooftops, tempting the air elementals to gusts and even storms, much to the annoyance of the neighborhoods below. Flim and Jhonda Vreen These dwarf siblings of the warrior and archer disciplines are the heroes of the kaer guard. Their teamwork made them very popular and there are at least two different songs about them sung in the taverns. Flim and Jhonda are investigators, known all over the kaer for their effectiveness. Fohr Brosle Brosle the thief became famous when he picked a star from the heaven for the woman he fell in love with, a feat no other Scout or Thief has managed to top. The star in question was the one closest to the light crystal at the center of the Hall’s domed ceiling. Elmar Firehammer Besides being the main weaponsmith of Khar Rhûz, Elmar Firehammer is the son of Dunar, the famous weaponsmith who died on the first expedition. Elmar has a deep-rooted hatred for all Horrors and works on his own heartblade that shall be used to destroy the Horror at the gate. Brelduin This dwarven Nethermancer lives underneath the pump house of Lake Goch. He is seen rarely, and there are

rumors that he had a major dispute with Ghandjoon, the grandmistress of Ardanyan’s Nethermancers. The Silence of Shal’Minar Being the home of Kaer Ardanyan’s elven population, Shal’Minar is the main source of food for the whole kaer. Idyllic fruit-gardens, wide fields, small forests and huts woven from living plants define the landscape of this hall — even the sidewalls are covered by ivy and wine. Horses, cows, sheep, and goats run freely here, guarded by shepherds. Ghandoz designed Shal’Minar with the elven and windling races in mind. Each of the huts dotting the landscape is woven from living plants, although only the roof is visible. Most of the huts extend further underground, some even have extended cellars. After the Separation, most Name-givers of the other races decided to leave the elves alone and moved out. There is not much change in Shal’Minar as a result — elves grow very old and have only few children. Additionally, the elven population seemed to have an increasing rate of deaths due to a mysterious plague in the past decades. Even though Shal’Minar was always sparsely populated, only five hundred Name-givers live under the domed ceiling. The windlings make up at least half of the population. Scholars suspect the illness is just a random event, as there are no clues indicating Horror taint as the cause. Their investigations counter the rumors in which Leldrin has brought back a disease from the expedition. The hero was examined several times for Horror taint, but always with negative results. Now, about five decades after he returned, no one dares to accuse the kaer’s greatest hero without hard evidence. Places of Interest The most prominent spots of Shal’Minar include the Wise Tree, the various lakes and fields, and the Groves. The Wise Tree A massive, old oak grows in the center of Shal’Minar. It is the largest tree in the kaer, and the treetop holds the governor’s house — woven from the branches of the tree in elven tradition. Right in front of the Wise Tree is the largest gathering place of the hall — Sand Square. A wooden statue of Jaspree was carved from a dead tree that once grew here. There is a large gathering here once a week, when the elven merchants come to distribute tools, clothing and jewelry they traded for the good of the community in Council Hall. Of the Name-givers following the magician disciplines, most of the apprentices seem to come from the hall of Okoros. The house of the Magician’s Guild is located in Shal’Minar, however, and it is the only one built with traditional materials — wood, stone, and metal. There is only one grandmaster for every single magician discipline. They form the Council of Mages and are tasked with the control of the kaer’s wards. Lakes and Fields As Kaer Ardanyan’s main source of food, Shal’Minar’s rolling fields produce enough wheat and grain for the entire kaer population. Over a dozen smaller springs water the fields, forming small streams flowing toward Lake Sumven and Lake Vevenna. While Sumven is the main source of Shal’Minar’s drinkable water, Vevenna is used for swimming and washing. The Groves Ijandii Grove, Jaspree’s Grove, and Sweetgrove are the three main forests of the hall. Ijandii Grove contains a huge, hive-like formation of rocks. The formation houses the windling clan of Ijandii. Small windling homes have been carved from the soft sandstone, but some windlings have built new homes in the nearby treetops. Jaspree’s Grove is home to Ardanyan’s woodworkers and woodcrafters. The fast-growing bal’nesh trees produce firewood exported to the forges of Khar Rhûz. A small shrine devoted to Jaspree can be found where the woodcrafters create wooden farming tools. The largest forest is Sweetgrove, although it looks more like a large garden. Entirely composed of trees bearing fruit, Sweetgrove is a popular spot for taking extended walks. Personalities of Shal’Minar The following Name-givers hail from Shal’Minar and are well-known across the kaer: Asandel As governor of Shal’Minar, Asandel lives on top of the Wise Tree alone. He is relatively young, and his family was killed by the mysterious plague a decade ago. He relies on the judgement of his mentor, although he constantly tries to better the relationship with the dwarves of Khar Rhûz against Leldrin’s advice. Ghandjoon As a Nethermancer, Ghandjoon lives in a small hut on the edge of Ijandii Grove. The windlings are rarely seen here, they consider the grounds around it cursed. Ghandjoon’s master Jandaan died only recently and she was appointed as a new member of the Council of Mages. T’Schrrt Zru’Ul This t’skrang Wizard came to the Magician’s Guild right after his awakening, stating that his long-time membership entitles him to a seat in the Council of Mages. His request was denied on the behalf of the human Wizard Khandif, although very old documents clearly state that T’Schrrt was one of the guild’s founders almost five hundred years ago.

