Noos
Noos
Noos
Luke Gearing
All on the island speak Noos - the coastal people remaining deliberately ignorant
of barbarian tongues.
Those within temples also speak and write Aklashian, unknown beyond Noos.
The Noos Sickle is made of bronze. It is treated as a Short Sword which, wield by
those trained, ignores Shields.
Noos Maille is made of black lacquered leather scales.
All Noos warriors carry clubs in addition to other weapons. They will try and
capture enemies alive, although will protect themselves first. Those captured are
bound and transported to Muru.
The Noos Galleys sit low in the water, hiding a long ram beneath the water. These
ships do not take damage when performing a ram, and inflict an extra dice of dam-
age.
1
Weather
Roll 1d8 at commencement of play. After this, roll 1d6, and:
- If the previous days score was 2 or less, -2 to the dice roll. - If the previous days
score was 5 or more, +2 to the dice roll.
# Weather
-1 Very Hot.
0-2 Hot.
3 Warm.
4 Overcast.
5 Fog.
6 Light Rain.
7 Heavy rain.
8+ Storm.
Encounters
Every 12 hours, an Encounter roll should be made. Use the location, reaction and
surprise to determine goals as needed - most do not wander aimlessly.
d100 Encounter
1-10 2d20 Noos warriors, travelling between settlements.
11-16 1 Priest and 4d6 Noos warriors.
17-20 2d6 Kobolds
21-24 Herd of deer, 2-in-6 stalked by 3d6 hungry wolves.
25-35 [If within 4 hexes of 42.13] 2d6 Ghouls
36-45 [If within 2 hexes of 36.14] 1 Basilisk
46-55 [If within 4 hexes of 32.15] 2d6 Centaurs
56-65 [If within 3 hexes of 35.17] 2d12 Skeletons
66-75 [If within 3 hexes of 45.18] 2d20 Kobolds
76-95 [If within 3 hexes of 40.20 ]3d6 Warriors of Berith,
Beleth and Bifronze
96+ [If night] Yisharu
2
Noos
36.11 Salamander Lair
Upon the beach, set back from the high-tide line, a crumbled structure of fire-
blackened stone still warm to the touch despite the centuries that have passed. The
stones are huge slabs, unmarked by tool nor design yet pleasingly rounded as if a
small pebble. Within lair 4 Salamanders amidst scorched bones and ruined coins.
38.11 Pade
A tower of unmarked stone holds 21 warriors of Noos, their chests armoured in the
bronze-dish armour of their people. They carry shields, javelins and cruel sickles,
also in bronze. Nashuja (3HD, Medium & Shield, Javelin, Noos Sickle), their leader,
has the heads of nine Norsefolk on her belt. They watch the sea against raids - al-
though prior failures discourage such efforts.
21 Armoured Footmen
33.12 Jamidare
97 dwell upon the coast within the basket-like houses of Jamidare, woven from the
hardy reeds imported so long ago. Their light craft, nearly indistinguishable from
their homes, are stocked with the tools of their craft - whaling. All the metal fixtures
are of bronze.
Kitane (3HD, Shield, Javelin, Short Sword) became headwoman when she slew a
sea-monster in defence of a captured whale. She loathes outsiders, and attacks at
the slightest provocation.
30 skirmishers plus 4 fishing boats.
3
35.12 River Temple
4
pale with light-starvation, are carven figures of aquatic aspect, eyes piscine, be-
decked with tentacles and selectively polished to imply a slimy texture.
From below, the sound of water lapping against stone and echoing can be heard.
Rooms below here are flooded up to the knees - movement is halved, and strikes are
at -3 to hit.
3
Stairs slippery with half-rotted river weeds lead to a wall untouched by plants.
From the stone emerges the torso of a statue. A huge belly gives way to a pair of
three-fingered arms, a tusked head with six eyes and no nose, the mouth open
wide. Behind the figure, scenes of supplication are rendered in the stone, showing
the faintest remnants of paint. All are executed with incredible skill, as if the stone
were shaped as clay. Water laps against the stone, cold enough to chatter teeth.
