"Growing Pains"Growing Pains
Introduction
This is a supplement for RuneQuest, taking place in the East Wilds, which is the 
eastern part of Ralios. In order to utilize this material to its fullest, the GM 
should be familiar with the Orlanthi culture (as presented in the Glorantha box) 
and the cult of Orlanth (found in River of Cradles, for instance). The scenarios 
given here are intended as an introduction to a larger campaign, covering the 
entire East Wilds region.

East Wilds
The eastern regions of Ralios are dominated by orlanthi barbarians, unlike the 
western part, which mainly consists of the Safelster states. Orlanthi in the 
East Wilds lack the sophisticated society of their western neighbours, relying 
on their ancient traditions to guide them. Contact with Safelster is limited 
both in terms of cultural influence and of trading opportunities.

The East Wilds are isolated from the rest of the world by mountain chains to the 
north, east and south. Only to the west is normal travel possible, chiefly by 
way of the Doskior river. Much of the contact with other lands is with the 
Queendom of Halikiv, but this is often of a hostile nature.

Before Time the area was populated by hsunchen, who survived the Gods War by 
staying true to their primitive, close-to-nature faith. But during the Dawn Age, 
many of them were convinced by Theyalan missionaries and converted to Orlanth 
worship; these tribes also followed Nysalor when his empire reached them. The 
people of Ralios experienced a brief period of cultural flowering under the 
Golden Empire, but this was brutally ended by Arkat the Traitor, whose Dark 
Empire dominated this region in the early Second Age. The Halikiv trolls played 
the oppressors' role with enthusiasm. When the Dark Empire fell, the humans of 
the East Wilds had been isolated from other human cultures for a long time, and 
only towards the end of the Age was any real contact made with the West. The 
Third Age was at first characterized by a deepening of relations with Safelster, 
but this ended in war and renewed isolation.

The Adventure
The three scenarios in this book form a mini-campaign, stretching over several 
years and intended to introduce the East Wilds as a campaign setting. For this 
reason we strongly suggest that player characters are local-born, and have 
included a description of the Otter clan as a home locale for them. If you 
really want to introduce foreign adventurers, or just more experienced orlanthi, 
changes will have to be made in the background and/or plot - we provide some 
suggestions in the introduction to each scenario.

The basic structure of the plot is as follows: the PCs are tricked into doing 
something which initially seems beneficial, but in the long run turns out to 
have disastrous effects, and can only be rectified through heroic efforts on 
their part. The purpose of the whole exercise is to teach the characters (and 
their players) something about Orlanthi virtues, in particular about taking 
responsibility for their own actions.

The first scenario begins with the player characters about to undergo the final 
stage in their initiation into the Orlanth cult: a journey to the Other Side, 
the local mythical terrain. Normally, this is just a quick visit, the main 
purpose of which is to impress young Orlanthi with how real the magical and 
religious side of existence is. This time things are different. Instead of the 
guide they were supposed to receive (a sylph, flint slinger or other wind 
being), the PCs are met by a strange red-headed woman who is not very helpful, 
even if she claims to be. She tells them their mission is to find a poem. Four 
entities or groups each hold one fragment of this poem. Put together, it 
provides a clue to the second scenario. Actually, the poetry hunt has nothing to 
do with their initiation, it is part of a scheme devised by the person who calls 
himself the Wise One. He is a Riddler, a servant of Osentalka, who wants the PCs 
to find and use the wheat hidden in the temple. To this end he has enlisted the 
aid of the red-headed woman (who is really a spirit of Disorder), planted the 
fragments of the poem, and intruded into the ritual that brought the PCs here. 
Now only he can return them home, and will do so when they have pieced together 
the poem. The Wise One is a kind of ghost - he was once a brilliant agricultural 
researcher by the name of Alchangir, with plant improvement as his particular 
field of expertise, who can find no rest as long as his last invention remains 
untried. His motives are basically altruistic; he is firmly convinced that 
"transwheat", as he has called it, is a great boon to mankind, and has never 
considered the possibility that it might be less than perfect.

After the first scenario is concluded, time passes until the midst of Storm 
season comes around, bringing torrential rainstorms with it. One night, the PCs 
are troubled by dreams wherein the poem they found in the first scenario plays a 
central role. The following morning, the landmark known as the Rock has 
partially crumbled, revealing part of an ancient building. This was once a 
temple to Osentalka. The second scenario is centred on the exploration of those 
parts of the temple complex that have not yet caved in. The PCs will find a 
number of mysterious objects, some of which are dangerous, but first and 
foremost they will discover the barrels of transwheat. This is the treasure 
alluded to in the poem.

When the new grain is tried, on a small scale at first, it will be found to 
yield much larger crops than normal wheat. Soon the entire clan will be planting 
transwheat and enjoying great prosperity. Alas, there is a catch. This strain of 
wheat has gained its increased size and fertility through an infusion of Chaos. 
Alchangir was convinced that chaotic energies could be harnessed for the good of 
mankind, and after many failed attempts came up with an apparent success. But 
Chaos is essentially unpredictable; after the transwheat has been in use for a 
while the taint, which at first is so minute as to be undetectable, will give 
rise to a new mutation - a hitherto unknown disease. This will first be noticed 
when people start falling ill, hallucinating wildly and teetering on the brink 
of insanity. Attempts to return to the old ways fail since Ralia is displeased; 
it will become impossible to grow any kind of wheat at all on the clan's lands. 
The PCs will, somewhat unfairly, be blamed for this catastrophe, and forced to 
flee from their home in some haste.

The third scenario concerns the PCs' attempt to repair the damage they have 
inadvertently done. They need expert advice on how to avert divine wrath, and 
the logical place to go for this kind of help is the 'big city', Istakax. Once 
there, they learn that the only cure is to go on a Sacred Quest that will 
convince Ralia to restore the fertility of their lands. They have several 
options as to which quest to go on; depending on their attitudes, they will be 
faced with different obstacles. Hopefully, they succeed, though probably not 
without a good deal of hardship. Returning home, they are once more hailed as 
saviours.

