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- The Darkness Thomas Østerlie
- Table of contents
- Chapter 1: Introduction
- The Dying of the Light
- Bishop Ignatio
- The Eclipse
- PART I –Apostles of the Darkness
- Chapter 2: Cyrus – The Dark Martyr
- The Dark Hierarchy
- Manifestations of the Darkness
- Lady Tanda
- Raal the Jeselite
- Chapter 3: Malachdrim – The Dwindling
- Life of Malachdrim
- The Legend of the Twins
- The Exiled Realm of Lothren
- Beyond the Iron Gate
- Creating a Malachdrim Elf
- Chapter 4: Marquis Lazarus – Pride and Dishonor
- The Dark Province of Merodak
- The Church of Darkness
- The Fallen Orders of Knighthood
- The Dark Clergy
- Creating a minion of Lazarus
- Baelorn Nereth
- Bishop Ignatio
- Chapter 5: Timeline of Events
- PART II – A World in Darkness
- Chapter 6: The Darkness Among Us
- Heretic Covens
- Magicians
- Chapter 7: Legions of Darkness
- The Order of Seven
- The Urchins of Assentium
- Two Estates
- The Dark Children
- Ordo Sanguinicus
- Maelish the Inquisitor
- The Thrice Cursed of Orschild
- The Darkness Thomas Østerlie
- The Lighthouse
- Chapter 8: The Darkness in Play
- Staging the Darkness
- Creating and Playing Heretics
- Dark Narratives
- Chapter 9: Blood Legacy – scenario
- PART III – Appendix
- Horror and Madness
- Mental Resilience
- Mental Levels
- Madness
- The Darkness Thomas Østerlie
- CHAPTER 1:
- INTRODUCTION
- <<begin single page color text>>
- Fall has passed, and winter is coming to the World of Gemini.
- Time passes, and much has changed.
- Fifteen years ago twilight descended on the lands of mankind. The undoable had been done, the
- unthinkable been thought, and the Iron Gate's unbreakable seal had been broken.
- Eternal dusk settled on the lands of mankind.
- …and mankind despaired. The One had passed judgement. They had once been made in his image,
- but now the meek would inherit the world. As the Armies of Darkness were to pour through the Iron
- Gate, mankind would be obliterated. Divided mankind would fall.
- But the Armies of Darkness never swooped over the land. Cyrus, the Dark Martyr, did not unleash
- his demonic hordes. There was a short respite. While the ever-troublesome Marquis Lazarus had
- changed allegiance, breaking the Third Commandment of the Church, there came to be no war
- between the Church and the Darkness. The Church's warriors took to the fields, but none came to
- face them. Puzzled, but relieved, mankind drew a sigh of relief.
- It was too soon.
- The Darkness would prove more insidious than ever imagined. Its dominion would not be
- measured in land; its wealth would not be measured in gold; the Darkness only scale of measure was
- in the number of souls turned to its sinister cause. Where the Church had expected thousands of dark,
- demonic horsemen, the Darkness responded with unseen, covert infiltrators. Where the Sovereigns
- had expected threats, the Darkness responded with promises. Where mankind had expected eternal
- slavery, the Darkness responded with the word of eternal freedom.
- For such is the Darkness that it speaks of freedom, promises that are soon turned to slavery.
- Winter is coming to the world of Gemini.
- Seers herald the dawning of a new era.
- Fifteen years have passed, and nothing seems to have changed. Yet it has all changed. From beyond
- the rift in the Northern Mountains the Winds of Darkness continue to sweep across the land, seeking
- out those who are impure of heart instilling hatred in their minds and planting the seed of spite in
- their heart.
- <<end single page color text>>
- Welcome to The Darkness!
- This is a sourcebook for Gemini – The Dark Fantasy RPG. In order to enjoy the book you need to have
- access to the Gemini rulebook. The aim of the book is to provide material for involving the Darkness'
- Gemini narratives. The book deals with the Darkness' henchmen in the World of Gemini. Main focus is
- their involvement in the intrigues and politics of the Sovereigns and Church.
- You will learn that the Darkness is a harsh mistress; that she is like a drug; no matter how much she
- humiliates you, you will come back for more in a fruitless quest for that taste of ultimate power. This
- sourcebook is split into three parts. The first part, chapters 2 through 5, deals with the Darkness' three
- apostles in the world of Gemini – Cyrus, Lazarus, and Malachdrim – introducing you to the web
- intrigues they constantly weave across the world in their quest for world domination. You see, the
- Apostles of Darkness do not always work together, despite what the Church seems to believe or want to
- make us believe. As you read on you will learn more. The intention of this first part is to provide
- background material to the Darkness' and to introduce you to plot-lines and intrigues that you can build
- into your own Narratives. The second part – consisting chapter 6, 7, 8, and 9 – contains information
- about the apparitions of the Darkness in the lands of mankind. It is about heretics and wizards, and
- about staging the Darkness in your narratives. The third part, the appendix, contains new rules you can
- use with the background information provided in this book.
- You are now ready to read about the Darkness' dark and terrifying presence in the world of Gemini.
- But beware: this book contains forbidden knowledge. If you succumb to the Darkness' lure, you will be
- consumed in the end.
- The dying of the light
- “I renounce the Darkness and all its temptations.”
- – The Third Tenet of the Church
- Winter is coming to Merodak.
- Unnatural, cold northern winds rage through the night streets of the capital Neremeth. The sounds of
- dead leaves racing down the streets. Ferocious waves running white, crushes against the harbor docks.
- Trading vessels bob in the water, the forces of nature make them seem as light as paper. The slamming
- sound of an inn sign pierces the dark of night.
- Beneath the cathedral’s tall belfry the city of Neremeth sprawls in darkness. From atop the belfry
- Marquis Lazarus gazes into the blackness of the night. Cape and raven hair flowing behind him in the
- biting winds. A firm grasp on the belfry’s railing, Lazarus smirks.
- For once, he is content.
- He has made his choice.
- Never more will he have to bear the unbearable stupidity of his so-called peers – the greedy, fat,
- incompetent rulers of the Church, the four other Marquises and their imbecile allies, the Curia. The
- choice has been made: Lazarus has allied with the Church’s eternal enemy, the Dark Inheritors. He will
- himself become the Deliverer of Darkness!
- The ultimate weapon
- “A Deliverer will be chosen, and the world will shrivel under his touch.”
- – The Book of Darkness
- The end is night for his kind. Malachdrim sees it every day. For years he and his kind has traveled the
- human lands. Like lepers they have been chased from estate to estate, from province to province, from
- one stronghold to another, no one offering shelter to the outcast elfs. After years even his most devout
- men are starting to loose faith in their Lord Vassal.
- They have all been driven to the point of utter despair.
- Like stray dogs – cold, wet, exhausted, and hungry – the elfs are seeking shelter from the horrendous
- winter rains as they are making their way towards the north again. Malachdrim is exhausted to the core.
- He can barely keep his eyes open, but he knows, he knows that things are about to change.
- He has a mission.
- There is a purpose to life now.
- Every day Malachdrim has to witness the dwindling of his kin. Right in front of his very eyes those
- he trusts fade to nothingness. There is nothing he can do as long as he is denied to spawn with his Queen
- – his beloved Queen whom he loves above all else in the world. How he longs for her cool touch, her
- soothing words, and how he longs for her to spawn him new kinsmen. It has all been denied him for too
- long.
- For too long he has been exiled!
- …but things are about to change. He has thought the unthinkable, and he has done the undoable: he
- has entered an alliance with the Eternal Enemy: the Darkness.
- From beyond the rift in the northern mountains Malachdrim has been promised that which can make
- his Queen to spawn with him once more. All he has to do is to become the Deliverer of Darkness!
- Beyond the pale
- “The Dead One who was forgotten will walk again.”
- – The Twilight Chronicles
- And so it is done!
- All Cyrus can do is to bide his time – to wait. The Deliverer has been chosen. The snare has been set.
- A promise to be broken. His millennial imprisonment is soon over.
- He will finally be avenged!
- An unholy alliance
- “With his flaming sword he will cut a wound in the skies and plunge our world into eternal
- darkness.”
- – Nomen
- Alone Marquis Lazarus will have no chance of making it. Surrounded by potential traitors he will have
- to move swiftly once it has all been started. What will be done cannot be undone. There will be no
- turning back once his alliance with the Dark Inheritors is announced.
- The thought excites Lazarus.
- After years of intense studies he has uncovered the darkest ancient secret, that of the day and hour of
- the next eclipse. Only at the moment of total eclipse can the ancient seal that keeps the Darkness from
- our world, be broken. For some time now Lazarus has had this knowledge. Alas, alone he does not have
- the men to open the gates himself.
- Then word reached Merodak of another fallen creature's efforts to open the Iron Gate. Exiled the
- elfin Vassal Malachdrim's kind had been driven to the brink of extinction. In desperation the Vassal had
- sought the most powerful of all weapons in a last attempt to force his Queen to spawn with him anew:
- an alliance with the Darkness. Malachdrim could provide Lazarus with that which he did not have: the
- manpower to attack the Iron Gate's defenders. Lazarus could provide Malachdrim with that which the
- Fallen Vassal did not have: the exact day and hour of the eclipse.
- Tonight, an enormous weight has been taken off the Marquis' shoulders. He lets himself fall back
- into his wooden chair, as the door to his study slams shut. Malachdrim has just left the room, to set out
- on his long trek northwards. Tonight, an unholy alliance has been forged between two unlikely allies –
- Marquis Lazarus and Malachdrim the Vassal.
- Broken promises
- "Never put your faith in a traitor, lest you want treason among your own ranks."
- – Proverbs 1:23
- Avarice and jealousy is forged in Marquis Lazarus' heart.
- He will not share his power with anyone. Instead he forges a plan to betray his newfound ally. An
- agent of his is already at work among the guardians of the Iron Gate. Just in time to escape the elfin
- onslaught, this templar turned to the Darkness will make his way south to Ravarra. With him he will
- bring word of the elfin treason. When the Church learns of this Lazarus is convinced the knight
- templars will march to war against the elfs. Alone, he will have instigated the Third Elf War. With the
- Church and the elfs warring the road will be paved for Marquis Lazarus to conquer the world for
- himself.
- …but Lazarus can sense deceit in his ally, too, but however much he searches there is none to be
- found.
- The first step has been taken.
- Only minutes have passed since Malachdrim left Lazarus' solar, and already the Fallen Vassal has
- betrayed the Marquis in his heart. For such is Malachdrim's desperation that he is willing to sacrifice
- his own soul to save his kind. He will provide naught for the Dark Marquis. Once the Iron Gate has
- been opened, he will let his true master – Cyrus, the Dark Martyr – through from the far side of the rift
- in the mountains. At the moment of total eclipse Lazarus will announce his allegiance with the
- Darkness. Without the demonic hordes, Lazarus will be easy prey for the Church's forces. With Lazarus
- and the Church warring, the road will be paved for the Dark Martyr to conquer the world and force
- Malachdrim's beloved Queen to spawn with him anew.
- A plan come through
- "The birds of light have fallen, their wings burnt by the searing Darkness."
- – The Twilight Chronicles
- Plans laid carefully are plans that pan out perfectly. Centuries of pondering have yielded fruits – wormridden
- fruits, but nonetheless fruits. Conspiracies within conspiracies within conspiracies have been
- wrought. A concerto of treachery orchestrated by Count Conniving himself: Cyrus. All that is left to do
- is to lean back and let things run their course.
- Soon he will be free.
- Soon he, Cyrus the Dark Martyr, will lay mankind for his feet.
- The moment of eclipse
- "Rise through the Gate, oh hallowed one, from depths beyond the sky where the Darkness lurks and
- terror reigns."
- – The Book of Darkness. Part of an invocation ritual
- As darkness descends upon the world, at the moment of total eclipse an ancient darkness emerges,
- waking the slumbering demons who feed on human faltering, egotism and cruelty. The raising of the
- Iron Gate sends a tidal of dark energy across the land. Throughout the world people pause and shiver,
- sensing that something is terribly at miss. Strange events transpire. Ghosts stir in their tombs, and the
- dead claw at their coffins. For a fleeting moment the bustling ceremony of midnight mass grows silent in
- the great cathedral of Ravarra, as the ancient evil descended upon the world. In Merodak Marquis
- Lazarus halts, then smiles evilly.
- The Darkness has been let into this world!
- Aftermath
- "I'm not as good as I once was, but I am as good once as I ever was."
- - Malachdrim
- The mountains have proven a harsh mistress for Malachdrim. He has had to witness many of his
- warriors succumb to the biting cold. Wolfs have been heard in the distance, and Malachdrim knows they
- have been living well off the frozen flesh of his fallen warriors. The Iron Gate fell, but its defenders
- proved even more devout than Malachdrim had expected. Now, after the battle, there are none left.
- Yet, deceit has soured this moment of triumph.
- Among the ruins of the ravaged barracks Malachdrim has come across a letter. He is still holding it
- in his hand, mind reeling while he is trying to understand its implications. It is a letter from Marquis
- Lazarus himself, obviously delivered by the messenger ravens Merodak is ill famed for. But it is not the
- means of delivery, nor that Lazarus has had agents among the Gate guardians which horrors
- Malachdrim. It is the contents of the letter.
- Lazarus has betrayed him!
- The implications of the betrayal could mean the end of Malachdrim's hope to spawn with his Queen.
- Malachdrim has played high stakes and lost. A winning situation has been turned to a loss. It was he,
- not the Church that was to wage the Third Elf war. Now the warriors of the Church will march upon his
- beloved Queen, and he, Malachdrim, will be bereft of that which he so yearns for: to have the Queen
- spawn him new kinsmen. His only chance of making the elfin Queen spawn with him again has been lost
- to treachery. He is now forever doomed to be an outcast, forced into eternal servitude with Cyrus.
- Malachdrim looks through the ruined building's roof, seeing his master's demonic hordes already at
- work on the peaks above the Iron Gate. Sighing, he realizes all has been lost.
- Shattered dreams
- "Those who will not follow the Darkness, are bigots, those who cannot, are fools, and those who dare
- not, are slaves."
- – Marquis Lazarus
- Lazarus truly cannot believe it. It cannot be true!
- His plan was so carefully crafted. Nothing should nor could go wrong. Yet it did…
- Now he is secluded in the bleakest of all provinces, Merodak, with nowhere to run. None other than
- the Dark Martyr himself has denied him the demonic hordes that would bolster his armies, those
- promised by the Dark Inheritors. Two magical blades are not sufficient compensation for the realm he
- has lost. Even the position he was promised, that of the Dark Inheritors' right hand man, has been
- snapped from him. Right in front of his wide-open eyes. Jealousy is flaming inside Lazarus' chest. Bitter
- agony of what he has lost is eating him inside out.
- Yet, all is not lost, for the Darkness has once again been let into this world. Around him his province
- is going up in flames as monasteries and churches still loyal to Ravarra are torched and burnt to the
- ground. From the ashes of the One's Church his Church of Darkness will rise with one supreme ruler:
- him! Marquis Lazarus! If he plays his hand well he might yet end up the harbinger of Darkness', the
- conqueror of all mankind after all!
- Postscript
- "There are two kinds of people: those who count and those who can't."
- - Paolo
- Lazarus' agent, Paolo of the Order of ???, is hailed as a saint in Ravarra. It is believed that he alone
- escaped the Darkness' clutches to bear witness of the ultimate deceit. Fired on by his own inner drive for
- power, and contrary to Lazarus' bidding, Paolo reveals all about Malachdrim and Marquis Lazarus'
- alliance. The revelations keep the Church from going to war against the elfs, realizing it is a trap staged
- by Lazarus.
- In Ravarra Paolo is treated like a living saint. People worship him as the savior of mankind, the
- harbinger of good tidings. He has reached his own personal heaven as the Church's only living saint-
- Oh, the irony: sainthood through double treason. But little does he know that he will live scarce two
- more years. An agent of the Darkness will kill the Church's only living saint as Paolo participates in a
- parade to his honor. For such moves the One, in mysterious ways.
- Bishop Ignatio
- The Darkness had proven a harsh mistress. Ignatio had learnt that now. Oh, the glories, the power, and
- the might she promised; but woe, how unyielding she could be. The highs she gave were the best.
- Almost unlimited power, the Darkness could provide. But coming down, the demands, what she asked
- him to do in return… At times he thought it to be too much. That it did not pay off. He wanted to leave,
- to stop serving under her austere rule. However much he wanted, he could not make himself leave. The
- bridges had been burnt, he had taken one step too many to return to the world. He, once a proud bishop
- of the One's Church, was now an outlaw, a persona non grata, and if he ever was identified the
- Inquisition would burn him at the stake.
- His old life had been ripped right out of his hands. Sometimes Ignatio wondered if it had been
- voluntarily. He had called the shots himself, all being his own decisions. He was, after all, a free man,
- liberated by the Darkness from the shackles inflicted by the Church and traditions. No longer was he
- bound by morality, he need not serve anyone but himself and that which was better for him.
- Of course he had made the decisions himself! He was a free man, and the Darkness had liberated
- him. How silly it was to even question whether he had called the shots himself; that the sacrifices were
- worth it. Why of course they were! Never in his life had he been freer, more content, and more
- powerful. He had been liberated!
- It was all worth it – no question about that.
- Yet, Ignatio had this nagging feeling that in the end the Darkness would consume him completely.
- The eclipse
- Day 3 of the 5th month
- Finally! My quest seems to be over. In the wilderness outside of a small hamlet bearing no name (its
- inhabitants just call it Home) I have discovered a complete circle of standing stones. Although worn by
- time and overgrown with moss and lichen, I am quite confident I will find inscriptions beneath.
- Hopefully these inscriptions will be more complete than those I have come across earlier.
- Jehosaphat, my ever-faithful assistant, is just done setting up our provisory camp. The villagers have
- most kindly let us use an old, abandoned tool shed as housing. Not yet crumbling, the shed's walls seem
- to stoop in unnatural angles. They would have driven my tutor in geometry to the brink of madness.
- Though we cannot see them from our provisory housing, it is a short walk to the standing stones.
- Tomorrow we will begin our studies, for today it is too late. Dusk is already falling, and we need good
- lighting for the work ahead of us.
- Day 4 of the 5th month
- I believe we have hit gold this time. Rising in the wee hours of the morning, we were already up and
- about when the sun rose over the horizon. With tools in hand, Jehosaphat and I began removing the
- moss and lichen from the stones. It is a time-consuming job. If my suspicions are correct, the faces of
- these stones have not seen the light of day in generations.
- I have decided that we shall clean up all the stones before I get on with the task of trying to
- understand the inscriptions. However, I could not keep myself from marveling at the beauty of the
- inscriptions as we got on with the job. There is this one hieroglyph <<insert a cool hieroglyph (1)
- here>> that seems to recur throughout. I wonder what it means…
- Today's work is complete. Both Jehosaphat and I are exhausted. Not only is it time-consuming, it is
- also hard work readying the stones for closer examination.
- Day 5 of the 5th month
- Dawn broke with the most awful spring rain you can imagine. One thing is for sure: the roof of our
- makeshift home is leaking nothing I have never seen before. We are both soaked to the bone despite
- having spent all day indoors.
- I have noticed that the villagers are hard at work in spite of the horrendous rain – or maybe in
- defiance of the rain. Since the ground around the stones are nothing but mud, we have been kept from
- our work. This has given me ample time to study the villagers. They are a queer kind. I still have not
- seen them speak. Sullenly they all go about their business, taking seemingly no notice of each other.
- Odd…
- The Darkness Thomas Østerlie
- Gemini sourcebook Page 9 of 109 Trondheim May 19 2000
- Many share a common physical trait: deeply set eyes. I guess they have not bred with fresh blood in
- ever so long. Inbreeding is probably quite common here. This I will have to check with the village elder.
- If there ever is one such person…
- Day 7 of the 5th month
- Yesterday was uneventful. It stopped raining some time in the afternoon and Jehosaphat and I got to our
- business once the ground had dried up a bit. It was still a dirty job, but we got on with it.
- Today I have learnt the most intriguing piece of information. As noted earlier, I contacted the village
- elder to learn more of the hamlet. My curiosity is insatiable. He did not reveal much of the villagers, but
- I got the distinct feeling he was not all too happy about us taking interest in the standing stones. This
- piqued my interest, but he was not about to reveal any information of his own free will. All I got from
- him was that if he was me, he would have left those stones alone. "One should be careful not to wake
- the evil spirits," he said. No matter how much I pressed him on this point, he was not about to tell me
- any more.
- Somewhat puzzled I returned to Jehosaphat. It has been an interesting day.
- Day 8 of the 5th month
- We are done cleaning the stones now. It is noon and Jehosaphat and I have just finished our noon meal.
- Villagers have gathered around the stone circle, watching us at work. Or rather, scowling at us while
- working. I guess they are curious to see what we are doing. None of them talk to me, though I have tried
- initiating talks with a few of our spectators.
- Now that all the stones are all clean, this one hieroglyph that I had noticed before <<insert the same
- cool hieroglyph (1) as that above>> seems to recur throughout each stone. Deciphering the hieroglyphs
- is a tremendous task. Rather weirdly, this one hieroglyph seems to send shivers down my spine every
- time I trace it with my finger. There is something about it that makes me uneasy. While Jehosaphat
- promptly refuses, I can see him shuddering, too, whenever he stumbles across this hieroglyph.
- I am beginning to believe more and more that these hieroglyphs are the remnants of some civilization
- pre-dating that which our historians can trace. It is extremely fascinating work. I cannot wait to crack
- the code and start learning the ancient wisdom chiseled into these stones aeons ago.
- Day 10 of the 5th month
- Something weird transpired this night. Both Jehosaphat and I were kept awake by these strange noises.
- They kept recurring throughout the night, stopping mere moments ago as dawn broke. The noises were
- nothing either of us has heard before. Words cannot begin to describe them. However strange this may
- sound, the noise gave me somewhat the same sensation as I have been experiencing when tracing that
- which I have come to call the evil rune <<insert the same cool hieroglyph (1) as that above>> because
- of its effect on us.
- ---
- It is dusk now, and we have retired to our shed. I cannot make head nor tail of the enigmatic
- hieroglyphs. Today has been a terribly little fruitful. My hopes are that tomorrow will grant a better
- yield.
- Day 20 of the 5th month
- I am beginning to despair. For over ten days we have been studying the hieroglyphs, alas to no avail.
- We are both getting a bit testy, Jehosaphat and I, but we are not about to give up so easily.
- Day 25 of the 5th month
- Almost a complete cycle of the moon has passed and I am left with nothing substantial. Today
- Jehosaphat and I had our first, serious fall-out. Jehosaphat left. He did not bring any of his gear, but
- now, as darkness has settled, he has not returned. I hope all is well with him.
- Day 26 of the 5th month
- It turns out our recent fall-out lead to something good after all. Walking about in the forest, darkness
- totally surprised Jehosaphat. He made camp beneath a giant oaken tree where he found a stone covered
- in soft moss to rest his head on. Understandably, Jehosaphat slept uneasy. The woods are filled with
- wolves and other predators. When he woke, he found his chin scraped. In his sleep he had rubbed off
- most of the moss off the stone. Cursing his ill fate, Jehosaphat used some of the loose moss to dress his
- wounds.
- And behold!
- Beneath the stone turned out to be filled with inscriptions. Praising his lucky star, Jehosaphat made
- his way back to our camp to report this finding.
- Most of this day has been spent at the stone. We are both extremely excited. As it turns out, the stone
- is easier to understand. It is obviously some sort of a calendar. It shows the cycles of the moon, and the
- positions of the stars at any given date. Some of the hieroglyphs in the calendar I recognize from the
- standing stones <<insert a couple of cool hieroglyphs>>. Tomorrow I will use them in a renewed effort
- to decipher the hieroglyphs on the standing stones in order to learn the ancient wisdom they hold.
- Day 27 of the 5th month
- We have made progress – considerable progress. I am starting to suspect that one of the standing stones
- is a gigantic astronomical calendar. It seems to list dates of some peculiar events. Especially one
- passage has caught my attention <<insert a sequence of several hieroglyphs ending with the evil rune
- (1)>>. Mostly because it contains the evil rune, I believe.
- Day 1 of the 6th month
- I almost cannot believe what I have learnt. I was right about that one standing stone. It is a gigantic
- astronomical calendar. However, it is not like any calendar I have seen before. From what I can tell it is
- a calendar of omens that are to pass when the celestial bodies are in certain positions on the firmament.
- Since the evil rune is recurring in several of the glyph sequences, I fear that these are bad omens.
- Day 2 of the 6th month
- Today has been a major breakthrough. It started off slowly. I am coming to an end with the aid the
- stone under the oaken tree could provide me. Although having understood that one of the standing
- stones is an astronomical calendar, I still am unable to understand its contents. Then fate played me a
- wondrous trick.
- After darkness had fallen, a villager approached us. His name seems to elude me, but it is of no
- consequence. What he told me, however, might prove ever so valuable. He said he knew what some of
- the hieroglyphs meant. I found this strange, as the man is an illiterate for sure, yet what he told me did
- seem reasonable. The runes he knew were:
- "eclipse" <<insert a cool glyph>>
- "gateway", or maybe "bridge across the gulf" <<insert a cool glyph>>
- "age" <<insert a cool glyph>>
- "the son of darkness", or possibly "he who betrays man by darkness" <<cool glyph (2) looking quite
- like the evil rune>>
- The Darkness Thomas Østerlie
- Gemini sourcebook Page 11 of 109 Trondheim May 19 2000
- "the Darkness" <<insert the evil rune (1)>>
- EARLY MORNING
- I brought a lantern to the standing stones. I simply could not wait for dawn to break. I had to see if I
- could make any more sense from the inscriptions using my newly found knowledge. Tonight I have
- made good progress. My eyes are sore, but now I know more what the inscriptions are about. As far as
- I can tell they recount ancient legends of a struggle between good and evil.
- I will go to bed now. Dawn has not yet broken, and I sorely need some sleep. My entire body is
- aching, yet my spirits are soaring. I believe this to be a major breakthrough!
- Day 3 of the 6th month
- Woe! We were rudely awoken just before dawn by the village elder. To my utmost distress he could tell
- that the villager who had visited me last night has been found dead. In the center of the standing stones
- his body had been found badly mutilated – eyes torn out, and tongue likewise. We are being kept
- responsible for his death. The village elder blames the death on the evil spirits he thinks live among the
- standing stones. However, he blames us for disturbing their rest.
- Much to my alarm, the situation almost came out of control. Villagers were surrounding us, armed
- with pitchforks and lit torches. Jehosaphat and I armed with nothing but our nightcaps. After some back
- and forth, Jehosaphat, ever the diplomat, was able to calm things down a bit, and the villagers
- grudgingly left us alone.
- However, I am in trouble. What if they learn that the dead man saw me the night before his death?
- And what if they learn that I spent most of the night among the standing stones? I am in serious trouble.
- MIDNIGHT
- I am becoming suspicious. A whole new world has opened up to me after learning of the glyphs last
- night. The ancient legends that I find on the stones are oddly similar to the stories recounted by the
- Nomen. The glyphs speak of a man, portrayed by the <<insert son of darkness rune (2)>>, who is first
- betrayed by his kin then he betrays them. He will be stopped at releasing the ancient evil upon his kin,
- but only to assume a new shape in the lands of evil.
- Oddly reminiscent of the tale of Cyrus…
- We will continue our excavations tomorrow.
- Day 4 of the 6th month
- A terrible ruckus kept us awake all night. They were the same noises we heard earlier, albeit this time
- ever so much closer. The noise made it impossible for both of us, Jehosaphat and I, to get any sleep. To
- make things worse, upon getting up at dawn, Jehosaphat found an odd stick figurine strung down from
- the carrier beam across the missing door of our shed. The figurine is made of twigs and branches strung
- together with tree bark. It troubled me that the figurine was shaped like the evil rune!
- I have now learnt that Jehosaphat has found such a figurine strung from the beam every morning
- upon fetching my water. He has, however, chosen to keep that a secret from me. He simply did not think
- it was of any importance. Wherever does he get such an idea?! Deep inside, this warms my old heart,
- though. It is fairly obvious that Jehosaphat, too, has seen that the twig figurine resembles the evil rune.
- Him having chosen to hide their presence from me must only mean that he is trying as best as he can to
- protect me from the evil that seems to surrounds us at this place. For there is more…
- This morning's twig figurine would most probably have passed me by unnoticed, as those of previous
- mornings, had it not been for the fact that Jehosaphat set in a shrieking cry when cutting the figurine
- down. In two steps I was by the door, seeing the figurine hanging from the beam. Within the blink of an
- eye I could see the cause of Jehosaphat's cry: two eyeballs were fastened to the figurine. Human
- eyeballs mind you, and in my opinion the eyeballs of the deceased villager. Upon talking with
- Jehosaphat afterwards I learnt the lad had kept the figurines a secret from me.
- I can only conclude that someone is trying to tell us something. We have both decided to keep the
- whole incident to ourselves. Telling the villagers would only stir sentiments even more, most probably
- forcing us to leave. That, we cannot have, now that we are so close to understanding what the standing
- stones can tell us.
- MID-DAY
- Oh dear!
- This is worse than I had believed. Villagers have been lurking around the glade with the standing
- stones all through this morning. Walking among the trees, I think they are trying not to be seen. Poor
- nitwits, not understanding that we can see them. Something is at miss here. I cannot tell what, but there
- is something wrong. However, I cannot let that ruin now that I am this close to learning the truth about
- the stones' inscriptions.
- LATE AFTERNOON
- Another startling discovery! Or rather: another disturbing discovery.
- I am starting to make sense of the astronomical calendar. Especially one event: an eclipse of sorts.
- Moreover, it seems to be connected to the return of the Son of Darkness <<insert son of darkness rune
- (2)>>. In unambiguous words it says that when the celestial bodies come to be in their original positions
- on the firmament, aligning in front of the sun, the Son of Darkness will be freed from his age-long
- imprisonment, unleashing his wrath upon mankind. In itself not much that would make me shudder.
- However, comparing the charts on the stones with the calculus in the astronomical books I always bring
- on my travels, I have started to chart the effects of this eclipse onto a map of our world. Timeconsuming
- work, because the stones do not use the same names as we do for the geographical features
- of the world. This is, however, much more gratifying than struggling to understand the glyphs. I can
- only praise my lucky starts for being approached by the now deceased villager.
- LATE NIGHT
- I have been toiling over the map all night. My eyes are running sore because of the poor lighting
- produced by the candle we were able to procure from the villagers. An unhelpful lot, they are. I almost
- had to threaten with unleash the evil spirits upon them to get myself a candle. We ran out of oil for our
- lanterns late last night. Candles are not as good lighting as lanterns, but it was the best we could find. I
- will, unfortunately, have to take an early night because we cannot afford to spend all of the candles in
- one go. We still have a lot of work in front of us.
- Day 5 of the 6th month
- We are both starting to get jumpy. All of the night that same ruckus kept us awake. Neither of us has
- slept properly for a couple of nights now. Jehosaphat is already starting to show strain, the poor lad. I
- am fairly certain that the noises are closer than ever, and this time we both agree upon hearing chants as
- well. This is, in other words, something created by humans. Even though: there is something eerily
- unnatural about the sounds. Something out of this world.
- Another twig figurine was strung to the carrier beam this morning, too. Today, I could not for my
- very life make Jehosaphat fetch me water until I had removed the figurine. Even though I do not say, it
- really puzzles me how the villagers are able to string up the figurine without Jehosaphat or me taking
- notice of it. The whole idea of someone sneaking up to our shed without us noticing is somewhat
- unnerving.
- That I removed the figurine this morning was probably for the better. Strapped to the figurine was
- the bleached skull of some small rodent of sorts. The whole thing is starting to make me very uneasy.
- Combined with my findings, I must confess that I find this whole scene quite disturbing.
- AFTERNOON
- I am making slow, yet steady, progress on the map. The reason why I write these lines is to make a
- remark about Jehosaphat's behavior. He has kept to himself all day, sulking, only responding in single
- syllables when I speak to him. I have several times asked him to rest in the sun, but he refuses, saying
- he cannot sleep after the events that have transpired. Personally, I think it might have been wrong
- bringing Jehosaphat on this trip. Maybe he is a bit young, after all.
- Another thing, the villagers are still stalking us, keeping an eye on our every move.
- Day 6 of the 6th month
- We took an early night yesterday. Jehosaphat was weary to the bone, and I want to save the candles for
- later. Both of us fell asleep soundly even before night settled. However, our sleep was to be short. I
- gather it was around midnight that we were both rudely awoken. There was someone outside the shed.
- Many people walking around it, knocking on the walls with sticks or whatever. And then we heard that
- same noise as we have heard so many times before. Only this time, it was right outside of the shed!
- That we were afraid, is an understatement. We found the whole scene terrifying. It only made matters
- worse that bonfires were being lit outside. Neither of use dared venture outside to see who was
- terrorizing us. Especially after seeing those unnatural shades in the glare of the bonfires. Those cannot
- have been human shapes. It would have been impossible to tell, for they were wearing hooded robes.
- The ruckus left us shaken to the core. Sleep deprivation is now really starting to take its toll on the
- both of us. When the ruckus ended sometime close to dawn, we both fell asleep. Upon waking some
- time around noon, we ventured outside. I was intent upon getting to the bottom of the matter, so I did
- what I should have done long ago: I went to see the village elder.
- I cannot begin to describe how that meeting made me feel. Needles to say: I am starting to question
- my own sanity. Maybe the glyphs were not meant to be deciphered. Maybe they hold knowledge that
- will drive any man to the brink of his sanity. Is that why both Jehosaphat and I are hearing this strange
- noises and having these strange visions?
- The thing is, the village elder promptly refused ever hearing any ruckus any night. Even the other
- villagers deny ever having heard any noise. To prove my case I took them to our shed to show them the
- glowing embers of last night's bonfires. There were none! Jehosaphat and I must either have dreamt the
- whole thing, something that I doubt judging from the weariness that I am experiencing, or there is
- something unnatural going on. The third alternative, the one which I do not want to believe, is that
- Jehosaphat and I are slowly going mad.
- By the One, let it not be so.
- Maybe we are dabbling with something that man was not meant to know. Maybe we have discovered
- some ancient secret that was to remain a secret. Maybe we have disturbed the evil spirits.
- AFTERNOON
- I do not want this to be true!
- Jehosaphat has started babbling like a madman. I cannot for my very life understand what he is
- saying. It is almost as if he is speaking a foreign tongue. Some of the sounds he is making I have never
- heard a human utter before. The milk of the poppy that I brewed for him seems to be calming him down,
- but the poor lad is feverish.
- EVENING
- Jehosaphat woke with a start mere moments ago. I have picked up my notebook to record the events that
- are transpiring as they unfold in front of my eyes. To say that I do not understand what is happening is
- an understatement. Jehosaphat went to the stone he has been studying for days upon end upon wakin.
- While tracing the glyphs with his right index finger he is reciting something in a foreign tongue. I am
- afraid the poor lad has lost his mind, and I am afraid that I am starting to crack myself for in a curious
- way it seems as if I understand what Jehosaphat is reciting. It is the tale of things to come and how
- things might be. They are bad omens from an age long past, and they chill me to the bone.
- SUNSET
- Jehosaphat is finally calm. I am starting to fear that our time is running out. We cannot stay here much
- longer, or we will lose our minds the both of us. I have therefore chosen to burn my candles tonight in a
- desperate attempt to finish the map. There is not much left now.
- Final entry
- I do not know what day it is any more, for I have been on the run for so long that the days are becoming
- a blur. My fear is that this will be the final entry. If they catch up with me, I have nowhere to run any
- more. I feel they are tightening the noose and that my final hour is drawing near. It is therefore vital that
- I record my final discoveries.