Within the mouth of the statue, delicate human bones, carbonisation and a
scorched ring. Those with knowledge of anatomy recognise them as the bones of a
hand. A tiny tube of brass glitters at the back of the stone throat.Any putting their
entire hand within the mouth awaken the statue, who bites off the hand and deals
1d6+1 damage. Flames dance behind the locked teeth, incinerating the hand before
the mouth opens and the statue is still once more. Cleaned up, the ring is revealed
to be made of glass talons. (Unnamed,&T)
4
This chamber is divided in two by a floor-to-ceiling mesh of gold wire. Stirring up
the water in the southern half, a creature paces. Something like a bull, bedecked in
armour-plates of stone carven with waves and stars. If no sacrifice was made to the
stone-god in 3, it charges trespassers, the gold wire tearing around it and running
from the horns in streamers.
HD 7 / AC as Full Length Maille/ Damage 2d6 / If a character forgoes their attack,
they may make a Dodge Save to avoid its charge - it continues for 2d6’, and if run-
ning into a wall takes damage equal to the amount of distance left untravelled.
5
Between the creeping plants hang chains green with the bronze-disease, each ter-
minating in a manacle wide enough for a human neck. Just above the waterline,
scratches in the otherwise smooth, rounded stone.
6
Rising from the water, a basin of stone inlaid with coloured tile forming a mosaic
depicting the floor of an ocean, filled with aquatic creatures. A tube of glittering
brass emerges from the base of the basin, curving in an elegant swans-neck. Beside
this, a small hole in the floor of the assemblage. A nodule on the tube can be rotated
- doing so releasing a gout of blackened sludge from the tube. Touched, this sludge
stains the skin a lurid purple. Any so stained are marked for sacrifice - the people
of Noos will attempt to capture them if the purple area is seen.
7
Climbing from the waterline, pale vines heavy with cream flowers make this cham-
ber feel even smaller. The sweet, musky smell of the flowers is thick on the air -
5
those lingering here must make a Physique save to avoid becoming drowsy, taking
-3 on all rolls. Those continuing their stay past this point fall asleep, most likely
drowning in their drugged stupor.
8
A single figure stands in this chamber, wearing Heavy armour of bronze scales and
a helm resembling the jaws of a fish closing over their face - the full set worth 500sp.
Within the armour the figure has translucent flesh and strange organs. They wield
a Two-Handed Axe of stone inlaid with mother-of-pearl patterns, worth 350sp. The
walls are covered in shields of wood-and-hide and thin spears topped with heads
of glass. The figure may only be harmed by the spears upon the walls. They guard
the entrance to 9.
HD 5 / AC as Full Length Maille / Damage 1d6+1
9
The eastern edge of this chamber bears a relief of a walled city upon a coastline, the
inhabitants welcoming large figures wading in from the sea bearing nets. Within
these nets appear to be animals of the land, faces miserable and limbs sticking out
between the mesh. Beneath the sculpture, just above the waterline, a square plinth
of lead atop a pillar of stone. If a land animal is sacrificed upon this plinth, the secret
door to 11 appears, allowing access.
10
The walls are all painted and show minimal water damage. The northern wall de-
picts scenes of humans being chased, captured, dismembered and eaten by blue-
furred humanoids, faces leering huge. The western wall shows glittering insects
of bronze dispatching the humanoids and liberating the humans. The southern
wall depicts the humans dwelling in a huge coastal city of stone, the bronze insects
watching from afar. The eastern wall, rendered in a different style, depicts a huge
black wave consuming the city.
11
Within this heretofore sealed chamber, an ancient hoard (Temple II):
• 182 Atlantean Coins, worth 20sp each. Designs feature formulae and bearded
figures, unlabelled.
• A Demonface Coin, depicting a horse with a broken snout.
– The demon within manifests as a wretched child, struggling beneath
the weight of their huge horse-head, the snout broken and crunching
with speech. It can teach Locate Object, Speak with Animals and the Slaying
Spell. If given a prince to consume, it can summon a Rat King.