Vespundi Beastmaster Vespundi is tending to a swarm of Zoaks native to Shal’Minar. He is often seen taming them and teaching other windlings how to ride. The elves watch his activities with care, uncomfortable with the thought of a windling-gang on fast-flying mounts. Rokku u Rôl In charge of the horses living in Shal’Minar, the elven Cavalryman Rokku has a long and proud family history, which was said to have ancestors native to the elven nation of Shosara. His brown steed Varak is always close. Sylphis Although it is forbidden to enter other halls and houses without checking with the kaer guard, the windling Thief Sylphis slips by them almost every day. His enemy is Jhonda Vreen; the Archer usually pays him a visit first if anything of great value is reported stolen.

The Chaos of Okoros When the population of Okoros decided to separate themselves from the rest of the kaer, the Hall became the home of almost all Name-givers not of the dwarven and elven races. Okoros is filled with houses of different architectural styles, each one dominating a different district. Everyone began building using their own plans after the Separation, with no visible concept. The large longhouses of the kaer’s trollmoot stand right next to the orkish and rather hive-like Castel — which looks like a large number of buildings placed on top of each other. Simple, but elegant houses with shops on the floor level dominate the human district while the t’skrang hibernated in their underwater houses beneath Lake Vross. The two obsidimen known as The Sleepers have no house at all, living on the streets or with anyone providing them shelter. Remarkable is the unity that binds the different cultures together, despite the fact that Okoros is only a few Name-givers short of being overpopulated. The 1,700 Name-givers show their heritage openly, and tend to side with each other as soon as they deal with anyone not from Okoros. Outsiders are sometimes treated like intruders, as there is a definitive mistrust towards elves and dwarfs. More jokes about elves and dwarves make their rounds than jokes about orks and trolls — although that might have a different reason... Places of Interest The most prominent spots of Okoros include the Sleeper’s Square, Lake Vross, the Castel, and the Okoroi. Sleeper’s Square As opposed to the central squares of the other halls, Sleeper’s Square has no statue anymore. But a rounded base is still there, which once held the obsidimen brothers known as The Sleepers. On the way to their Liferock, they were forced to enter Kaer Ardanyan just before it closed its gates. The Scourge was already too near, making it impossible for them to return in time. A few months after the closing, the brothers embraced each other and became the statue on Sleeper’s Square. The sleepers woke up only once every century, spending several weeks to eat and talk to the population. Almost a year ago, they woke up again and haven’t entered their sleep since. All they say is that they don’t feel like dreaming anymore. A U-shaped building is the residence of Galvan Andur, the human governor of Okoros. The house is made of white marble and its steps lead up to the many pillars surrounding the house. The steps are a favorite spot to sit on and watch the stars during the evening or the colorful market in the morning. Following the street towards the gate, a number of small workshops form the Artisan’s Mile. The craftsmen and artisans of Okoros settled here to create clothing, barrels, tools, and even butcher animals. Most of them have a small store attached to their workshop. Members of all Name-giver races can be found here, dominated by an above-average share of humans. Lake Vross The waterfall of Lake Vross is the main attraction of Okoros. The underground river enters the kaer here, and the lake below holds the t’skrang niall of K’Tan Vross. The niall’s small tower juts out of the water on the northern shore, sealed shut until a few months ago, when the t’skrang awoke from their hibernation. The first t’skrang to come out of the water scared away the local fishermen, who had never seen a living t’skrang before. One fisherman almost had a stroke, so it took a moment before they realized that the reptilians were not Horror-spawn, but Name-givers. The Castel The birth rate of orks is high. The kaer Council once had strong regulations to control breeding, but the law was not enforced since the events of the Separation. The orks needed more space fast and — akin to the dwarven neighborhoods of Khar Rhûz — they connected their buildings before building upwards. Orks build for their own convenience and not for beauty, so the entire quarter looks chaotic and haphazard. Entire buildings have collapsed over time, but the orks