One final note: this mini-campaign is extremely tough, and in no way typical of 
what young would-be adventurers are faced with. It is designed to drive its 
points home forcefully and shape the player characters into true Orlanthi.
The Otter Clan
This clan is part of the Rolin tribe, which is ruled by chieftain Kvid, of the 
San clan. He resides in the village One Hundred Ears. The Rolin tribe is located 
in the land of Delela. Rolin tribesmen tend to be large, strong and hairy types. 
The Otter clan is composed of more than 400 people (somewhat below average size 
for a Delelan clan), of which roughly 150 are children (that is, not initiated).

Most of the clansmen are farmers, using the pony-like native horses to pull 
their wooden ploughs. About half also herd sheep, while the rest supplement the 
yield of their fields with fishing or hunting. Craftsmen in the clan's village 
include a smith, a carpenter, a leatherworker, two boatbuilders and two 
herbalists. There is also a part-time merchant. The clan thane keeps five 
warriors and a lawspeaker at his stead. Both Orlanth and Ernalda have local 
shrines.

The clan is split into three bloodlines: Aren's, Bulrik's and Joren's. These 
employ different colours, in decorations or warpaint for instance, to mark their 
affiliation. Aren's, the most populous, has almost 200 members, their colour is 
yellow. Next is Bulrik's line, with approximately 120 "red" members. Joren's 
"blue" blood, finally, barely has 100 members. There is a certain rivalry 
between these different bloodlines, but no serious conflict. Outwardly, they all 
stand united, of course.

Neighbours to the south are the hsunchen Otter People, with whom the clan has 
always had good relations. Less good are those with the Kott clan (also of the 
Rolin tribe) to the north. There have been many raids and other troubles between 
the Kott and Otter clans throughout history. Galanini, horse people, live in the 
wastelands to the east and west. There is hardly any contact at all between them 
and the local orlanthi.

History
A story known to all clanspeople:

"Many, many years ago, even before the days of king Retter, the forefathers of 
the Otter clan lived further north. Then came an evil time with poor harvests 
and kinstrife among the people. To protect themselves and their families, three 
brothers left on a quest for a safe place to live. The three brothers were Aren, 
Bulrik and Joren, sons of Verad. While wandering the land, they came upon a band 
of trolls that had trapped three otters. The otters promised to help the 
brothers if they were freed from captivity. Verad's sons agreed to this, and 
after a hard struggle they defeated the darkness monsters. One of the otters had 
fur of golden yellow, and Aren took it into his care. The second otter's coat 
was of shimmering red, and Bulrik bore it from that place. The third otter was 
blue as the sky, and Joren became its protector. The otters showed the way to 
Small Fish Stream and with their help the brothers were well received by the 
Otter People who lived there. From them, the brothers learned the magic which 
lets us eat the small fish, and we have been friends with the Otter People ever 
since. Now you understand why Aren's folk have yellow as their colour, Bulrik's 
red and Joren's blue. And how it comes that we all learn the magic that makes us 
more powerful than the Kott clan or any other clan. They can't eat the little 
fish, and so they must work much harder to feed themselves." 
Clan Landmarks
Most clan buildings are of traditional Delelan type, i e log longhouses with 
room for an extended family in each. The houses have holes in the roof instead 
of chimneys, and the windows are narrow slits near the ceiling that are covered 
at night (around the clock in Dark and Storm seasons). A majority of the steads 
are clustered around the stream, where the soil is at its most fertile; the rest 
are spread thinly over the clan's territory, seeking level ground suitable for 
farming. There are a few stretches along the stream that are unsuitable for 
habitation because of a tendency toward slides.

The Orlanth Shrine
The location chosen for the shrine is on an infertile piece of land, which is 
also elevated above the immediate surroundings. The sanctified area is marked 
with 20 wooden staves that form an Air rune. On normal holy days, Halvar 
presides over the rites here, but on High Holy Day he and the initiates travel 
to the (major) temple at One Hundred Ears, that takes a full day day of walking 
to reach.

The Ernalda Shrine
On the western edge of clan territory lies this shrine, which of course is also 
dedicated to Ralia. The land around it is the best in the region, and belongs to 
the cult. It is almost exclusively used for the growing of wheat, the exception 
being a small vegetable garden for the priestess' use.

Loran's Stead
The thane's homestead is the most extensive in the clan, consisting of several 
longhouses, since his housecarls' families live here as well. Loran's own family 
consists of his mother, grandfather, wife and six children. The hird's families 
total 40 people.

Senar's Store
The store is open every Freezeday and Clayday, except in Mobility week. If you 
need something desperately and can't wait, Senar might make an exception for 
you. Most of the trading is in metal tools and other unusual household items. 
Senar also carries a (very) small amount of cloth and other imported luxuries. 
The most expensive of these is salt, the most exotic is snuff from Keanos (which 
he buys mostly for his own use).

The Rock
Towards the north, close to Kott territory, the stream digs deeper into the 
landscape, creating bluffs of up to 5 metres in height. At one point, a cliff 
rises a full 15 metres above water level, this place is known as "the Rock".

Fords
The stream is usually easy to ford anywhere, but at the three marked places you 
can get across almost dryshod. Except, of course, during Storm and Sea seasons, 
when the fords are the only way to cross at all.

The Moss Woods
A deciduous forest to the east, a portion of which is cut down each year. This 
is done partly for the timber itself, partly to make room for new farmland. Old 
fields nearby are abandoned, so the forest can reclaim them. Thus, the extent of 
the woods remains fairly constant.

The Barren Hills
Neither the Otter nor the Kott clan lays any claim to this rather bleak region. 
Occasional shepherds bring their flocks here, but otherwise the only occupants 
are rodents, robbers and some Galanini.

Important Clanspeople
These persons are well known throughout the clan. Everyone has met them at least 
once, and they in turn know almost everyone by name.

Halvar Stormeye
Usually called "the priest", but is really only an acolyte. Leads local 
ceremonies at the Orlanth shrine. Halvar was born and raised in the clan and is 
now approaching the age of fifty. He is well liked, but not enough of a leader 
to gain a position of more power. Because of the demand from initiates for skill 
and spell teaching, he is one of the very few people in the clan that can make a 
living without farming or fishing. Halvar is known for being able to extend the 
magic he receives from Orlanth over a week. Also, he controls a mighty Sylph. 
Halvar is of average build and appearance.