6
36.12 Sphinx Hollow
A flat, wide stone juts from the side of a hill and creates a deep hollow. The top of the
stone is stained with old gore and splinters of bone. Within dwell three deathless
Sphinx, their eyes locked forward lest they scrape against their sand-skin. They
have composed an epic detailing the fall of their home in a language known only to
them. Any who interfere their recitation are picked up and dropped atop the rock.
39.12 Ika
The hills surrounding Ika support huge herds of wiry, thin-coated sheep tended
to by the 45 of the village. Each of their woven homes has a basement filled with
cheeses and wicker hives of honeybees. They make use of no dogs. All adults have
long scars upon their faces - inflicted by the Sheep-Killer in 40.13. Once a month,
one takes an offering to 40.13 in exchange for the safety of their herd.
Kikeru (2HD, Sling, Javelin, Spear) will, with gestures, offer all 40 of their cheeses
for the slaying of the Sheep-Killer. Their tongue is a knotted ball of ruined flesh, the
tip of an iron spike still embedded within it.
15 skirmishers.
7
31.13 Patada
Upon the coast, a single tower carved from a single huge pillar of stone has several
wooden and wicker extensions sprouting from it. Within are 140 Noosfolk warriors,
wearing fish-leather jerkins, and large coiled shells as helms. They wield shields,
javelins and Noos sickles. All watch the sea hopefully.
They are led by Itaja (3HD, Medium, Noos Sickle, Bow), who hates all outsiders with
a religious fervour. Within a chest of lead, she keeps the head of a statue stolen from
a temple on Rhus under cover of night.
140 Footmen plus 2 Small Noos Galleys.
36.13 Tomb-Shell
Atop a hill, a huge sea-shell clamped shut - large enough to contain a horse. The
surface is rough and weather-worn, but still hard enough to repel blows. A solid,
translucent substance glues the two halves shut on the lips of the shell. Using a
wedge, the shell could be pried open from the hinge. Within are the bones of a 9’
humanoid with an elongated skull. It wears a sheet of glimmering red-blue-purple
material, paper-thin but warm and waterproof, worth 4000sp. There is enough to
make 3 human-sized cloaks. Within this wondrous garment is a vial of the Blood
of Command (Human) (&T). Beside the bones is a warhammer, the soapstone head
shaped like a crab-claw - worth 750sp.
If this tomb is robbed and the inhabitants discover it, all will begin hunting the de-
filers.
40.13 Sheep-Killer
Lairing within the gnawed-out roots of a tree, a Manticore observes its kingdom,
marking the boundaries with its iron spikes. Those not bearing facial wounds are
recognised as threats, and harassed from afar with flung spikes. The Manticore
needs no sleep, but will forget caution if offered the flesh of a sheep.
8
At night they move, seeking meat, leaving 2d6 of their number to guard the camp -
higher numbers indicating more stored meat.
32.14 Qeka
Beside the river the 66 of Qeka dwell, each bound to the flowing waters. They haul
up great quantities of fish and shellfish, smoking them and carrying them to Patada.
All their fishery is done from the shore or half-submerged in the waters - they abhor
boats.
Pitaja (2HD, Shield, Sling, Dagger) remembers fondly their time spent in Patada,
and considers their stewardship of Qeka a great honour. From a captured Norse-
man, they learnt the properties of chewed Betony.
15 skirmishers.
9
36.14 Feral Basilisk
On the outskirts, a few grey leaves litter the floor. Inspection reveals them to be del-
icate stone, crumbling to nothing beneath the lightest touch. Then branches, trees,
deer, foxes, mineral and inert. Between the trees, a Basilisk slinks. Around its rep-
tilian neck a thick band of platinum set with flowing designs flowing around inset
pearls (worth 2500sp).
It has grown wary of hunters, and uses stealth to avoid mirrors.
39.14 Kovatos
Paths have been cut into the earth here, all converging on the widest point of the
river. A pair of stone pillars, set with manacles, stand 2’ apart. In the silt of the
waters awaits Kovatos, brought here by devotees in ages forgotten. In form, it is
something like a huge rugose jellyfish, tendrils thickened and ending in grasping
claws the size of swords. Hanging from these four-dozen tentacles are many heavy
gold charms, built with fitted hoops for just such a purpose. Those approaching
without an offering of 4 gold charms or a human sacrifice rouse its ire - Kovatos
rises from the depths with a shrilling keen.