are tirelessly rebuilding and expanding them. This district is dubbed the Castel by the other Namegivers, because there is only one street left leading into the district. Near the end of this street, the Gate Tavern serves the dreaded beverage hurlg and is a favorite meeting place. The Okoroi The simple longhouses of the trollmoot Okoroi are known for their festivities. Every month sees a different challenge or game, which is usually physical in nature. The festivities are open to everyone, and every so often, orks and even humans dare to enter a challenge, much to the joy of the whole hall. The Okoroi are lowland trolls, and proud of their heritage. They insist that they have no connection to the uncivilized highlander pirates. Personalities of Okoros The following Name-givers hail from Okoros and are well-known throughout the kaer: Galvan Andur The governor of Okoros is constantly trying to keep his hall under control. That’s harder than one might think, as all the different cultures are constantly quarreling with one another — the unity shown to the outside is just that: show. Okoroi Mangrath Armbreaker Mangrath is the main initiator of the games and challenges in the Okoroi quarter. He uses these challenges to practice the warrior discipline and oversee the training of his apprentices. As a regarded questor of Thystonius, he takes part himself — usually as an opponent for anyone participating.

Haragasun K’Tan Vross Haragasun tries to reestablish her rightful position in the kaer. As the lahala of the K’Tan Vross niall, she strives to become the new governor, or to at least get a seat in the kaer Council. Marliena Swordsinger This troubadour’s lute is almost as famous as her sword. Marliena is also a Swordmaster and has written countless poems and songs about Ardanyan’s history. She knows how to touch a Name-givers heart and her fans tend to go crazy when she appears somewhere to give a performance. Grishnag the Poor This Cavalryman and his trusted donkey Maul are a sad sight. Grishnag lost his family’s money to a gambler and was exiled from the Castel afterwards. His mount remains his only friend, and Grishnag is often seen in his company on the shore of Lake Vross. Sham’Sin Sham’Sin is the highest-ranking Elementalist of Kaer Ardanyan and head of the Council of Mages. He is in charge of the kaer’s wards and elemental spirits. He recently moved to Okoros with his sluggish apprentice, a fat little windling nicknamed Broom.

Spilvan the Red Spilvan is a common sight in the taverns of Okoros. He is belligerent, and very quick to pull his blade. As a human Swordmaster of some reputation, Spilvan has found new friends among the t’skrang — although he has had to prove himself worthy of their attention. Council Hall The central hall of Kaer Ardanyan is nothing more than a very large square with several buildings huddled up against the walls. Four gates dominate the hall. The three largest gates each lead to one of the other halls, while the fourth one is smaller and opens to Freedom Gate. The way to Freedom Gate is opened only during the Passing of Years festival, when the entire kaer celebrates the beginning of a new year. The large gates leading to Council Hall are usually closed, but the kaer guards let travelers pass between the halls. The gates open only in the early morning of every third day, when the designated merchants enter Council Hall for business. During these hours, the large square turns into a colorful market. The merchants offer their wares and deliver orders. They buy or trade for items their hall needs, depending on demand. The merchants from Khar Rhûz are known to be the greediest, using their position to sell everything with a huge profit to their own kin. Travelers passing through Council Hall must check with the kaer guards of their own hall and the guards of their destination. They need to file their names along with their estimated duration of stay, which must include at least one night. Places of Interest The most prominent spots of Council Hall include Council House, the Pillar, the Temple of Greed, the library, and Freedom Gate. Council House Every day after the market closes, the kaer Council meets in the grand council house overlooking the Hall. The council members usually discuss current events and problems affecting the kaer as a whole. Kaer politics are made here, and many of the discussions eventually lead — as the people say — nowhere. On the front wall near the entrance hangs a golden memorial plate, honoring the dead of the first expedition. A second door leading to the levels underneath the council house contain the detention cells and are heavily guarded. The Pillar A wide pillar stands in the middle of Council Hall’s square bearing a huge statue