Elen of the Seven Harvests
Elen is a full-fledged priestess of Ernalda who has borne seven healthy 
children, four girls and three boys. Aided by the acolyte Rita she oversees the 
religious festivals and ceremonies that are associated with farming; the sowing 
rite and the harvest rite, for example. With her magic (Regrow Limb, Heal Body) 
she is also the most powerful healer in the vicinity. Cases of disease, though, 
are best left to Egla and Nara, the two old women who possess knowledge of 
herbal remedies. Elen is the very archetype of an Ernalda priestess: plump, 
shapely and attractive, with a calm and even temper.

Loran Longneck
Is thane both by inheritance and vote. Almost everyone thinks him a good leader; 
fair, generous and a mighty warrior, he inspires a good deal of respect. His 
only major flaws are a short temper and a certain inability to judge people's 
character, he thinks well of everyone. At least until proven wrong, then he 
becomes an implacable foe. He will always give someone who shows proper regret a 
second chance, though. Loran's housecarls are all closely related to him, which 
no one takes offence at but those who feel themselves to be more deserving of 
the position. Loran is a short, broad and powerful man, whom few would call 
handsome. In later years, he has begun to acquire a certain girth.

Viran Lawspeaker
Loran always has the last word, but Viran's influence as advisor is 
considerable. Viran is so old that he served in the same capacity under the 
former chief, Loran's father Sird. During the long winter nights Viran has many 
edifying stories to tell, and his store of knowledge about the law and Orlanth 
is without compare. He is a small man with a limp and a hunched back.

Senar the Trader
The moonlighting farmer Senar is the closest thing to a merchant in this clan. 
He is an initiate of both Issaries and Ernalda, but not of Orlanth. Senar lives 
on a stead near the store with his wife and Dirk, his son. He is tall and thin, 
with a receding hairline.

Suggested Families
These are some examples of family backgrounds your player characters can have. 
The families in question are the ones that have children at an appropriate age 
for initiation. We have separated them from the character descriptions, so that 
you can use one without having to use the other.

The Laxons
A small and poor family of fishers from the Aren bloodline, living on the 
southern edge of clan land. Their most distinguishing trait is their family 
surname, handed down to all male children - this practice is otherwise unknown 
here. Apart from Torkel Laxon, who is head of the family, it consists of his 
mother, his wife Ragna and their three sons Sivar, Ingolf and Tordak. Sivar, the 
eldest, is an acknowledged warrior who has distinguished himself in two raids. 
The middle brother, who is due for initiation, is an ambitious youth whose 
mother has convinced him that he is something really special. Tordak, the 
youngest, is lame in one leg and mostly keeps to himself.

Despite the family's general poverty, the father seems able to afford a new pair 
of leather boots each year. Torkel claims that he in his early years did 
Vanagram Leathersmith of Istakax a big favour, and gets the boots in return. No 
one from the Otter clan has ever accompanied Torkel on his trips to Istakax. The 
truth is that he pays with silver that he stole from the grave of Bertana 
Greenglow, who was an Ernalda priestess in Istakax a hundred years ago. Torkel 
has a slight phobia regarding graves and burials.

Trygve's Family
This is a very small family, only consisting of Trygve and his four children. 
They are of the Bulrik bloodline. When still a young warrior, Trygve suffered an 
almost fatal head injury in a fight with trolls from the Ratsnack clan. A 
Chalana Arroy initiate named Tonka saved his life, but he still lost his sight 
in one eye. When Trygve's father died a few years later, leaving him the stead, 
he travelled to One Hundred Ears and married Tonka. The terms were that she 
would be his wife until she had borne him a son. Twelve years later, Grimulf was 
born. Tonka moved back to One Hundred Ears, and now only visits for a week at 
the end of each Sea season. Grimulf has three older sisters; Narga, Treva and 
Vorna, all rather mannish and bossy. He also has three younger half-siblings in 
One Hundred Ears that he has never seen.

Lina's Family
Lina comes from a large family in the Joren line. She has seven siblings, all 
with many children, and their parents are both still alive. Despite (or perhaps 
because of) this, Lina has chosen to live somewhat apart from her relatives and 
without any husband. She is a hunter, and is bringing her three children up to 
follow this profession and be as independent as she is. Rumour would have it 
that Bure, her eldest son, is Loran Longneck's child. Loran has not denied this, 
as he is afraid that it is true, but Lina and Bure know that the real father is 
Torkel Laxon. Bure does enjoy the freedom of a hunter's life, but has shown no 
interest in the Odayla cult, choosing to become an initiate of Orlanth instead. 
Lina's other sons, Olag and Felig, are still too young to choose a path. Sturve, 
an older brother of Lina's, is known as the clan's ugliest man and is her 
favourite sibling.

Kaltar's Family
Kaltar is a shepherd, living with his wife Dolga and his two brothers Tambe and 
Brokar and their families on one of the Aren line's wealthiest farms. 
Confusingly enough, Tambe's and Brokar's wives are also named Dolga. Kaltar has 
three very small children, Tambe had one son who died when a tree fell on him, 
and Brokar has four children, of which Gastur is the oldest. Gastur's siblings 
are Starkad, Fredrik and Olfhild. Both Kaltar and Brokar have served in the 
thane's hird, but both left after Brokar lost his right foot. They built a stead 
on the eastern outskirts of clan territory, where Tambe joined them after their 
parents had died and the oldest brother, Koralt, moved to One Hundred ears, 
where he married Manga, the niece of Larsake Sparehair, a Storm Voice with a 
huge family.

The night Gastur was born, all the shadow cats howled for hours on end. This was 
regarded as an omen, but the interpretation of it was uncertain.

