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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 09:47, 19 July 2008