of Garlen on top of it. Two large metal doors covered with orichalcum ornaments lead to the levels directly underneath Council Hall. The doors are heavily guarded and a metal railing keeps people from getting too close to the pillar. The door facing the council house leads to the safest and most disputed place in Kaer Ardanyan: the treasury. All of the kaer’s treasures are stored in the caverns below, warded with mechanical and magical traps of all sorts. A special division of the kaer guard watches the treasures underground. The other door is the entrance to the Azhûn-ka, a room in the exact center of the orb-shaped kaer. The walls inside the Azhûn-ka are made of shimmering white marble lined with orichalcum. Each piece of marble is enchanted with magical runes controlling one of the numerous wards of the kaer. Only members of the Council of Mages have access to this room. Library A few decades have passed since the great fire, which destroyed countless tomes — including the original copy of the Book of Tomorrow and the only copy of the Book of Sigils. The Library has been rebuilt and restocked, so most of the literature remaining is of a more recent date. The hall of records is located in the basement of the library, and governs birth and death certificates, logs of past council meetings, and the status of the treasury. The library used to hold the extended texts of kaer law until the Separation. Most parts have been removed and are governed in the separate halls. The current laws stored here still concern kaer-wide rules only, but mainly include rules on how business is conducted in Council Hall. When the trading came, much changed for the librarian, Master Xond. He now administers the transfer of treasure between the halls and families’ accounts. Temple of Greed The temple grounds are abandoned; there is no questor of Rashomon left. After the hidden treasures have been collected, no one touched the temple ever since. Broken pillars, shattered walls and piles of rocks have been put behind a fence. A layer of dust has settled on the ruins over the centuries. Freedom Gate A long, broad corridor runs from Council Hall toward Freedom Gate. The walls are covered with beautiful mosaics depicting the kaer’s history and Ardanyan’s past. Once a year, the gate leading to the corridor is opened for festivities marking the beginning of a new year. On the first day of these celebrations, a new mosaic is uncovered showing the events of the past year. Dancers and troubadours sing of the beauty of the world to which the kaer-dwellers will once return. Freedom Gate itself is watched by at least four kaer guards at any given time. The massive gate is the largest one in the kaer, and seems to be made entirely from orichalcum. Thin lines of warding emanating an eerie white light cover the gate. Close to the gate is a small caisson, resembling a round doorway. The caisson works like a sluice, with one door on the inside and another on the outside. Only one door can be opened at any one time, allowing Name-givers to leave the kaer without compromising the wards.

In front of Freedom Gate is an elemental well, crafted to perform the rituals from the Book of Tomorrow. The well holds elemental water and a ball of elemental earth hovers just above the surface. The ball has not moved in decades, which leads to discussions among the magicians every so often. Personalities of Council Hall The following Name-givers spend most of their time in the Council Hall and are well-known throughout the kaer: Joran Hardhelm A distinguished human in his early 40s, Joran is the ambassador for Okoros. He also acts as the speaker for the Council whenever something needs to be announced to the public. Joran is not an adept, although he usually wears long robes colored in brownish tones and embroidered with elaborate patterns. Gathlaen Velidien Leldrin usually accompanies Ambassador Gathlaen when she attends a council meeting, and relies heavily on him whenever she makes a decision. Like Shal’Minar’s Governor Asandel, she is young and lacks experience. Kolgan Redbeard Being governor of Khar Rhûz, Kolgan is also one of the most prominent Troubadours in the hall. He believes in taking things into his own hands to make anything work. He displays the three braids of his f laming red beard proudly and always has a story to tell. Master Xond The changes concerning the Passion of Erendis were barely noted in Kaer Ardanyan. Following the ways of Erendis, Xond’s personality twisted to become a follower of Dis almost unnoticed. As head of the hall of records and the library, he delegates massive amounts of writing work off to his underlings, while he takes endless joy in calculating the current balances of the kaer’s numerous accounts.