Varad's Family
Varad belongs to the bloodline of Bulrik, and heads a family that includes his 
three sons, their wives and children. He is no longer young, and spends most of 
his time composing poetry, but was once a prominent warrior, as are his sons 
today. Korp, Skarp and Ore, as the sons are named, are waiting for Loran to call 
for new housecarls. They regard themselves as the obvious choices. In the 
meantime, they make a living fishing and farming. Korp, the eldest, has three 
children. His son Arngrim is not the fighter he had hoped for, and the younger 
twin daughters are definitely not interested in violent occupations. Skarp only 
has one child: Hilda, regarded as something of a tomboy by the other 
adolescents, who wants to become an Orlanth initiate. Ore has three children, 
none of them in their teens yet.

Suggested Player Characters
These characters come from the families described above. They are mainly 
described in terms of personality, as the stats for 15-year olds tend to look 
much the same. Hints as to their characteristics are given in general terms 
(big, fast etc), and some of them have acquired unusual skills or spells, which 
are stated. They all know Digest Taskmoert and one point of spirit magic from 
Orlanth. The scenario text sometimes refers to events in the characters' past: 
this is to give them a sense of belonging, of being rooted in the environment of 
the campaign. If other characters are used, you might need to modify or 
eliminate these references.

Ingolf Laxon
Born Sea season, Stasis week, Godday. A handsome lad, with a very sharp mind 
(best in the clan, in your own humble opinion) and a good memory.

Shortly after your fifth birthday you became friends with a boy of the otter 
people, named Krt'tf, with whom you have spent a lot of time playing, mainly 
swimming in the stream (Swim +10). He has always been faster in the water than 
you, but you have privately decided that some day you will best him. When you 
had grown enough to help your father with his fishing (Boat +10) he started 
taking you into the village, where you quickly made new friends. Probably the 
best of these is Dirk, an older boy who is the trader's son.

Your family, particularly your mother, have high hopes for your future, 
expecting that some day you will be a great leader of men. These plans are 
definitely to your own liking, and you do your best to be as true to Orlanth as 
possible. In your spare time you will often daydream about how mighty you are 
destined to become. You enjoy responsibility and will accept any task that is 
set for you without question. Laws, traditions and authorities should always be 
obeyed, whether the leader is you or someone else. Although you try to be just 
and fair, you find it impossible to forget an insult or injury done to you.

Grimulf Axepole
Born Sea season, Death week, Freezeday. You are a big, energetic and extremely 
strong young man.

Olina, your mother's priestess, was present at your birth, and left a magical 
healing potion as a gift (Heal 6); it is still in your possession. As a child 
you heard many stories of adventurers and heroes - you quickly decided that one 
day the scalds would sing of your exploits. You convinced your father to start 
teaching you his old skills at an early age (2H Axe +20), and have taken the 
nickname "Axepole" because you think it sounds tough.

You are a distinctly emotional person, acting first and thinking later, if at 
all. Weighing the consequences is an alien notion, your enthusiasm runs away 
with you at the drop of a helm. You are not noted for a sense of humour, rather 
for a certain grimness and taciturnity. The reason for the latter is a slight 
stutter that appears when you try to talk quickly or communicate several 
thoughts at once. Girls are an unwritten chapter for you; you are actually 
slightly afraid of them, but would never admit this.

Bure Linason
Born Storm season, Fertility week, Windsday. Blessed with strength, both mundane 
and magical, and a good portion of luck .

Your mother began teaching you the basics of hunting early on (Track +10, Bow 
+10), impressing the need for self-reliance on you. In your early teens you 
befriended a Trickster who calls himself Gniffel Gniffel Goink, but is usually 
known as just Gniffel. You first found him dangling from a tree, where some 
irate clansmen had tried to lynch him. They had been pretty inept about it, so 
you managed to get him down before he suffocated. Gniffel has gotten you into 
trouble on several occasions since then, but you don't mind. He is fun to be 
around, and once took you to meet a Galanini shamaness, from whom you learned 
some useful spells (Speedart, Countermagic 2).

Gniffel's irreverent attitude has rubbed off on you; authority is always 
questionable. And with your self-confidence, you sometimes wonder why people 
need all these gods? Your main reason for joining Orlanth is to be sociable. You 
enjoy talking and mingling with people. Even if they wrong you, you find it easy 
to forgive them. There is nothing that could frighten you, and problems are 
stimulating, for they challenge you to really stretch your abilities.

Gastur Milkskin
Born Storm season, Illusion week, Fireday. A fast thinker and fast on your feet, 
as well as having better coordination than any of your peers. You also possess 
excellent night vision (penalties for darkness are negated, except in total 
darkness).

Because of the inauspicious circumstances of your birth and the exceedingly pale 
complexion that has given you your second name, people have always treated you 
with a certain reserve. Other children have been known to throw sheep droppings 
at you. Because of this antipathy, and because you prefer the night time anyway, 
your only real friend during childhood has been the Storm Servant's familiar, 
Orvar the shadow cat. Associating with him on various nocturnal escapades has 
developed your natural talent for stealth (Hide +20, Sneak +20).

As others treat you, so you treat them: you have little time for other people, 
regarding them with scorn. Honesty and honour are not inflexible rules, if 
bending them will benefit you in some way. Work does not engage your enthusiasm; 
your cleverness is often employed to get out of burdensome chores. If you could 
find some way of making a living without toil and sweat, it would be most 
welcome. You are no coward, but feel that personal risk should be avoided if at 
all possible.

Hilda (the Harridan)
Born Storm season, Truth week, Waterday. Smarter than average, you also possess 
both physical and spiritual resilience.

As a child, you befriended the travelling Chalana Arroy priestess, Olina. She 
taught you something about how to recognize useful herbs (Plant Lore + 10). You 
once went with her to the Healers' temple at One Hundred Ears, and learned a 
spell to heal wounds with (Heal 2). When your cousin Arngrim started teasing you 
about girls not making good warriors, you decided to prove him wrong. You have 
gotten involved in more than your fair share of childish brawls (Grapple +10). 
Two years ago, you even started taking snuff, just to show how tough girls can 
be. Arngrim can't stand the stuff, as you constantly remind him. Joining the 
Orlanth cult is another way to demonstrate the equal aptitude of girls for any 
activity.