- After my last diary entry I kept working on my map throughout the evening and early night. Then,
- around midnight, the evil spirits returned. Knocking on the shed with their sticks, chanting ever so
- loudly, and lighting bonfires, too. They woke Jehosaphat from his deepest sleep. The boy sat up, eyes
- wide open, a crazy shine in them. His smile was of total bliss. What happened next made my blood run
- cold. It was nothing I had ever expected. Not even in my wildest nightmares. Making the sign of the
- One, reciting his five commandments did not help much. I believe nothing could have prepared me for
- that which struck like lightning on a sunny day.
- Waking up, Jehosaphat got up. But instead of huddling close to me, as had all previous nights, he
- joined the chanting. Performing the most disturbing dance on the middle of the dirt floor of our
- makeshift home, he seemed to known the chant by heart. I must confess that I did not know what to
- believe or what to do.
- For what seemed like an eternity I stared at Jehosaphat in disbelief. It was as if he had become
- someone else, something monstrous and evil. I think it must have been the smoke stinging my eyes that
- shook me out of this trancelike state. The bastards had set our shed on fire, and I had not noticed until
- we were almost completely engulfed in flames. That I had not yet gone to sleep was my fortune. I was,
- unlike Jehosaphat, fully dressed. I tried collecting as many of my notes as I could before escaping the
- flames. Upon fleeing the scene I tried dragging the poor lad with me. He snapped at me, leaving bite
- marks on the back of my hand. I realized it was too late for him. Hallowed be his memory. The last
- thing I saw before fleeing into the forest was Jehosaphat still doing that crazy dance inside the shed. The
- poor lad alit with flames. His shrieks of pain I shall never forget. They will ring in my ears till the day I
- die. Which seems to be fairly soon anyway.
- I managed to save the map, this diary and the notebook I had been using to copy sequences of glyphs.
- Not venturing a return to the stone circle, I found a glade where I could finish my work, as dawn broke
- the next day. Little did I know at this time that those who had terrorized us were chasing me.
- Little did I also know of what I would learn that day. Even now, weeks later, the knowledge makes
- my blood curdle. For I had learnt something that no man was meant to know. That which the standing
- stones were talking about was no ancient myth. It was the future to come, and very soon now. All that
- which I had been taught at cathedral school seemed wasted. That we could have grown so very selfassured
- seems a curse today. He is to return, Cyrus. The Dark Martyr will once again emerge through
- the Iron Gate put there by Hymeneus, the Church Father. And Cyrus will plunge our world into eternal
- night. At least parts of it. The map that I have finished shows how this will affect our world:
- <<insert map hand drawn map showing the different zones of darkness during the eclipse>>
- The Dark Martyr will be freed from his prison as the five moons align in front of the sun creating a
- complete eclipse. There they will freeze. From the day Cyrus is released till the end of the world, the
- five moons will traverse the skies together with the sun, blocking its life-bringing light from parts of our
- world. An eternal belt of darkness will, as you can see from my map, stretch across Merodak, Orschild,
- Cavala, Luceria and the northernmost parts of Avernus. The eclipse will pass through the capitols of
- Orschild, Cavala and Luceria once every day, plunging the cities in total darkness. My estimates are
- that there will even be a couple of hours of twilight both preceding and following the daily eclipse. The
- farther south people will notice less of the Darkness. Sein, Aretas, Galatien and the southernmost parts
- of Bervoche and Avernus will only experience a partial eclipse once each day.
- From what I can calculate, the effects of the eclipse are that people will never more experience a full
- moon nor any other stages of the moon cycle. All five moons are forever locked in their positions in
- front of the sun. Still, normal astrological effects such as dawn, twilight, and even seasons will still hold
- true.
- So the accounts of my discoveries end. Likewise with my life, I am afraid. I have come to rest with
- the terms. Soon my life will be over.
- Oh, god. It has begun. They are here. Praised be the One, he who shows mercy on all living things.
- <<the writing trails off the last page, a page spattered with blood and dirt>>
- PART I
- APOSTLES OF DARKNESS
- CHAPTER 2: CYRUS –
- THE DARK MARTYR
- <<begin single page color text>>
- In the shadows, terror lurks.
- No place is safe from the Darkness' contamination.
- As the Iron Gate was opened, Seeds of Darkness swarmed across the human lands finding fruitful soil
- in the hatred and bigotry of mankind. Most seeds died in early infancy before they were able to take
- root in the heart of a host, others took root. With time, these seeds grew inside their host to one day
- emerge as demons: alien enforcers of the Darkness' will.
- Like a virulent disease, the Seed of Darkness slumber inside its host: unaware of the Darkness that
- has settled within its heart. For years the Seed may slumber, to finally bloom and take possession of
- its host - slowly but steadily. Spreading from the heart, now pitch black with contamination, the
- demon occupies the possessed's mind, body and soul until it blossoms and eventually sheds its host
- body, emerging as its true self - as the demon that it is.
- Demons lurk where they are least expected. No one knows for sure how many demons there are in
- the world, nor how many that have been contaminated with a Seed of Darkness. While demon hunters
- roam the land in search of possession, demons harbor inside many a high ranking official's heart: an
- invisible agent of the Darkness in the midst of mankind. No Sovereign, and no inquisitor know their
- numbers. That is a source of constant worry.
- When possession is discovered it is usually too late, possession has progressed too far and there is
- only one solution: death by fire - for fire can only be fought with fire. Only those of importance to the
- Church may be so fortunate that they are exposed to the horrors and the pain of exorcism, a ritual to
- drive the demon from its host's heart.
- Demons leave no host unscarred. As the Darkness' contamination spreads through his body, the
- possessed enters a state of metamorphosis. His body starts to change, mirroring the Darkness inside.
- Some metamorphose hideously unable to conceal their state. Others metamorphose subtly - their state
- being either un-noticed to everyone but the most experienced, or their changes easily concealed as the
- Mark of Darkness is bore on the most discreet parts of the possessed's body. However, anyone with a
- demon in their heart will bear the Mark of Darkness somewhere on their body.
- <<end single page color text>>
- The year is 1295 and Cyrus is still the foremost Apostle of Darkness in the world. His is the Iron Gate
- to control, deciding who passes through to the lands of mankind, and who passes through to the Realms
- of Darkness. Today, fifteen years after the Iron Gate was opened by Malachdrim, Cyrus is the only
- Dark Inheritor this side of the rift in the northern mountains. He commands and coordinates the
- Darkness' forays into the human lands. His power is immense, and his dark influence has cast a magical
- shroud across the northern provinces. Eternal twilight has settled upon Merodak, Cergovia, Mordinan,
- and the northernmost parts of Galatien and Orschild. This in combination with the eclipse that travels
- across these lands makes the northern parts of the world a bleak place indeed. Like cancer the Dark
- Martyr's dominance spreads across the world, and as his dominance spreads so does the dark shroud
- move ever southwards.
- A thousand years ago Cyrus was killed and flung through the Iron Gate. On the far side of the Gate
- he assumed life in death. What happened is not clear. How he turned his worst defeat into victory is a
- tale never told, but it is obvious that Cyrus played the hand he was dealt by Lady Fortune most
- skillfully. Within a millennium he had risen to power and assumed the seventh seat among the Dark
- Inheritors, that which had been vacant for so long. Not by fortune has made him the one to emerge
- through the Iron Gate and assume rulership of the Iron Hold. From his seat among the Dark Inheritors
- he wove a web of intrigues – there is a reason why he is called Count Conniving – and today he reigns
- supreme from the Iron Hold looming on the peaks above the Iron Gate.
- From his throne room he directs the Darkness' henchmen across the world. Striding atop his Razor
- Throne he receives messages from the many covert agents placed in high positions across the world.
- From there he awaits the moment when the world has been prepared – for Cyrus has learnt by past
- mistakes. The world is not yet ready for the Darkness. He will not make the same mistake as the Dark
- Inheritors made thirteen hundred years ago. The world cannot be turned to the Darkness' will by brute
- force alone. First mankind's hearts and souls must be turned to the Darkness. Only then can he unleash
- his demonic forces and conquer the world!
- In the mean time Cyrus bides his time, infiltrating mankind, sowing the seeds of Darkness among
- them, playing on the enemies within.
- The dark hierarchy
- Cyrus is the Darkness' supreme ruler in the world of Gemini. His rule is total, and his authority is
- unquestionable. Having learnt from past mistakes, Cyrus is intent on infiltrating human society before
- he starts conquering the world. To this end he commands countless legions of demons. Across the world
- people possessed by demons live and breath in the power centers of mankind, reporting back to their
- master residing in the Iron Hold. Cyrus stretches his dark influence across the world, stronghold upon
- stronghold succumbing to the lure of the Darkness, city upon city taken over by the Darkness' agents,
- court upon court doing the Dark Martyr's bidding.
- Malachdrim
- " As the last church burns, as the last monastery has been set ablaze, know this; this is only the
- beginning of your suffering, mortal fools. For with me comes the full might of the Darkness with
- revelations untold and visions unseen."
- – Malachdrim
- To levy his military might Cyrus uses the Fallen Vassal Malachdrim as his right hand man. Once forced
- into servitude with the Darkness by utter desperation, today Malachdrim is Cyrus' most devoted
- follower. An Apostle of Darkness himself, Malachdrim controls the massive army that he has raised
- since the Iron Gate's seal was broken. There is only one that gives the Fallen Vassal orders, and that is
- Cyrus. In return Cyrus has promised to help wage the Third Elf War and force the elfin Queen to expel
- her human lovers and spawn with Malachdrim again.
- Marquis Lazarus
- "I am the way. The beginning of your dark salvation and the end of your lie-infested existence as
- slaves to the Church. Know this: only I can deliver this dark blessing; only I can show you the true
- path."
- – Marquis Lazarus
- The avaricious and mortally jealous Marquis Lazarus is responsible for the spreading the Darkness'
- work among the world's inhabitants. Lazarus, mortally jealous of Malachdrim's position as Cyrus' right
- hand, is using his Dark Priests to spread his influence among the people of the world, and the Fallen
- Templars to enforce his military rule. From Merodak, the Dark Province, Lazarus rules the Church of
- Darkness. Nominally Cyrus' follower, the Fallen Marquis has an agenda of his own.
- The agents of Darkness
- "In the end there will be no palace, no castle, no steadfast hold that does not harbor my will inside."
- – Cyrus, the Dark Martyr
- Cyrus has planted his agents throughout the world. With a combination of promises, threats, and the
- addictive surge of power the Darkness can provide he has recruited willing agents to serve among his
- ranks. They report back to him, keeping him constantly informed of the events transpiring in the world
- and the web of intrigues spun by man in his quest for wealth and power. With these eyes and ears in the
- world, Cyrus sees the complete picture of the world's many intrigues and power games better than
- anyone. With this knowledge he pits adversaries against each other, by using his agents he plants the
- seeds of disunity and strife among the ranks of mankind. As the Grand Puppet Master himself, Cyrus
- pulls the invisible strings attached to power and might, playing the those of power as puppets in his
- grand puppet theatre play for control of the world.
- Probably the best agents Cyrus has, are those still unaware of being agents. It is not so that all those
- who stray from the constrictive laws of the One do so in order to serve the Darkness. Many are simply
- seeking to fulfill their own egotistical goals of wealth and power. Others believe can enforce the One's
- will through cruelty and terror. Though unaware of it, these individuals slip further and further away
- from the fold of the One as they become obsessed with themselves and their own self-centered goals.
- The less regard they show other people, the more susceptible to the lure of the Darkness they are, doing
- its bidding while unawares of the fact that it is not their own free will. Keeping these individuals in the
- dark is often more fruitful to Cyrus than letting them in on the secret. Cyrus will plant his agents among
- the advisors and most trusted of these unaware servants of the Darkness, to guide them onto the path
- and to make them do the Darkness' bidding.
- However, Cyrus' agents do not simply limit themselves to those in high places, those with
- connections and influence. He knows if the world is to be his, he has to have the following of both those
- of high and low birth, of those of the secular and churchly world. Cyrus' agents has organized cults and
- covens across the world, congregating in the big cities' sewers, in ancient ruins across the countryside,
- in forgotten glades deep within the world's thick forests, and in cellars and high towers of castles
- scattered across the land. Wherever you turn, if you know the signs, there is a congregation of the
- Darkness near by. Walking among those pledging allegiance to the Dark Martyr and the Darkness, are
- Cyrus' most trusted lieutenants: the possessed, those who harbor a demon inside their heart.
- Manifestation of the Darkness
- No-one truly knows what the Darkness really is. The Church does not know, the sovereigns and their
- advisor do not know, and neither does the Darkness' henchmen. Known to all of them, however, is how
- the Darkness manifests itself in our world on this side of the rift in the northern mountains; it manifests
- itself in the form of demons: powerful, alien entities from the far side of the Iron Gate.
- The demons are the Darkness' fabled warlords whose reign of terror the pages of Nomen describe so
- vividly – the holy scriptures of the Church. In the distant past when the warring tribes trekked across
- the mountains, the demons led the armies of Darkness as they swept across the human lands.
- When the rift in the northern mountains was closed, as Marquis Hymeneus raised the Iron Gate, he
- shut the demons out from the human lands. Or so the Church wanted to believe. Eons would pass, and it
- was not until the Iron Gate was reopened that the demons once again swept across the world. But in
- secrecy demons had existed all along. Slumbering in the heart of carriers, they had died with their hosts
- without ever springing to life... that is, until the Iron Gate was reopened and a voice from the other side
- commanded them to life.
- Birth of a demon
- "I have died, and I have been resurrected again. A thousand times."
- - The Book of Darkness, Cyrus reciting his talk with a demon
- Today, demons lurk everywhere in the world of Gemini. At the moment of the eclipse, when the Iron
- Gate was opened by Malachdrim, demons were unleashed on the world. No place is too hallowed for the
- Darkness' contamination.
- Starting out as a Seed of Darkness, the demon seeks an unwary victim whose heart is already filled
- with man's darkest feelings – hatred, egotism, jealousy, and bigotry. Only those pure of heart and pure
- of soul, only those who harbor no ill feelings towards their next of kin, are safe from the demons.
- Demons are the Darkness' most powerful agents in the world. Some even claim they are the Darkness
- given physical shape. Mighty beings on their own the demons harbor inside a possessed heart for years
- without revealing itself, playing the role as infiltrator perfectly. When the time is right the demon will
- shed its human guise to act as warlord in the armies of Darkness.
- The Seed of Darkness
- "The worst of evils are the demons clawing at you from the inside."
- – The Nomen
- From the other side of the rift in the northern mountains, from the far side of the Iron Gate, Seeds of
- Darkness are constantly being produced and poured onto the world where they are scattered by the
- winds of magic. Within them, these seeds carry the very essence of Darkness, the essence of what may
- eventually blossom as a full-grown demon.
- Like fungi spores being released to find a host that it may leech on, the Seeds of Darkness are
- released to find victims to harbor them. Once it has found a host, the Seed settles within its victim's
- heart where it slumbers, waiting for the moment when it shall spread its dark contamination throughout
- the host's body and soul.
- In fruitful soil the Seed of Darkness will thrive and soon blossom, but in unfruitful soil it will quickly
- wither and die. While slumbering the seed feeds on its host's dark feelings. If the host has no such
- feelings, the seed with wither and die. The slumbering demon is vulnerable, but patiently it awaits its
- masters' command, word from the Dark Inheritors for it to awaken and begin its work.
- The Awakening
- "Once awakened, twice possessed, fallen body, living death."
- - The Book of Darkness, hymn for a newly awakened demon.
- While slumbering the demon harbors in its host's heart where it cannot be found, its host unaware of the
- terror it carries within. When the demon receives the Dark Inheritors' command to awaken and start its
- work, the demon spreads its dark contamination throughout the host body. Quickly taking possession of
- the host body and mind, banishing the poor host's soul to the icy cold fringes of nothingness.
- As the demon awakens, it spreads its darkness throughout the host body. Humans are not created to
- be possessed, and the darkness within will twist and agonize their body. The pain ranges from the mild
- caress of a throbbing headache to the piercing agony as bones and muscles metamorphose. The
- possessed body receives its Mark of Darkness.
- Throughout the awakening the possessed will be swing between the exhilaration the powers of
- Darkness grant him, to the bottomless pits of despair agonizing over what is happening and in longing
- for the exhilaration of power again.
- Catharsis
- "As you outgrow the prison of the flesh, we bide thee welcome to step forward as your true self."
- - The Book of Darkness.
- When it is ready, the demon will shed the flesh of its host body ripping it apart as a ripe fruit. It will
- step forth as its true self, an alien being from the far side of the Iron Gate. Once it has shed its host, the
- demon can no longer hide its true nature. It can no longer act as a spy for the Darkness, leaving it little
- choice but action.
- Demons' role in the world
- "Emerge and thee shall rule the world!"
- – Part of a demon invocation ritual
- Demons are the Darkness' ultimate agents in the world. Their versatility is extreme. The Dark Inheritors
- use them for all kinds of tasks, ranging from infiltrating the Church and the worldly organizations,
- through acting as assassins to eliminate hard-to-get-to targets, to leaders of pivotal heretical cults and
- covens.
- To this end the Darkness has shaped a whole range of different demons, each strand with its own
- specialties and traits to perform their task to perfection. Their strength varies, depending on the
- importance of their mission, their shapes depending on the nature of their mission. Only one thing is for
- sure, there are more strands of demons than those catalogued by the Church's demon hunters.
- There are no estimates of the number of demons in the world. In fact no one has the faintest clue as
- to how many demons that walk the land unseen. Demons are the enemy within, the disease that is eating
- mankind from the inside out.
- The path to possession
- "Call my name, and I shall live!"
- – Book of Invocations.
- Once the demon is aroused it will try to tempt its host into opening itself to the demon's influence. The
- lower the host's Nature sinks, the more power the demon gains. This is described by different levels of
- possession. Once the host's Nature has reached -26 or less he is possessed. If his Nature falls again he
- may have slipped further down the path onto the next level of possession. Observe that these rules are
- supplemental to the rules about Nature in the main rulebook, these new rules do not replace the old. You
- are not exempt from the normal laws of nature just because you are harboring a demon inside.
- The rules below are a more generic version of those printed in Bishop Ignation's Spell Book, and are
- meant to cover more types of possession than just that of the Jeselit. However, they do not replace the
- rules given for Jeselits, merely complement them for other kinds of demons.
- Nature Level of Possession
- -26 – -32 Level 1. The Demon has just been awoken from its slumber within its host's heart. It is
- still only semi-aware and fairly easy to resist. Consequently its ability to aid its host is
- also limited (see the demon descriptions below for more information about the special
- rules pertaining the particulars). The possessed character does not have to accept
- demonic aid, but if he does his Nature will fall by a further -1 each time. After having
- accepted demonic aid like this the possessed character must make a MEN roll. His
- Well-being is reduced by 1 if he fails, as he is plunged into depression as a side-effect of
- the power gained by the possession.
- -33 – -39 Level 2. The demon has hatched. It is conscious and begins to actively open its host to
- its dark influence (see the demon descriptions below for more information about the
- Nature Level of Possession
- special rules pertaining the particulars). The possessed character still does not have to
- accept aid provided by the demon inside, but if he chooses not to he must make a
- standard MEN roll. If this fails he must accept the aid. As before, if the bonus is
- accepted his Nature will fall by -1, but need not checking to see if his Well-being drops.
- If you are using the optional horror and madness rules provided in this book, a player
- must make a horror roll every time his character tries to resist the demonic aid but fails.
- This is a shocking experience, horror level 10.
- -40 – -46 Level 3. By this stage of the path the demon has gained enough power to begin to
- influence all of its hosts actions. A possessed character at this stage of the path is still
- subject to all the rules of level 2 (see the demon descriptions below for more information
- about the special rules pertaining the particulars). Furthermore, the demon will try to
- force the possessed character to further its own objectives, and those of its dark masters.
- At crucial stages in the adventure the demon may try to temporarily take control over
- the character to force him commit evil. At any time during the adventure the Narrator
- may ask the player to make a standard MEN-roll. If this fails the demon forces the
- character to take one action. For example, if the characters have just rescued a powerful
- and important church official the demon may force the character to kill the man they
- have just sweated blood and tears to rescue. The character will then have to try to
- explain this to his friends.
- -47 – -53 Level 4. This far down the path the demon has grown powerful enough to take control
- of the hosts mind and body, but only for brief periods at a time. At this stage of the
- possession the character is still subject to all the rules of level 3. Furthermore, every
- time he fails a MEN roll to resist the demon's influences the demon may take control of
- his body and mind for 1D20 rounds. During this time the demon may not assume its
- true shape completely, but it may use any demonic powers or abilities it might have
- which do not require this. However, it does have complete control over the character and
- may force him to commit actions that will further lower the character's nature. When the
- character resumes control after 1D20 rounds he will have no memory of the time when
- the demon was in control. Finally the character may no longer refuse the demon's aid
- (see the demon descriptions below for more information about the special rules
- pertaining the particulars). This does mean that any use of magic automatically results
- in a loss of nature.
- -54 – Level 5. By this stage the demon has full control over the possessed character. There is
- now no way back for the host except exorcism. The character will never positively
- modify his nature except if he is subjected to exorcism. He is no longer subject to any of
- the rules stated under any of the previous level of this table as he has become a demon.
- Playing a character who is far down the path of possession can be quite rewarding, a hectic experience
- if handled well. The character may not even be aware of the demon's influences, and his friends will
- notice how his behavior seems to change dramatically. It may even be that one member of the group
- suspects a malign presence, whereas the others have not idea what he is raving about. Is he going mad
- or is there really something strange about their companion?
- The Mark of Darkness
- "Within my heart, a bottomless pit, dark as pitch, an unpiercable darkness that will not go away."
- - From Inquisitor Pedro del Santiago's interrogation log. A possessed heretic's confession.
- As the Darkness spreads throughout the possessed, his body starts to change - the Mark of Darkness is
- imprinted on the poor host. The changes vary from host to host, from demon to demon. Still – some
- traits remain the same.
- A rapid decrease in body mass and a rapid increase in body mass are common traits of possession.
- As the Darkness spreads throughout its host body, the demon changes the body's metabolism in a
- profound way. The changes are so profound, so abysmal that the host body reacts violently with
- changing its mass.
- Many loose their complexion, their body taking on a white, opaque quality. On a cursory
- examination the subject seems extremely pale, almost like a dead man. Closer inspection will prove that
- the opaque skin almost seems be tightly drawn over an ebony surface. One almost get the impression
- that scratching the skin ever so lightly will reveal a shining black layer beneath.
- But for some, the Darkness leaves a more brutal mark on their body. As the Darkness spreads
- through its host, it contorts the host body. From the host body's bones, abnormalities grows piercing
- muscles, sinews and the skin. The Darkness contorts the muscles, metamorphosing the host body into a
- morbid parody of mankind.
- As the host is subjected to the terrible agony of metamorphosis, as its skin ruptures, its muscles
- contort, and its bones grow abnormalities, the demon learns to savor the pain, savoring it as proof of its
- existence. Soon it will come to enjoy the tickling of rupturing skin, giggling in ecstasy as blood trickles
- down its body.
- Each time the demon harboring inside a character changes level of possession due to a drop in
- Nature, the control player should make an attribute roll using the character's PHY. Modify the chance
- of success by with the new level of possession, apply the difficulty levels below, and cross-index the
- Effect to the Mark of Darkness Table. The results on the table are not immediate, but start showing
- within a few hours.
- The new level of possession influences the chance of success in the same way as Knowledge Levels
- influence an attribute roll. Apply the modifications as follows:
- Level of Possession Modify PHY with
- 1 +4
- 2 +2
- 3 ±0
- 4 PHY x 0,75
- 5 PHY x 0,25
- When you have applied the Level of Possession's effect on the PHY roll, other factors may influence the
- chance of success. If several factors apply, always use the one with the severest difficulty level.
- Difficulty Level Change of level caused by…
- Normal …accepting demonic aid voluntarily.
- Fairly difficult …having to accept demonic aid involuntarily.
- Difficult …casting a spell of level 5 or higher.
- Very difficult …having lost 3 points of Nature or more in one go.
- MARK OF DARKNESS TABLE
- Effect Result
- 6+ Nothing happens.
- Effect Result
- 3 – 5 Marked by the Darkness. Within two weeks a stain the shape of the Darkness' symbol
- will show up on a discrete part of your body. It is up to the Narrator to decide the
- location of the stain and its size. Only by revealing unusually much bare flesh can the
- stain be seen by other persons, and it is rarely any larger than a large mole.
- 0 – -1 Sickly pallor. You start looking unhealthy as your skin pales taking on a sick tinge.
- Even though the effect is not immediate, it is a rather quick process as it takes only a
- few days. No matter how much time your character spends outdoors, the sickly pallor
- will not go away.
- -2 – -3 Hair loss. Your hair starts falling off. In large handfuls you are able to pull it off your
- head. Large patches of your body hair comes off, too. Within a week or two your skin is
- completely devoid of body hair, smooth as a baby's behind, never to grow out again.
- -4 – -5 The shedding of nails. The nails on your hands start to fall off. First they turn bluish
- black, as if hit hard by a hammer of suchlike. When a few days have passed it loosens
- by the nail fold, and within a further couple of days it will simply fall off never to be
- replaced by a new nail. You do not loose all nails in one go, but they all fall out over the
- duration of a month or so. While the whole process of shedding nails is uncomfortable,
- it is not downright painful.
- -6 – -7 Digit withering. The outer bend of one of your digits, which one is the Narrator's choice,
- simply wither away
- -8 – -9 Obesity. Your character quickly gains an immense weight. He simply cannot stop
- eating. Within the course of a month he has tripled his original weight. The obesity has
- a detrimental effect on his physique, causing his PHY and AGL to drop by 2. They can,
- however, never drop below 3 due to a character's obesity. Remember to adjust your
- character's secondary attributes accordingly.
- -10 – -11 Frailty. In a matter of three to four weeks your character looses so much weight that he
- becomes underweight. His bones start protruding, and no matter how much he eats he is
- unable to gain any weight. The underweight character gains an additional +1 to his
- AGL score, though it may never increase AGL above 16. Due to the character's frailty
- he no longer has the same resistance to damage. Recalculate the character's Endurance
- as if his PHY was one lower than its actual value.
- -12 – -13 Slithering snakes. It begins with a tingling sensation all over your body. Within a short
- while the sensation is replaced with an itch that turns into a burning pain. Then your
- skin starts to crawl. Literally. It looks as if you have slithering snakes, the length of a
- finger, constantly moving underneath your skin. This painful process lasts up to an hour
- (the Narrator's discretion), leaving your skin all wrinkled where the snakes have traced a
- track across you. The process leaves you seriously deformed, and with a light wound
- (see the rulebook page 70) at no specific body part.
- -14 – -15 Ruptured skin. Your character's skin ruptures revealing part of the possessing demon's
- true form. Your character experiences severe pain as his skin starts to withdraw. The
- process lasts for 6 to 12 hours, after which the character has suffered a light wound (see
- the rulebook page 70) to the body part where the skin withdraws.
- Effect Result
- For a character possessed by a Purgat may shed the skin on a hand revealing a scaled,
- clawed talon.
- -16 and less Skeletal deformation. As the demon's power courses through your body, your skeleton
- starts growing, changing rapidly. The skeletal changes lasts between 12 to 24 hours.
- During this period your character is immobilized by pain. Writhing in agony he can do
- nothing while it lasts. The exact result is up to the Narrator to decide, but in the end the
- result of this abnormal bone growth will be that your character has suffered a serious
- wound (see the rulebook page 70) to the body are where the skeletal deformation has
- occurred.
- An example of a skeletal deformation may be that one of the character's arms change
- into a sharp, pointy bone growth that may be used in combat. In this situation the
- character may be granted with Skill Level 1 with this new weapon.
- It could be possible to opt for a more dramatic effect. Because of the abnormal bone
- growth in your character's chest region, his ribcage splits open like a ripe fruit. With a
- loud crack and killing pain his innards are on display.
- Becoming a demon
- "Now I have become Death, the undoer of Worlds."
- – spoken by Raal upon shedding his host body
- Once a willing host has reached a negative nature of -41 or an unwilling host has fallen to -54 the
- demon within has gained full control. The host is now subject to its whims and will. On the other hand,
- he is also able to make use of the demon's powers and abilities. In a willing host, demon and host are for
- all intents and purposes regarded as one. In an unwilling host, the demon is in control. However
- depending on the demon, he may or may not allow the host to retain some semblance of control.
- Everything from now on depends on the demon's individual objectives.
- Once a character is completely under a demon's control the player must have a talk with the
- Narrator. The first thing to be decided upon is whether or not the player should to continue playing the
- character. It is up to the Narrator to decide this. It depends on whether he wants a demon player
- character in his narrative or not. If he does, he can let the player continue to play the demon. If not, the
- demon becomes a Narrator character and the player lose all control over him.
- Much of the former character's life is forgotten. At least that which was experienced before the
- demon awoke. The character is now an agent of the Darkness, and will have to be modified. He will
- take on a new personality with new motives, but to compensate for this he will also be granted a number
- of new abilities that should dramatically increase his power. The player and the Narrator have to decide
- how much remains of the former character's self, and how much has been changed to accommodate the
- demon inside. The character's alliances will change and he will have a brand new set of powerful
- masters – the Dark Inheritors.
- When the demon first assumes control it is still weak from its struggles with the host. It has not yet
- assumed all the powers inherent to him. It has also yet to establish proper communications with its
- masters. This is a perilous time. Should the possession be discovered by a member of the Church at this
- point the life of the demon will most likely be forfeit as the inquisition will swiftly hunt it down. The
- demon's first task then, is to establish contact with its dark masters. Once this has been accomplished it
- will carry out its objectives, which the Narrator decide. The objectives are an inherent part of the
- demon's nature and are the very reason for its existence. It is appropriate that these objectives are in
- some way connected with the past life of the character. It is important that the demon character is able
- to continue playing as part of the same group of characters. Whether as an evil agent who manipulates
- his former friends into aiding his dark cause, or as a new and powerful ally to a group of characters all
- working for the Darkness.
- The process of modifying a character into a demon is fairly similar to the later stages of creating the
- original character. New personality and new motives must be decided upon in close cooperation with the
- Narrator, as well as choosing powers and noting down the attributes and areas of knowledge which the
- demon has in its true form (see below for more on the demon's true form). Each demon is described with
- a number of sections, similar to the ones in the main rulebook under the Creating a character section,
- which should help you to create your demon character.
- The process for creating a demon character is made up of steps, to make the character you simply go
- through the steps one by one, noting down the information on your character sheet as you go.
- STEP 1: DETERMINE OBJECTIVES
- Unlike player characters, demons are not born into life without purpose or a role. Whereas player
- characters have to decide upon a career and motives in life, these are inherent to a demon's nature. Its
- sole mission in life is to further the Darkness' cause. The only question is which way it will serve,
- dictated by its objectives. A demon's objectives are the tasks communicated to it by its dark masters
- while it is still unborn. The objectives are the cornerstones of the demon's existence. Everything else
- about him will be designed to enable it to fulfil its role. You, the player, should think long and hard
- about what objective you decide to give to a demon character. Discuss your choices with the Narrator to
- ensure that you create a character you wish to play yourself and one that fits with the Narrator's further
- plans for his narrative. In the end it is up to the Narrator to decide how many objectives the newly
- created demon is to have. Objectives vary somewhat between the various types of demons and are
- described accordingly. You are of course welcome to create your own, as long as both you and your
- Narrator can agree that they suit the demon type in question.
- STEP 2: DETERMINE PERSONALITY
- While some of the character's original personality may remain, depending on whether or not the demon
- allows it to (i.e. basically your choice), the original personality description is not longer valid. Demons
- have their own twisted personalities that replace what was there before. The player creates the demon's
- personality in much the same way as for the old character – with one exception. The demon's
- personality will be tied to its objectives. A demon with the objective of infiltrating the Church will not
- be bold and destructive, for example, as this would soon reveal him for what he truly was.
- BOLD-CAUTIOUS. This is slightly different to the equivalent paradox in the main rulebook. For a
- demon character it relates to the way in which missions are carried out. A bold demon prefers its true
- form and will not bother to hide its low Nature. These demons prefer to be very obvious about what
- they are and what they are doing. A cautious demon, on the other hand, is primarily occupied with
- remaining undiscovered. It will go to great lengths to avoid the Inquisition's unwelcome attention.
- Cautious demons are therefore most often found infiltrating. Bold demons are more suited to raiding and
- pillaging, as well as to leading the dark armies.
- DESTRUCTIVE-PRECISE. Once again, these two contrasts relate to how a demon character will
- approach his objectives. A destructive demon delights in ruin and catastrophe. It is prone to destroying
- entire villages in pursuit of a single man, and favors grand, flashy spells that cause a lot of damage.
- Precise demons, on the other hand, are careful not to affect anything not directly related to their
- objective. If recovering an ancient scripture from the heart of a cathedral library it will carefully leave
- all the other books untouched. Demons of either inclination can be given any objectives, but precise
- demons do tend to attract less attention.
- SADISTIC-MASOCHISTIC. It is not in the demon's nature to be merciful. Yet, all are not directly
- sadistic either. A sadistic demon finds pleasure in inflicting damage on others. It will treat its underlings
- with complete contempt and disrespect, and enjoy sending them into misery. The masochistic demon
- wallows in its own pain. As the host body goes through agony the demon learns to like the pain. A
- masochistic demon will often adorn its host body with body piercings and tattoos, enjoying every
- sensation pain.
- SCHEMING-BLUNT. Will the demon do the dirty work itself, or will it spin an intricate web of
- intrigues? That is the basic question raised by this paradox. The scheming demon will do the latter,
- preferring to step onto the scene at the moment when the intrigues pan out. While spinning the web the
- demon will keep a low profile and always stay in its host shape. It is of utmost importance that its true
- nature and goals are never uncovered. The blunt demon, on the other hand, may have an almost
- complete disregard for whether his true nature and intentions are uncovered. Speed and efficiency is
- most important.
- ZEALOUS-JADED. Zealous demons are completely consumed by their devotion to the Darkness.
- They despise their human form as a perversion of their dark beauty. These demons will not stand to see
- the Church go unopposed, they will let no slight against the Darkness pass. Furthermore they will do
- everything in their power to turn everybody around them to their way of thinking. Such demons usually
- make excellent preachers and teachers. Jaded demons are more controlled. While devoted to the
- Darkness, they temper their passions with a cool and collected head. Jaded demons will only work for
- the success of precise mission objectives, and if a dark coven is destroyed by templars while this is
- going on, so be it.
- STEP 3: DETERMINE POWERS
- Once you know the demon's objectives you can give it a few powers to help you achieve these goals.
- While most of the powers could probably be replicated through the use of a spell, demonic powers have
- the advantage of not requiring a roll to succeed, nor risking a backlash, and a duration which is far
- greater than that of most spells. It is up to the Narrator to decide what powers the new demon character
- will have, and how many, depending on how powerful he wants the demon character to be. Three or
- four powers is suitable for most demons and only a rare few will have more or less than this number. It
- is important that the demon's powers are suitable to its objectives and personality. Demons can only use
- their demonic powers when they are in their true form (see below). This may be either partial or full.
- Apart from this requirement there are no other restrictions and demons may use their powers at will. For
- a more complete explanation see 'Determining true form statistics' below. The powers are described in
- terms of EFFECT, AREA OF EFFECT, RANGE, DURATION, and FORM. The first five of these are
- identical to their equivalents in magic except that duration may be 'permanent' or 'discretionary' i.e.
- lasting as long as the demon desires, for more information see the Magic section of the main rulebook.
- FORM describes the requirement of form, whether partial or full.
- Evil eye
- FORM: Partial
- AREA OF EFFECT: One person
- RANGE: Line of sight
- DURATION: Instant/permanent
- EFFECT: When this power is used the victim seems to see the demon's eyes glowing bright green
- and he feels a sudden sense of unease compelling him away from the demon's presence. The victim must
- succeed with a MEN-roll with DL -8 or immediately leave the demon's vicinity. He will also feel
- inclined to stay away from the demon in the future and will try to avoid him if he can.