If a sacrifice is given, Kovatos offers up a tendril, allowing the claw to be cut off. The
dactyl of the claw can be used as a sword which adds +1 to hit and to damage.
If slain, there are 921 golden charms, every 10 taking up 1 inventory slot. They are
worth 200sp each.
HD 10* / AC as Leather / Damage 1d6+1 / May shriek once every 4 rounds - those
in earshot must make a Physique save or have their eardrums burst, deafened for
2 months and incapacitated for d6 rounds. / Makes 3 attacks against all targets in
reach per round.
* Supernatural HP
44.14 Tomb-Ship
At the bottom of the river rests a long boat of woven basketry, visible when the wa-
ters run clear. It is weighed down by grave-goods of gold, surround a woven sar-
10
cophagus with the appearance of a chrysalis. Within this is a Mummy, embalmed in
seaweed, their teeth replaced with alternating gold-and-pearls. If their tomb-ship
is disturbed, they awaken, using their strength to hold would-be-thieves beneath
the waters.
The grave-goods (Tomb III):
• 100 Atlantean Coins, worth 20sp each. Designs feature formulae and bearded
figures, unlabelled.
• 10 small, tightly-closed shells containing fragrant spices. Worth 30sp each.
• A stone disc, engraved with pictograms around the outer rim. Rotated, it re-
counts a narrative of a city growing beside a sea, sending out narrow boats to
find new shores. The cyclical nature of the story shows each of these colonies
growing and sending out their own ships in time. Worth 5000sp to a scholar
or sorcerer.
31.15 Egg-Reader
Upon the beach stand six Merfolk, armed with slender spears and shell-shields,
guarding another of their number, form swelled with eggs and prophecy. The cen-
tral figure quakes and moans, voice close to human. They vomit their eggs and take
a reading - what they seek lies in the fort to the North. If approached, the Mer-
folk ask in half-forgotten Norse and Albann for the return of an idol from the fort,
promising payment in pale gold.
They payment is months later, and consists of a chest of pale gold tokens worth
10000sp. The Merfolk will find and deliver it to the party directly.
11
34.15 Qitune
Low sloped buildings of wood and earth house the 75 of Qitune. They are quiet and
serious, tending to their traps in the river and undergrowth. Small animals are
strung up everywhere, some drying whilst others almost seem to act as warnings.
All adults carry short spears.
Rusa (4HD, Spear, Dagger) is a huge figure, covered in scars from weapons and
claws alike. If any visitors tarry, he will challenge them to duel in the centre of the
village. He wields a spear and knife simultaneously, adding +2 to strike. If reduced
to 3 HP or less and spared his life, he will teach this unique style of fighting.
10 footmen, 15 skirmishers.
36.15 Sidare
Woven homes shelter beneath the foliage above. 67 live here, tending to fruit trees
planted long ago. Short-furred dogs watch sleepily from the hollows they have dug
in the roots of trees.
Ariad (2HD, Shield, Javelin, Noos Sickle) tries to organise a band to seek her brother
who went North to pray at the Tomb-Shell. None are interested, knowing the risks
of travel through the forest. To those willing to aid her, she teaches how to make a
Yarrow poultice to ward off fear.
15 skirmishers.
37.15 Sama
In the gloom of the deep forest, 28 tend their fungus-laden trenches, retiring to their
burrow-like homes. All are ageing, childless, backs bent with their toil. Beneath the
forest grime, their garments are rich and of the highest quality - the mushrooms
they grow are medicinal, and can heal the mind and body.
Those eating the mushrooms of Sama heal at twice the normal rate. A tea brewed
from them grants a second Warding save against mind-clouding magics. The
dwellers of Sama trade them for items worth 100sp each.
42.15 Wadunimi
The 28 of Wadunimi spend as much time in the river as they do in their homes, dig-
ging up clay. Surrounding the houses are the kilns used to fire their pottery - all
sculpted with a keen eye for symmetry and bereft of decorative elements barring
their blue-white-black eye charms.