The nickname "Harridan" is only used by others, and is not to your liking - you 
will take offence at anyone who employs it. As you do not wish to show weakness, 
you are touchy about any personal remarks and keep most of your feelings to 
yourself. But you are quick to spot flaws in others and will state your opinions 
freely. Courage and generosity are some of your good traits. On the other hand, 
you have not been blessed with much patience.

(Sidebar information)
Digest Taskmoert
1 Point, Touch, Temporal, Passive. This spell allows the recipient to eat and 
derive nourishment from fish too small and foul-tasting to normally be 
considered fit for human consumption. The taste will be rather bland, but not 
offensive in any way. However, the user will suffer from bad breath afterwards, 
since the fish are eaten whole and raw.

Character Generation
When rolling up new characters from the Rolin tribe, their stats should be 
adjusted as follows: +1 STR, +1 SIZ. This is a result of their long forgotten 
descent from hsunchen of the Bear tribe. Orlanthi from other parts of the Wilds 
will have different modifiers.

Hsunchen
The East Wilds harbour about a dozen different hsunchen peoples. A few of the 
tribes - such as the Galanini - are large and powerful, but most are quite small 
- like the Beaver and Otter hsunchen. At the beginning of Time the hsunchen 
dominated all of Ralios, but after missionaries from Dragon Pass had done their 
work, the old ways no longer seemed as attractive. There are still marked 
physical differences between orlanthi from different regions of the Wilds; this 
is a result of their descent from hsunchen of different tribes. Their common 
origins have also resulted in better relations between the two cultures than 
elsewhere; the orlanthi have some understanding of their primitive cousins' 
worldview. But this common background is not something most people are conscious 
of; only those who have studied the old legends with a critical eye have an idea 
of the true story.

Galanini
The Horse People are a nomadic breed, constantly on the move during the verdant 
seasons, and only settling down in one place during dark and storm seasons. 
Their primary locales are Laughing Horse Plain, Thunder Veldt and Goldlook 
Forest (the later is where most clans make their winter camps), but it is not at 
all unusual to find parties of Galanini raiding as far away as Delela tribe 
territory. They usually avoid raiding the orlanthi living near their 'home' 
areas. Galanini culture seems very contradictory to outsiders - they live in a 
mixture of highly formalized solar hierarchies and primitive hsunchen anarchy. 
The leader of the tribe is referred to as the Emperor; he and most of the other 
men worship Yelm, while the women mainly carry on the tradition of ancestor 
worship on the Hykim/Mikyh scheme - their deity is Galanin, God of Horses (or of 
ponies; as a concession to solar mythology he is sometimes called the foal of 
Hippoi). The Galanini's level of technology is similarly mixed: while they lack 
most tools and implements, things not needed in their hunting and gathering 
society, they are probably the finest goldsmiths in all of Glorantha. Their 
arms, armour and other items are of the utmost quality and artistry.

Trolls and Tusk Riders
Halikiv is one of Genertela's oldest and firmest troll strongholds, ruled by an 
ancient lineage of Mistress Race trolls. The troll influence extends beyond the 
borders of Halikiv; most of Corolaland is under their control and all along the 
route to Guhan, stretching right across Ralios, their presence can be felt. 
Three places in the human-occupied East Wilds have a permanent troll population: 
Istakax, Lickstone (near Ironfort) and Dark Kilwin. The meetings between men and 
darkness men vary from border skirmishes in Saug and Corolaland to friendly 
trading in Istakax.

Contact with the half-trolls, or tusk riders, is (unfortunately) much more 
frequent than with real trolls. Since the war with Naskorion, a half-dozen clans 
(robber bands) range through Delela and Saug, and have gradually come to use 
Corolaland as a base. There are also many smaller gangs that sell their services 
to unscrupulous humans.
The Initiation
Those who would become adults this year are, after a week of instruction and 
testing, about to undergo the final and most secret part of their initiation. 
Halvar Stormeye has led them to an old altar in a valley among the Barren Hills. 
It is Windsday, on Death week of Sea season. A gentle rain falls through the 
mild breeze. The sky is covered with clouds, and the snow melted just a few days 
ago. Far off, a shadow cat yowls. The young orlanthi nervously finger the 
weapons and leather armour loaned them by their families. Their facial markings 
(in the appropriate colours) are still standing up against the rain. Halvar 
turns towards them and raises his voice...

Alternative introductions
This scenario is very hard to run with non-orlanthi characters. Outlanders who 
have been adopted into the clan and wish to convert, becoming initiates of 
Orlanth, are a possibility. For those experienced adventurers who already are 
worshippers of the Orlanth pantheon, it could turned into a more general magical 
journey, not having anything to do with initiation. The motivation for such a 
quest will have to be based on the party's composition and goals.

Adapting to party strengths
The combat encounters given (trolls and broos) are supposed to challenge an 
unexperienced party. If you use this scenario with older and tougher PCs, we 
suggest increasing the number of opponents as the simplest way to increase 
difficulty. It might also be necessary to improve the shadow cats' skill levels 
if the PCs are good at non-combat skills. If, on the other hand, the party is 
having trouble with the bare minimum of enemies, Olivia is there to lend a hand.

Halvar Speaks
"We are the Otter clan. We came here a long time ago, when there was famine 
throughout Delela, and we met the three otters who taught us how to survive even 
when Ernalda is ill. But even if the fish is an important part of our daily 
lives we must not forget that Orlanth and Ernalda are the most important; we 
must not become so impudent that we turn our backs on sheep and wheat.

We are not as many as the Kott clan, but we are braver, wiser and above all more 
honourable than them. This makes us a greater and stronger people. But we must 
not become hardened by our superiority: Orlanth's virtues of generosity and 
justice apply equally toward the Kott clan. Even if they are devious and shifty.

As this will be your most important test, I cannot tell you what to expect. But 
I can repeat what is expected of you. An Orlanthi must always take action, even 
if it is not always the right one. Seeing to it that something happens is the 
main thing; mistakes are made to be corrected, and also to learn from. You will 
probably make many mistakes - this is no cause for concern as long as you 
maintain the virtues of Orlanth and set things right in the end. Orlanth himself 
grew through acknowledging his errors and correcting them."