- Steal mind
- FORM: Full
- AREA OF EFFECT: One person
- RANGE: Touch
- DURATION: Permanent
- EFFECT: This power is used to erase the victims memory. To use it the demon must touch the
- victim with both hands on the head. The demon can then erase any offensive memories, picking and
- choosing at will. The effect is permanent and the victim will be left with gaps in his memory.
- Suggestion
- FORM: Partial
- AREA OF EFFECT: One person
- RANGE: Line of sight
- DURATION: Permanent
- EFFECT: The demon uses this power to plant a command into the victims mind. This must be a one
- sentence instruction. The victim must then succeed with a MEN-roll with -4 DL. If this fails the power
- will not take effect until nightfall. The victim will then feel compelled to carry out the instruction to the
- letter. When he completes the instructions he will return to bed and fall asleep, awaking with no memory
- of his nocturnal activities.
- Doom
- FORM: Full
- AREA OF EFFECT: One person
- RANGE: Line of sight
- DURATION: Permanent
- EFFECT: When he uses this power the demon points out one individual and utters a terrible curse
- which only the victim can hear. The victim has been doomed to die soon, and only after he has destroyed
- everything he holds dear. When this power is used the victim must make a MEN-roll with -4 DL, if this
- fails the victim will grow paranoid and frightened. He will begin to believe that everyone has turned
- against hi and will go to great lengths to protect himself. Eventually he will descend completely into
- madness. The exact effects are at the Narrator's discretion. The only way of preventing the madness is
- to slay the demon which uttered the curse.
- Fly
- FORM: Full
- AREA OF EFFECT: Self
- RANGE: Personal
- DURATION: Discretionary
- EFFECT: Many demons are winged in their true form. For some, these extra limbs are not merely
- for show. With the aid of the dark magic some demons can lift their unnaturally heavy bodies and fly
- unhindered. A demon which decides to use this power can fly at a rate equal to their sprinting speed
- until they become too tired, in a similar way to sprinting.
- Grow
- FORM: Full
- AREA OF EFFECT: Self
- RANGE: Personal
- DURATION: Discretionary
- EFFECT: This allows a demon in his true form to both grow and shrink in size. He can go from
- being sixteen tall, to being small enough to slip through a crack under the door. When a demon
- character wants to use this power he can grow up to twice his normal height, or shrink to about the size
- of a dormouse. His strength decreases or increases in direct proportion to his size. So if he doubles in
- size his strength will also double.
- Twist nature
- FORM: Partial
- AREA OF EFFECT: One person
- RANGE: Line of sight
- DURATION: Discretionary
- EFFECT: This power allows the demon to twist somebody's nature, making them appear to be
- something which their not. When he uses this power the demon can make his victim's target appear to be
- any value he chooses. So that anybody who can sense his nature will believe it to be what the demon has
- chosen. This power could make Dantero appear to be an enlightened follower of the Darkness.
- Bloodhound
- FORM: Partial
- AREA OF EFFECT: One person
- RANGE: Infinite on land
- DURATION: Permanent
- EFFECT: This power allows the demon to mark its victim so that it and its followers can find it
- wherever it may be. Anybody who the demon wants to be able to find the victim will be able to sense
- him wherever he goes, with one exception. The power does not work on water, not does it work if the
- victim puts a mile of water between himself and his pursuers, by crossing an ocean for example.
- However, as soon as the victim is back on dry land, or moves back within range, the pursuers will be
- able to find him again.
- Gift
- FORM: Partial
- AREA OF EFFECT: One person
- RANGE: Ten miles
- DURATION: Permanent
- EFFECT: This is a benevolent power only used to reward the most loyal of a demon's followers. It
- can only be used once and will remain in effect for as long as the rewarded servant remains alive.
- Whenever the servant finds himself in trouble he can call upon the aid of his master and can then
- immediately cast one spell using the demon's magic knowledge level, even if he would normally be
- unable to cast spells. If he fails the demon must resist the backlash as if it had cast the spell itself.
- Hallowed ground
- FORM: Full
- AREA OF EFFECT: Ten square meters
- RANGE: Touch
- DURATION: Permanent
- EFFECT: This is a very special power which is possessed only by the most prominent of the servants
- of Darkness. A demon with this power has the ability to bless a small area of ground, making it the
- domain of Darkness. In order to use this spell the demon must complete an arduous ritual which lasts
- from sunset to sunrise. When this has been completed the are he has blessed gains a nature of -41.
- Anyone in the area gains all the advantages and disadvantages of this, as if he had this nature himself.
- This is in addition to any advantages he gains from his own nature. (Note: Narrators should be very
- careful about allowing this power in the game as it makes any agents of Darkness on the hallowed
- ground extremely powerful. You should make it clear that demon characters should not go round
- blessing ground left right and centre).
- STEP 4: DETERMINE TRUE FORM ABILITIES
- Once you have completed the first three steps you are finished describing half of the demon, but there is
- another side to the demon, too, that of its true form. The true form is the demon incarnate. As long as it
- remains hidden within the host body the frailties and shortcomings of its host restrict its abilities. Only
- in its true is the demon able to wield its full powers. While within the host body, the demon can only use
- the attributes and abilities of the host. Its attributes, knowledge areas, movement rate, and special
- abilities are those of the host body. To use its demonic strengths and powers to full effect the demon
- must change into its true form. Unfortunately, there are places where a seven feet terror of the Darkness
- may look slightly conspicuous, and even if the demon looks fairly normal in its true shape it is
- impossible to disguise its real nature while in true shape.
- Along with the original statistics of the host character, you have to generate those of the demon's true
- form. You should therefore keep the possessed character's record sheet and use a new one for the demon
- character.
- The demon can also change into its true form at the will. The transformation takes an action round.
- The demon may transform into its fully or only partially. In its true form the demon is able to use all its
- demonic powers. Its attributes and knowledge areas are those recorded on the demon's character sheet.
- While in this shape it cannot make use of any of its host body's attributes. knowledge areas, etc. It may
- change back into its host body at will, something that takes an action round.
- Changing partially into true form only lasts for an instant. The demon retains its host body for all
- intent and purpose, but reveals its true nature to those it is trying to affect with its powers. The demon
- can only go through this transformation when using a power that requires it to reveal its true form
- partially. The transformation remains while the power is being used. This means that some powers
- could be used in the very halls of the inquisition with only the victim being aware the demonic presence.
- There are several advantages to using the demon's true form. The demon is far stronger and more
- powerful than its host, and it allows the demon to use its demonic powers at will. The advantages of the
- host body are less obvious but just as potent. Demons use their host bodies for disguise. In these bodies
- they possess social skills which allow them to integrate themselves into human society, gaining them
- access to allies and the bastions of the Church. In addition to this there is one important power which is
- inherent to all demon kind. This power is unique in that, unlike the others, it may only be used by the
- demon when in its host form. This is the power to disguise its Nature, something that is of vital
- importance for any demon trying to avoid the attentions of the Church.
- Becoming a Cerit
- ""
- – ???
- Cerits are demons awoken from their slumber by the cruelties of fighting men. In their true shape they
- are Cyrus' warmasters, humanoid monsters bearing little semblance with their former human shapes.
- Cerits are woken in cruel knight templars, ruthless sovereigns, and sadistic mercenary captains. Waging
- war from the first line these demons can never live inside human settlements, their minds set to only one
- thing: destruction in the name of the Dark Inheritors.
- THE EFFECTS OF POSSESSION
- Cerits follow the path to possession as described above. At the various levels of possession the
- slumbering demon within grants the following bonuses to its host.
- Level 1: Rage is building up inside the possessed. Embracing it makes him a fierce, yet cruel,
- warrior. If accepting the rage's demonic aid the host receives a +5 when making an attack roll.
- However, embracing the rage makes it impossible to do anything but attack, so choosing to accept the
- demonic aid also means the host can choose no other combat strategy but Offensive. A raging character
- does, in addition, never parry despite what the result of the combat's development says.
- Level 2: Rage is turned to howling fury as the slumbering Cerit is growing more aware. Unlike the
- general rules for level 2 possession, the host of a Cerit does not have to make a MEN roll in order to
- resist the demonic aid. Yet, if he chooses to accept the Cerit's aid it may have dire consequences. Letting
- the howling fury flow through his body the host receives a +6 when making an attack roll. Like the rage
- at level 1, the howling fury reduces the character's mode of attack both in the choice of combat strategy
- and by the fact that he cannot parry. Adrenaline is racing through the host body, making it next to
- impossible to shake himself out of the state of fury. If the player wants his character to break out of the
- howling fury, he must make a MEN roll. If the roll fails, the possessed character remains in the state of
- fury, but the player may try to make a new roll the next action round. Making the roll lets the host break
- out of the trancelike state of howling fury.
- While in the state of howling fury the character is a menace to both himself and those around. As
- long as there are enemies within sight the possessed character will continue to attack them. When there
- are no more enemies around, the infuriated character will turn on his friends unleashing his anger upon
- them. As long as he is unable to break out of the state of howling fury he will indiscriminately attack the
- friendly character closest to him if there are no more enemies left to fight. The possessed will continue
- to fight his friends until he makes a MEN roll and breaks lose from the howling fury.
- It is worth noting that the possessed character's nature does not continue to drop by -1 each action
- round the character is under the influence of the howling fury. It only drops once until the next time the
- host embraces the Darkness within its heart, unleashing howling fury upon his enemies anew. In game
- terms this means that the character's nature will drop by -1 if, after making the MEN roll to break free
- of the fury, the character chooses to make use of its demonic aid again.
- Level 3: The howling fury has become a hurricane of wrath granting its host a hefty +7 when making
- attack rolls. The hurricane of wrath is subject to the same rules as described for the howling fury at
- level 2 of the possession. In addition, the power unleashed by the wrath may be too much for the
- wretched body of the possessed. Roll to check for the Mark of Darkness with an additional +4 bonus to
- the roll.
- Level 4: Rage is coursing through the host body all the time now, making him testy and quite
- aggressive. During combat he is subject to the hurricane of wrath as described above with two
- significant differences. First of all the bonus when making attack rolls are raised to +8. Secondly the
- rules of disfigurement change slightly. He no longer gets the +4 bonus to the die roll.
- Level 5: The Cerit can no longer be contained within the host body. Upon reaching a possession level
- 5 the demon will shed its host body and the Cerit will stand forth in its true shape. An unnatural ripping
- sound can be heard as the dead or dying carcass of the host body, like a ripe fruit, is torn apart from
- within spraying putrid blood and puss on those standing nearby. Covered in the blood of its former host
- the Cerit stands forth, content with having shed its former host. From now on it can never choose to
- assume the form of its host body again.
- Anyone witnessing this hatching must make a horror roll. This is a truly horrifying experience,
- horror level 15.
- OBJECTIVES
- The Cerit's prime purpose in life is to further the Darkness' ends. It is born for destruction, nothing else
- matters to it. Cyrus uses Cerits to wage war. From the first lines of battle they fight the forces of the
- Church, ever expanding the Darkness' domains. Below are a few objectives that are typical to Cerits.
- Waging war: The objective is simple; expand the borders of the Darkness' domains by waging war
- on those closest to it. It is all about crushing all resistance, showing no mercy, and possibly capturing a
- town or a castle.
- Unholy crusade: The Church must be crushed! Deep within the Church territories a particularly
- unholy site has been occupied and desecrated by the Church. It is your task to lead a crusade deep into
- enemy territory to regain control of the holy site, possibly fighting back the enemy so that the unholy
- relic found at the site may be recovered and brought back into safety.
- Crush all resistance:
- Seek and destroy: A high-ranking officer among the military ranks of the Church must be tracked
- down and killed. This can be anything from a regular captain whose troops threaten the Darkness'
- domains, through the particularly pious and efficient knight templar, to the fundamentalist Inquisitor on
- the trail of a highly important Dark Priest or coven.
- PERSONALITY
- Cerits are rarely cautious and almost without exception destructive. It is simply in their nature to
- destroy. The Cerit is also often sadistic.
- POWERS
- There are some powers that are unique to Cerits. These are in addition to those listed earlier.
- Howl of the Fury
- FORM: Full
- AREA OF EFFECT: Everyone within range
- RANGE: 5 meters
- DURATION: Instant
- EFFECT: Letting itself be consumed by the rage burning deep inside its heart, the Cerit makes a
- dreadful, ululating cry. Everyone within range must make an unmodified MEN-roll. Failing the roll they
- are dumb-stricken by the sound. Their heads ringing they will use the next 1D3 action rounds (roll for
- each character affected individually) trying to re-establish their orientation. During the period they can
- choose no other combat strategy than defensive, and all parry rolls are made at DL -3. In addition, they
- get to make no counter attack.
- Life in Death
- FORM: Full
- AREA OF EFFECT: Self
- RANGE: Personal
- DURATION:
- EFFECT: By making a STR-roll DL -3 the action round after having killed an enemy, the Cerit may
- rip it apart drenching itself in the victim's blood. This takes an action round. At the beginning of the
- next action round the Cerit will notice the difference. It has now healed the equivalent of two flesh
- wounds.
- Witnessing Life in Death, seeing someone newly killed being ripped apart, is a horrifying experience.
- Anyone witnessing it must make a horror roll with horror level 15.
- TRUE FORM ABILITIES
- The true form abilities of the Cerit are described on page 176 of the rulebook.
- Becoming a Purgat
- ""
- – ???
- Purgats are the Darkness' avengers. They are scheming spinners of intrigues. Revealing their true nature
- as demons is never an option. Even into destruction they will deny all charges. Purgats prefer the
- shadows, the peace and quiet being incognito supplies them with. For their task is usually not direct
- action, but as catalyst for intrigues and schemes in the name of their dark masters.
- THE EFFECTS OF POSSESSION
- Purgats follow the path to possession as described above. At the various levels of possession the
- slumbering demon within grants the following bonuses to its host.
- Level 1:
- Level 2:
- Level 3:
- Level 4:
- Level 5:
- OBJECTIVES
- PERSONALITY
- POWERS
- TRUE FORM ABILITIES
- The true form abilities of the Purgat are described on page 170 of the rulebook. In addition to those
- described there, all Purgats possess a special power that can only be used in its host form:
- Disguise nature
- FORM: Host
- AREA OF EFFECT: Self
- RANGE: Personal
- DURATION: Discretionary
- EFFECT: This power will disguise the demon's nature from any but the most powerful of the
- Church. Anybody who is not at least Saintly has no chance of discovering the demons nature. Those
- who are saintly or above may attempt to determine the demon's nature by rolling under their nature
- divided by 4. E.g., someone with a nature of 41 would have to roll under 10. If the roll fails the Nature
- will appear to be 0.
- Becoming an Arcat
- ""
- – ???
- Arcats are the Dark Inheritors' plague spreaders. The Arcat's true form body is riddled with festering
- boils and suppurating pustules. An air of decay and the stench of death cling to their true form. In the
- name of the Dark Inheritors the Arcat spreads disease and epidemics wherever it travels' may take it.
- THE EFFECTS OF POSSESSION
- OBJECTIVES
- PERSONALITY
- POWERS
- DISEASES
- The Black Plague
- Chicken Pox
- TRUE FORM ABILITIES
- Incite epidemic
- FORM: Full
- AREA OF EFFECT: Everyone within range
- RANGE: 100 meters
- DURATION: Special
- EFFECT:
- The Iron Hold
- Above us, straddling across the rocky ridge of the mountain, the Iron Hold stood against the eclipsed
- sun, its five unnatural towers thrust skywards like the taloned fingers of a deformed hand. At the base
- of the gray mountain the Iron Gate was, as it had been the past decade, open; a gaping maw in the
- side of the mountain. From the far side, in the darkness beyond the raised gate, we could sense
- innumerable evil shapes flickering by. Through the gate the most inhuman, deep rumbling sound
- could be heard, and atop the mountain a hold as gray as the rock itself and as jagged as the peaks
- surrounding it. We had reached the goal of our travels: the steadfast of Darkness reincarnate, a
- fortress darker than Death, the Lair of the Dark Martyr.
- Deep inside we knew the Dark Martyr sat on his razor throne plotting the downfall of mankind,
- brooding over his next move in the eternal game of chess between good and evil, between the Church
- and the Darkness.
- – Kel Varnsen's travel diary
- Description
- "…its five unnatural towers thrust skywards like the taloned fingers of a deformed hand."
- – Kel Varnsen travel diary
- As the Iron Gate was opened the Dark Martyr emerged triumphant. Beholding the scene in front of him
- he savored the moment he had been waiting for for such a long time. It was the moment he had planned
- and prepared for since the day his broken body gained life in death on the far side of the Iron Gate, the
- day the Dark Inheritors had enslaved him to eternal torment. Every detail for the day had been planned,
- and the plan was panning out just perfectly. Behind Cyrus his personal entourage of demons bred for a
- single purpose – to raise an immense fortress that would sit atop the Iron Gate. A hold from whence he
- would control the access to and from the realms of Darkness, from whence he would decide who to let
- through the Iron Gate and who to deny access to the lands of mankind.
- Today Cyrus rules the Darkness' domains from his gray fortress, spinning an unending web of
- intrigues and treachery across the lands of mankind, a web that extends across the human lands, into the
- north, and through the opened portcullis of the Iron Gate. From atop his razor throne the Dark Martyr
- receives word from his agents across the world, holding the fate of mankind within the palm of his hand,
- biding his time, waiting for the moment when he will unleash his dark forces on mankind in a final
- felling blow that will crush all resistance.
- Beyond the Iron Hold
- "…and atop the mountain a hold as gray as the rock itself and as jagged as the peaks surrounding
- it."
- – Kel Varnsen's travel diary
- Last time the Darkness swarmed across the human lands, its demonic hordes were aided by a barbaric
- folk from the north. Half-naked, clad in nothing but pelts and fur clothing, these barbarian tribes are
- said to have been fierce and brutal warriors. With their long hair and enormous beards they charged
- relentlessly into battle for the Dark Inheritors with complete disregard for their lives. In berserker rage
- they hacked their way through enemy ranks, taking tenfold of felling blows to stop them. In crude,
- wooden chariots drawn by immense, tusked, hairy beast they slew and trampled anyone getting in their
- way. Grotesque beasts pulled huge, wheeled war towers, moving engines of Death. The barbarian tribes
- were unstoppable, their thirst for blood unquenchable, their hunger for killing insatiable, until they
- simply fade into history.
- No-one truly knows what happened to these people. Some claim they were slain to the last specimen
- by vengeful troops marching under the One's banner. Other claim the barbarians deserted their evil
- masters for a dispute over the spoils of war. Yet other again, claim the tribes from the north realized the
- evil they were doing, washing their hands they left the demonic hordes on the battlefield and marched
- back home. This, they claim, was the true reason for the Darkness' defeat by human forces.
- Whatever the truth might be rumors that on the far side of the Iron Hold a new barbarian hold is
- marching up. That a new alliance between the Dark Inheritors and the barbarian chieftains have been
- forged, that the barbarian hordes once more are preparing to mount an attack on mankind. There have
- even been claims of seeing barbarians hosts mounted on their hideous beasts of war, among the ranks of
- the Armies of the Darkness. However, such rumors are unsubstantiated and no one truly knows from
- whence they originate. Yet, there is no doubt that an army is marching up on the far side of the Iron
- Hold. Looking at the Lair of the Dark Martyr from the south, the sky is colored orange from a myriad
- of campfires on the other side of the mountain ridge, and the rumbling noise of an army preparing for
- war can be heard across the mountains.
- Lady Tanda
- Beautiful and deceptive, Lady Tanda has taken a hold of the Prince de Lancre's court from within. Her
- eyes the most striking emerald green; her flowing golden hair, perfection; and her small teeth makes the
- most radiantly treacherous smile. Only a glimpse of her smile can make a man fall in love, or make
- shivers run down the spine of anyone with knowledge of magic. For behind the glittering emerald eyes
- lies the soul of a deceitful creature, an agent of the Darkness, a sorceress grandeur.
- Lady Tanda, with her delicate nature, and gentle ways, has spun a web of intrigues extending from
- within the very heart of Prince de Lancre's court, across the entire province of Avernus. By using agents
- whom she has tied to herself by use of her femininity, threats, or through joint allegiance with the
- Darkness, she is preparing the province for the Darkness onslaught.
- In addition to being a skillful wizard Lady Tanda is, in fact, possessed by Umbaar the Jeselite. Her
- possession has reached level 3 and she is by far a willing host. But why has her allegiance with the
- Darkness not been exposed. Prince de Lancre is a harsh ruler. With no love for anyone he rules Avernus
- with an iron hand. Yet, his weak spot is his niece, Lady Tanda. Since killing her parents, Prince de
- Lancre's older brother and true heir to Avernus' throne, the Prince has been in charge of the young
- Lady. His heart was ridden by guilt over having killed his brother. Making sure Lady Tanda was well
- was his way of atoning for his sins. When she fell sick with the Black Plague, the Prince grew
- desperate. If she died he was convinced he would be visited by the ghost of the past, driving him from
- his mind and from the throne. In desperation he turned to a local witch. She rescued Lady Tanda, but
- little did de Lancre know that she had also planted the seed of a demon within the young girl's heart.
- There have been occasions when the young woman has been threatened with being exposed for her
- secret. Every time a representative of the Church has made such allegations, Prince de Lancre has made
- sure they disappear. In his heart he knows there is something wrong with his protegee, but for the
- feeling of guilt over her parents he can never make himself admit to her guilt. And so the Lady Tanda is
- allowed to spin her dark web across Avernus, preparing the way for her true master: the Dark Martyr
- himself.
- The Hellhounds
- Never far from her, are the Lady Tanda's two unnaturally large bloodhounds. Gigantic beasts with
- glittering white teeth set in their immense jaws, dark eyes like bottomless pits set deep in their skulls,
- enormous paws with sharp ebony claws, powerful muscles bulging, and short reddish brown fur. Even
- the most ferocious of Prince de Lancre's hunting dogs flinch and flee when they see Lady Tanda's two
- dogs, even though she always rein them with massive iron chains.
- In truth, Lady Tanda's two dogs are not of this world. They are Hellhounds summoned from the
- realm beyond the Iron Gate, and bound to this world and the sorceress will by magic alone. They are
- terrifying fighting beasts, tapping into the Darkness that flows through the opened Iron Gate. Their
- statistics are as those of large dogs (the rulebook page 108), but the Hellhounds have no fear of fire. In
- fact fire makes them good. Whenever taking damage from fire (as described on page 71 in the
- rulebook), the Hellhounds heal a flesh wound instead. This is regardless of whether the fire is natural or
- magical. However, if the fire damage also inflicts normal damage, like for instance if the dogs are hit by
- a flaming torch, they still take damaged from the blow.
- Seeing the dogs afire is a mind numbing experience. Characters witnessing this should make a horror
- roll with horror level 8.
- Raal the Purgat
- The over-zealous Inquisitor Raul del la Mara never knew that Raal the Purgat had taken hold of his
- heart. His colleagues accused him of being brutal, del la Mara never listened to them. Several times he
- had been made to flee cities, raging mobs chasing him for accusing the wrong people of heresy. The
- Marquises had once tried to excommunicate him, without del la Mara admitting to his own cruelty.
- When he started taking pleasure for inflicting pain on his interrogation subjects, he saw it as the One
- blessing his work. Unknowingly he spun himself deeper and deeper into the Darkness web as he started
- ignoring the daily mass, and stopped saying prayers. He had not lost his faith, he knew, he simply had
- no time to pray or attend mass. His service to the One was greater, required more devotion to the art of
- interrogation, to the dark cells and the terrible torture chambers.
- That the Darkness had taken hold in his heart, del la Mara could not see. That a demon was
- harboring deep inside his heart he never suspected, and neither did any other men of the Church. So
- when the demon took hold of its host body and banished del la Mara's soul into cold nothingness,
- nobody suspected foul play. del la Mara, or rather Raal the Purgat. That del la Mara had been both
- impressively tall and gaunt and always been pallid and pale made the changing even harder to detect.
- All of this combined with the fact that del la Mara had always operated on his own, made no one neither
- detect nor suspect the change of nature.
- During the years of his service for his dark masters, Raal has had a primary object: that of hunting
- down and killing extremely important members of the Church's upper echelons. The Church in turn is
- chasing him, but do not suspect that the killer may be within their own ranks, let alone that he is del la
- Mara, the over-zealous Inquisitor. The demon's two major advantages are the guise as del la Mara and
- the special ability that it has been blessed with. Having shed its host body, the demon can assume
- ethereal form and inhabit inanimate objects. Or rather, not just any odd inanimate object, but in a
- mockingly evil gesture towards their bitter enemy the Dark Inheritors have given Raal the ability to
- inhabit the Church's crucifixes. This is where he, as long as he is not passing as del la Mara, spend his
- time, and this is from where he launches his attacks on those who have been chosen to die by his hand.
- CHAPTER 3:
- MALACHDRIM – THE
- DWINDLING
- The time is now!
- After years of waiting
- The life of Malachdrim
- The tale of Malachdrim's fall begins eons before the Great Exile. Malachdrim himself, the fourth and
- final of Queen Ketura's consorts, is hundreds of years older than the first human realms. Even before
- the Age of Sovereigns Malachdrim was already about with his mischievous business.
- The birth
- ""
- – ???
- It is said that at the moment of Malachdrim's birth the celestial bodies aligned in front of the sun in a
- total eclipse. This was during the Age of the Queen, years ahead of the forming of the human realms,
- ages before the Darkness demonic hordes would emerge through the rift in the northern mountains,
- hundreds of years prior to the barbaric northern hordes poring across the human lands. It is said at that
- moment, when the bodies aligned in front of the sun, the seed of Darkness was sown deep within
- Malachdrim's heart, and that the Queen herself shuddered when she gave birth to her fourth and final
- consort. Too proud to forsake a consort, and too weak to kill him, she let Malachdrim live despite her
- apprehension of misfortune.
- In utero
- ""
- – ???
- Malachdrim was always of a different heart than his peers. Where the other consorts were deliberate
- and controlled, Malachdrim was quick to anger. While the other consorts took their responsibility as
- leaders of their kind with great care, keeping themselves secluded from all but their closest advisor,
- Malachdrim threw great orgies, mingling freely with all walks of his kin. For within Malachdrim's heart
- the drive for hedonism pleasures had already started, a drive that would make his kind's wine-cellars
- stocked with strong wines, spicy wines, wines from across the White Sea, and wines from the
- southernmost tip of the world. The halls of his underground realm were saturate with thick fumes of
- perfume, Malachdrim's merchants being the largest buyers of exotic fragrances across the world.
- Immense parties of silk and velvet were imported from the human lands, nothing too expensive for
- Malachdrim's kind.
- However, the other consorts found all of this in ill taste. Even worse, they found it irresponsible and
- made claims to the Queen that Malachdrim was not suited to be one of her consorts, that he did not have
- what it took to be an Elfen vassal, that he did not take his responsibilities seriously enough. The Queen,
- though, unwilling to admit to Malachdrim's erroneous behavior and deviant disposition, refused to take
- the three vassals complaints to heart. And so the seed of dissent was sown among the Elfin vassals, for
- Malachdrim knew of the other vassals' complaints through his spies at court. For this he knew, even
- among his own he could trust none but himself.
- The turning
- ""
- – ???
- Seeing dark clouds brewing on the horizon, Malachdrim withdrew from the politics of the Queen's
- court, turning to another source of power instead. Slowly, but steadily he tracked forbidden scriptures
- across the human lands. This was only years after Marquis Hymeneus had raised the Iron Gate.
- Enormous libraries of forbidden scriptures had been suppressed by the Church, but there were still
- chaches of manuscripts left in the Darkness' abandoned strongholds. For almost a century he lived
- outside his underground realm in quest of new scriptures, for Malachdrim had already acquired the taste
- for ultimate power that the Darkness could provide him.
- A steady trail of manuscripts and books went back to Malachdrim's domains. Within four human
- generations Malachdrim had secured for himself most of the dark scriptures not in the Church's
- possession. But within this time he had become somewhat of a horrific legend among the humans. There
- were infamous legends of demonic elfs hunting roaming the land in search of forbidden scriptures, and
- Malachdrim himself was portrayed as the somewhat of a demon prince himself. Malachdrim's quest was
- known even among the Church's upper echelons, and it should not be overlooked as a reason for
- Marquis Nuelius' ill-famed mission to the elfen realms.
- Even before setting out on his quest in the human lands, Malachdrim had had a distaste for the crude,
- barbaric humans and their narrow-minded creed. His distaste was not lessened by the century he spent
- among men. He despised their weakness of mind, and regarded them as no more than semi-intelligent
- animals. And he never made any effort to hide the true intention of his dark quest. This was when man's
- faith in the One was as strongest, and the Church's representatives hunted Malachdrim as a heretic,
- perhaps one of the most dangerous of them all. Malachdrim in turn despised mankind for not being able
- to see the blessing that the Darkness could grant, finding in their narrow-mindedness and fanaticism
- only proof of their limited strength of mind and will. To him their undiscriminating adoration for the
- One could equal slavery under the Darkness. For he knew, that with the right mind, with the strength to
- resist the Darkness temptations, the dark energy could be channeled into a greater purpose.
- That was the true intention of his dark quest.
- With the forbidden scriptures he would fashion something that no other elfen vassal had, an art of
- inscription that would grant his kind protection from the schemes and intrigues of the other elfen
- vassals. Upon returning to his underground realm, Malachdrim set to work on the craft of his kind,
- glyptomancy – the art of magically imbued inscriptions.
- The ultimate humiliation
- ""
- – ???
- Malachdrim's utter scorn for the human race was not lessened when a large delegation one day turned
- up at the threshold of the elfen realms. Under the pretense of spreading the gospel of the One to the nonhuman
- races, Malachdrim quickly learnt the true intent of the mission. His forays into the human lands
- had gone by unnoticed by the other vassals and the Queen. They were too consumed with themselves to
- gaze beyond the halls of the Queen's court. Now, when faced with the human insolence of preaching for
- a god to replace the Elder, they indulged the inferior humans, turning them away in a resolute, yet firm
- manner.
- However, as Malachdrim had suspected, the human delegation had other goals. The last night before
- the delegation broke camp in front of the massive gates to the elfen realms, a small party stole away into
- the depths of the elfin realms. Towards the libraries of Malachdrim they made their way. Their mission
- was to completely destroy the forbidden scriptures. Strangely, they succeeded with their mission,
- making their way through halls and caverns finding the hidden library of Malachdrim <<Magnus: dette
- er en ledetråd inn i boka om alvene, der vi får se at de hadde hjelp fra en gruppe av Gamiel-alver.
- Gamiels motiv var å sverte og svekke Malachdrim.>>. Not having realized its immense size, once there
- they saw no other way to destroy it but to torch the entire library. The fire should not have spread, but
- fate would have it that it spread and set the elfin breeding chambers on fire as well.
- Later the Church said heretics among their ranks set fire to the breeding chambers in an attempt to
- avoid the unavoidable: the First Elf war.
- Malachdrim could finally let his scorn onto mankind. Always among the first ranks in battle he lived
- up to the myth of him being a demon lord. Among the human warriors he was simply known as the
- Harbinger of Bad Tidings, the Manslayer, or simply the Demon. His wrath was insatiable, his thirst for
- human blood unquenchable, and relentless was his march south towards the heart of the Church's realm.
- Sharing their progenitor's disdain for humankind, Malachdrim's kind spearheaded the elfen assault. As
- the barbaric hordes from beyond the Northern Mountains and the Darkness' demonic hordes had swept
- across the land like a scourge, the elfs descended on mankind in a swoop fell.
- After over a generation of war, the elfen armies were marched outside mankind's final stronghold: the
- city of Ravarra. It was then, in Malachdrim's moment of triumph that his own turned on him again.
- Malachdrim's armies, severely depleted from decades of war, were ready to breach the human defenses
- when the Queen's herald brought news of a peace treaty. Angered by this treason Malachdrim sought his
- Queen's tent, but she was not to budge. It was then, for the first time, that Malachdrim decided to ignore
- Queen Ketura's bidding, a decision that almost obliterated his kind. For Ketura sent the other three
- vassals' armies to stop Malachdrim from attacking Ravarra. The other vassals were more than ready to
- destroy their treasonous peer, ridding themselves of him once and for all. Realizing defeat Malachdrim
- called off the assault, but he would not forget this moment for the rest of his life. For Malachdrim, this
- was the ultimate humiliation.
- The Golden Age
- ""
- – ???
- The next millennium until the Second Elf war, was a Golden Age for the elfin realm. The elfs had
- captured immense wealth during their thirty year campaign against mankind, and the Church had been
- forced to leave the elfs alone in their home among the northern mountains. It was during this age that
- Malachdrim perfected the art and craft of glyptomancy. Knowing full well that the other three vassals
- were only looking for the right moment to destroy him and his kind, Malachdrim withdrew even more
- from the daily affairs of the elfen realm. Only seven times during the next millennia did he emerge from
- his own chambers, the last time to protest against the Queen having taken marquis Geniah for lover and
- having refused him the right to spawn new kinsmen for the last two hundred years.
- And so it came to be that at the end of the Golden Age, Malachdrim would be the second elfen vassal
- to be exiled from the elfin realms.
- The ultimate treason
- ""
- – ???
- Disgusted by Queen Ketura's changing attitude to the inferior humans and completely appalled by her
- taking a human lover, Malachdrim considered his time within the elfen realms over. For years he
- roamed the world with his kind, thousands upon thousands of elfs travelling from the Northern
- Mountains to the southernmost tip of Aretas and Seine. With nowhere to settle, Malachdrim saw an
- opening when the sovereigns of Bervoche, Orschild, and Galatien seemed all but defeated. Through his
- envoys Malachdrim promised that which none had thought possible: to fight the elfen armies with his
- own kind. And so during the Second Elf war elf was for the first time pitted against elf in a life and
- death battle none of them had any true vested interest in.
- The dice had been rolled. Malachdrim had made the ultimate treason, and sealed the fate of his kind.
- After the Second Elf war ended they could never return to the elfen realms. In return for his aid in the
- war against the Church and their elfen allies, Malachdrim received Lothren from Lord Cavallius of
- Galatien by swearing allegiance to Lord Cavallius. Here Malachdrim and his kind were doomed to live
- until the withering has taken the last of his kind leaving only Malachdrim to reside alone, in isolation
- through all eternity.
- Or so everybody though…
- The fey banquet
- ""
- – ???
- When Lord Cavallius died in 1196 his son Iraneus succeeded him as lord of Galatien. On his coronation
- Lord Iraneus received oaths of allegiance from every fief within his province. That is, every fief except
- that of Lothren. Malachdrim sent a human servant to represent him during the coronation ceremony, an
- act of open contempt. Not being the one to accept such insolence, Iraneus publicly executed the poor
- servant during the following feast. The next day he sent a large delegation, led by his most trusted
- lieutenant Marcel del Mare, to subdue the rebellious vassal.
- But the Iraneus' envoys are not received with the expect animosity. Rather, Malachdrim receives
- them with the greatest pomp and circumstances by the gates of Lothren. del Mare and his men are
- surprised, at first suspicious of this wondrous reception, but unease was soon replaced by ease as
- Malachdrim throws them the most spectacular feast. del Mare and his aides were to dine by
- Malachdrim's table, while his men were to dine with the Malachdrim's men. Well into the third dish the
- del Mare sense deceit as every muscle in his body is paralyzed by the poisoned food. Soon every
- representative is under the sway of the poison. One by one del Mare's men are slain, but del Mare is
- kept alive, new dishes being put on the table in front of him, but Marcel being unable to move a single
- muscle. A week later he dies by a table bounding with delicious food.
- Only one of the envoys survives. He is given an antidote, and provided with a horse he is to bring the
- message back to Lord Iraneus: Malachdrim swore an oath of allegiance to Lord Cavallius. Upon
- Cavallius' death he regards himself free of any obligations towards Galatien. From that day on
- Malachdrim and his kind was at war with Galatien, considering del Mare's delegation an open act of
- war on the Lord of Galatien's behalf.