Jadikira (3HD, Leather, Javelin, Noos Sickle) watches the waters and the trees. Use-
less at pottery, he instead is fiercely defensive of his fellow villagers.
3 footmen, 5 skirmishers.
12
44.15 Iruja
The stone, square buildings of Iruja stand empty. A small remaining population
dwell in the centre, watching the empty houses for thieves with their huge, vicious
dogs known for their red coats. A stockpile of food and drink sustains them. They
do not know how long their vigil must be maintained for.
Within the houses, many personal belongings have been left - although few are
valuable.
22 footmen plus 20 guard-dogs.
13
46.15 Teri
Upon the coast, the 65 dwellers of Teri build the low-slung galleys of Noos. Their
children play in the skeletal hulls of half-finished warships. Huge quantities of
wood are floated down river and hauled by oxen to the village.
Yisharu (1HD, Bow) once sailed to defend Noos, and learnt respect for those beyond
the isle. He speaks a few words of Norse and is eager to practice them.
10 footmen, 10 skirmishers.
31.16 Sikira
At the centre of the village, five young men are tied to a post, small rocks and shells
thrown at them occasionally. They were caught stealing from the fishing nets, and
are being held - all know they come from Meza. All 47 of Sikira partake in the
generations-long feud between the villages.
Pijaseme (2HD, Shield, Noos Sickle) would see the village pay outsiders to steal the
goats of Meza, driving them into the forest to the East. They offer 500sp in corded
silver jewellery for such a feat, but insist that no-one is killed.
7 footmen, 7 skirmishers.
33.16 Meza
In the arid earth, the square-stone buildings of Meza cluster. Silky-furred goats
wander between the houses whilst the 32 inhabitants fret about their missing sons.
All know they went to Sikira to pilfer food - but to get caught? Unthinkable. Such a
failure puts Meza on the back-foot in the long-standing feud.
Pijasiros (2HD, Shield, Noos Sickle) speaks for all when he offers 700sp in golden
bangles for the safe return of the five men - as long as no-one is killed.
3 footmen, 9 skirmishers.
37.16 Pyramids
Between the trees, small pyramids of clay-brick stand amongst their collapsed sib-
lings. Most are no larger than 10’ square, vegetation crawling over their surfaces,
14
their peaks 12’ in the air. Open doorways allow access to the interiors - most now
home wildlife, their nests filling the enclosed space, hiding old firepits.
Hundreds cluster - closer the centre, they increase in size and ruination, some
showing signs of burning long ago. Presences still lurk in these despoiled homes
- denied the sun, they wait in the deep shadows until night lets them creep forth
and devour the living.It has been centuries since they saw humans not descended
from the invaders of so long ago.
All of these buildings have been emptied of their contents long ago. A single,
smaller pyramid towards the centre is made of red bricks, the top brick missing.
121 bricks were used in its construction, and the top 60 contain a rod of gold worth
100sp.
The spectral inhabitants consist of families of 2d6 Wraiths, the lower d6 of which
are armed with bows.
39.16 Daqera
Daqera burns with a strange, unearthly flame. Burnt and broken bodies are scat-
tered, the earth torn apart as if by some divine plough. Amongst the devastation, a
single survivor bears a horrible burn across their chest, their hip crushed by a great
weight or blow. He gestures to the South as he expires.
Searching the few unburnt buildings, 10 days of fresh food can be found.
42.16 Muru
Bricks of mud and clay make up the boxy low buildings which cluster around the
round towers seemingly made of single massive slabs of smooth stone. Between
them wind streets dusty, 1987 calling the city of Muru home. All of the city sur-
rounds the Palace-Temple Complex, built to surround the water that falls from the
river down to the sea below. Up carved paths sailors come and go, the calm bay be-
low hosting many of the Noos Galleys. Much of the wealth they plunder or trade
for is in gold, delivered to the whitesmiths for sacrifice to Kovatos. Such sacrifices
occur four times a year.
Within the Palace-Temple are 150 tall sarcophagi, each with a stone basin set before
them. The sarcophagi are banded with gold and bronze, intricately constructed
and lovingly maintained. The basins are stained red with the blood of sacrifices.