Halvar raises his arms into the air and calls upon Orlanth to guide his 
worshippers on the right path. As they have been instructed, the PCs repeat this 
prayer. A powerful whirlwind rises around them, blurring their vision: Halvar, 
the altar, even the hills fade from sight. They can feel themselves being lifted 
from the ground and carried up and away at great speed... (The point of POW 
required of all initiates is expended in this ritual.)

On the Other Side
When the PCs come to their senses again, they find themselves standing in 
another valley, this time in a mountainous landscape. On a nearby mountaintop, a 
woman can be seen, beckoning to them. As they climb towards her, they realize 
that the surroundings are very much like their home, but the stream is a rapidly 
running river, the woods are much greener and the hills are mountains. 

This is the magical reflection of the Otter clan's territory. Everything 
encountered is clearer, more beautiful, more dangerous and in general more 
extreme than on the material plane. Instead of their own clan the PCs will meet 
wind children who live on platforms in the trees and keep sheep with blue wool, 
instead of the Kott clan a group of clever and conniving shadow cats, instead of 
the Otter people huge (SIZ 8-18) otters, and so forth.

It is important to realize that the Other World is very subjective. The 
attitudes of its inhabitants and the nature of events largely depend on the 
purpose of the visit. Thus, since the PCs expect to be tested, and the ritual 
invoked was also geared towards this, the encounters they have will mainly be in 
the nature of tests. The PCs' preconceptions about the world also play a part. 
For instance, members of the Kott clan going through a similar rite would 
probably not see the reflections of their own people as devious and sneaky, but 
clever and funny instead. They would also meet really stuck-up and boring wind 
children.

Another thing to remember is that there is no time in the realms of myth. The 
PCs will arrange their experiences in a temporal sequence anyway, but it will 
seem to them that the passage of time is very dependant on attention - boring 
tasks like walking from place to place (or climbing a mountain) take barely any 
time at all, while a conversation can drag on for as long as it is interesting 
(even in the midst of some other activity, like combat).

The rules for encumbrance and fatigue are not used in this scenario or those 
parts of the third scenario that take place on the God Plane.

Olivia
The woman is dressed in white, bearing no arms or armour. She has bright red 
hair (not the reddish brown shade common among East Wilders), skin as pale as 
Gastur's, and is quite alluring. She opens the conversation with a little 
speech.

"My name is Olivia, and I am here to help you. But there are certain laws I must 
follow, and certain things I do not know, so I will not be able to help you 
always. Your task is to find a poem that was lost a long time ago. Different 
fragments of the poem are known to different groups, but you are needed to forge 
the fragments into a whole once more. When you have accomplished this, you must 
bring it to the Wise One. I believe one fragment is known by those who live down 
there." She points towards the area corresponding to the PCs' home.

As explained in the synopsis, Olivia does not have anything to do with Orlanth 
or the initiation, she is an agent of the Riddler. To complicate matters 
further, the Riddler's own impartiality has blinded him to the possibility that 
Olivia might have a private agenda to follow. She is forced by the terms of her 
binding to help the PCs acquire the poem, but will otherwise try to sow 
dissension within the group. To disrupt their unity she will play the characters 
off against each other in various ways; a favourite ploy is to use her sexuality 
against men, creating jealousy, while evoking sisterhood with women, turning 
them against the men. She will try to inflate the pride of those who succeed at 
various tasks, implying that they are better than their comrades. Her stratagems 
will work best if she seems genuinely helpful at first, escalating tensions 
within the group as the scenario progresses. It also helps to keep the players 
confused if her helpfulness against external threats is emphasized; if the PCs 
are losing a fight, she will step in at the last moment and turn the tables with 
some spellcasting.

The Hippogriffs
While travelling towards the lowlands, the party will pass under a cleft in the 
mountainside, from which a number (equal to the number of PCs) of 
gold-shimmering hippogriffs fly out. They circle down and land next to the 
humans. These creatures have the heads, bodies and hindlegs of horses, but the 
wings and forelegs of eagles. The PCs will have no idea what these beings are; 
hippogriffs have been extinct since before Time began, and now only exist in the 
timeless world of myths.

The hippogriffs state that they are seeking "the light which time has hid" and 
ask if the PCs have any knowledge about it. It is actually a line of the poem, 
but the players will have to figure this out for themselves. Even if they do, 
and say so out loud, the hippogriffs will not find such information very 
helpful, and issue a challenge instead. Their contention is that Yelm is 
superior to Orlanth, and that this can be shown through a series of contests 
between them and the PCs. For each contest, one hippogriff and one human are 
paired off. If the PC wins, he receives a golden egg (the size of a normal hen's 
egg, worth 100 pennies) as a prize, if he loses he most forfeit some of his 
magical force (3 magic points). Olivia is appointed judge.

The first contest is of dancing. The hippogriff rears up on his hooves and 
performs a stately formal dance (with 90% skill).

The second contest is of music. A harp materializes out of thin air, and a 
hippogriff plucks an elegant ballad with his claws (91%). The hippogriffs can 
provide instruments for the PCs, but only harps or lyres. Under the terms of 
this sky-air contest, an Orlanthi who focuses his mind properly (an INTx3 roll) 
can materialize a drum or bagpipes.

The third contest is of magic. A hippogriff summons a Sunspear that blasts a 
small boulder to pieces. If the PC contestant can come up with a proper prayer 
to Orlanth (a Ceremony skill roll and a POWx5 roll) a mighty Thunderbolt strikes 
the mountainside, precipitating a small avalanche (nobody is injured). If only 
one of the rolls is successful, a puny thunderbolt appears and the hippogriffs 
win.

The final contest is of weapons. Clumsily gripping his bow (he only has 67%), 
the hippogriff contestant shoots at a tree some distance off (but within 
effective range). If the PCs have lost all the previous contests (quite likely), 
Olivia decides some cheating is in order. She will use a Sureshot, Bladesharp 14 
or something of that sort, but it is done so subtly that only the beneficiary 
has a chance to notice it. He can choose to finish this contest in a peaceful 
manner (i e chopping down a tree with his bladesharped sword) or a violent one 
(killing a hippogriff). The winner will be praised by Olivia as the salvager of 
the party's honour and the stuff of which heroes are made.