- It would, however, take almost three quarters of a century until blood was being spilt between
- Malachdrim and the Lord of Galatien.
- The Legend of the Twins
- From across the White Sea they arrived, twelve years after their last reported sighting. A large galleon
- had ferried them from an unknown island
- <<For at legenden om tvillingene ikke skal miste helt troverdighet og forsvinne inn i intetheten som en
- noen som kunne vært en kul idé men som nå bare er teit fordi det ikke ble fulgt opp, mener jeg at det er
- veldig viktig at vi har med noe om dem i og jakten på dem i denne boka. Personlig mener jeg at vi til og
- med bør bygge videre på historien litt. Om du leser introduksjonen på første side "Winter has come to
- Merodak" indikerer jeg at det har gått en tid siden hendelsene i Orschild ble skrevet ned. Derfor er det
- naturlig med en utvikling når det også gjelder historien om tvillingene. Er du ikke enig?>>
- [<< For the legend of the twins should lose all credibility and disappear into nothingness as a
- someone who could be a cool idea but now just stupid because it was not followed up, I believe that it is
- very important that we have with some of them and search for them in this book. Personally, I think we even
- even should build on the story a bit. If you read the introduction on the first page "Winter has come to
- Merodach "I indicate that there has been some time since the events of Orschild was written down. Therefore, it
- naturally with a trend when it also comes to the story of the twins. Do not you agree? >>]
- The exiled realm of Lothren
- Lazarus and Galatien
- The Wild Hunt of Malachdrim
- Beyond the Iron Gate
- Playing Malachdrim elfs
- These rules expand and replace those printed in the rulebook page 193 'Role-playing an elf' and 'Roleplaying
- an elf of Malachdrim's kind'.
- Malachdrim runes
- Character descriptions
- CHAPTER 4: MARQUIS
- LAZARUS – PRIDE AND
- DISHONOR
- <<begin single page color text>>
- Of what I'm about to tell, there are almost no words to describe. My journey through the hellish
- province of Merodak is a tale I would rather have left untold. What experiences I gained in that
- godforsaken land I would dearly have been without, and the deaths of my friends up there I would
- rather not speak.
- But I have chosen to take the leaf off my tongue, to let the world know of the atrocities in the north,
- in the land where the Darkness rules. Alas, but where to begin...
- Will this be a tale of three adventurers' wishing to see the world, or should it be a tale of the
- blasphemous rituals and the vile acts of the dark priests? Am I to tell you of the land whose people
- are dying one piece a day, or maybe I should recount how Algaric met his untimely death, tortured till
- life escaped his wretched body in the dungeons of the fallen templars? Could this be a tale of heroic
- deeds and of martyr deaths, or will it simply be the testimony of how an entire people is strangled by
- their leader and their unholy Church?
- I have seen magic wrought in grandeur, I have witnessed human sacrifices, and I have beheld the
- horrors that lurks in the shadows. Into the eyes of the darkness' horsemen I have gazed, into the
- demon's den I have gone and returned. From the razor shores of the Bay of Bure, to the biting cold
- winters of Frostfang Pass I have walked; across the land from the Ravenner Forest to the World's
- End I have traveled; and yet I dare not propose to understand the horrors of Merodak.
- For the dread that the province's population has suffered, there is no like in the entire world. The
- harshness of the land is unsurpassed. Inflicted upon them is an unbearable pain, imposed on them by
- their vile ruler, the demon prince, the most evil man to have walked the world, the Fallen Marquis
- Lazarus.
- Hearken to my tale of horror, my tale of dread. Hear ye of the Dark Province of Merodak!
- <<end single page color text>>
- Things didn't pan out as expected for the dark Marquis of Merodak. His ally, Malachdrim, betrayed
- him. Their alliance had only been feigned. Lazarus had misjudged his adversary, and now he has to pay
- for that mistake. Instead of turning the Church against the elfs, as his plan had originally been, he had
- attracted the Church's attention to himself. Today, over fifteen years after the Iron Gate was opened,
- Merodak is suffering severe blockades. The Church's vessels control the seas, and no Sovereigns are
- interested in trading with Lazarus. What little gets through is used by the dark clergy. Slowly the dark
- province is starving.
- His visions had been for a grand, pan-human dominion stretching across the world with himself as its
- undisputed political, as well as religious, head. Things really did not turn out the way Marquis Lazarus
- had expected. At night the Dark Marquis longs to his homelands in the south. He longs for some
- warmth. Instead he has been confined to his barren province in the north. Lazarus' base of power is
- among the Dark Priests and the rest of his dark clergy. His military might is limited, but he hopes to
- seduce the people of the land, using his Dark Priests as missionaries to spread the Darkness' word.
- It is obvious to Lazarus that he doesn't have the manpower to threaten the Church on the battlefield.
- There is only one problem with that: forces among his closest advisors consider him weak for not
- attacking the Church. Hoping to fell two flies in one blow, Lazarus has unleashed his Fallen Templars
- and his warrior monks on the already weakened province of Orschild. Not only will this still some of the
- opposition, it might also be disruptive for whatever Cyrus is planning from the Iron Hold. For there is
- one thing that is for sure – Lazarus does not consider himself Cyrus' minion. It was he, Marquis
- Lazarus of Merodak, the Dark Inheritors wanted to be their man in the world, not Cyrus the Usurper
- and his lapdog Malachdrim!
- The Dark Province of Merodak
- To the north of the world, on the borders of the great northern mountains lies the province of Merodak,
- the ill-reputed seat of the Fallen Marquis Lazarus. Fifteen years ago darkness fell on the impoverished
- province of Merodak. First its tyrant leader, the vicious Marquis Lazarus, one of the Church's five
- supreme leaders, renounced his faith and pledged allegiance to the Darkness. Then darkness literally fell
- on the land when the fallen elfen vassal Malachdrim opened the Iron Gate at the moment of total eclipse,
- fixing the celestial bodies to their positions on the firmament. Since then twilight has ruled the land.
- Merodak is a forbidding land of mist-shrouded forests, wind-swept moorlands, and bleak hills. It is a
- dreadful place, ruled with an iron hand by its cruel master. The province is perpetually shrouded in
- mist, its roads always muddy and soaked, and abandoned monasteries and churches glare emptily down
- on travelers. The province's shores are craggy and treacherous. During the long winter Merodak is
- entirely covered in snow. The thin soil of its fields yield fewer crops than anywhere else in the world,
- blight and famine is not unheard of in the Dark Province. Formerly the pride of Merodak, the oncedense
- forests have been cut down to raise an immense fleet for Marquis Lazarus, leaving the woodlands
- barren and unfruitful
- With the Great Conversion to the Darkness, depression has descended on Merodak, and its cities rot.
- Its once prosperous ports have degenerated into festering dens where smugglers and pirates dwell. The
- once-bustling harbors are littered with rotten, half-sunken hulks, their once lively streets lined by
- crumbling houses and despair. While the prosperous few wallow in hedonistic self-indulgence, the
- starving masses are doing what they can to survive.
- No sane man would freely venture to this dismal place. Only the sullied pilgrims and other henchmen
- of the Darkness seek this godforsaken country.
- The people
- "Turned from cheering crowds to parading paupers, the Darkness have fallen hard on the citizens."
- - Kel Varnsen's travel diary
- The history of Merodak is harsh, unrelenting, filled with pain and sorrow. After the eve of twilight
- famine has ravaged the province. Shaped by their past, present, and the bleak landscape the people of
- Merodak are unfriendly, wary of strangers, and uncaring towards outcasts and outsiders.
- THE PEASANTRY
- Merodak is renowned for its sullen country people. They reflect the bleakness of the land, the austerity
- of the vegetation, and the harshness of the province's shores. Their eyes are deeply set, and being closemouthed
- seems almost a virtue to them. "Merodak peasant" has grown a byword for sulleness and
- stupidity, in-breeding is quite common among the Dark Province's rural population.
- Extraordinarily wary of strangers, the Merodak peasantry is downright unfriendly and uncaring to
- outsiders. Hospitality is an unheard of virtue, and at night the brutish inhabitants of the squalid villages
- bar and lock their doors, not to open them for anyone until the morrow. Their suspicion hinges on the
- belief that monsters haunt the nights, thus god-fearing people are not to be caught outdoors at that hour.
- Life for Merodak's rural population has always been harsh, an eternal struggle against the forces of
- nature. The thin soil has yielded few crops, and with the eclipse's twilit days the short summer is not
- long enough to grow any substantial amount of crops. So the population starves, and their lives become
- even more of a struggle.
- THE CITY POPULATION
- Marquis Lazarus' renunciation of his faith and his pledging of allegiance to the Darkness was fateful for
- Merodak's cities. While the rural population has always been impoverished, Merodak's ports were
- bustling with activity. Once the chief manufacturer of wool, the province is now under the Church's
- tight blockade. Only smugglers are able to ship small shiploads to and fro Merodak's ports, turning the
- busy harbors seething with activity into rotting cesspools of moored shipwrecks, and half-sunk hulls.
- The city streets, once teeming with activity - peddlars gawking for people to buy their goods, bawds
- offering a bed for the night and maybe even someone to warm it besides, young street urchins picking
- the unwary's pockets - are now, in the twilight of daytime, almost deserted, taken over by stray dogs.
- The cities' buildings have fallen into a sad state of disrepair, and those making money are pirates,
- shipwreckers, and raiders.
- At night a strict curfew, exercised by the brutal Iron Guard, is imposed on every city. None are
- allowed to leave their houses between sunset and sunrise. The only sound on the city streets at night is
- the cold winds blowing from the northern oceans and the iron-shod heals of the Iron Guard. Only the
- patrolling Iron Guard and death walk the city streets at night. Zealous in their duty, the guardsmen
- make sure nobody breaks the curfew. Those who venture into the streets at night do so at their own risk.
- Everybody knows of the Iron Guard's brutality, and most caught breaking the curfew are imprisoned,
- interrogated, tortured, and most probably killed by the harsh treatment of Lazarus' trusted men.
- THE NOBILITY
- Long before the barbarian warriors swept across the northern mountains, and eons before the Church
- was founded, noblemen ruled the area today known as Merodak. They were great leaders, having a
- plethora of tribes under their command. Their power was founded on might and religion, their castles
- raised atop centers believed to possess strange powers in the religion of old giving them the strength to
- rule the people.
- Today, what little is left of the nobility in Merodak, a province ruled as a theocracy for ages, has
- sunk into a mire of insanity and congenial idiocy. They are decadent, and half-heartedly they pursue
- their feudal ambitions, well-knowing that their days of glory are millennia past, that their lands now
- belong to the Church, or rather to Lazarus.
- From their moldering castles towering over the land, the nobility evil-heartedly and oppressively
- exercise what little power they have left. Their corruption is notorious. Many are little better than
- bandits, desperate men raiding on the province's innocent and impoverished population. Years of
- inactivity and a disposition for madness in almost all blue blooded lines of genealogy has turned most of
- the nobility into will-less idiots, ineffectual cowards with no interests but their noble pursuit, a never
- ending game of courtship, intrigues, and mutually unfulfilled threats.
- THE DARK CLERGY
- In positions where the nobility is found in other provinces, the dark priests perform their duties in
- Merodak. This new class of powerful officials, the dark priests are both preachers and rulers. Their role
- is to spread the Darkness' gospel among the province's population, and to make sure that Marquis
- Lazarus' every whim is followed. Theirs is the duty is to preach Lazarus' word, and to exercise it.
- Theirs is the power to act judge, jury, and executioner, and to make certain that everyone stays true to
- their omnipotent leader, the Fallen Marquis.
- Contrary to the other provinces, Merodak has no governors nor any bailiffs. The fiefs, or bishoprics
- as they are called in Merodak, are under Lazarus' direct control, lead by bishops. The bishoprics are run
- on a daily basis by the dark priests. In addition to being in charge of day-to-day business of running the
- fief, the bishops and their dark priests are also responsible for teaching the people in the ways of the
- Darkness.
- SLAVERY
- As the only province in the world, Merodak has a large class of slaves. Slavery was unheard of until the
- Great Conversion, upon which those who were not killed for refusing to obey the Darkness' will were
- enslaved. It is almost impossible to travel through the province without coming across a long line of
- slaves walking as they are led across the land to their next task. With the recent incursions into Orschild
- new slaves have been added, and much of the reconstruction of Merodak's fortresses are being
- performed by slave labor.
- Communications
- Merodak is a wild and weather-torn province. With the Darkness, economic depression set in. After
- Marquis Lazarus' conversion communications have grown even poorer than they were. Still, there are
- certain means of communicating across the province.
- THE ROADS
- Merodak has only one main road, and that is the road leading from the coastal town on Palfrey to
- Neremeth. Palfrey was once a prosperous port, but after the eve of twilight the Church has held the
- province under a ceaseless blockade. During the province’s golden days, the road was used to ship
- goods from the port to the capitol Neremeth. Lately, as Palfrey has become a den of smugglers and
- pirates, the road is in little use. Only the odd caravan with contraband, wares from one of the city's
- smugglers, makes its way towards Neremth. Apart from that, it is being used by the military to ship
- equipment and warriors to the southern border.
- Even though there are no major roads between the province's cities, there are paths connecting them.
- These may at some time have been roads, but they are currently in such a sad state of ill-repair that
- none dare call them roads.
- Prior to Marquis Lazarus conversion communications between the cities were upheld by coaches
- running between them. The past fifteen years have been a period of constant economic depression for
- the province, and all coaching houses are bankrupt. Only the odd coach runs between Neremth and
- Narlan, and these coaches only run on the Marquises command. Through the night-black coaches'
- curtained windows red eyed, pale envoys of the Darkness peer.
- ACROSS THE SEAS
- Merodak's coastline is infamous. The winter storms rage across its shores, and travelling the seas is a
- dangerous proposition during that time. In the summer the White Sea is still a challenge. It has acquired
- its name from the white running on its waves through all four seasons, and the province's northernmost
- port is Awon - none dare travel any further by ship.
- All along the coastline lies small fishing villages. These fishermen know the seas, and dare them even
- in the midst of winter. Someone wanting to travel along Merodak's coastline has better ask one of these
- for a favor.
- THE MESSENGER RAVENS
- Travelling across the land is time-consuming and costly. Every castle and every keep in Merodak has its
- own ravencote. A message tied to one of their feet, the black birds are used to deliver messages across
- the province. The ravens have long been a means of communication in Merodak, and training them is a
- very prestigious occupation. Because of the raven's importance, it is strictly forbidden to hunt them, and
- anyone found guilty of such a crime is immediately beheaded.
- THE CAIRNS
- Situated at high hilltops and mountain spires, a series of cairns were raised throughout Merodak to warn
- of an invasion from the north. The keeping and guarding of these cairns was important to the province's
- defense. As soon as a cairn guard spotted another lit cairn, he was to torch his own. That way word of
- an invasion would spread throughout the province quickly.
- These days the cairns are still in use, but the keeping and guarding of them is not regarded as
- important as it used to. The threat from the north is non-existent, and a surprise attack both from the
- east and the south is fairly unlikely. The province's shores are inhospitable and an unlikely way for
- invasion. Many of the province's cairn is in disrepair, but all are still in use, so in case of an invasion
- word would spread fairly quickly.
- The Church of Darkness
- From atop the immensely tall belfry of his Dark Cathedral, Marquis Lazarus beholds his land: the
- Darkness' major stronghold in the World of Gemini, the province of Merodak. With an iron hand he
- rules his provinces as its undisputed despot. His word is law. Through his loyal dark priests, fallen
- templars, and profane monks he enforces his rule. In every respect of the word, Merodak today is a
- theocracy run and governed by Marquis Lazarus and his loyal clergy - together they make up the
- Church of Darkness.
- The machinations of power
- "My word, the law. My rule, its execution. Your lives in my hands."
- - Marquis Lazarus
- As Marquis Lazarus broke free of the Church, as he declared Merodak the Darkness' stronghold in the
- world of Gemini, as the province's churches, chapels, and monasteries were torched and burnt to the
- ground, a new church was founded upon the remnants of its predecessor.
- A NEW PROVINCE IS BORN
- While totally free of what he himself calls the "enslaving shackles of the Church", Marquis Lazarus has
- not been able to tear free of his old allegiance's hierarchy. The Church of Darkness, for that is what the
- Fallen Marquis' state machinery truly is, originates from the One's Church. Having done away with the
- Marquises, Lazarus' organization still has bishops and priests, priors and friars, grand masters and
- knight templars. However, all of them are loyal to his cause, to the cause of the Darkness.
- The organization Lazarus has formed in Merodak is a perverted, twisted version of the One's
- Church. The organization is aimed at only one thing: the ultimate struggle between the Church's faithful
- and the Darkness' henchmen. Where the One's missionaries are blunt and direct, the dark priests are
- subtle and subversive. Where the One's priests are true and pure of heart, the dark priests are scheming
- and speak with a cloven tongue. And where the One's knight templars are willing to shed blood in the
- One's name, the Darkness' fallen templars are willing to shed blood for the sake of shedding blood.
- THE ORGANIZATION
- There is no true hierarchy to Lazarus' church any more. The originally strict hierarchy of the One's
- Church has collapsed as individuals have struggled for personal power. The only fixed point in the
- Church of Darkness is Lazarus' himself, and his role as undisputed leader. To most people, the Fallen
- Marquis will seem erratic, completely unpredictable, and malicious. While possessing all of those traits,
- it is by far his true nature. It would be to underestimate the truly great mind of Lazarus to believe him
- mad and suffering under his own whims.
- There is a reason why Lazarus has not let the hierarchy collapse. He is a master of adapting to the
- circumstances, and he recognizes a conspiracy when he sees one. In fact, the Fallen Marquis trusts no
- one. Not after his failure to ally with Malachdrim. He knows the nature of Darkness is egotism and
- conspiracy, and he has chosen to adapt to it instead of succumbing to it. To control his church, he has
- situated himself in the midst of an intricate web where he plays his advisors up against each other,
- demoting and promoting them at what seems to be a whim. So there is in fact sense behind the feigned
- madness, a structure behind the chaos, a mastermind playing his own game of power like a genious.
- LAZARUS' RULE
- By keeping his people constantly at their toes as to what their future holds for them, Lazarus inscribes a
- great deal of uncertainty and unpredictability among his servants. His true motive for this is to create a
- smoke curtain; an impenetrable screen of noise so no one can see when he makes his true strategic and
- tactical maneuvers. Behind the scenes Lazarus is always observing his servants, constantly spying on
- them. He relies on his intelligence corps, the Pale Whispers, to keep him informed of everyone's moves
- and conspiracies.
- So when a conspiracy is uncovered, when a plot for his downfall is revealed, Lazarus can "shift" the
- traitors from their positions without anyone being able to tell the reason. They will not know whether
- the move was due to Lazarus revealing the conspiracy or not. This way Lazarus not only reinforces his
- position by removing those who are no longer loyal to him, but he is also able to cover up all signs of
- dissent among his men.
- Lazarus uses the exact term "shift". Au contraire to being rather peaceful sounding, it usually means
- killing the traitor. The Fallen Marquis knows no remorse, and those who betray him meet an extremely
- unpleasant, and for some a rather untimely, death. Despite his apparent madness, Lazarus is in complete
- control of his subordinates and his servants.
- THE LEGACY
- However much Marquis Lazarus and his henchmen are the anti-thesis of the One's Church, their
- organization still bears resemblance of that which Lazarus once pledged allegiance: the Church. In the
- past decade, he has not been able to rebuild and restructure the age-old institutions. His men have
- turned from their past ways, pledged allegiance to that which they once swore to defeat, yet they go
- about their business as they did prior to the eve of twilight, the day when the Iron Gate was opened.
- The legacy from the Church is apparent. Although a complete shift in power at the top, the hierarchy
- remains the same with priests, monks, bishops, and knight templars. All in all, Lazarus' church is a
- twisted mirror image of the Church. The institutions have survived. The knight templars have fallen to
- the lure of Darkness, the good friars have turned profane, and the priests are now dark. The only two
- institutions to perish during Merodak's fall was the mission and the inquisition, even though both of
- them continue a life in the service of the Darkness among the dark priests and fallen templars, and some
- new blood has been added: the magicians.
- The institutions remain the same – almost the same. The Nomen has been exchanged with the Book
- of Darkness, the One's tenets have been replaced with the Darkness' gospel, and the supposed strict life
- of the cloth traded with an open life of sloth and indecency. Some things never change...
- The politics of Merodak
- "Marquis Lazarus must die!"
- - Bishop Kaplin
- Even though Lazarus rules his province with an iron hand, and even though he is the undisputed leader,
- such is the Darkness nature that it nurtures egotism and personal ambitions in its followers. Even
- though Lazarus is aware of this, and even though he does his best to prevent it, Merodak and the
- Darkness clergy teems with schemes and intrigues. As good as all of these intrigues are harmless to
- Lazarus. They are connected to individual's strive for power within the Church of Darkness' power
- structure.
- However, among Lazarus' men, there are some very ambitious individuals and some with a very
- strong opinion about how the province is to be ruled and how best to further the Darkness' ends in the
- world. These people find the Fallen Marquis to be of hindrance to their ambitions and their goals.
- Together they have woven an intricate web of schemes within the walls of the Black Cathedral in
- Neremeth.
- To describe every individual's ambition and every insidious plot would be an immense task. Instead,
- we have elected to distance ourselves somewhat from the actual schemes and intrigues of Lazarus' court
- to gain an overview of the situation. Presented below is our view of the situation. We have tried to find
- major factions of power, but none of this is set in stone. You, the Narrator, are free to delve further into
- these intrigues. The material presented here is meant to give you some hooks onto which you can
- elaborate and base your stories.
- THE COUNTER-CURIA
- Marquis Lazarus rules his province with an iron hand as its supreme, undisputed despot. He takes
- advise from none, not even Cyrus himself. Lazarus surrounds himself with the remains of the Church's
- high standing dignitaries, those who embraced the Darkness together with him. Many joined him hoping
- to attain more power and influence. As they are discovering that Lazarus is not to provide them with
- more power or influence, they are plotting against him. Particularly radical elements within this group
- of high ranking dark priests are whispering about the downfall of Lazarus and the rise of a new
- champion of the Darkness: The Counter-Curia.
- THE FACTION OF THE SWORD
- Just after the Fall of Merodak, the fallen templars were set to root out followers of the One, and to
- battle those still loyal to the Church. At first the task was immense. The orders of fallen templars had
- more than enough to do. But with time resistance became limited to pockets, and soon the pockets were
- few and far between. Resistance ebbed away. Hungry for battle and thirsty for blood, the Fallen
- Templars have formed the Faction of the Sword, working their own intrigues in an effort to force
- Lazarus to march on the Church bringing war to the world.
- THE NERETH FAMILY
- Prior to the advent of the Church, in the aeons that passed before the Darkness swept across the land,
- the Nereth family ruled greater parts of what later came to be known as Merodak. Of this family's rule
- of old there is scarce any witness. Legends, however, still speak of the family's insurmountable evil and
- harshness of their rule.
- As the Church was founded and Merodak became the seat of a Marquis, the Nereth family had no
- wish to relinquish what they had had for times immemorial. At the Church's mercy, the family was
- allowed to keep their family castle, the Seven Spires. They also retained governorship of Crystal River,
- the Spectre Hills, the city of Narlan, along with the rest of the bishopric Agash.
- For the Nereth family, the coming of the Church meant they had to fight for what was truly theirs. Of
- the hundreds of Marquises who have been seated in the Cathedral of Neremeth, well over two thirds
- have been of the Nereth family or in the family's patronage. Through the ages, many of the province's
- bishops, priors, and grand masters have belonged to the Nereths. Instead of battling the Church, a battle
- that would have wiped the family out, they chose to bide their time and play along.
- Now that the Church has been chased out of the province, the Nereth family is finally rid of its age
- old yoke. It no longer has to fake fealty to the Church and the One. There is only one obstacle blocking
- the way to its past glory: Marquis Lazarus. He is not a Nereth nor in the family's patronage. However
- many of Lazarus' men are. The current Lord Nereth, Baelorn, is the Fallen Marqui's Chancellor, and he
- is spinning an intricate web of lies and intrigues to topple Lazarus and claim the province for himself
- and his family.
- THE SONS OF MERODAK
- Led by Ignation – formerly one of the Church's foremost bishops, fallen for the tempting Darkness, and
- seemingly redeemed himself – Sons of Merodak are a loosely organized group resisting the oppression
- of Lazarus.
- Once Marquis Lazarus' foremost advisor, now leader of the Sons a small group of laymen resisting
- the oppression of Marquis Lazarus, Ignation's loyalties are unclear. Has the Darkness still a hold of his
- heart, or has he seen the Darkness' nature and been turned away from the ways of Marquis Lazarus? Or
- is his change in loyalties merely because he himself tried to become the Darkness' supreme leader in the
- world and failed? Does he only see his way to power through the fall of Marquis Lazarus, a road that
- only goes through the Sons?
- From the bishopric of Awon the Son's mount their raids. Awon is situated on the southern shore of
- the Bay of Howls. Its capital city, also called Awon, is the world's northernmost port. Like all other
- cities in the Dark Province, Awon has fallen on hard times. The Church's blockade of Merodak lets few
- ships through to the city, and even fewer ships are allowed to depart. The bishopric is Merodak’s only
- real lowland. Greater parts of the bishopric is covered by the Misty Marshes, a large swamp area
- stretching from the coast a far distance inland. The marshland is always covered with a thin haze -
- hence its name. It is unfruitful, yet it is rich on wildlife and especially birds. Like the rest of the
- province, cold winds sweep across Awon. It is not rare for the swamps to be covered in a thin film of
- shining, black ice, its mist a filled with razor shards of ice.
- Awon is today run by the zealous and brutal Bishop Mlako. Bishop Mlako's main duty is to track
- down Ignatio's Rebels in the Misty Marshes. The people of Awon has felt Mlako's scourge, and many
- have been killed in the Bishop's hunt for his rebelling predecessor.
- The city of Awon is marked by the hunt for rebels. Rebel cells hide in the city, and Bishop Mlako's
- spies and infiltrators are doing their best to uncover these cells. Thousand of Iron Guardsmen are
- garrisoned in the city, at the Bishop's disposal in the hunt for Ignatio.
- The Mailed Iron Fist
- "Where a thousand men will fail, give me a company of the Iron Guard and we shall prevail."
- - Captain Noznan of the Iron Guard
- To execute his rule, Marquis Lazarus is dependent on his military forces, his mailed iron fist as he calls
- it. Merodak is a province at war. To the west lies Orschild, the torn and sundered province. To the south
- lies Galatien, ruled by its will-less sovereign. For now Lazarus is content with replenishing his strength,
- waiting for the Armies of Darkness to march through the Iron Gate before he makes his move onto his
- neighbors. However, forces within Merodak, important military advisors, think him weak for not
- attacking his stumbling neighbors. In a way to keep his position Lazarus sees himself somewhat forced
- into unleashing his most aggressive henchmen on Orschild.
- Detailed below are the different military units available to Lazarus in his struggle to enslave the
- world, and to bind it to the will of the Darkness.
- MERODAK'S IRON GUARD
- Having been the Marquis of Merodak's personal force for as long as anyone can remember, the Iron
- Guard is today larger than it used to be. Originally a professional military force exclusively made up of
- devoted young men whose loyalty to the Church and the One had been displayed on the battlefield the
- Iron Guard acts today as judge, jury and executioner. They are undyingly loyal to Marquis Lazarus. His
- commands are always followed to the letter. Their brutality is known throughout the province.
- Before the eve of twilight, the Iron Guard's sole duty was to patrol the compounds of the Marquis'
- cathedral. Later their duties have been extended to the entire province. The Iron Guard is everywhere.
- There is always at least a small group of five or six men in every village, and always a company the
- cities. Their prime duty is to make sure the province population remains loyal to their ruler, to the
- Darkness, and follow every command issued from the Black Belfry of Neremeth.
- Divided into companies of between 100 and 500 men the Iron Guard is vast, counting well over ten
- thousand men. Some companies are better known than others, though. Names like the Scarred, the
- Shadow Cloaks, and the Merciless One Hundred instill fear in even the staunchest defender of the
- Church. Let alone a simple peasant on the Merodak moors. Each company is lead by a captain who is
- directly responsible to the grand commander of the Iron Guard, Lord Cregor. The captain is also
- responsible for outfitting his company, making sure he has enough men under his command, and making
- sure they have quarters and food.
- THE SCARRED
- The Scarred are Marquis Lazarus most trusted warriors. A company of devoted fighters, they are his
- personal lifeguard. Their name, the Scarred, is due to their hideously scarred visages, scars they carry
- proudly as tokens of devotion.
- As Lazarus proclaimed his allegiance to the Darkness, he commanded those loyal to him to burn and
- desecrate all of the province's churches, chapels and monasteries. He told the Iron Guard: "Those who
- defy death and fire to desecrate and crush the One's holy places, will earn a seat among my most trusted
- warriors, to dine at my table and to sleep in my halls."
- In burning infernos across the province young warriors defied the heat and the fire to desecrate the
- One's symbols. Many were lost, many were badly burnt, and those who survived came to form Lazarus'
- personal bodyguard. Even though they do not dine by Lazarus' table, nor sleep in his halls, they have
- earned the position as the Fallen Marquis' most trusted warriors.
- THE FALLEN TEMPLARS
- Once a stronghold of the Church, today the Darkness has befallen the northern province. Its once so
- proud orders of knight templars are either eradicated or they have succumbed to the lure of the
- Darkness. Those orders not banished or disbanded are often called the fallen templars. They were once
- the proudest warriors of mankind, many of the protecting mankind's northernmost borders of the threat
- from the north. Now, they themselves are the treat from the north.
- The fallen templars are loyal to Marquis Lazarus, or to be more precise: to Marquis Lazarus' cause.
- They see themselves as the sword of the Darkness, as the lightning bolts of the Dark Inheritors, and
- harbingers of the Black Death. Once valiant and defenders of the poor and the weak, the fallen templars
- have succumbed to the Darkness. They are vile, bloodthirsty, and no know remorse. Mercy and pity has
- no place in their vocabulary, and it is only through shedding blood, through inflicting suffering onto
- others that they find a reason to live. Today, the fallen templars live and breathe for the spoils of war
- and terror, proudly wearing bloodstains and spatter on their cloaks and armor as distinctions.
- Among the fallen templars there is a prevalent sentiment that their Marquis is not doing nearly
- enough to spread the rule of Darkness across the land. In the beginning the templars were used to
- subdue those in Merodak who would not succumb to the Darkness. As the pockets of resistance grew
- fewer and smaller, they started looking for battle elsewhere. And so their eyes fell on Orschild. Lazarus
- knew he could not prevent the templars from marching over the Pendares and into the border regions of
- Orschild, yet he did not wish for them to do so.
- THE MERCENARY BANDS
- To strengthen his military in case of an invasion, Marquis Lazarus has bound some of the world's vilest,
- most vicious mercenaries to his services; the likes of the Dogs of Death, the Company of Pained Cries,
- and Arahan's Prophets of Suffering just to name a few. The companies are lead by mercenary captains,
- men whose names are whispered in terror among the province's population, names such as Hergard
- Hook, Arahan the Scourge, and Morgan Red. Lazarus pays his mercenaries handsomely, but not solely
- in gold and hard currency. He is able to give them something few sovereigns are willing to, he gives
- them the right to terrorize and to subdue his people.
- The Fallen Orders of Knight Templars
- Once the glorious defenders of the Church's northernmost borders towards the Northern Mountain, the
- templars remaining in Merodak are now twisted and perverted beyond recognition. In the past the
- Knights Templars were the Church's most splendid military arm, renowned for their chivalry and good
- deeds. Today, the Fallen Orders of Knight Templars are renowned for their cruelty and unquenchable
- thirst for blood. Their might fortresses supposed to guard mankind from an assault from the north have
- been turned into strongholds for the oncoming assault on mankind.
- Before the Great Conversion the orders of Knight Templars in Merodak were subordinate to the
- marquis of Merloch. Today their supreme ruler is Marquis Lazarus. In the past the grand master used
- to be in complete control of his order. Today the fallen orders of Knight Templars are subject to
- Lazarus' every whim. Darkness has fallen on Merodak, and the hearts of the templars of its land have
- been touched.
- The Fall
- ""
- – ???
- Merodak has historically been mankind's frontier against the elfen threat and the threat of Darkness.
- The presence of knights templars have therefore been strong in these northern reaches of the world.
- Before the Iron Gate was opened fifteen years ago large tracts of land were held by mankind's probably
- most pious and devote defenders. Only those of strong faith and a serious devotion to the One, the
- Church, and all mankind volunteered for service on the northern borders. Yet, there was never any
- shortage of recruits to serve in the inhospitable land of the north.
- With the Great Conversion fifteen years ago everything changed. For a while enclaves of templars
- still loyal to the Church fought valiantly against the heretics warriors of Marquis Lazarus, but in the
- end they had to bend for the enemy's overwhelming numbers. The loyal knight templars had failed in
- their task to protect the world from the Darkness' onslaught, but rather than fleeing south in dishonor
- the knight templars chose to fight to the last warrior and die valiantly in the effort. Whole orders were
- slain to the last remaining member. Names like the Order of the Silver Pelt and Knights of the Rosy
- Cross will forever be remembered as martyrs in the One's service, having all died trying fighting the
- Darkness' minions.
- The fall and eradication of Merodak's orders of knight templars was orchestrated from within.
- Several templar grand masters were partners in Lazarus' Great Conversion. More grand masters
- willingly devoted themselves and their knights to the Darkness upon Lazarus pledging his new
- allegiance when the Iron Gate was opened. Together the fallen orders of knight templars orchestrated
- the eradication of their former brethren, those who refused to convert to the Darkness.
- The templars of Merodak
- ""
- – ???
- The fallen orders of templars are little more than a warmongering horde of barbaric, yet cruelly
- efficient, warriors. Their thirst for blood creates problems for Lazarus. Their ferocity in battle helps
- little as they are greatly outnumbered by the Church's military forces. Unwilling to admit to this simple
- fact the fallen templars keep on pushing Lazarus for an all-out attack southwards, blatantly ignoring
- that they will be slaughtered by the Church's and their Sovereign allies' outnumbering fighting men.
- Lazarus understands that something has to be done, though. As the last enclave of resistance was
- defeated some years ago, he acknowledges the fallen templars need to see action. If he lets his best
- warriors rust, the Fallen Marquis will have nothing in the final battle against the Church. The time is
- soon upon him, and in the mean time the marquis has yielded and let a number of templar contingents
- march on Orschild to the west.
- Organization
- ""
- – ???
- After the Great Conversion and the fall of Merodak's proud orders of knighthood, those orders
- remaining have kept their age long structures and hierarchies. From the order's castle the grand master,
- a venerable warrior, still commands his loyal men. The castle is the order's central convent. The convent
- is the basic nucleus of all orders of knighthood. Convents may vary in size and architecture. In the
- borderlands of Merodak they are housed in keeps or fortified strongholds. In and around cities they are
- housed in mansions, but these convents are usually administrative centers rather than military bases and
- in times of peace have no military function. The convent houses a group of members, usually lay
- brethren. They vary in size, with the largest in frontier regions, and in most convents the outsiders who
- live and work in there outnumber the knight templars. These are non-member laymen who perform
- agricultural or household tasks. The head of a convent has the title of Commander. The Commander
- may be appointed for life, which is usually quite short in these times of war, or on one-year terms.
- The central convent, the order's castle, is organized somewhat differently to ordinary convents. Being
- the order's stronghold it usually houses a lot more brethren than any other convent. It is also the head
- convent of its dependency. A dependency is an area of a bishopric run by an order of knights templars.
- The order has scattered convents across the dependency to levy their control on the people.