Within each sarcophagi are the bones of a 9’ humanoid with an elongated skull.
Each receives sacrifice once a month. Those providing sacrifices are honoured by
the priesthood, who maintain all power on the island despite a lack of presence. The
15
temple is guarded by 150 picked 3HD warriors, each wielding swords made from
Kovatos’ claws (+1 to hit, +1 damage) and shields of crab-shell. These warriors have
bands of gold around their heads, causing skull deformation in mimicry of those
within the sarcophagi.
Those captured for sacrifice may be given an alternative sentence - defeating the
Kobolds that plague the river. Such hopefuls are accompanied by their number in
Head-Bound Warriors, under orders to kill any shirking their duty.
150 Head-Bound Warriors, 100 armoured footmen, 200 skirmishers plus 8 Small
Noos Galleys
43.16 Amidao
Cleared woodlands give way to fields of wheat, the clay-brick buildings of Amidao
huddled together as if afraid of their crop. 68 live amongst them, tilling the earth
and watching the seasons.
Kikeru (1HD, Sling) bears scarring on his throat. Despite his throat being slit in rit-
ual sacrifice in Muru, he survived. The priests decided to let him live, his blood
given to the ancients.
12 skirmishers.
48.16 Sea-Watcher
A single Golem of imported stone and clay, shaped like a shackled bull, watches the
ocean. It is far bigger than a real bull, 10’ at the shoulder. When ships are spotted, it
begins to pace, scratching at the sand. Those approaching from behind always have
Surprise.
16
33.17 Toothless Snakes
Skittish venomous snakes, coloured black and red, dart between the rocks on this
beach. Many suffer from malformed fangs, unable to bite.
17
There are 24 rings, each worth 200sp. If five are worn, the wearer may rake with
the claws - always bearing a Medium weapon.
44.17 Inamdi
The 60 of Inamdi wound the forest. Every day, they take up their axes and continue
to carve a swath through the trees, dragging the logs to the river and floating them
down to Teri. Many are marked for death, the back-breaking labour offered as an
alternative to sacrifice. The freshest amongst them would throw off their shackles
and escape Noos.
Bansabira (1HD, Unarmoured, Staff) watches the captive labourers closely. A single
mistake is all she needs to reclaim them as sacrifices for the temple.
14 footmen.
18
33.18 Istvaeonic Raid
A light boat, dragged up on the shore and hidden beneath a sand-coloured sheet.
From it extend tracks in the sand, leading to a fireless camp. Ten Istvaeonic war-
riors, beards long and mail dull, are accompanied by their ten shieldbearers - all
beardless and keen to prove themselves. They speak a little Norse, and are willing
to pay 100sp in silver pennies for the location of small village. They would be will-
ing to split the loot to assault a larger settlement.
19
34.18 Yisharu, the Night Feeder
Dense thorned undergrowth shrouds an open cavern rent into the ground, 150’
deep. From this gouge in the earth emerges Yisharu, a Giant Bat.
The first story is that Yisharu flies at night so they cannot be seen. That is why he
hunts humans, who carry flame to illuminate the night - or so the story goes.
Yisharu is always in his lair during the day, although his hearing is sensitive enough
to detect footsteps on the surface.
When hunting, he seeks to strike the weakest and avoid prolonged fights. He is
strong enough to pick up a man in Medium or Light armour, dropping them against
rocks or in the sea.
HD 5 / AC as Maille/ Damage 1d6+1 / Drains blood, healing HP equal to damage dealt.
This may increase their HP past initial total, but any ‘additional’ HP bloats Yisharu,
meaning they cannot fly.
37.18 Panina
Mossclad buildings of wicker and earth blend into their forested environs, provid-
ing shelter for 59 souls who forage and hunt with their tools of bronze. Dogs and
cats outnumber their owners.
Widina (3HD, Leather, Noos Sickle, Javelin) is torn. Her son, Duripi, has returned
from his worldly wanderings, but has been changed. The people of Panina help her
for now, providing her food and supplies to take to 38.19.
5 footmen, 10 skirmishers.