The Wind Children
Continuing on their journey, the party comes down from the mountains and heads, 
per Olivia's directions, towards the river. As they reach the fringe of wind 
child territory, they spot two of these beings sitting in a windblown pine tree, 
having a heated argument. They are both very handsome, with magnificent silvery 
wings. The quarrel concerns a bag of sand, which they both claim to have found 
first. One says that he saw it first, the other that he grabbed it first.

"If I hadn't spotted it, you never would have found it!"

"I would too! It's your own fault for shouting and pointing at it."

"That was just to tell you it's mine!"

"Doesn't matter, I'd have seen it anyway and gotten to it faster than you!"

Etcetera. Olivia asks the PCs what they think. If they suggest splitting the 
sand, the wind children condescendingly explain that the sand isn't magical, the 
bag is. While the argument is going on, lightning unexpectedly strikes a nearby 
tree, splitting it down the middle. Burnt into the inside of the trunk are the 
words "to yield it now is bid". Olivia and the wind children can read. Various 
endings to this encounter are possible.

The PCs might ignore the whole situation, now that they have the line from the 
poem. In this case, the wind children kill each other and the bag disappears. It 
later shows up in the trickster's possession - he eats it before anyone can 
react.

They could grab the bag for themselves; this results in a fight with the wind 
children. The bag's use is incomprehensible, and it disappears when the PCs 
return to their own world.

If they judge in one of the wind children's favour, or Solomonically decree that 
they take turns using the bag, this is grudgingly accepted.

The most orlanthi conclusion is that the wind child thane should decide. Sarax 
Threevoice lives in a cluster of huge trees, his housecarls are six muscular 
wind children armed with long, slender swords. He will greet the PCs as cousins, 
offering them water and meat. Regarding the bag, he will rule that it belongs to 
the entire clan (i e he keeps it and lends it to anyone who needs it). Sarax 
also congratulates the PCs for their wisdom in bringing this matter to his 
attention.

The Trickster
Olivia says that another part of the poem might be found with the clan of cats. 
On the way there, the party finds a tall oak. It is in the same place as the 
tree where Bure saved Gniffel. A strange creature is hanging upside-down, by its 
knees, from one of the lower branches. It has a hedgehog's head and body, the 
arms and legs of a monkey, and a large red behind.

"Well met warriors. For you I have some gifts," he says and gesticulates, 
apparently picking an object out of the air. He then opens his hand to show a 
hazelnut. "If you eat this you will always be the very picture of health."(+2 
CON, never tires, never falls ill) "If you plant it, a hazel shrub will grow, 
whose nuts each equal a whole meal."

Olivia says that the bravest PC should be given this nut. She points at the oak 
and suggests that whoever can climb the highest will have proven his superior 
courage. If the players fall for this, Climb rolls are in order. The first two 
are made with no penalty, after that there is a cumulative -10% for each roll. A 
missed roll means the climber is stuck and will have to try a different way up, 
three consecutive failures mean that he's not getting any higher. A fumbled roll 
leads to a fall, with 1d4 of damage for each previously successful roll. 
Whatever the outcome, the trickster speaks again.

"I also have a Cloudstone here for you. If you sharpen a weapon with this, it 
will cut through your foes like grass."(double damage dice for the duration of 
this and the next scenario, the stone is only good for one use)"If, on the other 
hand, you crumble it and spread it to the winds, the area around you will be 
safe from hailstorms for many years."(10 years, to be precise)

Olivia thinks the best fighter has the most use for this item. A duel between 
the aspirants, fought until all but one have yielded, would decide the matter.

"If you as a group have more than (a number higher than the actual one) brothers 
and sisters, I will grant you a third gift. In this box is something that will 
make your fields give better crops." While the PCs confer about this, he chats 
with Olivia in some strange language.

If they lie, claiming that they have that many siblings, the trickster will say 
"Well, if you have such large families you need a lot of food. Here you go." In 
the box is some ordinary sheep manure. Laughing like crazy, the strange being 
climbs up into the tree and disappears among the leaves.

If they tell the truth, he will say goodbye and wish them many happy returns, 
whatever it is they are up to. Should they ask about poems, he only knows one:

Bolibompa
Bolibombompa
Bolibompa
Bolibombompa
Will you look at That
What a lot of Fat

The Shadow Cats
Proceeding into what they feel to be Kott country, the PCs encounter three 
shadow cats. These seem friendly enough, inviting the party to their home for a 
little midnight competition. The hospitable cats live in a gigantic heap of 
sticks, which no PC is small enough to crawl into. Next to the heap is a 
hen-house, also built of sticks.

Their thane's name is Fremurr, he is big as a lynx and has thick grey fur with 
black spots. He is in the habit of speaking in rhyme, and also of rhyming with 
whatever is said to him. After treating his guests to water and roast chicken, 
he declares the start of the competition. "For a prize we set the possession we 
value most, against the one you value best. This silver torque is the favourite 
of your host, what is your wager on this test?" Best out of seven events wins. 
Olivia is appointed arbiter; she is partial to the PCs.

1. Be first to the top of the heap. Three Climb rolls. The competing cat Simirir 
has 70%.

2. Rip a broadcloth to shreds. Each cloth can take 20 hits, and an attack roll 
is needed to inflict any effective damage on it. The cat Geraur gets 3 Rip 
attacks/MR at 65%, doing 1d3 with each. Daggers and shortswords get 2 
attacks/MR, other swords just 1.

3. Argue for and against the wearing of boots. The player gets to think up 
arguments for his character; the GM takes the role of Urar the Wise, who thinks 
that boots make prowling impossible, make your feet stink etc.

4. Walk past the hen-house without waking the hens. Two Sneak rolls, Hmanar has 
55%.

5. Spot an egg in the grass. First successful Scan roll wins. Since it is night, 
all humans have a -30% penalty except Gastur, who gets his normal chance. Arga 
the cat can use her full 40% without any problems.