- The commander is the head of each individual convent. He is responsible for discipline, the
- observance of the rules in his convent and the administration of the convent. In most cases the
- commander is the only administrative official of his convent, as the administrative organization within
- convents are usually very simple. The commander does not enjoy complete freedom of actions, he must
- obey his grand master, but he still has certain rights: he can admit recruits and leads his brethren on the
- battlefield. The commander used to be a respected and honored member of his local community. His
- duty was to levy taxes and make sure that law and order was being kept among the peasants of his area
- of administration. Today the commanders across Merodak are feared men of ill fame. They levy the
- taxes, all right, but with an iron hand and with no remorse. Where they once upheld the law, they have
- now become judge, jury, and executioner in a never-ending witch-hunt for non-believers and followers
- of the One. They fill their convent's cells and torture chambers with suspected delinquents, and stage
- horrendous public hearings usually followed by executions.
- Above the commanders is the grand master, head of the central convent, the order's castle, and
- therefore head of the whole order. The grand master is the highest office that may be held within an
- order of knighthood. The Order Council elects the grand master among the order's most venerable
- warriors. His term is for life. After the Great Conversion the remaining Grand Masters have become
- more dependent on the marquis, and no longer rule their dependencies as they wish. Answering to
- Lazarus himself, they have also been given responsibilities for filling up the slave camps that have
- grown up in the province.
- The Order Council answers to the grand master, and consists of knights with honorable positions of
- confidence like master of treasures (in charge of the book keeping), master of the armory (often called
- marshal), and so on. Beneath the council are the knights. Somewhat beside the hierarchy of the fighting
- men are the non-members, the lay-brethren like artisans, stable hands, and so forth.
- The Order of Derak
- "Either we attack, or we rust in peace!"
- - Grand master Pycelle of the Derak Order
- From their mighty fortress, the Steel Sisters, looking out on the Bay of Biting Winds the knightly Derak
- Order has protected mankind from the northern threat. Day and night guarding Frostfang Pass, the
- mighty pass leading into the Northern Mountains, the Derak Order has for eons been mankind's first line
- of defense. Now they are part of the Darkness' first line of attack. With their fall to the Darkness, one of
- the most strategically important passes of the world has fallen to the Darkness. Because of its location,
- the Steel Sisters lies protected from the worst ravages of winter. It is therefore possible to cross the
- mountains through the Frostfang winter as well as summer.
- DERAK DOMINION
- This far north there are no cities, only scattered villages can be found. In the southern parts of the
- bishopric lies the dark and foreboding Ravenner Forest. It is over these lands and these people that Lord
- Pycelle, grand master of the Derak Order, rules. His rule cannot be said to be lenient – on the contrary.
- He is, however, not a merciless master: even though he rules his people with an iron hand, he also
- knows how hard the times are and is willing to exercise common sense. Lord Pycelle knows that he
- cannot expect too much from the harsh and rocky lands of his bishopric. He knows that because of the
- severe winter storms, half the year it is impossible for the bishopric's fishermen to set out to sea. And he
- is fully aware that the short, cold summers don't yield much grain. Despite this, Lord Pycelle taxes his
- subjects severely. None live above the bare minimum of existence, and the weakest are expected to die
- during the long, harsh winters of the north.
- GRAND MASTER PYCELLE
- Lord Pycelle is one of the Faction of the Sword's foremost leaders. He is an outspoken old man. His
- word earns a great deal of respect at Lazarus' court, and he is not afraid to speak his mind. Maybe the
- reason why the wizened man with the steel gray hair has not yet been «shifted from position» is his
- remoteness from the court. Lazarus likes to know the sentiments among his henchmen, and Lord Pycelle
- makes a perfect, non-dangerous proponent as such.
- THE STEEL SISTERS
- The Steel Sisters is an ancient, weather-torn fortress. It is in bad repair as the order's mission was
- deemed less important by the Church. Two of the castle's nine towers have crumbled, the Widow's
- Tower and Cloud Spire. The perimeter walls are intact, and with its location atop the Kraken Tooth, a
- steep, tall peak, it is as good as untakable. Legends has it that the peak the Steel Sisters is built atop, is
- in fact the tooth of a Kraken bound eons ago by the Darkness as its hordes swept from the north. On the
- day when the Darkness once more rules the world, the Kraken will be woken to life anew.
- (Comment: a small misprint seems to have sneaked the first print run of the rulebook. Cursed be the
- corrupting Darkness! The astute reader may have noticed that the rulebook on page 182 says "the order
- [of Derak] was given a fief in southern Merodak". As you can tell from the text above, this is wrong.
- Even the map of Merodak on page 139 of the rulebook you shows the Order of Derak to the north.)
- The Order of the Bleeding Eye
- "Blood for blood, suffering for suffering."
- - The Book of Darkness
- The Order of the Bleeding Eye is traditionally the personal lifeguard of the marquis of Merodak. After
- the Great Conversion they were replaced by the Scarred as Lazarus' personal guard. This demotion has
- not been easy for the order, and they still bear grudges against the Scarred. Yet, their loyalty to Lazarus
- is undying and they have forgiven him for this slight against their honor. From their order's castle in
- Vucan, Skyspire, they patiently bide their time for Lazarus to realize his mistake.
- THE DARK CRUSADE
- The Darkness will sweep across the world!
- When the brethren of the Bleeding Eye could no longer act as lifeguard for their master, they turned
- their attention elsewhere. The order's grand master, Mlad Illich, soon realized the potential danger of
- having too many knight templars doing nothing for too long a time. The brethren of the Bleeding Eye
- were among the fiercest enforcers of Lazarus' will during the Great Conversion. Their brutality knew no
- boundaries. But they were also the first to grow bored and restless with Lazarus inability to wage war
- on the Church. That was why grand master Mlad launched the idea of a Dark Crusade to Lazarus.
- Realizing both its political, religious, and military potential, Lazarus was quick to let Mlad execute his
- plan. The same year the Bleeding Eye's grand master started mustering knight templars from the other
- fallen orders and laymen from across Merodak to participate in his Dark Crusade.
- The spring of 1291, after having marched up the crusading forces in and around the Bleeding Eye's
- dependency in Vucan, Mlad led his force through the Ravenner Forest, across the Mannes Mountains
- into the border regions of Orschild. One of the first strongholds to submit to the Dark Crusade was the
- castle known as the Wathcman of Semul, home of Earl Josem (see Orschild – Winds of War page 9).
- The Josem family found an unholy alliance in the Dark Crusaders, and grand master Mlad found an
- almost impenetrable castle from which to mount his further forays into enemy territory. Since 1291 the
- Wathcman and its surrounding territories have been the base of operations for the Dark Crusade, now
- well into its fourth year.
- Meredia (see Orschild – Winds of War page 21), the county of Orschild where the Wathcman lies,
- has suffered severely under the Dark Crusade. For three years the city of Gernes has been under siege.
- Going into its fourth winter of siege it threatens to fall. From there the road is paved straight to
- Meredia's capitol city of the same name, and even Lord Gideon knows that if Meredia should fall
- Orschild's capitol city of Resna would stand no chance against the Dark Crusade. Little does Gideon
- know that the Darkness corruption has already spread and settled in both Meredia and Resna. Yet, all
- hope is not lost.
- The fall of the Watchman of Semul, known as the Holy Castle by the Church for it is the final resting
- place of the ancient Marquis Semul, was seen as a terrible blow to the Church. The Holy Castle, even
- though not having been under the Church's control for approximately 1000 years, is still considered a
- holy place and a place of pilgrimage. Now that the Darkness' forces controls the Holy Castle a countercrusade
- is being mounted in Ravarra on the borders of Orschild. But Marquis Herodias is unwilling to
- launch it until he can get Lord Gideon's approval, for Herodias knows that if he has to fight a two-front
- battle against both the Dark Crusaders and Lord Gideon's forces he will surely loose. The hope for
- Herodias and his crusaders is that Gideon will take to his senses now that he sees Gernes falling.
- Lazarus' Lances
- "Hallowed be the relentless, for they shall inherit the world."
- - Immanuel 2:19, Cyrus addressing his disciples
- Merodak used to be a province of many orders of knight templars. As it was considered the final
- outpost against the northern threat of elfs and the Darkness it had to be heavily fortified. In addition to
- the two orders that converted along with Lazarus, by far the two largest orders, there were five others in
- Merodak. Names like the Order of the Silver Pelt, Knights of the Rosy Cross, Brethren of the One, The
- Fiery Hearts, and Hospitaliers of St. Andreas will forever be inscribed in the annals of the Church as
- martyrs as they were wiped out during the Great Conversion. However, not all brethren from these
- orders stuck by their pledge of allegiance to the One. Those who converted to join Lazarus' cause were
- organized into a new order, Lazarus' Lances, the third and final fallen order of knight templars.
- The Dark Clergy
- The Dark Clergy is Marquis Lazarus' religious as well as political machinery. There are no lords and
- bailiffs in Merodak. Members of the Church of Darkness hold all positions of administration. A
- corrupted mirror image of the One's clergy, the Dark Clergy retained Church's hierarchy after the Great
- Conversion. Yet, it has been twisted and perverted to the will of Fallen Marquis. While the original titles
- and positions remain, they have been twisted beyond recognition. In his insanely complex game of
- power Lazarus has made the titles as meaningless as they originally were meaningful. By promoting and
- demoting clergymen at his will, the Fallen Marquis has created a hierarchy where titles no longer
- correspond to positions or power.
- While Merodak is divided in bishoprics, bishops do not govern all any more. Bishops have been
- replaced by particularly devout followers of Lazarus, people far below the bishop in the hierarchy.
- Among his closest advisors cardinals and lowly dark priests may be found. There is no rime nor reason
- to his demotion and promotion, the only fixed rule is that Marquis Lazarus himself decides the fate of
- each and every member of his Dark Clergy.
- The Dark Priests
- "Behind blasphemous rituals and the vilest acts, you find the dark priest..."
- - Kel Varnsen's Merodak travel diary
- The Dark Priest - harbinger of Marquis Lazarus.
- Among the ruins of Merodak's burnt churches and monasteries the Dark Priest has received his
- theological training and learnt how to wield the powerful magic. He is well-versed in the ways of the
- Darkness, and he knows the Book of Darkness by heart. His entire life resolves around worshiping the
- Darkness, and his conviction is unyielding. Himself, he is unrelenting in his mission to spread the
- Darkness' gospel, and to prepare the way for the Armies of Darkness. With fervor a conviction he
- spreads the gospel among his own followers, the laymen of the Darkness, the cultists.
- The Profane Monks
- "And in their plush halls the demon overlords feasted and broke bread."
- – Prophecy of the coming of Darkness
- For centuries Merodak was considered the safest keeping place for old and forbidden scriptures. The
- province small, yet devout population and its many isolated abbeys and monasteries made for perfect
- safe keeping for these scriptures. With the Great Conversion the scriptures were recovered from their
- ancient hiding places. Monks fallen to the Darkness' lure start a frenetic work for recovering and
- rediscovering the ancient secrets hidden in the scriptures.
- The Profane Monks are nothing but the old monastery orders of Merodak converted to the Darkness'
- cause. The orders, their organization, and daily life within Merodak's many monasteries is hardly
- changed the past fifteen years. Realizing their importance, Lazarus has wisely let them lead their lives
- uninterrupted by his otherwise reformatory hand. The only difference between past and present is the
- books being studied. There used to be copies of Nomen on every desk, but today they overflow with
- various and sundry scriptures on the Darkness and its many apparitions.
- Minions of Marquis Lazarus in the game
- It could be quite an interesting narrative having the players play minions of Marquis Lazarus. Instead of
- fighting against the Darkness, they would be fighting for the Darkness. Or perhaps fighting for the
- Church of Darkness against Cyrus and Malachdrim's men. Another possibility might be to have one
- player be one of Lazarus' minions, a spy in a party of otherwise god-fearing player characters. The
- possibilities are endless. For playing a minion of Lazarus, and as an aid for the Narrator to create extras
- for his stories and narratives, this section details some new rules for playing minions of Marquis
- Lazarus. The rules presented here are optional. If the Narrator does not want to use them in his game, it
- is his privilege not to do so. However, if these rules are to be used, you are well advised to use them all
- as they are tightly interwoven and to a great extent rely upon each other.
- Creating a minion of Lazarus
- When creating a minion of Marquis Lazarus use the rules for creating a hero as described in the
- rulebook. There are, however, some things you will have to do different in order to tailor a character to
- become one of Lazarus' men. First of all, your character's social class (step 3.6 of the character creation
- process) will always be priesthood, and your race is always human (step 2 of the character generation
- process). Remember that your character is one of the Darkness' henchmen, and as such he will never
- have a positive Nature (step 3.8). Pick a level of nature between -1 and -20 (step 3.8).
- Upon deciding Areas of Knowledge (step 4) you should read the new career descriptions below. In
- order to be one of Lazarus' minions you have to be of one of the new careers. What you will have to do
- is, in other words, switch step 4 and 5 of the character generation process described in the rulebook, so
- that you first decide the career of your character and then pick Areas of Knowledge based on the career
- description.
- When rolling for background events, you will notice that all the new careers are of the career type
- Tainted. The background of those who have sought to serve as Marquis Lazarus' minion is always
- somewhat different from the rest of the world's population. The Tainted have their own table for
- background events, printed below. The rules for rolling on this table remains the same as that described
- in step 6.2 of the character generation in the rulebook. If your career is of more than one career type,
- you should split the rolls as evenly as possible between your the different categories, using the
- background event tables of the rulebook. The rest of the character generation process is handled as
- described in the rulebook.
- TABLE: BACKGROUND EVENTS FOR THE TAINTED
- 1D20 Result
- 1 Spy. Even though you are a minion of Lazarus, you are first and foremost a minion of the
- Darkness' will. As such you have been recruited by Cyrus as his spy within the enemy camp.
- 2-3 Idealist. You have joined the Darkness and Marquis Lazarus because you believe it is the only
- way to mankind's salvation. The Darkness is in your eyes the great redeemer, the ultimate
- equalizer, the driving force to make man see reality as it truly is.
- 4-6 Revenge. The Church is responsible for your family's death, either directly responsible or
- indirectly. It was upon your family's death that you realized that the Church was hypocritical
- and has to be fought with every means available.
- 7-9 Derelict.
- 10-12 Sullied pilgrim's march. You came to Merodak along with other sullied pilgrims. Unlike most
- you never returned to your homeland, but remained in Lazarus' service.
- 13-14 Refugee. The Church's representatives have been hunting you because of your faith. You might
- not have been a follower of the Darkness to begin with, but were driven right into its clutches.
- Today you are a devout follower of the Darkness and an obedient servant of Marquis Lazarus.
- 15-16 Traitor. You have attained a somewhat prominent position within the Church of Darkness. Just
- how prominent is up to the Narrator to decide. However, this position has been reached through
- double-dealing and back stabbing of potential adversaries, so in addition to having a prominent
- position you also have deadly enemies who are out for your blood.
- 17-18 Spoils of war. You have participated in the dark crusade to spread the gospel of the Darkness.
- 19 Dark relic. You are the bearer of a dark relic. Its Nature is the negative value of 1D20/2. How
- you came to be in possession of this relic is part of your background, and should be detailed by
- you and the Narrator together.
- 20 Touched by the Darkness. You harbor a demon inside your heart. Reduce your character's
- Nature to -26 (please refer to the rules for possession in chapter 2). The demon that resides
- within your heart depends on your career. If you are some sort of warrior, it is most likely that
- the demon is a Cerit. If you are a clergyman you will most probably be possessed by a Purgat,
- while magicians will most likely be possessed by Jeselites. The final decision is up to the
- Narrator, though.
- New careers
- DARK PRIESTS
- A character may become a Dark Priest if he for his primary area of knowledge has one of the
- corresponding secondary areas of knowledge as outlined by the table below.
- Primary area of knowledge Secondary area of knowledge
- Communication Learning
- Learning Communications, or magic
- Magic Learning
- Career type: Tainted
- Attribute requirement: MEN 14.
- Areas of knowledge: Learning, Communication.
- Special requirements: A Dark Priest must have Learning of at least 2 and be specialized in Dark
- Theology (see below). He also has to have a Nature of -6 or less to be a Dark Priest.
- PROFANE MONK
- A character may become a Profane Monk if he for his primary area of knowledge has one of the
- corresponding secondary areas of knowledge as outlined by the table below.
- Primary area of knowledge Secondary area of knowledge
- Craftsmanship Learning
- Learning Craftsmanship, or magic
- Magic Learning
- Career type: Learned man/Tainted
- Attribute requirements: MEN 12.
- Areas of knowledge: Learning, Craftsmanship.
- Special requirements: The Profane Monk must have a Nature of -6 or less.
- HARBINGER
- The harbingers are Lazarus' warrior monks. A character may become a Harbinger if he for his primary
- area of knowledge has one of the corresponding secondary areas of knowledge as outlined by the table
- below.
- Primary area of knowledge Secondary area of knowledge
- Close combat Learning
- Learning Close combat, or missile weapon
- Magic Close combat, or missile weapon
- Missile weapon Learning
- Career type: Warrior/Tainted
- Attribute requirements: PHY 10, AGL 12, MEN 14.
- Areas of knowledge: Close combat, Learning and Missile weapons.
- Special requirements: A Harbinger must have the Dark Theology specialization, and a Nature of -6 or
- less.
- FALLEN TEMPLAR
- A character may become a Fallen Templar if he for his primary area of knowledge has one of the
- corresponding secondary areas of knowledge as outlined by the table below.
- Primary area of knowledge Secondary area of knowledge
- Close combat Learning
- Learning Close combat
- Magic Close combat
- Career type: Warrior/Tainted (see Chapter ???. New rules)
- Attribute requirements: STR 14, PHY 14, AGL 11, MEN 14.
- Areas of knowledge: Close combat, and Learning.
- Special requirements: A Faller Templar must have the Dark Theology (see Chapter ???. New rules)
- specialization within the Learning area of knowledge. He also has to have a Nature of -6 or less.
- New Specializations
- DARK THEOLOGY (LEARNING)
- Characters with this specialization are well-versed in the Darkness' scriptures. They know of the Book
- of Darkness and its contents, and are also knowledgeable of the Darkness' rites and rituals. Having this
- specialization also makes the character aware of the Dark Inheritors' existence and of Cyrus' return as
- the Dark Martyr.
- This specialization is only available to someone who has had or still has access to the dark
- scriptures, or someone who has or still do attend a place where the gospel of Cyrus is taught, like the
- Black Cathedral of Neremeth or the Key in Orschild.
- Attribute: MEN.
- Difficulty level (DL): The DL depends on the obscurity of the knowledge which you want the
- character to know/remember. Trying to remember common knowledge does not require an attribute roll.
- DL -1, fairly obscure, -15, extremely obscure.
- Effect: The higher the effect, the more information you find out about the subject in question.
- KNOWLEDGE OF MAGIC (LEARNING)
- With the training to use magic comes the ability to know magic in all its shapes and apparitions.
- However, one does not have to know how to cast a spell to know of the nature of magic and its
- apparitions. A character with this specialization has knowledge of magic even though he does not know
- how to wield those forces. On a successful attribute roll he is able to recognize magic when it is being
- used.
- Attribute: MEN.
- Difficulty level (DL): The level of the spell.
- Effect: The higher the effect, the more precisely can you say what kind of magic has been used. If the
- effect is 0 to 5 you can only tell there was magic involved. With an effect between 6 and 10 you can tell
- what aspect the magic effect stems from. An effect that lies between 11 and 15 not only tells you the
- aspect of magic, but also the name of the spell. If the effect lies between 16 and 24 you can not only tell
- what aspect the spell stems from, but the actual name of the spell and its precise effect. With an effect
- of 25 or more, not only do you know the same as for the results below, but you can even tell which well
- known spell books the spell is known to be recorded.
- Baelorn Nereth
- Baelorn Nereth is Marquis Lazarus' chancellor. Where Lazarus might seem the erratic lunatic,
- Baelorn is calculated evil epitomized. Coming from the age-old Nereth family, his political aim is to
- restore it to its former glory, to regain the power deprived his family when the Church enslaved the
- province of Merodak. With precise political strikes he works towards this goal step by step. To him
- Marquis Lazarus is just a pawn in a greater game for possession of Merodak. From the province of
- Agash Chancellor Baelorn plans a coup d'etat.
- Agash is Merodak's southernmost province with a long coastline to the Bay of Bures, called the
- Stony Shores. This coastal stretch and is renowned for being extremely treacherous. Skerries and rocks
- covered by water at high tide have spelled death for many a ship. The Horn of the Beast is renowned
- throughout the world for the innumerable shipwrecks, ships thrown onto the treacherous rock during the
- severe winter storms that rage across the Bay of Bure.
- From his stately castle, the Seven Sisters, the Chancellor Baelorn rules the bishopric. At the base of
- the Seven Sisters spreads the city of Palfrey, a once prosperous trading post, now a garrison of warriors
- preparing for the Dark Crusade. Today the city is filled with Fallen Templars, warriors of the Iron
- Guard, scum, thieves, and elfs of Malachdrim's kind come north to trade. The city was once prosperous,
- now it is a den of smugglers, thieves, robbers, and other unwanted elements. Some has called Palfrey
- the city of pirates, for the Nereth family harbors many a pirate captain and his crew for a handsome, yet
- bearable tax.
- Lord Baelorn Nereth is planning a coup d'etat from his Ivory Throne. He is biding his time, for the
- moment when Lazarus is weak. As Merodak's chancellor, he has immense power, power that he is
- willing to make use of to achieve his goals. Through the years he has made sure that all of the
- bishopric's bailiffs are true to him, for Agash is the only bishopric still with bailiffs, and that no dark
- priest can sway their allegiance. Among his other allied are the magicians in the Specter Hills. Their
- master is an old friend prodigy of the Nereth family, true and loyal to their cause. The magician's
- convent has been protected by the family long before the Great Conversion fifteen years ago.
- The ultimate price
- Having seen the power of the Darkness, he has pledged his allegiance to Cyrus. He believes that is the
- only way to restore his family's glory. By pledging his soul to the Darkness he pays the ultimate price,
- no price too big when it comes to revive his family honor. Acting as an agent of the Dark Martyr within
- the Lazarus' court, Baelorn is aiming to overthrow the usurper marquis. When the Armies of Darkness
- sweep across the world he will overthrow Lazarus and under the Dark Martyr's auspice he will reinstate
- the Nereth family to its former glory.
- The carvings
- Baelorn has to pay his allegiance with the Darkness in blood. As part of his pact with Cyrus Baelorn
- has to daily carve a verse from the Book of Darkness into his bare flesh. Only by drawing his blood that
- way can he retain his vital link with the Dark Martyr.
- Bishop Ignatio
- Ignatio is an enigmatic person that defies being understood. In his youth he was a reformatory priest, a
- loyal follower of the One's will. A pious man, his preaching made him too dangerous for the Church to
- have him close to their headquarters. So they sent him to one of the world's northernmost sees on the
- northern shores of Merodak. There he preached for many years, in the end earning position as bishop of
- the southern bishopric of Agash. He then disappears from history until after the Iron Gate is opened.
- He then reappears on the scene of history as one of the Fallen Marquis' closest advisors. By then
- Ignatio is a prolific magician, author of the greatest spellbook known to man. But something happens.
- Maybe Ignatio is the victim from one of Marquis Lazarus' unpredictable whims, maybe he has a fallout
- with his dark leader, or may he simply takes to his sense. What is for sure is that Bishop Ignatio breaks
- with his former master and disappears off the stage of history anew.
- Recently his name has been mentioned in connection with the Sons of Merodak, the Merodak rebels
- resisting Marquis Lazarus' oppression. It is said that Ignatio is their leader, but has he really renounced
- his allegiance to the Darkness? Or is he simply using the Sons as a power base in his struggle for the
- position as head of the Church of Darkness?
- Bishop Ignatio's book of spells
- Much has been said about Ignatio's book of spells and many copies exist, but one thing is for sure: there
- exist only one true copy of the book. Some say that the copy is still in Ignatio's possession. Other claim
- that Marquis Lazarus stole the true copy, and that this was the reason for their fallout. Whatever the
- truth is, most devout practitioners of the dark art of magic are looking for the true copy as it is said to
- contain spells more powerful than found anywhere else.
- Bishop Ignatio's profane miter
- When he left Marquis Lazarus' court Ignatio took his miter with him. Legend has it Ignatio once visited
- Cyrus, and the Dark Martyr imbued his bishop's miter with dark power. It is a dark relic as described in
- the rulebook page 184. Its Nature is -42, and in addition to the powers of being a dark relic, it also
- makes the wearer ignore the Rule of the weakest link as described in the rulebook page 74.
- CHAPTER 5: TIMELINE
- OF EVENTS IN THE
- DARKNESS' HISTORY
- <<intro>>
- Year Event
- 220 b.R. Malachdrim is born. At the moment of total eclipse, Malachdrim is born as the fourth
- and final elfen vassal.
- 15 b.R Arrival of the Darkness. Through the rift in the Northern Mountains the Darkness'
- demonic hordes pour into this world. Supported by the barbarian tribes from beyond
- the Northern Mountains, the Darkness' hordes wash across the land.
- 6 b.R. Peak of the Darkness' dominion. Upon reaching what is today known as northern
- Bervoche, numerous sovereigns and princes capitulate and turn to the Darkness. After
- almost ten years, the Darkness' dominion in the human lands is at its peak.
- Year 2 The tide turns. Mankind, previously scattered under conflicting allegiances to warring
- sovereigns, are united under the One's banner. United they turn the tide of war,
- forcing the Darkness' hordes to retreat.
- Year 8 Isolation. Marquis Hymeneus raises the Iron Gate, shutting the Darkness' armies off
- from t he Realms of Darkness beyond the rift in the Northern Mountains. From now
- on it is only a question of time before the human forces have broken and annihilated
- any resistance, as the Darkness' hordes can receive no more reinforcements.
- Year 10 Merodak claimed for the Church. Merodak is claimed the seat for the Marquis of
- Neremth. The province's old rulers, the Nereth family, is granted a small fief in the
- south of the province, Agash.
- Year 11 The end. A definite end is set for the Darkness' first assault on the human lands. At
- the battle of Ravarra the final forces of Darkness are obliterated, and the war that has
- raged for over 25 years is now over. But the Darkness is only beaten, not defeated.
- Year 12 The Steel Sisters is raised. The founders of the Derak Order starts building their
- fortress the Steel Sisters. It takes almost 50 years to raise the fortress, and
- innumerable laborers and artisans plummets to their death at the feet of Kraken Tooth
- before the order's fortress stands complete with its nine towers, a church, and a
- monastery in year 71.
- Year 13-109 Time of the demon lord. For almost a century Malachdrim and an entourage of his
- most trusted men roam the human lands in a quest for remaining caches of the
- Darkness' scriptures.
- Year 163 Fire in the library. As marquis Nuelius breaks camp in front of the gates to the elfen
- realms, a small group of the Church delegates make their way to Malachdrim's hidden
- library of forbidden scriptures, which they set on fire. The fire unfortunately spreads
- to the elfen breeding chambers, igniting the First Elf war.
- Year 163-196 The First Elf war. Malachdrim has lost his precious library. Angered by his loss and
- finally having an outlet for his scorn for the human race, Malachdrim and his kind
- spearheads the elfen assault on the human lands.
- Year 163-181 The siege of the Steel Sisters. Soon after the human delegation to Queen Ketura's
- elfen court had torched the breeding chambers, the elfen hordes pour through the
- Frostfang Pass. The Steel Sisters is besieged by Salem's hordes, a siege that lasts until
- his forces are re-deployed to the siege of Merloch.
- Year 163-175 The Nereth rebellion. As Salem's hordes pour through the Frostfang Pass, the Nereth
- family sees an opportunity to seize power in Merodak. Their rebellion is a bloody one,
- but in 175 the family is beaten and only through admissions gets to retain its fief.
- Year 196 The Ultimate Humiliation. On the brink of complete victory, Queen Ketura calls of
- Malachdrim's final assault on the broken human defenders of Ravarra. Ignoring his
- Queen's will Malachdrim brings the elfen kinds to the verge of civil war, but
- Malachdrim backs down in the last minute.
- Year 196-1140 The elfen Golden Age. Realizing his kindred vassals' evil intentions Malachdrim
- withdraws from Queen Ketura's court, keeping himself to his own kind's realms,
- secluding both his kind and himself from the rest of the elfs.
- Year 256 Cyrus is born.
- Year 277 Cyrus starts preaching.
- Year 280 Cyrus killed. In an attempt to open the Iron Gate and let the Darkness' demonic hordes
- into the human lands anew, Cyrus is killed and thrown through the Gate before it is
- sealed up once more.
- Year 780 Battle of the Iron Gate. Celak Sau is killed as he tries to open the Iron Gates.
- Year 902 Malachdrim spawns for the last time. After years of courting for Ketura, Malachdrim
- is finally allowed to spawn with her. It has been almost a century since last time.
- Little does Malachdrim know that this is the last time he will spawn.
- Year 1140 Malachdrim is exiled. Speaking up against Queen Ketura taking marquis Geniah as
- lover, Malachdrim is the second elfen vassal to be exiled from the elfen realms. Fo
- decades Malachdrim and his kind will relentlessly roam the human lands.
- Year 1144 The Second Elf war. Queen Ketura publicly announces that the elfs will support
- marquis Geniah in his struggle against the godless human sovereigns. For the second
- time the elfen armies march from the mountainous homes, descending like a scourge
- on the human lands.
- Year 1195 The ultimate treason. What has been long waiting finally happens, as Malachdrim
- turn on his former allies and fight on the rebellious sovereigns' side in the battle at
- Catament.
- Year 1195 A new home. Lord Cavallius of Galatien donates Malachdrim and his kind a fief in
- the northern part of his province, the fief of Lothren. Malachdrim in turn swear
- allegiance to Lord Cavallius.
- Year 1208 Contact. After almost a millennium of hard work, Cyrus has attained the position of
- Dark Inheritor. He reaches out across the void and makes contact with Malachdrim
- who, at this point, is becoming increasingly desperate as his kind has been seriously
- decimated from wars and old age. Malachdrim agrees to the offer as Cyrus' left hand
- man, and sets out in search of material that can lead him to the exact day and hour of
- the next eclipse.
- Year 1271 Coronation of Lazarus. The young bishop Lazarus is appointed Marquis of Merodak.
- Year 1275 The broken alliance. Marquis Lazarus contacts Malachdrim. Sensing deceit
- Malachdrim is unwilling at first to work with the marquis. Upon realizing that
- Lazarus can supply him with the day and hour of the next eclipse, Malachdrim forges
- the alliance of false pretenses.
- Year 1280 Opening of the Iron Gate. Malachdrim and his Wild Hunt reach the Iron Gate, defeat
- its defenders, and opens it once more letting the Darkness into the world.
- Year 1281 Fall of the Steel Sisters. As Lazarus proclaims freedom from the Church, the Derak
- Order under its grand master Lord Pycelle, proclaims its allegiance to the Fallen
- Marquis and the Darkness. Mankind's first defensive position against the Darkness,
- the Frostfang Pass, has fallen to the Darkness.
- Year 1289 Ignatio's rebellion. Bishop Ignatio, once one of Lazarus' most trusted men, rejects his
- faith in the Darkness. Withdrawing into the Misty Marches he joins the Merodak
- rebels, the Son's of Merodak, to battle Marquis Lazarus from there.
- Year 1292 The Dark Crusade. Lead by grand master Mlad Illich of the Order of the Bleeding
- Eye the Dark Crusaders marches through the Ravenner Forest and across the Manes
- Mountains into the eastern county of Orschild where they settle around the Watchman
- of Semula.
- Year 1292- The siege of Gernes. The Dark Crusaders lay siege to the city of Gernes. By the
- winter of 1295 the city is still besieged.
- Year 1295 Today! Marquis Herodias is readying a counter-crusade on the Dark Crusaders.
- Reports of Dantero and the twins heading towards Lothren.
- PART II
- A WORLD IN DARKNESS
- CHAPTER 6: THE
- DARKNESS AMONG US
- <<one page color text>>
- Spread across the world, heretic cults pledging allegiance to the Darkness, the Dark Inheritors, and to
- Marquis Lazarus. They worship the Darkness and all its apparitions; they plot the Marquises' and the
- Church's downfall; they preach a new world order where mankind is freed from his shackles, free to see
- the world as it truly is.
- Heretic covens
- Like cancer, slowly spreading from within, the Darkness' gospel is steadily spreading among the world's
- population. The teachings of Cyrus can be found everywhere: from the poorest peasants on the
- impoverished and weather-torn coastline of Mordinan, to the immensely wealthy merchants of fair
- Aretas. Even in the midst of the One's most faithful and devoted servants, the clergy, corruption and
- heresy is to be found. With its promise of freedom and of personal gain, Cyrus' teachings have a broad
- appeal among both the world's oppressed masses and its fortunate few.
- The coven
- ""
- – ???
- As worship of the Darkness is strictly forbidden, and anyone found guilty of paying such a homage
- being burnt on the stake for heresy, those following the Darkness' gospel does so in secret. Heretics, for
- that is what the Church has labeled them, gather in groups to worship their savior. They gather in
- remote places where they will not be detected, where their unholy rituals cannot be witnessed and their
- blasphemous incantations cannot be heard. They gather in deep cellars and the city sewers where they
- cannot be found, where their irreverent doings cannot be traced, and where no one dares set a foot. For
- nowhere will they reveal their allegiance in public.
- These gatherings are called covens – groups of people meeting to worship the Darkness and all its
- apparitions. The exact size of a coven, its precise rituals, and its members varies a great deal throughout
- the world. There is no such thing as a standard organization for a coven.
- Except for one fact: the coven always has a leader, the Heresiarch, who is an enlightened servant of
- the Darkness. Also: coven members are not themselves laymen, and they are called cultists. They
- worship the Darkness at night, but at day they are regular citizens. Most of them are, at least.
- The Heresiarch
- ""
- – ???
- At the heart of any coven is the Heresiarch, the coven leader. The Heresiarch is most often a Dark
- Priest, but magicians fallen to the Lure (see below) are also known to preach the Dark Gospel. On very
- rare occasions a possessed will gather a coven around him. The Heresiarch leads his cultists into
- devotion,
- The Cultist
- "The first will be the last, and the last will be the first."
- – Immanuel 8:18
- Still, there are certain signs to go by. The heretic who wants to get in touch with other heretics will
- always carry a sign only recognizable by someone well-versed in the Darkness' gospel.
- While worship in the true sense of the word includes rituals and gatherings, most follows the
- Darkness secretly for themselves, not having dared contacted anyone
- Devotion
- ""
- – ???
- Magicians
- Magic is the art of wielding the forces of Darkness. Some call it the Winds of Magic, other the
- Darkness' Breath. Casting spells and wielding magic is a matter of toiling the Darkness, shaping it to
- your own will. It has nothing to do with heresy or devotion to the Dark Inheritors. Magicians are
- enlightened, free of the century old prejudice against the arcane arts. Unbound by the shackles of the
- Church, they proudly brush dust of old tomes of forbidden knowledge. The magician does not spread
- the Dark Gospel, nor is he an agent of the Darkness. On the contrary, as he reigns the Darkness and
- bends it to his own will.
- The Enlightenment
- ""
- – ???
- The Darkness is not simply a dark horde of demonic creatures that will sweep across the human lands.
- It is a force that permeates our very existence. It surrounds us and is present all the time. In its raw
- shape, the dark force is dangerous and destructive. Comparing it to a hurricane is an apt comparison,
- for it is of no reason that many magicians calls it the Winds of Magic. The hurricane is also dangerous
- and destructive, but would you call it evil? Like the hurricane, the Darkness is destructive in its very
- nature. For there is no such thing as evil is what evil does. Evil is a question of the intents of he who
- channels and wields forces of Darkness. Attaining this realization is called the Enlightenment.
- Magic is not a question of reciting mumbo jumbo. It is an art, a science, the craft of tapping into the
- Darkness destructive powers and channel them to your will.
- Magicians and the World
- ""
- – ???