20
• 100sp in bronze Noos coins, featureless.
• 6 rusted, worthless iron ingots.
• A Ship’s Head. (&T)
• A sealed horn containing a single draught of Hero-Mead. (&T)
• Elovissa. (&T)
34.19 Hullknife
A knife-edge of rock hides just beneath the water at low tide - boats passing through
the nearby water have a 3-in-6 chance of holing their hull upon it, beginning to sink.
38.19 Duripi
Hidden in the old-growth trees, Duripi is delirious with pain. A Troll, still young,
gums still bleeding, still spitting glass and still unable to grasp the world without
howling. His mother tries to keep him alive and hidden, but every mouthful is
agony - his screams will be heard eventually.
21
39.19 Aseja
Silence lies thick over Aseja, the remaining 22 bid to hide and watch any visitors. At
night, their children run to 40.20 and tell the guards what they have seen. There is
nothing behind the eyes of these children - they act as the chain which binds, their
souls held captive by Bifronze.
If violence seems likely, all flee to 40.20, banging drums to alert the guards.
8 skirmishers.
40.19 Dirina
A fresh earthen wall, set with spikes, surrounds the now-crowded village of Dirinia,
housing 83. A sick, desperate carnival air haunts the settlement - many stumble
drunk between houses only recently gifted to them, bearing arms they have yet to
use in anger. All here serve Berith, Beleth and Bifronze - those who resisted formed
the foundations for the earthworks. Those unhappy from across Noos find them-
selves here, partying and training for the capture of a third village.
15 footmen, 15 skirmishers.
22
36 footmen guard the fort, wearing Leather armour and wielding bows and Noos
sickles. 12 stand upon the walls at any given time, 12 attending to the Chimera
whilst the final 12 sleep. The Chimera responds to sounds of violence, emerging
from the central structure - a single room, the walls stained and carved with en-
crypted calculations. Once a week, delegations from Aseja and Dirina arrive to de-
liver food and news.
The crown Berith, worn by the lion head, grants dominion over men’s bodies - all
orders must be followed, although each must be completed before the next is given.
A Warding save negates the effect, although the afflicted may try and subvert the
orders through cunning.
The crown Beleth, worn by the dragon head, grants dominion over men’s minds - it
can hide the real and conjure the imaginary, although all must share the delusion.
A Warding save dispels the illusion for that individual - and lets them disprove it to
the rest.
The crown Bifronze, worn by the goat head, grants dominion over men’s souls - it
can tear the soul from a body and imprison it within itself. Those victimized can
still take action, but fail all Saves until their soul is restored. A Warding save resists
this effect. Breaking the crown restores all the captured souls.
Each crown can be used once per round in addition to other attacks, depending on
which third of the Chimera is manifest.
Each crown is worth 10000sp. Humans may only use them once a week safely
- each use thereafter requiring a Physique save to avoid permanently losing 1HD,
their body shrivelled and drained.
45.20 Spoor
Amongst a thicket of trees, taller and thicker than the rest, scraped bark, hoof-
prints and fragments of horn.
23
46.21 Survivor
A slender vessel of fantastically light wood has been pulled up on the beach. A small
fire burns beside it, and a figure in a large hat warms themselves by it. They speak
all the languages of the realm.
They offer their fire to any travellers, before spinning them a tale - they had set out
with 19 others to seek an island that moves with the tides, told to contain riches
beyond compare. Unlike most, they found this fabled isle - empty cities and beast-
haunted forest beneath a mountain forbidding. One by one the companions were
picked off until they alone were left standing. They stole a boat from that place, as
well as a key to a tomb in the foothills. The figure has buried the key nearby, and
will sell the location for 1000sp, as well as a directions to where they last saw the
isle. If any take the offer, they take their money and sail to Eastern Pyorra.
At the spot they describe, a heavy key of iron carven with repeating triangular mo-
tifs surrounding geometric skulls. If their directions (sail 2 days West beyond Ruis-
lip) are followed that day, the Wandering Isle of Greschott can be found.
24
• Two draughts of the Potion of Terrible Strength. (&T)
* Supernatural HP
25