- Unfortunately, most people are not as open-minded. The Church's old prejudices have a firm grip on
- them, and they cannot discern at crank heretic from a wielder of the arcane arts. It is therefore
- impossible to use the magic in public without raising a stir. It is therefore not uncommon for magicians
- to seclude themselves from the world around, to seek some peace and calm. But this need for privacy is
- twinned with the need to wield the magic. Casting spells for one's own amusement only goes that far. In
- the end the magic is there to be wielded, and to be put to use.
- Because of this it is not uncommon for magicians to convene at remote locations where they can go
- about with their studies. The magician's congregations are meant as havens where the powers of magic
- can be studied, and where apprentices can be taught to cast spells.
- The Lure
- "Heretic? Who? Me?"
- – Magician faces the Inquisition.
- Wielding the mighty magic is like playing with fire. You never know when you will get burnt. To tap
- into the inexhaustible forces of Darkness, the magician needs to develop an affinity for magic. He must
- resonate with it. In game terms this is expressed in the rule that a magician must have a Nature of -10 or
- less to cast spells (see the rulebook page 29). Reigning the power of magic and channeling it into
- powerful spells always brings the risk of loosing oneself to the Darkness. This is reflected in rules for
- changing nature (see the rulebook page 93). Every magician knows he is balancing on the edge of
- disaster. Magic is a double-sided bladed, and it may very well cut both ways. No matter the ends, if the
- magician is not careful he will loose himself to the ever-constant temptations of the Darkness, the Lure.
- Whenever dabbling with magic, the Lure is always present. It is one of the first things you learn. For
- the magician keeping out of the Darkness' clutches is all-important. You have not broken free of the
- Church's shackles and achieved enlightenment only to be enslaved again. It is considered a virtue to be
- independent of both Church and the Darkness, but a sad fact is magicians in increasing numbers let
- themselves succumb to the Lure. For those who are still free, the fallen magicians are regarded as
- nothing but vulgar slaves to the Darkness, weak-spirited beings unable to resist the ultimate temptation.
- Yet, the paradox of it all is that anybody wanting to wield the mightiest magic, to channel the most
- powerful spells, and ascertain their power on nature and that around them will succumb to the
- Darkness. To achieve such mastery of the arcane arts you have to resonate even more intimately with
- the dark forces, and for every step towards mastery the Lure grows stronger and stronger. Blinded by
- the power granted by the magic, you walk straight into the Darkness' open arms. Without knowing it
- yourself you have fallen prey to the Lure and find yourself nothing but a servant of the Dark Inheritors.
- The Resonating
- ""
- – ???
- A spellbook is powerless in the hands of one who does not have the affinity for magic. Yet wielding
- magic is a skill that may be acquired. As such there is a way to obtain this affinity, and learn how to
- resonate with the magic. Most spell casters do not attend to a congregation of magicians where they
- obtain their knowledge through a process of apprenticeship and tutelage. In fact, a great portion of the
- world's magic wielding population is self-taught. The knowledge they possess has been acquired from
- old tomes – spellbooks, parts of the Gospel of Darkness, or other arcane and forbidden scriptures.
- At first these books may seem like a jumble of words, phrases, and unfinished ideas, but through
- intense studies of the tome a deeper understanding of the subject matter is attained. Reading and rereading
- the tome, the pieces start falling into place. The student attains a greater affinity for magic, and
- soon he starts resonating with the forces of Darkness. His eyes will open to the real world, and he will
- break free of from the mental prison forced unto him by the Church. In all and everything the students
- starts seeing the colored strands of magic. He starts hearing the Winds of Magic rustling the leaves of
- our very existence, but he can also feel the Darkness' Breath and it chills him to the core.
- In game terms, what is happening with the student is that his Nature is steadily dropping as he attains
- a greater affinity for magic. A person's affinity for magic is represented by his Nature. Upon attaining a
- Nature of -10 he has finally reached maturity and can now start casting spells if he knows how to do it.
- I.e. he has the Knowledge Area of Magic. The lower a person's Nature, the better his affinity for magic
- is and the more he resonates with it. Acquiring an affinity for magic is a question of study. You have to
- study tomes dealing with the Darkness, of its nature, how it permeates our very existence, and how to
- tap into its exuberant resources and channel them to your own wishes. Such tomes – whether it is the
- lost Gospel of Jesel or an unknown magician's spellbook – they are always dark relics with their own
- negative Nature. Note: not every dark relic can help you acquire the affinity, only tomes can. Without
- getting into any technical details, it is up to the Narrator to decide if a given dark relic can provide you
- with this knowledge.
- Studying and understanding a tome is a question of time and how well you receive the knowledge.
- Only through understanding the contents of a tome, may you obtain the knowledge hidden within its
- pages. When a character is studying a tome, he must make an Affinity roll for each complete month (as
- in four weeks) spent studying. It is impossible to combine magical studies with any other activity apart
- from the simple tasks of everyday living like eating, sleeping, and procuring food. You cannot work
- during the day and study at night. Your studies require all of your attention.
- The Affinity roll is made to see if you have understood what the tome speaks of. The Affinity roll is
- made against your character's The higher your Nature, the less receptive you are of the tome's
- knowledge. Yet, the lower the tome's Nature the more explicit the text and the easier it is to understand
- its contents. Find the average value of your character's Nature and that of the tome. The lower the better
- for if the average value is negative, make it positive by exchanging the minus with a plus sign. If the
- average value is positive, tough luck; exchange the plus sign with a minus sign. The value you have now
- is the Difficulty Level of your Affinity roll.
- Example: Jehosaphat has been studying a copy of the Gospel of Sepher. The copy Jehosaphat has
- come by is rather poor copy, and is a dark relic with a Nature of only -12. Being a monk fallen to the
- Darkness' temptations, Jehosaphat has a Nature of 5 himself. His MEN is 16. He is a clever little boy.
- For a month now he has stolen away from the monastery's daily doings after morning mass. All day
- and most of the night too, he has spent pouring over the forbidden text. At first he was intrigued by its
- contents, its seemingly random notes and ravings. But realization is beginning to dawn on
- Jehosaphat. Or is it? Only the Affinity roll can tell for sure.
- To find the average value of Jehosaphat's Nature and that of the tome we first add these two
- values. The tome's Nature is -12. Adding Jeohasphat's Nature of 5 (-12 + 5 = -7) we get -7. To find
- the average value of the two Nature values we simply divide their sum by 2 (-7 / 2 = -3.5) giving us a
- -3.5. This value is rounded up, yielding a -3. Since this is a negative value, we must exchange the
- minus sign with a plus sign, giving us a value of +3. This is the Difficulty Level of the Affinity roll. As
- Jehosaphat's MEN is 16, he has to roll 19 or less to succeed with the roll. His studies have paid off
- and his Nature drops by 1.
- The tome's Nature is an indication of how much insight into the Darkness' nature it gives. Because of
- this limitation, a person's Nature can never drop below that of the tome he is studying.
- Example: After a somewhat over a year of intense studies, and after having been driven from the
- monastery, Jehosaphat is becoming a talented magician. His Nature has dropped to -12. He has pried
- every inch of knowledge within his copy of the Gospel of Sepher. It has no more to offer him. No
- matter how much more Jehosaphat is studying the tome he will not be given the chance to make a new
- Affinity roll.
- Final Notes on Magic
- ""
- – ???
- The above presentation of magic is seen from the magicians' point of view. Even though most serious
- magicians would protest to this, it is a fact that their meddling with magic makes them servants of the
- Darkness. Without knowing it they strengthen the Darkness' foothold in the world every time they cast a
- spell. For every spell they cast, the stronger the Darkness' presence in this world grows. Every spell
- leaves residue tendons of the dark force, and the more residue the stronger the Darkness' hold on us
- grows. Through these tendons the Darkness can yield its influence on us. As such, whether they like it
- or not, the magicians unwillingly become servants of the Darkness.
- It is also important to point out the difference between a magician and a magic wielding follower of
- the Darkness. Lazarus' Dark Priests, for instance, can also cast spells. Yet, they are not magicians. That
- which sets a magician apart from a magic using heretic, and the reason why magicians despise heretics
- and those of their own kind who have fallen prey to the Lure, is that the magician refuses to follow
- neither the Church nor the Darkness. He sees his strength in being Enlightened, and free from the
- shackles of devotion. The magician is his own master, while those who follow the Darkness have
- surrendered their freedom.
- CHAPTER 7: LEGIONS OF
- DARKNESS
- <<one page color text>>
- Descending from an age predating even the Sovereigns' rule in the world are the hideous cults of
- nocturnal worshippers whose strange rituals was passed on to them from the barbaric hordes that swept
- across the Northern Mountains thirteen hundred years ago. This secret religion, stealthily handed down
- from generation to generation of worshippers despite the outward reign of Sovereigns and the Church is
- marked with wild witches' sabbaths in lonely woods and atop distant hills. Akin to it in essence, and
- connected to it in the fact that they both worship the same infernal powers, is the frightful secret system
- of cults and covens adhering to an inverted theology, producing such infamous legends as the Black
- Mass. But the Darkness infiltration of human society is more insidious than this. Although prevalent
- among the Darkness' agents in the world, agents are not isolated to cults and covens of worshippers.
- This chapter contains seven examples of the Darkness in the world. Each of the examples includes
- adventure hooks for the Narrator to use in his own games.
- The Urchins of Assentium
- Deep within one of the world's cities lies the impoverished district of Assentium. Within it an abandoned
- church. The church has been abandoned for as long as anyone can remember. Within it harbors the
- Darkness.
- The Fall of Assentium
- ""
- – ???
- Four generations ago plague wiped out most of Assentium's population. Those who were not killed, fled
- the district for the rest of the city was untouched The church was abandoned along with the rest of the
- district. Assentium used to be a lively market place. The church, now in disrepair and partially
- collapsed, was the focal point for the pious people of the district. Then one day a stranger came to town.
- He settled in Assentium. In his entourage he had five beautiful women, their skin the whitest ivory, their
- hair the most raven black. But in the Stranger's entourage was also sin and lewdness. Together with his
- women the Stranger set up a bordello. First in the hidden, then – as district's male population started
- skipping church to seek the carnal pleasures in the Stranger's bordello – it turned from a public secret to
- a public display. Within short the Stranger had turned the once pious district into a cesspool of sin.
- Within a few years of the Stranger's arrival Assentium was a byword for lewdness and carnal pleasures.
- And so it came to be that the One saw fit to punish the adulterers. He first sent His missionaries to
- preach among Assentium's fallen. When that did not work He sent His fiery prophets to speak of the ill
- fate befalling those not following His ways. When none paid heed he unleashed the plague upon the
- district, killing indiscriminately. With no heed for sinners our pious the plague wiped out most of the
- district's population –man, woman, dwarf, and elfs. So it came to be called the Fall of Assentium.
- Only beggars have taken dwelling among the ill-fated district's ruins since the Fall of Assentium four
- generations ago. None of pious heart can even bear walking among the ruins, these silent witnesses of
- mankind's fall from grace. For among the ruins the seeds of Darkness still dwell. Its temptations are
- many and strong. Only those of the strongest, indomitable spirit can walk among the crumbled walls
- without falling prey to the Darkness. Some say that even today the undying sins of ages past materialize
- in five beautiful women – five whores with ivory skin and raven hair – haunting the ruins, leading the
- unwary and of weak spirit astray.
- It is deep within the heart of this district that the Urchins of Assentium dwell, among the remains of
- the old ruined church.
- The Sight
- ""
- – ???
- The Urchins of Assentium is a rag-tag collection of street boys dwelling within Assentium's ruined
- church. They are not simply guttersnipes. They harbor a deep, dark secret. Assentium has been touched
- by the Darkness. The Stranger was an envoy of the Darkness, and the plague was not the One's work. It
- was the Darkness' work. Assentium is in many ways a hidden stronghold of the Darkness deep within
- one of mankind's cities. And the urchins are at the heart of the corruption. Unwillingly and unknowingly
- they are at the heart of the infection.
- Whoever refuses to help an Urchin begging will not wake the next morning. Instead he will be found
- beheaded. Head cleanly separated from their body. It is said that the Urchins mark their ill doers with
- the Sight, their own evil eye. Once marked there is no escape. Even the best guarded cannot protect
- himself from the terror that walks the night. Those who have seen this terror speak of a scythe-wielding
- murderer, of an unnaturally tall and thin creature that steals itself into even the best-guarded fortress.
- The Scarecrow
- ""
- – ???
- Within the church an old scarecrow resides, an artifact of the Urchins' adoration and the focal point of
- their little community. In return for the Urchins doing its bidding, the old scarecrow cares for them by
- inflicting disease and sickness upon those who refuse to help them. The first boy to lead the Urchins,
- Xavier (more of him later), stumbled upon the church ruins while scavenging for food. Within the ruins
- of Assentium's church he stumbled upon an old scarecrow that spoke to him in his dreams. It promised
- him that he would never go hungry or cold again if Xavier only did what the scarecrow asked of him. It
- was true, and Xavier never went hungry or cold again.
- He attracted several street boys, for only boys were allowed in his outfit, who started hanging with
- him because he never went hungry or cold. And so the Urchins of Assentium came to be. Xavier taught
- them the Sight, and within a short time the city's population had learnt better than to refuse the Urchins
- any aid. Little did the Urchins know that they were meddling with the Darkness. All they could care
- about was to cover their own immediate needs.
- The mist of history hides how the scarecrow ended up in the ruined church of Assentium. The fact is
- it today stands in the middle of the desecrated church, amidst pieces of the shattered altar. The
- scarecrow is old. Time has dried it up completely, its straw stuffing nothing more than dust in the wind.
- Its dress old and tattered, and underneath the skeletal remains of a humanoid being. No one knows who
- this person is, or whether it is a person or a monster. Xavier once claimed it to contain the remnants of
- his father, but he usually says the Stranger brought the scarecrow to Assentium. Whatever the truth
- might be, one thing is for sure: there is still something sentient and alive within the physical shape of the
- scarecrow.
- That which is sentient within the scarecrow is a demon. It is this demon – the Redeemer – that seeks
- out and slays those marked by the Sight. The Redeemer is a Purgat. Its objective is to bring about the
- fall of the city that Assentium is but a part of. Once the city has been brought down, it is his to
- command as a spearhead in the Darkness assault on mankind. The Redeemer is both cautious and
- scheming, and rarely makes use of his true form other when seeking out those marked by the Sight. His
- true form is that of an unnaturally tall and thin person, and his favorite weapon is the scythe.
- THE REDEEMER
- STY 22
- PHY 18
- AGL 17
- PER 18
- MEN 25
- CHA 16
- Areas of knowledge
- Knowledge 4 – single specialization Dark Theology
- Close combat 5 – double specialization Scythe
- Magic 5 – single specialization Incendium and Motus, double specialization Animus
- Communication 4 – single specialization Persuade
- Awareness – single specialization Listen and Search
- Powers
- Twist Nature, Grow, Suggestion
- Damien
- ""
- – ???
- Damien is the Urchins' undisputed leader. He has been part of the Urchin outfit for as long as he can
- remember, assuming leadership as Xavier left the group. Damien is a frail boy of 16. Grime is smeared
- all over his body, scantly covered in torn and tattered rags. Beneath the grime his skin an unhealthy,
- pale pallor. His black hair is short, yet not trimmed, but short through wear and tear and the result of
- countless fights. All in all, Damien looks like any other urchin. There is only one big difference, though:
- Damien's eyes. They are steel gray, cold as a winter night. His gaze can penetrate the thickest templar
- armor. He started hanging out with them because they always seemed to be getting money and food. His
- story is not very different from that of the other Urchins.
- Few know where Damien comes from. Himself he says he is the one and only child the Stranger had
- with his five women. He always talks of the five whores as his mother, in singular term, and he has been
- known to roam Assentium alongside them, conversing with them in a foreign tongue. His father, he
- says, is the scarecrow.
- Damien claims he can speak with the scarecrow. None of the Urchins have ever heard it speak. Yet
- Damien spends countless hours in front of the scarecrow talking to it in a strange, evil tongue. At times
- the scarecrow seems move slightly, but whether this is because of the wind or something else no one
- knows. Damien has lately been claiming that he receives bids from the scarecrow. He says it is time for
- the Urchins to start paying back for that which they have been granted through the years. At first the
- bids were harmless. The Urchins had to take messages to certain persons within the city. Then the
- scarecrow started asking more scary things of the Urchins. Like the heart of a newly deceased child, the
- eyeball of a living person having gazed into the eye of terror, to mention two.
- All of the Urchins, Damien excluded, wants out. They feel they are at the receiving end of an unfair
- bargain. But they know what will happen to them if they refuse. One of their numbers refused. he was
- found floating in the sewers the next morning. Face down, head cleanly severed from the rest of his
- body as if cut of by a scythe.
- Damien has been spending increasingly more time with the scarecrow, talking loudly to it,
- gesticulating, and discussing with it. He has almost totally withdrawn from the streets, spending most of
- his time brooding, commanding the Urchins, or talking with the scarecrow. Whenever talking with the
- other Urchins he speaks of the time nearing, of an impeding apocalypse, and that the Urchins will play
- an important role in it. He speaks of a war for Eternity and how all of the city will soon be theirs to rule
- – whoever 'theirs' is. Of course, when Damien speaks with the scarecrow, he is reality communicating
- with the demon that harbors inside its tattered remnants – the Redeemer. Damien has been let into the
- demon's objective, and is now discussing their next move (see the adventure hooks below).
- <<map of the ruined church and its vicinity>>
- Adventure hooks
- Assentium can be situated to any large city in the world at your will. It is highly unlikely that it will be
- found in Ravarra or other major cities devoted to the Church, but apart from that you should be able to
- justify its existence in almost any other large city.
- XAVIER
- Xavier was the first Urchin of Assentium. Today he is the city chancellor! How could that have come to
- be?
- Xavier does not know who his parents are. He has never seen them. Yet, people believe him to be the
- youngest son of the House of Beldrada, a minor noble family of Ravarra. For years Xavier was an
- urchin. It was no accident that he found the scarecrow. The Redeemer had taken notice of Xavier, and
- found him a most likely stooge for his evil ploy. It was apparent that Xavier had abilities far
- superceding those of his fellow street brats. And besides he could very well pass as the youngest son of
- the House of Beldrada. Their looks were practically the same.
- On a dark and rainy winter night the Redeemer killed the youngest son of Beldrada alongside his
- entourage as they were leaving the city. Xavier took the noble son's place. From there the Redeemer has
- cleared the path for Xavier, killing everyone standing in Xavier's way towards the very top of the
- political ladder: the position of Chancellor.
- Although gifted, Xavier never truly understood why the demon helped him. He now understands it is
- payback time. The Redeemer wants Xavier to help him fulfill is objective. Xavier is to prepare the way
- for the coming of the Darkness and lure the city officials into a trap and kill them all. Only then the
- demon claim the city for itself.
- It is possible to spin an adventure or even an entire narrative around the Redeemers attempt to
- overthrow the city government. Maybe one of Xavier's political enemies observes Damien entering the
- town hall heading for the Chancellor's chamber, bringing word from the scarecrow. Now the enemy
- wants to know why a beggar boy is frequenting the Chancellor's chambers. Maybe he is suspecting
- strange sexual behavior on Xavier's part, or that Damien is Xavier's bastard son. He therefore hires the
- player characters to dig up some dirt that would overthrow Xavier.
- A possible twist to adventure may be Xavier himself hiring the player characters. He has cold feet
- and wants no part in the overthrow of the city government. He is quite content with his wealth, and
- wants to withdraw to an estate to lead the good life. In an attempt to overthrow himself he hires the
- player characters to dig up dirt about him.
- TOO HIGH A PRICE
- As the Redeemer is about to overthrow the city government with Xavier's help he's asking the Urchins
- for increasingly more difficult and dangerous favors. With the blood of the city officials Damien will
- conjure a demonic horde that will sweep across the city. For the invocation ritual he requires strange
- and exotic materials, materials like the fresh eye balls of a virgin not yet having flowered into
- womanhood, the right ear of a Ravarran merchant, and the strands of hair from a dead person who
- never lied. The Urchins believe the scarecrow is asking too much of them, and wants to sever their ties
- with it. The price is simply too high.
- The demon no longer has any use for the Urchins. If they do not do as he bids them, they are of no
- use to him. In an attempt to force them into obedience he starts killing them off one by one. In the
- beginning young urchins are found dead floating in the city sewers. Heads cleanly severed from their
- bodies. Nothing conspicuous about that, but when twenty odd street boys are found within the space of
- a week the city officials realize that something is wrong. They hire the player characters to see if there is
- a connection between the deaths. But the connection is darker than anyone had ever suspected.
- WITCH-HUNT
- A wealthy merchant hires the player characters to track down the Urchins. His son was found beheaded
- in his bed one morning after having refused to donate money to a begging Urchin. Having heard tales of
- the Urchins and their Sight, the merchant wants to track them down to learn their secret. If he can make
- use of the Sight himself, he believes that he might be able to kill off all opposition to become the
- wealthiest and most successful merchant in the world. He does of course not tell this to the player
- characters, to which he presents himself as a mourning father who wants to know who killed his son.
- The Silversmiths' Guild
- Since time immemorial the purest and most shapeable silver in the world has been mined from the
- mountains outside Arbel, a city in northern Galatien. The city has lived and thrived on the mountains'
- silver. All of the silver is sold to the city's silversmiths who manufacture the best silverware in the entire
- world. For generations the silversmiths have perfected their own, very special breed of silvercraft. The
- objects they forge are renowned for their beauty and durability. It is said that silver of Arbel is hard as
- the hardest steel from Bervoche's smithies, as fine as the finest dwarfen artefact, and as durable as the
- best elven armor. How the silver is wrought and how it is being treated in the city's smithies is the wellkept
- secret of Arbel's Silversmiths' Guild.
- The Guild
- ""
- – ???
- Generations of silversmiths have worked to perfect the way they forge silver. To ensure that the
- knowledge of the silversmiths' was not lost, and because the knowledge was a trade secret, the city's
- silversmiths went together and formed the Guild many hundred years ago. The Silversmiths' Guild,
- simply called the Guild in Arbel, is an organization steeped in traditions, rituals, and unspoken laws of
- conducting business. Most importantly: it is about passing the knowledge of silver forging to the next
- generation of master smiths, and to protect the silver trade from outsiders. If the knowledge should ever
- fall in the wrong hands, Arbel might loose its role as center of silversmiths in the world.
- The Guild has a formal hierarchy that it adheres to quite strictly. At the bottom are the Apprentices.
- Apprenticeship starts at an early age, always under the tutelage of a Master Smith. The Apprentice is
- usually the eldest son of the Master Smith. The craft is usually passed on from father to son. As an
- Apprentice most of the daily work consists of performing menial, yet important, tasks around the
- smithy. Like fetching firewood and water, making sure those who work in the smithy have the tools they
- need, and repairing worn or broken tools. Apprenticeship is all about learning the life of a silversmith.
- When coming of age, the young Apprentice will be initiated in the Guild proper. Until then he has
- had nothing to do with the Guild. When the Master under which tutelage the Apprentice has been
- working, finds the Apprentice fit, he will recommend his Apprentice before the Guild to be accepted as
- a Journeyman. It is upon becoming a Journeyman that the young man learns the craft itself. He will
- from now on work as a silversmith, usually in the same smithy where he spent his apprenticeship. This
- is expected of him as common courtesy towards the Master. As a Journeyman the silversmith will not
- be initiated in the secrets of the craft, only how to apply it. The secrets, like preparing the raw silver for
- instance, are kept among the Masters. There more Journeymen than there are masters. Often four or
- even five Journeymen work in a smithy, with one Master Smith leading the work. Most silversmiths
- never become Masters. Only those of particular talents – not strictly within silversmithery, but also
- socially – will be recommended as Master Smith.
- As a Master the silversmith is initiated in the secrets of the Guild, and he is granted a seat on the
- Guild Assembly. As a Master the smith is given the right to be the proprietor of his own smithy, and to
- assume the tutelage of Apprentices and hire Journeymen. He still has to abide by the rules of the Guild
- Assembly, who more or less dictates how business is run in Arbel.
- The Inner Circle
- ""
- – ???
- The Guild Assembly is made up of all Master Smiths in Arbel. It is a congregation of 42 members. It
- always has been and will always be 42 members. The Assembly is the nominal head of the Guild, and
- responsible for Arbel's silver trade. It decides how much each smithy is allowed to produce, which
- Masters are to buy the best silver from the mines, and who the different Masters will sell their products
- to.
- Most members of the Assembly believe themselves members of an organization whose aim is to
- regulate the silver trade in Arbel, and to act as an congregation where disputes between Master Smiths
- can be handled in a fair way. Little do they know that among their number is a small group of six who
- call themselves the Inner Circle. While the 36 other members of the Assembly believe they are part of a
- benign organization, the Inner Circle has more sinister goals.
- The Inner Circle is focused around a certain Juan Fabricera who comes from a respectable family of
- silversmiths going far back in time. The Inner Circle's existence is unknown to the Assembly's other 36
- members. Their goal is to monopolize the silver trade for themselves, making immense amounts of
- money. Fabricera says he knows a way to do this, and the other five members have agreed to total
- secrecy. They do not suspect that dark forces are involved…
- Juan Fabricera's Conspiracy
- ""
- – ???
- Juan Fabricera has made a fairly simple deal with Malachdrim. The more silver he can provide
- Malachdrim with, the better. In return Juan is being promised the position as head of Arbel once
- Malachdrim's forces are strong enough to expand into the city. At the moment they are not.
- Juan Fabricera is the spoilt oldest son of the well-known Fabricera family of Arbel. It is a respected
- family of silversmiths, running back to the earliest days of silversmithing in the city. But upon becoming
- a master smith, Juan realized he wanted more from life. For a few years he traveled the world. It was
- there that he came into contact with a dark coven. Through the coven he met a band of Malachdrim elfs
- constantly looking for more silver to forge their special weapons from. Juan quickly realized that Arbel
- would stand no chance once Malachdrim set his eyes on the city. It was only a matter of time before
- Malachdrim did set his eyes on Arbel. Instead of hiding among the cowards, Juan decided to howl with
- the wolves.
- Upon returning to Arbel he set up the Inner Council. Through heritage one of the Guild Assembly's
- most prominent members, he started talking to other powerful members in secrecy. Without scruples he
- disposed of those not friendly to his cause, to make seats available for his accomplices. Today the six of
- them are in control of all the Assembly's important positions, including that of Poll Officer. Juan has
- made certain that this position is his. All votes within the Assembly are made in secrecy. It is the Poll
- Officer that counts them. Once they have been counted, they are discarded and the Poll Officer relays
- the result to the Assembly. The position relies upon the Poll Officer's utmost honesty, something Juan is
- not in possession of. All of the Assembly's votes are in favor of Juan's ultimate goal. This way he and
- the Inner Council are able to redirect trade to Malachdrim's henchmen.
- Adventure hook
- Before Juan's return to the city, Franco Diaz used to be one of the leading merchants in Arbel silver.
- One by one his fellow merchants were told that their license to ship Arbel silver had been revoked by the
- Guild Assembly. Baffled, Franco regarded this strangeness, thinking his own trading license to be
- beyond danger. Then, only a few months ago, he was told that his license had been revoked, too. Not the
- one to take no for an answer, Franco hires the player characters to figure out what is happening. He
- wants them to find out who are being granted shipping licenses for Arbel silver.
- To find answers the player characters will most likely end up at the docks. Once there they will learn
- of the trading ships' strange crewmen. In the end they may learn the truth of the sailors, that they are
- enslaved servants of Malachdrim (see chapter 3) and elfen drones sent to pick up the silver. This in turn,
- may lead the PCs on to finding out why the Guild is selling silver to the elfs.
- Two Estates
- Lady Isildora is a desperate woman. She is leader of the Twilit Dawn, one of three covens dedicated to
- the Darkness in and around the city Gerynia. Lady Isildora recently had the opportunity of a lifetime
- slip through her fingers. One of her rivals, Knight Roberto Amala, member of the Shadow Cloak,
- another coven, was in possession of a dark relic. The dark relic was rumored to have been crafted by a
- reputed demon magician from the years of the Dark Invasion. This dark relic was also an integral part
- of a ritual that, coupled with the sacrifice of certain bodily parts, could endow the focus of the ritual
- with the power of a mighty magician. With such power she could herself become the heresiarch of the
- Twilight Dawn, draw the other two covens under her wing, and drive the Amala family out of town.
- Several of the Lady's men stole the dark relic from the good Knight (well, he is not all the good,
- but…), but were waylaid on their return journey. The Lady Isildora, born to the family of Trieste,
- suspects her other rival and brother of perpetrating the deed. Her brother, Bailiff Leonardo Trieste is
- member of the Black Adder, the third coven dedicated to the Darkness. Then again, Amala, that sly fox,
- may have sniffed out the plot and taken precautions to intercept any would-be thieves and dispose of
- them.
- What is a she to do?
- The Two Estates
- ""
- – ???
- In the northwestern regions of Avernus lie the two estates of Amala and Trieste. Outside the town of
- Gerynia they lie on the shores of the Strait of Delusions, two estates and each other's common enemy. It
- has been this way for ages. The origins of the feud stretches back to the days when the du Lancre family
- assumed power of the province. Both minor noble families, neither of them was likely to be appointed
- the lordship of Gerynia. Instead both vied for the position as chancellor and closest advisor to the Lord
- Gerynia. Neither family was appointed.
- That was when the feud began.
- Ever since they have been holding each other responsible for this failure, and have been able to keep
- the feud running for almost a millennium. Only at rare occasions have either family been in the position
- of chancellor. It is now well over ten generations since the last time either family has had a chancellor.
- As the days of old Lord Gerynia is drawing to a close opportunities are opening for the two families.
- After a period seeming peaceful co-existence the feud is heating up again.
- The Silent War
- ""
- – ???
- For as long as anyone can remember the two families of Amala and Trieste have been at each other
- throats. Both families are prominent members of the Lord of Gerynia's court, the court having been
- somewhat the battlefield unto which they have played out their fiercest battles. Not a single drop of
- blood has been spilt. Of course, they are not barbarians either. Over the years the original struggle has
- become somewhat stylized on the verge of staged play. One family makes a move, then the other
- answers with a counter-move. Back and forth the struggle flows. Their battles have been silent ones,
- some call their feud the Silent War, court intrigues and slander have been their weapons, unfulfilled
- threats the order of the day.
- Until recently that is.
- The Black Adder
- ""
- – ???
- The times are a changing and new alliances have been forged. Twelve years ago a wanderer walked into
- the Trieste estate. He brought promise of a weapon that could silence the feud with Amala once and for
- all. The wanderer was Drogo Vladimo, Dark Priest and prominent member of the Church of Darkness.
- So it came to be that the Trieste family allied with the Darkness as part of a move against the Amala's.
- They formed the coven called the Black Adder.
- For a moment it seemed like the Trieste family had the ultimate weapon to drive Amala out of town.
- But in what should have been their moment of victory the family head, Bailiff Leonardo Trieste,
- wavered. He lost his nerve. What would they do if Trieste was driven out of town? What would become
- of the family if they lost their common enemy? Leonardo waited for too long. His impetus was lost. And
- so it came to be that the Amala family could restore status quo.
- The Shadow Cloaks
- ""
- – ???
- The Amala's soon learnt of the newly forged alliance, for the walls of the Trieste estate have ears.
- Knight Paolo Amala moved swiftly. His family was no stranger to the Darkness' ways, and among his
- mad grandfathers' papers he found that which he was looking for. For decades a coven had been plotting
- to drive Prince du Lancre's men out of Gerynia, but it was loosing track of its original goal due to
- infighting and bitter struggle for leadership. With a swift move the good Knight Amala had turned the
- coven, calling themselves the Shadow Cloaks, into a tool of his bidding. Balance had been restored.
- The Twilit Dawn
- ""
- – ???
- Eight years ago the young noblewoman Isabella Trieste was married to the Sir Georgios Isildora,
- assuming the title of Lady Isildora. A fair maiden with a deceptive appearance, she was. Since early
- childhood she had been taught of the Amala family's deceit, and her heart and mind had been honed to
- life with the Secret War. An ambitious woman, she despised her older brother for having wavered when
- he had the means to eradicate the Amala's once and for all. With her to the Isildora estates young
- Isabella brought her mentor Drogo Vladimo. Together they formed a new coven, the Twilit Dawn, to
- end the Silent War and drive both families out of town. A few years ago Drogo died of old age, and
- Isabella assumed position as head of the Twilit Dawn.
- Adventure hook
- Short of disposable cult members, Lady Isildora has to find some other dupes to unknowingly carry out
- her carefully laid schemes to retrieve the dark relic. Transients would be the ideal foil, especially those
- who fancy themselves as adventurers. All she had to do was conceive a story that would appeal to those
- individuals’ vanities to motivate them to find and recover the dark relic. Failing that, they will need to be
- convinced to stop the possessor of the ring by any means necessary, no matter if it’s Amala or her
- brother. At that point, she and her trusty cultists could recover the dark relic and complete the ritual by
- sacrificing whomever is left, including the hired transients.
- Ordo Sanguinicus
- Ordo Sanguinicus is a congregation of learned men specializing in the art and craft of medicine. Yet this
- is but a mere blind for their true activities. Their medicinal research is only part of what the brethren's
- research. They have developed a school of magic based on the use of human blood and tissue, a kind of
- magic they have woven into the exercise of their profession's respectable facade.
- The brethren are to be found all across the world, going about their unholy business in monastery
- wards and hospitals. They form secret brotherhoods and always operate in teams as they do magic on
- the operating table. Because of its dispersed nature, the order has developed hand signs and symbols of
- recognition for the initiated. Its members' wealth, power, and prolonged lives is provided by the magic
- they weave.
- The order
- ""
- – ???
- How many brethren the order has is not known, but they use the Unhallowed Three Hundred when
- speaking of their numbers. Whether they are three hundred or not is of little consequence to them.
- The convent has a strict hierarchy. At the top is the Magus Maestri Sanguinicus himself, followed by
- 20 Magii Sanguinicus (sing. Magus Saguinicus). Together they form the Council of Twenty One. The
- Magus Maestri has exercise great influence on the order, but he is no total despot. Once every twelve
- moons the twenty-one meet to discuss order business. Each of the Magii Sanguinicus is head of his own
- coven. The covens are made up of a varying number of Brethren. All Brethren are learned men
- specializing in the art of medicine. They are all skilled healers, herbalists, chemists, and physicians.
- When confronted, most members will admit to being members of a lodge or secret society, but they are
- tight-lipped when it comes to revealing any details of the order's business.
- The order is always on the look for new members. To hide its dark order of the day they try to recruit
- as many members as they can. The more Brethren working in one place, the less likely they are to be
- uncovered as heretics and magicians. In the unlikely event of a coven's business being unveiled, the
- Brethren will most likely hire an assassin to eliminate this threat to their existence. They will do
- anything to avoid being revealed. Any members wanting to withdraw from the order, or whose tongue
- slips will meet an untimely death drenched in their own blood somewhere in a desolate area.
- Although knowing quite well that they are practitioners of the dark magic, and as such have fallen to
- the Darkness' lure, the Ordo Sanguinicus does not view themselves as heretics. To them heretics are
- pathetic, as much governed by old prejudices and old ways as thinking as the zealous followers of the
- Church. To the Brethren heretics have simply exchanged the Church's shackles with those of Cyrus' and
- they view themselves somewhat better and more enlightened by that lot.
- The Brethren have more or less withdrawn from human society. They devote themselves almost
- entirely to the pursuit of enlightenment and to perfect the art and craft of their special kind of magic.
- Their magic has been taught from the Plague Chronicle, a copy of which sits in many of the order's
- congregations.
- The Plague Chronicles
- ""
- – ???
- It is from the pages of the Plague Chronicles that much of the Ordo Sanguinicus' knowledge stem; at
- least the part about diseases and epidemics. The Chronicles speaks of the tainted blood and of the thick
- serum of Darkness, the Black Plague's very essence. It recounts the tale of how plague and epidemics
- made their way into the world, how sickness and disease were once the children of the Dark Inheritors
- but broke free and fled to across the rift in the Northern Mountains.
- But above all this, the Plague Chronicles tell a tale of how the world truly is, how reality has been
- overshadowed by the Church's lies, and why disease is allowed to settle in the heart of man. It tells the
- truth about man's nature, about who we really are.
- The Plague Chronicles is a mighty dark relic. Bound in the flesh of a man dead from the Bubonic
- Plague, the book has magical powers. Wherever it is it spreads disease and epidemics. It has a Nature of
- -32, and besides the effects described in the rulebook (page 184) it also reduces anyone's chances of
- resisting the plague while in the book's proximity. When making a PHY roll to resist the effects of a
- disease, the victim must always make a roll with Difficulty Level critical while the Plague Chronicles is
- within 100 meters of him.
- The Ordo Sanguinicus' own special kind of magic stems from the Plague Chronicle and developed
- further by the work the Brethren perform in the wards and hospitals across the world. Using suffering
- patients they have learnt to invoke the Darkness' powers to further their own ends of longevity and
- wealth.
- PAIN, WALK WITH ME
- INVOCATION:
- LEVEL:
- ASPECTS:
- REACH:
- AREA OF EFFECT:
- DURATION:
- EFFECT:
- BLOOD OF THE IMPURE
- INVOCATION: "Blood to blood, plague to plague."
- LEVEL:
- ASPECTS:
- REACH: –
- AREA OF EFFECT: Personal.
- DURATION: Until the victim is cured or dies.
- EFFECT: By casting this spell the target comes down with a plague of the caster's choice. For more
- about plagues, read about Arcats in chapter 2. After the invocation, the caster opens a vein on the
- victim. He then cuts himself letting his and the victim's blood mix.
- FRAILTY OF FLESH
- INVOCATION: "The flesh is weak, but the spirit is weaker."
- LEVEL:
- ASPECTS:
- REACH:
- AREA OF EFFECT:
- DURATION:
- EFFECT:
- STOLEN YEARS
- INVOCATION: "In a heartbeat years pass you by, and death turns to ashes in my mouth."
- LEVEL: 8
- ASPECTS: Tempus (L4), Natura (L4),
- REACH: –
- AREA OF EFFECT: Personal
- DURATION: 1D3 years
- EFFECT: This is a longevity spell that allows the magician to stop his aging by stealing years from
- another person. To cast this spell the magician will need a victim to steal the years from. It is done by
- letting blood from the victim's jugular vein pour into an open lash on the magician's left wrist. In a
- matter of minutes the victim will be drained of blood and die. The spell takes 1D3 minutes to complete,
- and requires the victim to be unconscious. Once drained of blood, the victim will look like little more
- than a skeleton draped in pale flesh.
- It is a powerful spell with a terrible side effect. While the magician may have stopped the aging
- process for the duration of the spell, once the stolen years have passed by he starts to age twice as fast
- as normal. It is therefore an addictive spell that he will keep on casting over and over again to halt his
- own increased aging.
- Every time the spell wears off the magicians aging doubles once more. This means that after the first
- time the spell wears off the magician will age 2 years for every year that passes. If he chooses to cast it
- once more, he will age 4 years for every year that passes by after the spell wears off. The next time the
- spell wears off he will age 8 years, and so on.
- The Hospital in Ormel
- ""
- – ???
- Underneath Lord Celten's immense citadel sprawls the city of Ormel. It lies on the shores of the
- Southern Ocean, and is the capitol of Bervoche. It is the province's most important center of trading. Its
- harbor is always in bustling with activity as ships from across the world come to trade here. In the busy
- trading quarters by the city' harbor lies the hospital. It is driven by a charitable organization of the city's
- rich and wealthy, in an attempt to isolate foreign diseases that comes with the trading ships to the harbor
- quarters. It was raised after the Great Plague ravaged the city a couple of hundred years ago. The
- Hospital is staffed by competent physicians and healers, and is a sure place to find treatment for those
- with little or no money to pay for the services. Always filled with patients, the Hospital in Ormel is
- bustling with activity at all hours of the day.
- On the surface everything seems all right with the Hospital. It does not have a particularly high death
- rate among its patients. Keep in mind that in the world of Gemini those who seek a hospital is quite ill to
- begin with, and that a visit to the hospital is by many considered a death sentence in itself. A place with
- so many sick people in such a confined space is bound to be the breading grounds for epidemics. Having
- a death rate of around fifty percent is not considered unusual. Yet, behind the surface there is something
- unusual going on.
- <<map of the hospital>>
- LAYOUT OF THE HOSPITAL
- On the first floor of the Hospital there are dormitories. In an adjacent building lies the operating room.
- The operating room and the Hospital share a common basement. It is in the cellar that the convent meets
- and goes about its unholy business. There is a simple elevator mechanism in the operating room, a trap
- door in the floor with a rope attached to its four corners. The rope is attached to a pulley and can be
- lowered down into the basement. The lift is commonly used to lower dead bodies into the basement
- where they will be stored in the Hospital's morgue.
- In the basement a secret door leads to the secret chambers of the Order Sanguinicus beneath the
- Hospital proper. It is within these chambers that the Brethren convene, and it is within these chambers
- that they perform their perverted rituals. It is within these secret chambers that the Brethren have their
- separate cells, their studying chambers and the municipal library. It is within the library that they keep
- their greatest treasure, a copy of the Plague Chronicles.
- MANNY CALAVERA
- The daily running of the Hospital is handled by Manny Calavera. He is a charismatic leader famed for
- his fantastic healing skills. With ease he could have been the personal physician for any nobleman or -
- woman in the city, yet he has chosen to work for next to nothing at the Hospital. Manny harbors a
- secret. He is one of the twenty Magii Sanguinicus, and leader of the magician's convent that the
- Hospital harbors. Most working at the Hospital are Brethren of the Order.
- Adventure Hooks
- ""
- – ???
- A congregation with Brethren of the Ordo Sanguinics can be found anywhere in the world. While the
- Hospital is located to Ormel, it serves as a general description of the congregations across the world.
- Use it as a template or simply relocate it for your own narrative.
- WHO?
- Who is the Magus Maestrii Sanguinicus? Except the twenty-one Magii Sanguinicus no one really
- knows. Rumors have it that the personal physician of the Marquis of Ravarra and the
- CONSPICUOUS DEATH
- The adventurers are approached by an old sailor. He hires them to get to the bottom of his brother's
- death. A week ago his brother was brought to the Hospital because of a broken bone. When the sailor
- left him that night, it was the last time he would see his brother. Alive, that is. Upon returning the next
- day the sailor could learn that his brother had died during the night, of an infection to the wound. The
- only thing was that he had had a clean break. The bone did not pierce the sailor's brother's skin, and
- there was no wound to infect.
- The sailor finds all of this quite strange. The sailor and his brother had recently inherited a small
- fortune that they were to collect the same night as the incident leading to his brother breaking his leg. So
- the sailor
- The Thrice Cursed of Orschild
- Orschild is on the brink of civil war. It is becoming increasingly apparent that Lord Gideon is losing
- control of his province. The sovereign's alliance with the Sau kin threatens to tear the province apart.
- Little does any of the actors in this struggle know that they are simply pawn in Cyrus' and Lazarus'
- struggle for control of the province. Lazarus' Dark Crusade is about to topple Lord Gideon, blocking
- the path for Cyrus' advance from the north. Cyrus in turn, cannot let this happen and has set even
- darker and more destructive powers in play as he makes his bid for the fledgling province.
- But the story begins far outside the Darkness' ranks.
- The Dwarf Persecutions
- ""
- – ???
- Together with the disinherited son of Lord Gideon, the young prince Orwen, Sturm Grender founded the
- Freedomers (Orschild – Winds of War page 55). Both having been deprived of their noble birthrights,
- they nurture a deep animosity towards the short folk. Especially dwarfs of the Sau kin. In 1291 they
- start agitating. Their mode of argumentation is that the dwarfs have too much power in Orschild, and
- that this power should be returned to its rightful wielders, the humans. Gaining a steady following, the
- Freedomers do little but talk for the first years. Then in late 1292 things turn for the nastier.
- Prince Orwen and Gender learns about the Avenger, an elf of Gamiel's kind who had been all but
- slain during the Second Elf War.
- is threatened by the Freedomers' dwarfen persecutions (Orschild – Winds of War page 52). The
- Freedomers, however, have been infiltrated by the Darkness. They are being used as a tool to instigate
- civil war. It was no mere accident that they learnt it was Cenobis Sau who inflicted that heinous wound
- on the Avenger. It was no mere accident that the Sau kin has been targeted by the Freedomers' actions.
- The Dark Martyr has forged a pact with Celak Sau's descendant Cerek Sau, a cousin's cousin of
- Cenobis Sau, twelfth heir to the title as head of Sau kin. Acting through Cerek, Cyrus has instigated the
- dwarfen persecutions. For Cerek, whose agents are seated deep within the ranks of the Freedomers, the
- loss of dwarfen life is a small price to pay. He has been promised total dominion over Orschild once
- Cyrus unleashes his hordes on the province. In turn, Cerek is using the seemingly random dwarfen
- killings as a smoke screen for his own political assassinations. One after the other those preceding him
- as heir to the Sau kin are killed.
- The lost kin
- <<MTC>>
- <<Trenger en twist til dette plotet. Den åpenbare løsningen er å si at Cyrus også lurer Cerek, men den
- twisten har jeg allerede brukt opp for dette supplementet. Kanskje det er flere av Sau kin som har
- inngått allianse med Cyrus? Eller kanskje noen andre som selv kommer etter Cerek i arverekkefølgen
- også bruker sjansen til å rydde seg vei til toppen av pyramiden>>
- The Dark Jester
- <<MTC>>
- Magic items
- The bracers of Vuriche
- <<MTC>>
- The first book of Jebel
- <<MTC>>
- The Chronicle of Plague
- <<MTC>>
- Hedge wizardry
- <<MTC>>
- CHAPTER 8: THE
- DARKNESS IN PLAY
- This chapter is about how you, the Narrator, can write the Darkness into your games. When it comes to
- using the Darkness in your games, there are two issues you have to consider. There is first the issue of
- staging the Darkness. In other words, in what way will the Darkness make its appearance in your
- episodes and narratives? The other issue is one of playing heretics, understanding their reasons for
- renouncing their childhood faith and pledge allegiance with the dark forces. One thing is for certain: the
- road into Darkness is paved with good intentions. A heretic is not simply an extremely evil character
- that will do its best to overthrow the human realms. Another thing you should keep in mind is that the
- Darkness is not almighty, but a rather motley collection of various factions.
- But let's deal with these issues in a more ordered manner. Let's take them one by one. Starting with
- how to stage the Darkness in your games.
- Staging the Darkness
- The Darkness isn't an all-pervasive force, this one synchronized sledgehammer that will swoop down on
- mankind. However way the Church may describe it, internal strife and infighting is just as prevalent
- among the Darkness' hordes as it is among humanity. Why else did you think the Darkness failed in the
- first place? If their demonic hordes were as powerful as the Church say they were, if their numbers were
- as great as the ancient chronicles say they were, how could a small, ragged band of human defenders
- beat them back? Oh, they did have the One, didn't they, but still… The matter of the fact is that internal
- strife and fragmentation was draining the Armies of Darkness for it potential.
- Things aren't much different today, year 1295 after the Revelation. Cyrus is the equivalent of
- Emperor Palpatine in the 'Star Wars' universe, no question about that, and Malachdrim is his Darth
- Vader. While nominally head of the Darkness' in the human lands, unlike what he likes to give
- impression of Cyrus isn't in complete control. Marquis Lazarus may pay lip service to the Dark Martyr,
- but does whatever pleases him most of the time. The demons and the possessed may be subservient, yet
- the world's covens are made up of humans with their own reasons for pledging allegiance to the
- Darkness. Not all are as servile as Cyrus and the Church claims them to be. Look to the Urchins of
- Assentium. Why do they serve the Darkness if not for quite prosaic reasons like food? And what about
- the three covens in Gerynia? Their pledging allegiance to the Darkness was simply a move in a longrunning
- feud between two families. For them it was all about power. That this power was provided by
- the Darkness was second nature to them.
- But the Darkness isn't always being used as a means to an end. It uses people as a means to its own
- ends. Like the story of the Thrice Cursed of Orschild. At core it is a story about Cyrus and Lazarus
- evening out the odds in their own internal strife for control of the world. For them it is a struggle for the
- Throne of Darkness. Who will sit upon it the day when the Darkness sweeps across the land and
- enslaves all mankind? Will it be Lazarus or will it be Cyrus? And who are the other Dark Inheritors?
- Why haven't they made it through the rift in the Northern Mountains?
- These are the issues you, the Narrator, have to take into consideration when bringing the Darkness
- into your narratives.
- The Tarot of Darkness
- Chapter 6 does not only serve the purpose as a collection of pret-a-porter covens and locations for use
- in your games. Each of them is an example of the cards in our little Tarot of Darkness. The Tarot is not
- a dark relic to be used in your games – well, it could be, but that is not the intention of this section – it
- is a tool for the Narrator to better understand how to write the Darkness into his games. The Tarot
- consists of six cards, and each card is an archetypical way of involving the Darkness in a game of
- Gemini. Think of the Tarot as a tool for writing the Darkness into a narrative instead of as a definite
- guide to the hows and whys of that corrupting force of evil. Let is look at each card of the Tarot one by
- one to reveal the cliche hiding behind.
- THE DABBLERS
- The Dabblers, presented above in shape of the Urchins of Assentium, is a group who deals with the
- Darkness without truly knowing the consequences of their actions. It is the classic devil worshipers of
- horror fiction. When you read a book starting with the worn phrase "Oh Lord, please forgive us for we
- knew not what we were letting ourselves in on." you know that the card of The Dabblers have been
- played from the Tarot.
- The Dabblers are not always serious about their dealings with the Darkness. They might simply be
- curious and not aware of the consequences of their actions. They might simply be experimenting with
- the Darkness, and happening upon something of great importance. In the case of the Urchins they have
- stumbled upon a demon that will provide them powers they would never else have had. This is also a
- situation where the Dabblers keep forgetting the age-old rule that there is no such thing as free lunch.
- In the end the Dabblers will always be caught up by the Darkness, finally realizing what they have
- let themselves in on (hence the cliche phrase "for we knew not what we were letting ourselves in on").
- Bad things start happening, and the Dabblers may even be forced to take part in those bad things
- themselves. It's payback time, and this time around the Dabblers might very well be on the receiving end
- of things as the Darkness starts collecting favors.
- Having played the card of The Dabblers tragedy will almost always follow in its wake.
- THE EVIL HEART
- The Evil Heart involves an organization whose intentions, while not necessarily benign, are not to
- further the Darkness' ends. Or so its members believe. However, at the organization's heart it carries a
- dark secret that only an initiated inner core of the society knows of.
- Using the example above, the Inner Circle is simply an organization of well-off citizens meeting to
- exchange favors in mutual cooperation. Or is it? When playing the card of The Evil Heart from the
- Tarot we are talking about a group of people who firmly believe their activities to be all but in the
- Darkness' service. They are often serving their own ends, like the Inner Circle. However at the heart the
- organization has been corrupted. The benign organization, the face towards the world might have been
- set up as a cover-up or persons with evil intent may have seized control of an organization that started
- out as otherwise charitable and benign.
- Probably the main point when playing The Evil Heart is that we have an organization that is secret
- per se, but its activities are perfectly legal and harmless. The lay-members of the organization, the
- uninitiated masses, have no reason to believe something to be at miss. While they might be tight-lipped
- about the doings of the organization, they themselves are not meddling with the Darkness. They are
- simply being used as pawns in a large game.
- The Inner Circle of the Guild is archetypical to incarnations of the Evil Heart. The Inner Circle is the
- creme de la creme of the secret society. Only the most prominent and wealthy members of the
- organization are accepted into its numbers. To be accepted each member must pass through a rite of
- initiation where they incriminate themselves, and thereby providing the Heresiarch with an angle which
- to force absolute obedience on the Inner Circle's members. This way he can make sure that his heresy
- will not be uncovered.
- Think of the worst conspiracy theories surrounding real world Freemasonry when playing the Evil
- Heart. Without passing any form of judgement on the orders of Freemasonry, it is a secret society
- whose existence is not secret but whose rules and members are. By pledging an allegiance of secrecy
- towards the society and its brethren outsiders know little what is going about within the orders.
- THE DECADENT
- For the Decadent the Darkness plays a secondary role. Their primary concern is their mutual struggle
- against each other. If you look at the Two Estates, an example of the Decadent, you will see that both
- families have fallen to the Darkness in a quest for the ultimate weapon. Playing the card of the Decadent
- from out little Tarot, you <<...>>
- THE CONGREGATION
- They have pledged their lives to serving the Darkness. The Congregation is usually a secluded coven,
- isolated from the rest of society, going about their wicked business uninterrupted by the Church and
- uninitiated outsiders. The congregation leads a life by its own twisted standards, following its own
- perverted social rules, working towards a common heretical goal.
- In Gemini such congregations are usually collection of wizards honing the forbidden art of magic to
- perfection. Unlike other convents, the congregation consists of few laymen. Most members have been
- initiated in the secrets of the
- THE CONSPIRACY
- Hiding behind the sixth card of the Tarot is paranoia. Who did what and why? The Conspiracy is like
- an onion, peel off one layer but instead of getting to the core of the mystery you reach yet another layer
- that has to be peeled off. The Conspiracy often consists of conspiracies within conspiracies, doubledealing
- and treason. A comparison equally apt with the onion is to compare the card of The Conspiracy
- with a spider's web. It is an intricate connection of conspiracies and goals, but as with the onion the web
- also has a core and in both situations the Darkness is sitting in the middle of this core.
- The Thrice Cursed of Orshcild is a typical example of The Conspiracy. At the surface it seems like
- nothing connected to the Darkness and its minions. On the contrary rather, but once delving deeper into
- the matter we peel off layer after layer until revealing the spider in the middle of its web, the Dark
- Martyr.
- The characters that are part of the conspiracy always have hidden agendas. Such agendas can vary
- from the rather mundane of acquiring more wealth to something as malign as overthrowing the
- Sovereigns and the Church. Common to all characters involved in the conspiracy is that they believe
- themselves to be the spider in the midst of the web, quite unaware that they are being played as cat's
- paws by the very people they believe to be playing as cat's paws themselves. It is conspiracy within
- conspiracy within conspiracy, treason upon treason upon treason, in an almost unending, macabre
- Machiavellian dance of merry-go-round.
- THE DARKNESS REINCARNATE
- Creating and Playing Heretics
- Having spelt out archetypical ways of writing the Darkness into different cards in the Tarot of Darkness
- it is time
- Implications of Heresy
- It might be easier to understand the psyche and motivations of a heretic if you learn of the implications
- his choice has on his life. As a heretic you have renounced your faith in the One. In a Churchly province
- this is basically the same as declaring opposition against the rulers. In a Sovereign's province this part
- does not mean much. Yet, regardless of whether you live in a churchly province or an area rule by a
- Sovereign, having declared allegiance with the Darkness is considered the ultimate treason. The
- implications are rather drastic.
- If your true allegiance should ever be uncovered, you will most likely stand before an ad-hoc court
- that will find you guilty of heresy. There is only one verdict in the matter of heresy: death by burning. It
- does not matter much if it is a zealous Inquisitor or a secular court that sentences you. The verdict is
- always the same. At best you can hope to flee if your allegiance is uncovered, but you will still loose all
- you have worked for. It is not uncommon for known heretics to be chased across the realm, with a
- group of witch-hunters on their trail intent on catching and sentencing the heretic.
- But if the implications are so severe, why are there heretics at all in the world?
- While this may never be expressed in any form of game mechanics, think of any human follower of
- the Darkness as a drug addict. So powerful is the lure of the Darkness that your behavior grows erratic
- and irrational. To begin with you will be perfectly able to control things. But with each fleeting glimpse
- of the power the Darkness can provide you with, you are drawn deeper and deeper into a quagmire of
- lies and secrecy. There is simply no getting enough of that sweet taste of all-engulfing power, no matter
- the cost. Before you know it, there is no turning back. You have involved yourself too deeply,
- incriminated yourself, and now you stand no chance of returning to being a non-heretic. Even if you
- wanted to, but you probably cannot.
- Creating the Heretic
- When creating a heretic there are three issues you have to deal with. 1) The reason why he has pledged
- allegiance to the Darkness. What kind of personality would a character have to pledge himself to that
- which he knows to be evil, and what are his motivations? 2) What are his objectives for becoming a
- minion of the Darkness? 3) How does this affect the way you deal with the rest of the world?
- THE REASONS WHY
- When you are going to play a heretic, you have got to ask yourself one question: "why ever would my
- character expose himself to the deadly danger of pledging allegiance to the Darkness when he knows
- that if he is exposed he will be convicted and burnt at the stake for sure?". In short, what are his
- motivations for becoming a heretic? A heretic is not necessarily an evil person, unlike what the Church
- wants its followers to believe.
- There may be a number of reasons why your character has chosen to renounce his original faith and
- pledge himself to the Dark Inheritors. He need not have chosen such a fate for himself, it might in fact
- have been chosen for him. Think of Lady Tanda, for instance. She was never given a choice. Her fate
- was set out for her when Prince de Lancre turned to the witch for help. Bishop Ignatio, on the other
- hand, chose his allegiance coldly and cynically. For him it was a question of power and of wielding the
- mighty magic.
- While creating the heretic it might be useful to know his motivations for changing allegiance. Has he,
- like Ignatio, chosen this fate for himself, or has he, like the Urchins of Assentium, been lured into it by
- promises of a better life? Does he know that he is doing the Darkness bidding, or is he like the Inner
- Circle's members unaware of his true allegiance? Is he using the Darkness to further his own goals, or is
- he, like Malachdrim, driven into the Darkness clutches as a last resort?
- OBJECTIVES AND PERSONALITY
- What does the heretic hope to achieve by becoming an agent of the Darkness? The heretic's personality
- and his objectives with pledging allegiance to the Darkness often converge, and they often follow
- logically from his motivations for converting. We can tell from Bishop Ignatio's conversion to the
- Darkness that his original objectives were power. Ignation was hungry for the power provided by the
- mighty magic. Malachdrim, on the other hand, converted out of revenge. His objectives were to redeem
- himself, to take revenge on his Queen and make her spawn with him anew.
- OUTLOOK
- As a heretic you can trust no one. You live in a world where almost anyone would have you burnt at the
- stake if they learnt your true allegiance. Unless you live in Merodak, that is. Then again, you can never
- trust anyone there either. Everyone is looking for a short cut up the ladder towards power. In Merodak
- even reciting you Hail the Dark Inheritors wrongly will most probably get you in trouble. But that is
- another matter.
- Harboring the dark secret should make you wary and suspicious once you are a heretic. You never
- know when the Inquisition is setting up a trap for you. Some places it may even be sufficient for
- someone to accuse you of being a heretic, and you are as good as convicted and tied to the stake
- already. You know this. You know that people in their narrow-mindedness hate your kind, and would do
- their best to have you killed. For the fear of what calamities your presence might bring onto them, if
- nothing else.
- All of this will affect the way you role-play your character. But there are other issues at stake.
- Role-playing a Heretic
- Here lies the true challenge of playing a minion of Marquis Lazarus: how to roleplay such a character?
- Lazarus' men have personalities, traits, and motivations just like any other character in Gemini, let's
- not forget that. But there is another element to them that makes minions of the Darkness different from
- other characters in the game: they have pledged their allegiance to the Darkness. As Bishop Ignation
- observes in the introduction to this book, the Darkness is a harsh mistress. How is that?
- At one level the Darkness preaches of individual freedom, and of breaking free from the shackles of
- the One. Its gospel is to reveal reality as it truly is. Followers of the Darkness will be helped to see
- through the lies of the Church, through to the other side, to the real world. Implied is that this true world
- is a better place, a place where no shackles bar your personal freedom. But the Darkness' speaks with a
- cloven tongue, for it also speaks of the unmentionable power the Darkness will grant its devout
- followers. Power to control other people, the power to bend them to your will. It speaks of the hallowed
- blessings given by the Dark Inheritors and of the immense power you can wield with the forbidden
- magic, but the Darkness says naught about the corrupting force that comes with the power.
- THE CORRUPTING POWER
- Magic is a blessing that comes with the highest price tag ever, that of its wielder's soul. Empowered by
- magic the wielder will feel on top of world. The world is before his very feet, but coming down from
- this high, oh how painful that can be. You will be plunged into the deepest valley of shadows, into a
- bottomless pit of darkness and despair. Stripped of all your might and power you see how small and
- insignificant your are in the scheme of things, how alone you truly are in the whole wide world.
- Everyone accepting the Darkness' blessing will experience these moments of complete and utter despair
- and blackness. Even Marquis Lazarus is known to throw fits of the deepest depression after having
- wielded his Darkness-imbued powers.
- But there is one cure…
- The cure is to devote more to the Darkness' will. To make oneself worthy of a new blessing, and
- attain more power. It is this inner drive towards power that turns most followers of the Darkness into
- egotistical and power-hungry persons. For the Darkness is a double-edged sword. It is the provider of
- hope and the depriver of hope. It is the catalyst for power, but also the absorber of power. It is the
- ultimate drug, but with an incurable addiction. Once hooked on the Darkness' power, there is usually
- only one way to follow: that of the Darkness' will. In the end the heretic may have broken free of the
- Church's shackles, but ends up a slave to a new and even harsher mistress: the Darkness.
- THE ULTIMATE PRICE
- But even if you do not accept the Darkness blessings, even if you do not wield the mighty magic, the
- price for following the Darkness will be high. It is truly as the Church emissaries say: "Dealing with the
- Darkness, you can never fathom the consequences it will have for you." For most it starts small. Maybe
- as an occult gathering deep in the forest outside of your village, or perhaps as a secret society meeting
- in some abandoned warehouse on the outskirts of town. No strings attached, no price to pay, only some
- people meeting to learn how to break free of the shackles imposed upon them by the Church and the
- gospel of the One.
- With time you will learn secrets that you were not supposed to learn, you hear of things not meant to
- be heard, and slowly but certainly you are drawn into a web of immeasurable consequences. Soon
- words are turned into actions as you entwine yourself even more in the cobweb you have been caught in,
- and you do not realize what you have involved yourself in until it is too late. By then it is too late to
- withdraw, you have too much on your conscience, you have been compromised and things will never
- return to what they used to be. Whether it is of your own free will, or that you are being pressured by
- other followers of the Darkness – either way you will continue to serve the Darkness' will for you have
- no other choice lest you want to be tortured and burnt at the stake for being the heretic you are.
- Such is the fate of those who follow the Darkness.
- Dark Narratives
- So far all we have discussed is how you, the Narrator, can use the Darkness as the eternal enemy for
- your narratives. There is yet another aspect to involving the Darkness in your narratives, and that is for
- the player characters to be serving the Darkness, a dark narrative. The very thought is almost heresy in
- itself, and it is a rather clean break with the original concept of the game. Yet, it is a possibility.
- Playing the World
- Seen from a heretic's point of view, the world looks quite different than we are used to. Things are
- turned upside-down.
- The Church's only goal is to enslave mankind. Through its false preaching it aims to lull the people into
- passiveness and instill a sense of unquestionable obedience in them. Despite preaching of justice and
- righteousness, the Church's bigotry is obvious to anyone wanting to open their eyes. Words and deeds
- do not match. The Church's only goal is to mass power at mankind's expense. It is only through treating
- its followers unjustly, by lying to them, and by being unrighteous that the Church can mass power.
- Members of the clergy are all fanatic followers who refuse to admit to the Church's bigotry staring them
- straight in their faces. The clergymen are at best misguided. At worst they are simply evil-hearted. No
- ignorance can make them blind to the pain and suffering they inflict on their servants and lay-members
- of the Church. Can they not see that the time for miracles is over? Can they not see that they have been
- made for fools?
- The world's general populace is simply ignorant. They have been misguided by the gospel of the
- Church, and do not know what is best for them. Hundreds of years of learning does take a while to
- undo. In the mean time they will continue to believe that any trace of the Darkness must be driven away
- by fire. That the Darkness is among them every day, everywhere, is beyond them. If they only knew that
- the dark feelings they harbor for their neighbor is
- You should emphasis the tyranny and bigotry of the Church.
- Staging a dark narrative, a narrative where the player characters actually play agents of the Darkness,
- can be exciting – both for the players and the Narrator. It is
- PART III:
- APPENDIX
- HORROR AND MADNESS
- The world of Gemini is a dark and cruel place. The cruelty of mankind combined with the terrors of the
- Darkness can make even the strongest mind snap. Their brushes with the Darkness not going to leave
- the player characters entirely unscathed. The horrible experiences may, at best, leave them shaken. At
- worst they may end up locked up in the deepest sanatoriums climbing walls with a severe psychosis, or
- maybe even end up dead in the gutter from a heart attack induced by the horror. Who knows?
- These rules are meant to add an extra dimension to the darkness of Gemini. They may be used at the
- Narrator's discretion.
- Mental resilience
- If you want to use the new rules for horror madness, you have to introduce an additional secondary
- attribute – Mental resilience. This secondary attribute shows how much mental pressure a character
- can take before his mind starts budging. It works quite similar to Endurance (see the rulebook page 25).
- The higher the value, the stronger your character's mind is at resisting the horrors of reality.
- Record your character's mental levels.
- Mental level
- Shaken Shocked Horrified Struck by terror
- MEN
- 2 - - 1 2+
- 3 - 1 2 3+
- 4 - 1 2-3 4+
- 5 1 2 3-4 5+
- 6 1 2 3-5 6+
- 7 1 2-3 4-6 7+
- 8 1 2-3 4-7 8+
- 9 1 2-4 5-8 9+
- 10 1-2 3-4 5-9 10+
- 11 1-2 3-5 6-10 11+
- 12 1-2 3-5 6-11 12+
- 13 1-2 3-6 7-12 13+
- 14 1-3 4-6 7-13 14+
- 15 1-3 4-7 8-14 15+
- 16 1-3 4-7 8-15 16+
- 17 1-3 4-8 9-16 17+
- 18 1-4 5-8 9-17 18+
- 19 1-4 5-9 10-18 19+
- 20 1-4 5-9 10-19 20+
- If, against all odds, a character should happen to have a MEN value higher than 20, the different mental
- levels are worked out as follows: shaken = 1; shocked = MEN x0.25; horrified = MEN x0.5; and struck
- by terror = MEN x1.
- Example: John's character has a MEN of 16. His mental resilience is therefore: shaken 1-3, shocked
- 4-7, horrified 8-15, and struck by terror 16+
- Horror
- When your characters experience events that are so terrible, so mind-blowing there is a chance it will
- mark them mentally, you may be asked to make a Horror Roll. This is an attribute roll using MEN. A
- Horror Roll is induced by a horrible event, be it the discovery of a severely ritually murdered body, or a
- horrible discovery about the real nature of mankind. Seeing behind the scenes and discover the real truth
- about the order of things is not simply a matter of discovery, it is a matter of having one's entire view of
- the world completely re-organized. Not something even the strongest of mind escape unscathed from.
- Every horrible event has a Horror Level. The Horror Level is a measure of how horrible the
- experience really is. The higher the horror level, the more horrible the experience. The Narrator uses the
- horror level as his CS with his part of the Horror Roll.
- Results of the Horror Roll
- Once both you and the Narrator have rolled your horror rolls, it is time to compare your effects. If your
- effect is higher than the Narrator's your character has escaped from the horrible event a bit startled, but
- apart from that untouched. However, if the Narrator's effect was higher than yours, your character has
- been touched by the experience, and depending on the difference between your effects.
- If the effect of Narrator's horror roll was higher than yours, your character has been marked by the
- horrible experience. Subtract your effect from the Narrator's effect. In the same way as you check for
- damage, you use the difference of effect to compare with your character's mental resilience to find out
- how the experience has marked your character (if he is simply shaken, shocked, horrified, or struck by
- terror).
- If your character is shaken, is feels a bit queasy, sick, his head hurts, and the world seems to be
- spinning. Subtract 1 from your character's well being. Nothing more happens.
- A shocked result from the horror roll is not too bad either. At least not when thinking of the
- possibilities. Your character has been marked by the experience. Subtract 2 from his well being. He also
- acquires a mental disorder (see below). It is up to the Narrator to pick the disorder.
- Being horrified usually puts your character out of action. The experience has touched something
- deep inside making his mind snap, setting hidden emotions in action and basically screwing up your
- character's head. Subtract 2 from his well being, as your character curls up in a fetal position catatonic.
- He will remain like this for 5 minutes. During that time it is impossible to force him out of the fetal
- position, and nothing seems to reach him. It is impossible to communicate with him. When he awakes,
- your character is one psychosis richer (see below). Which psychosis your character has developed is up
- to the Narrator to pick. For the next 24 hours he is totally out of sync with the world around him, and
- most of all your character just wants to get home and go to sleep.
- If your character is struck by terror the chances that he will be unplayable are great. He might even
- die from the shock! What is for sure, the experience has driven him raving mad. He attains a severe
- psychosis, and it will not take long until he walks the streets raving and ranting. The psychosis has
- taken control of him, and unless it suits the Narrator to let you continue play your character, he is
- handed over to the Narrator as an NPC.
- If your character is struck by terror, you should make an attribute roll for CON with DL +4. If the
- roll is failed, the terror has made your character's heart stop. He falls to the ground, shaking violently
- for a minute or so until he dies, blue face, starting eyes, and froth around his mouth.
- Examples of horrible situations
- Below follows a list of some horrible situations that may arise during the game. The list is by no means
- meant to be conclusive, more as a guide for the Narrator to decide the horror level for situations that
- might arise in his own stories.
- Situation Horror level
- Shocking experience 10
- Horrifying experience 15
- Truly mind-shattering horror 20
- SHOCKING EXPERIENCE
- Examples of a shocking experience include witnessing someone getting killed, or witnessing someone
- being tortured.
- HORRIFYING EXPERIENCE
- Examples of horrifying experiences include witnessing a friend getting killed, sustaining a mortal
- wound, or beholding a horribly bloated and disfigured corpse.
- TRULY MIND-SHATTERING HORROR
- Examples of truly mind-shattering horror includes witnessing one's entire family being brutally
- slaughtered before your very eyes, seeing someone get flayed alive, or undergo torture oneself.
- Madness
- There are two levels of madness. The most common form of madness is called a mental disorder. The
- other form of madness is somewhat more severe, and it is called a psychosis. Although not at all
- uncommon, a psychosis is a severe mental disorder, something that will affect a character's personality
- in a fundamental way.
- Below follows a list of the more common mental disorders and psychosises. The Narrator is free to
- come up with his own if he feels like it.
- Mental disorders
- The mental disorder may easily be perceived by other people as a clever idea on the afflicted character's
- part. It does not affect the character's personality in a fundamental way, but it is likely to make him
- seem a bit eccentric and peculiar.
- ABSENT-MINDEDNESS
- Your character forgets things easily. His mind seems to be constantly preoccupied with something of
- greater value than the life surrounding him. He is unable to focus on a single thing for a longer time,
- impairing his ability to learn. He has a DL -6 to all attribute rolls involving the Knowledge Area of
- Learning.
- COMPULSIVE BEHAVIOR
- Your character is afflicted with compulsive behavior. He has a fixation on a certain act or idea. It is a
- quirk he simply cannot let go of. The compulsive behavior may be as harmless as always having to step
- in the middle of cobblestones, but it is usually a bit more severe. Below follows a list with examples of
- more common compulsive behavior.
- · anorexia - Your character is convinced he is fat and need not eat. After eating your character will
- have to make a MEN attribute roll. If the roll is failed, he vomits the food he has just eaten. On the
- Narrator's discretion your character may loose weight.
- · biting fingernails - your character has the bad habit of biting his nails.
- · kleptomania - Compulsive stealing. Your character cannot help stealing. Every time your character
- has the opportunity to steal, you have to roll an attribute roll using MEN. The Narrator is free to set
- difficulty level for this test. If the test is failed, your character cannot help but steal his object of
- desire.
- · clothing - There is only one or two sets of clothes that your character can wear.
- · gambling - Your character is a compulsive gambler. He has to gamble when the opportunity bids
- itself. If he does not want to gamble, you have to succeed with an attribute roll using MEN.
- · gluttony - Your character is possessed with eating. He cannot stop when there is still food left.
- When your character has the opportunity to eat, you will have to make an attribute roll using MEN.
- If the roll is failed, your character simply has to start eating. On the Narrator's discretion your
- character may gain weight.
- · mantras - Your character is constantly reciting certain words and phrases. People lightly touched by
- this disorder may only recite their mantra in difficult situations. Other may be constantly reciting
- the phrase loudly over and over again.
- · memorization - There is an almost morbid fixation on memorizing certain types of useless, trivial
- knowledge on your character's part. This may be the fixation to remember all the street names he
- passes, or remember the number and the order of all coins passing through his hands.
- · pathological lying - your character just cannot stop lying. No matter how important the truth is, he
- simply cannot seem to avoid twisting it about in one way or another. Whenever it is important for
- your character to tell something that is completely true, without adding or taking away important
- elements, you have to roll an attribute roll using MEN. If you succeed with the roll, your character
- has been able to tell the truth and nothing but the truth.
- EGOTIST
- Everyone's in it for themselves. As long as your character cannot seem to benefit from making he will
- never help or assist anyone else. Personal sacrifice is a word not in his vocabulary, and extreme
- personal, short-term benefit must be the motivation for any personal sacrifice.
- FANATICISM
- There is one cause, one thing your character is more important than anything, be it a religion or
- something else. At all cost he will try to convince everyone else about the importance of this cause. He
- interprets everything along the lines of the creed, and his belief system is always correct. Your character
- rigidly refuses to re-consider his opinions, and he will do anything – anything! – to protect his system of
- belief.
- GREED
- Money and wealth is the only on your character's mind. No sacrifice is too big if it can accumulate more
- wealth for him. Family, friends, health, no sacrifice is too big. Generosity is simply not in your
- character's vocabulary.
- HEADACHES
- There is something, deep down in your character's consciousness that is bothering him. He cannot put
- word to it, but he is constantly having that nagging feeling. It is so bad that his neck and shoulders are
- stiff and aching, giving him a constant headache. Whenever your character fails any attribute roll using
- MEN, he is hit with a blinding headache that reduces his well being with 2 points for 30+1D20 minutes,
- after which his well being is restored.
- HEROIC IDIOCY
- Characters afflicted with this disorder are seemingly fearless. They have no heed for danger. You get a
- DL +4 when making horror roll. The only problem is that your character is unafraid for his life, making
- him a reckless and dangerous person.
- INSOMNIA
- Your character really does not seem to be able to sleep. No matter how tired, he just does not seem to be
- able to sleep. It may be days between each time he is able to catch some sleep.
- INTOLERANCE
- Certain people just tick your character off. Everything is wrong with these people, they simply do not
- seem to get anything right! There is a special trait by people that your character is intolerant to. He
- really do not seem to be able to behave when people he is intolerant against is in the same room.
- Uncontrollable insults and groundless accusations just seems haggle on the poor target. Your character
- definitely has a chip on his shoulder when in these people's presence, and he is definitely not going to do
- anything about it. There is no way anyone can make him not show his disapproval, and he is unable to
- control it himself.
- Below follows a list of possible things your character may be intolerant to. You are free to come up
- with new reasons for intolerance.
- · gender - your character is intolerant to persons of the opposites sex
- · nationality - your character really cannot deal with people from other provinces than his own, the
- rest of the world's population are all rascals and bandits
- · personality traits - certain personality traits, like generous people, or maybe particularly greedy
- people, just simply tick your character off
- · profession - a certain group of professionals, for instance lawyers or policemen, are plainly bad
- people
- · social group - intolerance against a certain social group be it poor people, extremely rich people, the
- aristocracy, students, or another social group
- INTROVERSION
- This kind of self-centeredness makes your character disinterested in the surrounding world. He seems
- disassociated and is unable to empathize with other people. Subtract 2 from his CHA score on a
- permanent basis.
- MEGALOMANIA
- An inflated ego and overly great trust in one's own personality is the call sign of any megalomaniac.
- Your character is consumed with his grandeur and personal power. He will do anything to attain more
- power. Family, friends, health; no sacrifice is too great to achieve greater personal power.
- NARCISISM
- Your character is overly obsessed with himself. Whenever passing a mirror or his reflection in a shop
- window, he must pass an attribute roll using MEN to avoid stopping and admiring himself.
- NIGHTMARES
- Waking several times a night screaming, drenched with sweat, your character is suffering from terrible
- nightmares. He thrashes about and screams in his sleep, waking up completely exhausted.
- Unfortunately, he cannot seem to remember his dreams.
- PHOBIA
- Your character has an irrational fear of some sort of object or situation. Being confronted with his fear,
- your character has to make an attribute roll using MEN to avoid fleeing. If he is forced to face the
- object of his fear, with no chance of escape you have to make a horror roll. The horror level of such an
- event is 10.
- Below follows a list of the more common types of phobias. The list is not conculsive.
- · acrophobia - fear of heights
- · agoraphobia - fear of open places
- · androphobia - fear of males. Only applicable to female characters.
- · astraphobia - fear of thunder, lightning, and storms
- · ballistophobia - fear of bullets and gunfire
- · belonephobia - fear of pins and needles
- · botaniophobia fear of plants
- · claustrophobia - fear of enclosed spaces
- · clinophobia - fear of beds
- · demophobia - fear of crowds
- · dendrophobia - fear of trees
- · doraphobia - fear of fur. Characters with this delusion is afraid of all kinds of furry animals
- · entomophobia - fear of insects
- · gephydrophobia- fear of crossing bridges
- · gynephobia - fear of females. Only applicable to male characters.
- · hematophobia -fear of blood
- · iatrophobia - fear of doctors
- · necrophobia - fear of dead
- · ophiophobia - fear of snakes
- · pediphobia - fear of children
- · pyrophobia - fear of fire
- · scotophobia fear of darkness
- · thalassophobia - fear of water
- · vestiphobia - fear of clothing
- · xenophobia - fear of foreigners
- · zoophobia - fear of animals
- QUIXOTISM
- The fantastic and supernatural is everywhere. Your character sees the fantastic and supernatural in
- everything, and no-one can convince him there is not something out there, something mankind cannot
- explain.
- RATIONALISM
- To the point of annoyance, your character finds a rational explanation to everything, even the most
- unexplainable of all events. The supernatural is not in his vocabulary. He needs to find a rational
- explanation to everything. Rationalism is usually a sign of an extremely terrified individual, someone
- who needs to order the reality that surrounds him.
- SKIN COMPLAINT
- Your character is troubled with rashes that break out across his body. The frequency of these rashes
- increases in stressful times.
- STUPEFACTION
- Whenever a character suffering from this mental disorder fails any attribute roll involving the use of
- MEN, he becomes completely disinterested in the surrounding world. He just freezes. He does not
- speak, or take notice of the world around him. Other people may take hold of him and lead him, make
- him sit down, and other simple actions. The state lasts for approximately 5 minutes.
- STUTTER
- Your character stutters when he speaks. He has automatically DL -2 to attribute rolls using the
- communication area of knowledge.
- TALKING IN SLEEP
- Your character constantly speaks aloud when sleeping. It is not always easy to discern the words he are
- saying, and when it is possible to do so, he does not seem to be talking coherent in any way.
- TALKING TO SELF
- Your character is constantly, and unconsciously, talking to himself. If confronted with this, he will not
- understand what people are talking about. He is completely unaware of the fact that he is talking to
- himself.
- TOUCHY
- Your character is unusually touchy. Almost anything that can be interpreted in a negative way, is
- interpreted that way.
- TREMORS
- Shaking uncontrollably, your character has -1 to all attribute rolls involving the areas of knowledge
- close combat and missile weapons.
- TRIVIAL DELUSION
- This is a mild for of delusion. It has no major effect on your character's life, only making him seem
- somewhat eccentric. Below follows a few examples of trivial delusions:
- · Your character believes all policemen to be somewhat stupid, talking to them as if they were
- children.
- · Houses with round attic windows are especially prone to rat infestation. Your character
- promptly refuses to eat, sleep, or even stay for a longer period of time in a house with round
- attic.
- · Costermongers are particularly unclean people. Your character refuses to eat vegetables and
- fruits bought from a costermonger because he believes the wares to be so dirty that it will not
- even help to rinse them in water.
- Psychosis
- A psychosis is a serious mental disorder. It will affect your character's personality in a profound and
- fundamental way.
- AMNESIA
- The shock of the terrible experience has given your character a memory loss. He is unable to remember
- anything that happened before he got the psychosis. His name, his background, everything. He even
- forgets that he has particular skills, but areas of knowledge and specializations are not lost. Your
- character simply doe not know why he knows the things he know.
- It is up to the Narrator to give your character a chance to regain some of his lost memories.
- CATATONIA
- Catatonia is a serious form of stupefaction (see Mental Disorders above). Whenever your character fails
- an attribute roll involving MEN in any way, he curls up in a fetal position. No-one is able to get to him,
- not even the strongest person can uncurl him. Your character will remain in this position for 10+1D20
- minutes. After that he becomes somewhat aware of his surroundings. For the next 10+1D20 minutes he
- is affected as if by the disorder stupefaction. After that he is extremely tired and needs to go to sleep.
- CRIMINAL PSYCHOSIS
- Your character is totally convinced that all persons are disassociated from each other, that social
- relations like love, empathy, friendship, and trust does not exist. In essence these are lies told kept for
- social gain. Your character sees no wrong in stealing, molesting, murder, and other types socially
- unacceptable behavior.
- DEATH WISH
- This psychosis is a more severe form of heroic idiocy (see Mental Disorders above). Your character has
- total disregard for his own life and well being. You get DL +6 to all horror rolls. The problem is only
- that your character seeks out danger and mortally dangerous situations whenever he has the chance. If
- you do not want him to avoid such a situation even though it present itself to him, you have to roll an
- attribute roll using your character's MEN. If the roll is successful you get your will. If not…
- DEMENTIA
- Your character's mental health is enfeebled. Recalculate your character's mental resilience using his
- MEN -4 as basis.
- DEPRESSION
- Your character simply refuses to see any good in any situation. Everything is black to him. He has
- entered a deep depression, and is keeping mostly to himself. All attribute rolls involving the
- communications area of knowledge are at DL -4, and your character's well being can never exceed 0.
- GOD COMPLEX
- As if megalomania was not bad enough, this is an even more severe version of that disorder (see Mental
- Disorders above). Your character is willing to even commit murder for his own personal gain. He is
- consumed by his will to power, that all attribute rolls involving the communication area of knowledge
- are at DL -4.
- HATRED
- Hatred is an even more severe form of intolerance (see Mental Disorders above). Like intolerance there
- is a certain something that your character does not approve of. Whenever near by a hated person, you
- have to make an attribute roll using your character's MEN to avoid attacking that person.
- MANIC
- Your character is simply incapable of sitting still. He is all over the place, to everyone's annoyance.
- Nothing can get him down and nothing can really make him stop and think. He has too much energy, too
- many things he just has to do, to bother with mundane things like rest and sleep. Your character's well
- being may never sink below 0.
- It is hard for your character to speak coherently, his mind is preoccupied with a zillion things at the
- same time. Attribute rolls involving the communication area of knowledge are at DL -4. At the
- Narrator's discretion this negative DL may be ignored for situations where is manic presence is positive.
- MANIC DEPRESSIVE
- This psychosis is a mix of the two psychosises depression and manic. At irregular intervals your
- character goes from being manic to being depressive, and then after a while he goes back to being manic
- again. How often these mood swings happen is up to the Narrator to determine. The cycles are rarely
- fixed, they vary from time to time. It is very uncommon to experience a mood swing from one extreme
- to the other and then back again within the space of a month. Your character is most probably at each
- extreme of the psychosis a couple of months a time.
- When manic, your character is prone to the rules of the manic psychosis above. When depressive, he
- is prone to the rules for the depression psychosis above.
- MULTIPLE PERSONALITIES
- Unknown to himself, your character has multiple personalities. It is usually stressed situations and
- traumas that provoke the change of personality. Whenever your fail an attribute roll involving the use of
- MEN, you must immediately make a new attribute roll using MEN. If you succeed with the roll, nothing
- happens. If you fail, your character changes personality.
- The number of multiple personalities is really up to the Narrator to decide. Make a personality
- description by going through step 5 of the character creation process for each of your character's
- multiple personalities.
- PARANOIA
- Everyone's after your character. He cannot turn his back without someone scheming and plotting is
- downfall and death. No one can be trusted. Least of all those who profess to be your character's friend.
- He accuses everyone of wanting him dead. If someone points out that he is sick, your character's reply
- is simply : just because I'm paranoid doesn't mean they're not after me.
- SEVERE PHOBIA
- This is a more serious form of the mental disorder phobia (see above). Character's with a severe phobia
- avoid the object of their fear at all cost. There is no need for an attribute roll, your character flees head
- over heels if confronted with the object of his fear. If forced to face his fear, he immediately makes a
- horror roll with horror level 20.
- PERSONAL DELUSION
- Your character believes he is someone else than he really is. The delusion is fairly serious as he really is
- not the person he thinks he is. Examples of personal delusions include:
- · the beggar king - your character is actually the Lord of Orschild. Lord Gideon is an imposter. That
- your are a beggar and has always been is of no consequence.
- · Marquis Hymeneus reincarnate - Marquis Hymeneus is really not dead. He has just been in hiding
- for a very long time. Now your character, Marquis Hymeneus that is, has found an opportune
- moment to re-appear and bring justice to world and raise the Iron Gate anew.
- SCHIZOPHRENIA
- A character afflicted with schizophrenia is subject to a split personality. This is not the same as having
- multiple personalities. It's simply a question of there not being any consistency to the character's
- behavior. Characters with schizophrenia must change all of their personal traits (step 5.3 of the
- character generation process) when they fail an attribute roll using MEN.
- Curing mental illnesses
- Curing mental illnesses is not particularly advanced in Gemini. Mad people are usually confined to the
- sanatoriums of monasteries where they are given what may be labeled as experimental treatment. If
- treated at all, and not being burnt at the stake for being possessed by a demon. The monks' means of
- treatment are at best outlandish, painful, usually pretty brutal, and often harmful to the patient. Death
- or deterioration of the patient's mental health is not an uncommon outcome of the treatment received.
- Treatment is almost without exception dealt in sanatoriums.
- Shock treatment
- This treatment is based upon delivering painful and not necessarily harmless shocks to the patient. The
- shock is usually delivered using ice-cold water followed by the intense heat of red glowing iron. Usually
- administered to revive patients from a catatonic state, this treatment has become more and more popular
- to treat all kinds of mental disorders and psychoses.
- To treat a patient with this method, recurring treatments are required. Every time the treatment is
- delivered to your character, make an attribute roll using MEN. Make a note for each time the treatment
- is successful. To cure a mental disorder, your character needs to undergo 5 successful treatments. To
- cure a psychosis, your character needs to undergo 8 successful treatments.
- Subtract 1 from the number of successful treatments every time you fail the attribute roll. The more
- times the treatment fails, the harder it gets for your character to be cured.
- Shock treatment may only be administered once a week.
- Drugs
- Drugs and herbs have been known to heal madness. Daring monks are testing out herbs on their mad
- patients. Not at all that successful, the treatment has become fairly popular as it at least calms the
- patient down.
- A monk performing drug treatment has to possess the specialization herb lore the Knowledge Area of
- Learning. Preparing the drug for treating mentally sick patients requires an attribute roll using his
- specialization of herb lore. The success of the drug depends on the effect of the attribute roll connected
- with the chemistry action.
- The monk does not roll his herb lore roll until his patient downs the drug. At that stage the roll is
- made to see how good the drug affects the patient. The effect of the monk's herb lore roll is the DL of
- the patient's MEN roll. The result of the treatment depends on the patient's effect.
- If the effect was lower than -20, something has gone terribly wrong and he gains a new psychosis. If
- the effect is less than -10 but more than -20, the patient is scarred by the experience, and gains a mental
- disorder. If the roll is failed, but the effect is more than -10, nothing happens. If the effect is equal to or
- higher than 10, the drug has cured a mental disorder. If the effect is equal to or higher than 20 it has
- cured a psychosis or a mental disorder (the Narrator's choice).
- Mishaps
- Things may go horribly wrong when trying to cure mental illnesses. All cures are strictly experimental.
- If a '20' appears on any roll when curing a mental illness, something has gone wrong. The Narrator rolls
- a D20 and confers with the table below.
- D20 Effect
- 1-6 Disfigurement
- 7-12 Mental disorder
- 13-15 Psychosis
- 16-18 Poor health
- 19 Coma
- 20 Death
- DISFIGUREMENT
- The treatment has disfigured a part of your character's body. Roll on the close combat hit location table
- to determine what body part. The nature of the disfigurement is up to the Narrator to decide based on
- the treatment administered your character.
- If your character receives a disfigurement to his face, subtract 2 from his CHR score. His CHR may
- never drop below 1.
- MENTAL DISORDER
- The treatment has been so harsh that your character has attained a new mental disorder. It is up to the
- Narrator to decide which disorder.
- PSYCHOSIS
- The treatment was so brutal that your character enters a psychosis. The Narrator decides which
- psychosis your character gains.
- POOR HEALTH
- The treatment your character has undergone has broken his body to such an extent that it is impossible
- to repair the damages. Subtract 3 from your character's CON score. If his CON drops below 1, your
- character dies from the treatment.
- COMA
- Your character enters a deep coma due to unexplainable reasons. Th psychiatrist do not understand
- anything. Every month you roll a D20. If the result is '1' your character wakes from the coma. If the
- score is '20' your character dies while in coma. He remains in coma for all other die scores.
- DEAD
- Particular harsh treatment has killed your character.
- SQUIGS
- The Death Pit
- The cathedral school and monastery of Neremeth was set ablaze during the Great Fire. Shortly after,
- Marquis Lazarus commanded the roof across the monastery's old auditorium torn down, and the
- circular auditorium converted to a death pit for gladiators and slaves to fight to the death.
- The old monk cells in the basement level beneath the old auditorium, have been converted to prison
- cells for slaves. The rest of the monastery's cells have been converted to chambers for the death pit's few
- gladiators.
- Once a month games are held in the death pit, massively attended by the city population, and every
- fight is till the death.
- The Sullied Pilgrims
- Every year the number of dead pilgrims - killed as their ship capsized on the open sea, as their landing
- boats were crushed against the steep cliffs that rise up from the ocean, or by other means - washed
- ashore surmount the numbers that make it to the Black Cathedral. As such, this pilgrimage is only for
- those of a strong faith.
- Merodak's coastline is craggy and ridden by fierce storms. Still, large numbers of pilgrims venture
- onto the seas on a pilgrimage to the Black Cathedral of Neremth. On the rocky shores of Merodak
- numerous pilgrimages goes ashore, as the land routes are too dangerous for the Sullied Pilgrims. The
- land routes are guarded by the Church's men.
- The Crystal River
- At the eastern borders of the bishopric Agash in Merodak flows Crystal River through the weather-torn
- landscape. Its spring is in the Crystal Lake to the north, and the river flows straight into to the Bay of
- Bures to the south. At winter both the river and the lake freezes, but not completely. As the climate is
- too mild to make the freeze over both lake and river are filled with crystal-like shards of ice, making
- them both extremely beautiful and even more deadly for anyone unfortunate to fall into them. Hence
- their names.
- The Red Harvest
- Every years since the Iron Gate was opened, every year since Marquis Lazarus pledged allegiance to the
- Darkness, parts of the bishopric Bolan's harvest has turned red. It is not a great part, in fact it usually is
- only one field that gives the Red Harvest, yet there is always one field in the bishopric that carries this
- affliction.
- Some believes the affliction to be the One's curse, other sees it as a gift from the Darkness. The seed
- of the Red Harvest is said to have miraculous powers.
- The reavers of Moiree
- Stretching from the Crystal Lake in the west to World's Edge looking over the Great Oceans in the east,
- from the Bay of Howls in the north to the Bay of Bure in the south, the bishopric of Moiree is probably
- the largest, yet least fertile of all Merodak’s bishoprics. Its coastline is part of the area called Stony
- Shores. The unwelcome shores with their razor rocks and steep cliffs riddled with natural caverns
- carved by the pounding oceans, have always been the home of uncountable smugglers. Moiree's reavers
- and shipwreckers are numerous, Lazarus has no way nor wish of controlling them. Preying on the
- unlucky whose ships had run aground, their business was good. The bishopric's reavers and
- shipwreckers even set up fake lighthouses to lure the unwary aground.
- The Valley of Death
- As Lazarus commanded the tearing down of churches, monasteries, and chapels throughout Merodak,
- persecutions swept the land. Lead by the Dark Priests and overzealous followers of Marquis Lazarus,
- those who still retained their faith in the One were rounded up, persecuted, and killed.
- The worst such persecution found place in the bishopric of Seam, where over a thousand men,
- women, and children were killed, almost the entire town population. They were rounded up, herded to a
- steep cliff looking over a valley where they were pushed into the certain deaths. For months the stench
- hung over the valley, and it got its name: The Valley of Death, the valley floor still littered with the
- polished, white bones of well over a thousand human beings.
- Lazarus and Dantero
- The history of Lazarus and Dantero starts prior to the quest for the twins. Dantero used to be Lazarus'
- tutor at the Cathedral School of Ravarra. Lazarus, in his early youth a champion of the cause to reclaim
- the original Church and do away with its worldly baggage, found Dantero to be reactionary and unduly
- conservative. Unknown to Lazarus or anyone else, Dantero had spotted the seed of Darkness deep
- within Lazarus' heart, and he saw Lazarus' reforms as the work of Darkness.
- Dantero spun an intrigue to either have Lazarus thrown out of the Church or have his heart
- completely purged of its stirring darkness. But Lazarus already had powerful friends, and Dantero's
- plan backfired on him. In the end Lazarus had Dantero turned over to the Inquisition to undergo serious
- exorcism.
- And so Dantero came to lose his sight.
- The Isle of Whights
- Just off the coast of Awon lies the fabled Isle of Wights. It is said that the souls of dead men walk this
- island, guarding the immense treasure buried there. The wights are forever bound to the island by strong
- magic, and only those without fear will survive a trip to the island.
- Ghost city of Lucer
- In the rolling highlands of Narlan lies the half-deserted city of Lucer. It is the seat of the Dragvio
- family, a noble family ridden by the plagues of insanity. The city has lain half-deserted since the current
- Lord's grandfather died of the plague some 50 years ago. The mentally delusional Dragvio family, then
- in possession of the bishopric's bishopric, had the city cleansed of those bearing the signs of the plague,
- and those they believe were carrying the plague. Many fled from the Dragvio's slaughter, most never
- returned.
- The mummy guard
- In his own deranged mind the insane and evil-minded Lord Vuc Dragvio still rules as splendid castle
- defended by brave warriors. In reality his castle is crumbling and a tenfold parched and flaking mummy
- warriors guard his castle. Killed and mummified by Vuc's mad grandfather to atone for not defending
- him from the plague, they have guarded the castle ever since. In Vuc's eyes they are the most splendid
- knights of the province, ready to sally through the gates, brave defenders of the Dragvio family.
- Spectre Hills
- The Merodak bishopric of Lucer has long been a gathering place for grave robbers and treasure hunters.
- The rolling hills of Narlan, the Spectre Hills, are renowned for their many ancient burial mounds.
- Locals whisper of ghost and specters haunting the mounds, but these warnings are overshadowed by the
- immense wealth said to be found in there. Still - many never return from these expeditions into the hills,
- never to be heard of again.
- The quarries
- Quarries of Merodak
- The Black Choir
- It is said that the Cathedral of Ravarra, heart of the Church, harbors a coven of Dark Priests. No one
- have ever seen them, but rumors have it that hushed hymns to the Darkness echoes faintly in the
- deserted Cathedral around midnight on every anniversary of the opening of the Iron Gate.
- There have been efforts to track and capture the Dark Priests and the Black Choir, but they seem to
- elude anyone who tries to track them down.
- Witnesses say the chanting seems to stem from the galleries running across the cathedral mass hall,
- but when checked up, the chanting can be heard from the other end of the Cathedral.
- The Cleansing of Prijtina
- One of the world's largest heretical persecutions were instigated when Inquisitor Lutritius overheard the
- bailiff of Prijtina command his son to "drink his bloody milk". During the persecution, Prijtina turned
- out to be a hornets' nest of hereticals, and over a hundred cultists were burnt at the stake. Lutritius was
- the hero of his day.
- In posterity, critical voices have been raised. There have been claims that Lutritius was overzealous
- and that his discoveries really were more due to luck than anything else. Especially showing his track
- record after the Cleansing of Prijtina. It turns out that Lutritius was never able to convict another
- heretic for his entire life.
- The Unmarked Grave
- As dust settled after the Second Battle for the Iron Gate, one legends has it that Vaun Vauriche's most
- trusted lieutenant, half dead from the wounds sustained in the battle, dragged the lifeless body of Vaun
- across the mountains. On the third day, the lieutenant buried Vaun in an unmarked grave, at the feet of
- the Northern Mountains. He then fell dead over the grave.
- It is said that Vaun's ghost haunts the grave on every anniversary of the Second Battle where he was
- slain. Those present by the grave on this anniversary are, according to the legend, allowed to share
- Vaun's knowledge. But - the ghost only allows those of a truly dark heart is allowed to live afterward
- having taken part of the knowledge.
- Till this day, none have returned from their quest for the Unmarked Grave.
- Cyrus' Hand
- When Marquis Attamens threw Cyrus through the Iron Gate, some claim that Cyrus was still alive.
- Stretching out a hand in a vain attempt to cling on the world from whence he came, the Iron Gate closed
- clipping off Cyrus' right hand.
- One thoughtless knight snapped up the hand to keep it as a trophy of the battle. To his astonishment,
- the hand did not rot and its nails continued to grow. The unnamed knight soon learned that the hand was
- alive, but by then it was too late. The hand choked him.
- The current whereabouts of Cyrus's Hand, but it is said to have unmatched magical powers.
- Guardians of Murgia
- As the Iron Gate was opened, and the Darkness swept the land, travelers could tell that they had heard
- screams of anguish and terror from the inside of Murgia's city walls. Murgia has been dead and deserted
- since the Black Death, but it now seems that the dead seems to have risen to the call of the Darkness,
- risen from their graves.
- Terrified of the terrors and diseases that might escape from the sealed city, the devout templar
- Mauritius traveled the world to raise a new order of Knights Templars, the Guardians of Murgia. Few
- rose to the occasion.
- Today, the Guardians of Murgia are a handful of impoverished templars garrisoned in the Towers of
- Murgia, keeping the City of the Damned under close scrutiny. For now, because famine is threatening
- the order's very existence.
- The Rat-catcher of Catal
- Ten years ago, Catal, a bustling trading town in the northern parts of Cergovia, rats plagued the town.
- Rat-catchers were rounded up from across the province, but none managed to drive the rats from the
- town's sewers. Then one, day the enigmatic rat-catcher Morgan appeared.
- The townspeople were desperate, and offered to fulfill the rat-catcher's every wish if he drove the rats
- from the city. They were not prepared for his price. As Morgan had driven the rats from the town
- sewers, he named his price: the head of every man and woman of the Church on a platter.
- Driven to the edge by fear of the rats, the townspeople rounded up all Church officials, beheaded
- them, and handed Morgan their heads on a platter.
- The next day, the Army of Darkness swarmed the town occupying it.
- The Iron Hold
- Sitting atop the peak above the Iron Gate, a massive fortress - the Iron Hold. It was raised by Cyrus
- shortly after he had emerged from the far side of the Iron Gate. The Iron Hold was raised in two days
- and three nights. On the third day after the Iron Gate was opened, the castle was completed.
- From his throne inside the castle, Cyrus - the Dark Martyr - controls the Armies of Darkness, and
- exercise his influence on the world. As master of the Iron Hold, Cyrus is also the Gatekeeper: the eternal
- guardian of the Iron Gate. His is the power to control who goes through the Iron Gate to the far side of
- the rift in the mountains, and his is the power to control who comes through the gate into our world.
- The Black Hearts at Ravarra
- To better understand demons and possession, the threat from within, some of the Church's men have
- gathered and store the hearts of convicted heretics who has been proven possessed. After their
- conviction, the heretics' heart has been cut out of their body while still alive. The beating heart was
- placed in a glass jar with alcohol to preserve it better.
- Two odd things have been shown with the hearts. First off all, almost every heretics' heart was all
- black. There can be no other explanation to this than the influence of Darkness. Secondly, the hearts
- never cease to beat. They keep on beating as if still alive.
- And now, strange things are happening in the deep vaults where the Black Hearts are being kept.
- Some claim it is the demons inside the hearts that have emerged, others say its the One's curse for not
- destroying the hearts outright.
- Pagan temples
- During the Age of Darkness, mankind worshipped a myriad of pagan pantheons. Throughout the human
- lands, temples were raised in honor of these pantheons' deities - for worship and reverence.
- As the One's word spread across the land, there rose a need to raise new churches to worship Him.
- The need was so pressing that many old temples were torn to the ground, and upon their foundations
- churches for the One were raised. Many of today's most magnificent churches and cathedrals have been
- raised upon an old pagan temple. Most bear witness of this.
- Through secret entrances in the floors and the foundation walls, there are passages to underground
- remains of the original temples. These remains are old and worn, but they display an immense richness
- of adornments - massive mosaic walls and floors, all portraying passages from tales long lost.
- Some claim that the various pantheons are aspects of the Darkness, but who is to tell?
- The Demon Vault
- Somewhere in the world, the demon prince Ashkthar is buried. Ashkthar was seriously wounded during
- the Darkness' onslaught on the human lands, and magicians created a vault where he could rest to
- replenish his strength. However, the Darkness was defeated and the magicians killed before Ashktar
- could be released. The key to the vault lost.
- No-one knows for sure where Ashktahr's vault is, and no-one knows where the key to it is to be
- found either. Both heretics and men of the cloth are searching for the key and the vault. If Ashkthar is
- released, it will be a serious blow to mankind.
- Rumors have it that Ashkthar's vault was raised in one of the pagan temples upon which the first
- churches were raised. Some even claim that these ruins are the foundations of one of the world's most
- important cathedrals.
- Castle Katrisborg
- Atop the Manes Mountain's highest peak sits an ancient castle. It has been there since the dawn of time,
- and it will stand till the world's final day. The castle was raised by Katris, a being said to have existed
- before the One gave birth to the world
- Katris' name is mentioned in chronicles from before the founding of the Church, and they speak of
- him as an ancient being. Throughout the world's history, there are references to this Katris, and he is
- said to have played an important role in making the Elf Queen withdraw here forces during the Elf War.
- One legend says that Katris was the Demon Prince Ashkthar's jealous brother, and that it was he who
- wounded Ashkthar in attempt for the Dark Inheritors' favors. The legend concludes that Katris was
- disinherited by the Dark Inheritors and thrown into the world forever banished from the Lands of
- Darkness.
- The swamps of Monesora
- In the Church's heart, in the province of Ravarra, Darkness has a stronghold. In the impenetrable
- swamps of the river Monesora's delta, heretic cults are building their strength. The Church's heavily
- armored knights are unable to penetrate the swamps to track the heretics down. Several efforts have
- been made, but the knight templars refuse to fight without their stately armor - a veritable deathtrap in
- the swamps.
- Boniface Delvarra
- In the cities, the threat of the Darkness is regarded as little more than propaganda by the Church. Most
- believe there is a threat, but few realize how imminent it is. From this, a new breed of entertainment has
- grown: the fright sights.
- A fright sight is a stage play following a very strict form: the Darkness threatens the world, and only
- the valiant clergyman can save us from the Darkness. However, both the Darkness' henchmen and the
- clergyman are portrayed as comic characters.
- The master of the fright sights is Boniface Delvarra, and he is cheered as a hero wherever he travels
- in the world.
- The Island of Cersei
- In the city of Honum, in the province of Aretas there once lived a merchant who loved his wife higher
- than life itself. When she was revealed to be the ring leader of a heretical coven, the merchant was
- stricken with terror. To save his wife, the person he loved more than life itself, from certain death, he
- broke into the city prison and freed her. Together the two of the left Honum in the midst of night, for the
- deserted island of Cersei where they would spend the rest of their lives.
- When they reached Cersei, the merchant's wife let the merchant disembark first. Then she left him.
- The merchant's heart was broken, and it is said that he died sitting on the stone to which he had moored
- the boat crying his heart out.
- Beside the stone a tree rose, and no other such tree grows in the whole wide world. The red berries
- that grow on this tree is supposed to purge a person's heart of all thoughts of deceit and treason.
- The lighthouses of Mordinan
- Mordinan is the world's northernmost province, bordering towards the Northern Mountains where the
- Iron Gate lies, and the newly opened rift to the Land of Darkness resides. To ward the province against
- the threat of the Darkness, its sovereign Avaran has had over two dozen lighthouses raised throughout
- the country all the way into the mountains he has granted Salem and his kin.
- The lighthouses are to be lit if the Army of Darkness marches down from the mountains towards
- civilization. In that respect, Avaran's lighthouses are mankind's last frontier towards the onslaught of the
- Darkness. To man the lighthouses, Avaran has founded an order of guardians: the Protectors of the
- Light.
- The standing stones
- Scattered across the world are strange formations of standing stones. No-one knows for sure what these
- formations are, but it is pretty obvious that they are remains of a civilization predating the Church.
- Common belief is that the standing stones were used in the worship of pagan gods.
- As many heretics believe the pagan gods to be mere aspects of the Darkness, they have taken to
- worshipping the Darkness in among the standing stones. Most of the time, the worshippers prayers are
- unheard. However, the stone formations seem to have a particular resonance for magic, something that
- Dark Priests have seen to use to their own benefit.
- Ravarra's cathedral library
- The world's greatest collection of heretical scriptures are, paradoxically, found at the heart of the
- Church, in the cathedral library of Ravarra. It was in this library that Cyrus first learnt of the Darkness,
- and it was in this library that Lazarus met his fate in the tempting scriptures of the Darkness.
- The part of the library containing the Darkness' scriptures is guarded by an order of warrior monks,
- the Order of the Iron Quill, whose only task is to make sure that no-one unwanted get access to the
- scriptures.
- Galigee of Galatien
- Although not the first scholar to launch such an idea, Galigee of Galatien was the first to publicly claim
- that everyone harbored a demon inside, that the demon and the Darkness is only the dark parts of human
- nature.
- Already an old man, Galigee was forced by Church dignitaries to publicly denounce his theory of the
- Darkness and demons, lest he be burnt at the stake. Although old, Galigee was fond of life. It is said
- that as he stepped of the podium after having denounced his theory, the old man muttered into his beard:
- "But I think I'm right anyway."
- The Three
- There are three cults of the Darkness dominating central Orschild. They are known in Merodak as the
- Three - their respective names are the Key, the Sons, and the Crow. In a sense, they are unlike most
- other cults in the respect that they are not based in any one particular place.
- They Key is the foremost center of magic, and the place where all of the new dark priests in Orschild
- and its neighboring provinces are sent to complete their training. The cult of the Sons is the Orschild
- school of dark teachings, while the Crow supervises the growth of new cults in the province.
- Bishop Ignation's book of spells
- One of the world's most renowned spell books is Bishop Ignation's book of spells. It is a combination of
- the bishop's own diary, recounting his fall to the Darkness, and a collection of all the spells he himself
- collected from his church's library. These works were later lost in a fire at the bishop's house, so vividly
- described in his book of spells, but later rediscovered and put to paper in his book.
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