6. Heal the wounded hen fastest. It has taken 4 hits, Sim the cat healer has a 
35% First Aid skill.

7. Guess at riddles. Each contestant speaks one riddle, the one who needs the 
fewest guesses wins (not getting it at all counts as five guesses). Fremurr's 
riddle is "When does death save your life?" The answer is "When you parry with a 
sword."

If the PCs win, Olivia will once again have ideas about what to do with the 
prize: the most agile and courageous orlanthi should have it. Beyond the heap of 
sticks is the start of a crevice that gets wider and wider as you follow it. The 
one who can jump over at the widest place gets the trophy. Looking down the 
crevice, there is no bottom to be seen. The torque is only silver-plated tin, by 
the way (1 ENC, worth about 20 pennies).

The cats, being orlanthi, naturally know a lot of poems, but not the one the 
party is after. "A 'lost' poem? Better check with the otters, then. They've 
really lost it." If the PCs wonder why Olivia led them here, she will point out 
that she never claimed to be omniscient.

The Otters
When the adventurers travel into Otter People territory, they will hear a cry 
for help. On investigation, a band of dark trolls (equal in numbers to the PCs) 
will be found. The men of darkness have captured three otters, one each with 
yellow, blue and red fur. If the otters are freed, they take the PCs to a cliff 
wall, where something is carved. Olivia or the otters can read what it 
says:"gifts the earth will bear".

If asked about other parts of the poem, the otters will suggest talking to 
various groups the PCs have already met. The only new clue they have is that the 
Earth Woman, who lives where the Ernalda shrine is located in the material 
world, is very knowledgeable.

The Earth Woman
A robust, but still beautiful middle-aged woman with blonde hair in a long 
braid, dressed entirely in green. She greets the party in the entrance to her 
underground abode, and then explains that she would be grateful for their help 
with a little problem that she has. Her assistant, a little brownie, has 
disappeared and she has reason to believe he's been kidnapped. When she sought 
to divine his whereabouts, the message "it awaits in Asrelia's care" resulted. 
She knows that a witch lives in a nearby cave with some subordinates.

If the PCs want to help, the cave is easy enough to find. Inside, it is pitch 
dark. In the entrance cavern, no light can exist. Horrible bear-like roars and 
heavy sighs float through the dark. As soon as all the PCs are inside, a net is 
thrown over them, leaving them hopelessly entangled. Someone or something 
gathers up the net and its contents; the party is carried away and dumped in 
another room. The sound of a heavy door slamming shut is heard. Before too long, 
a torch is lit and the PCs can see that they are not the only prisoners. There 
is a large black man, a normal-sized blue man, a small yellow man, an ugly 
little red humanoid (a red elf) and a brownie. All except the brownie are armed, 
the blue and yellow men are also wearing armour.

"Damn it." says the black one, who is holding the torch. "A lot of light wasted 
on a bunch of stupid white folk."

"They smell bad, too." squeaks the red elf.

"Oh well, maybe now the witch will eat them first." suggests the blue person.

"Hmm, fried white meat in sweet-and-sour sauce. It's worth a try, I'm really 
hungry." says the yellow one.

"Who-who-who are you?" stammers the brownie.

All except the brownie will continue bickering and squabbling until the PCs can 
convince them otherwise. The thing to realize here is that they are all caught 
in the same trap and should cooperate in order to get out of it. If everyone 
helps push at the door (which is huge), it will budge enough for the bolt to be 
seen. It is so high up that a human pyramid must be built to reach it, with a 
base of three, then two, and finally one at the top. Once the door is open, 
escape is easy. Noises can be heard from the inner caverns, sneaking in the 
opposite direction will get the group outside.

Well away from the cave, the strange people go their separate ways, but the 
brownie stays with the PCs. The Earth Woman will thank them for their assistance 
and offer them food, healing and rest. This is the only place in this scenario 
where the party can regain magic points. Olivia will now reveal that the Wise 
One sits on top of the mountain by the river.

Darkness against Chaos
Before the party reaches the mountain, they come across a battle being fought 
between 4 trolls and (3 + no of PCs) broos. If they decide to help the trolls, 
it will be a tough fight. The trolls will be very grateful if their side 
triumphs, praising the PCs' courage. They also give the orlanthi a magical 
stone, which if thrown to the ground will produce a field of protective darkness 
(10 metre radius, 5 minute duration, one use).

Meeting the Wise One
The mountain's position is equivalent to that of the Rock in the normal world, 
but here it is a full 200 metres tall. On the top stands a short, fat and bald 
man dressed in a grey robe. When the PCs come up to him, the air around them is 
becalmed and a hush falls on the surroundings. He looks them over carefully and 
then speaks:

"It awaits in Asrelia's care
the light which time has hid
gifts the earth will bear
to yield it now is bid"

He will answer any questions with questions of his own, for example:

"Who are you?" "Who are you?"

"What is the meaning of the poem?" "What is the meaning of life?"

He will then ask them a riddle: "What grows better than wheat?" The answer is: 
"Better wheat!" This is an Illumination riddle for the skill of Plant Lore (see 
Dorastor for a description of Illumination). The riddle will be asked of each PC 
in turn, and for each wrong answer the Riddler will grow to twice his previous 
height. When everyone has failed or if someone gets it right, whichever comes 
first, a whirlwind appears and takes the PCs home. They find themselves 
precariously perched on top of the Rock.

Epilogue
When the PCs recount their adventures to Halvar, he will be perplexed. Never 
before in the history of the clan has there been such an extensive and difficult 
initiatory quest. Normally, a much more helpful guide will steer the initiates 
through a relatively simple task. If the PCs discuss this with other Orlanth 
initiates, they might hear stories like the following:

Nagir Slouchear "...it was her, the earth woman standing alone without her 
digging stick and I offered to get it back. Me and Lardur tracked down the two 
trollkin, taking it from them was easy. She thanked us and we came back to the 
barren hills right away. In..."

Harsan Longlegs "...and my two friends, Jorm and Gard met a sylph who called 
himself Bluestorm, he showed us around where the wind children lived and then 
took us to a mountain where some horse-things lived. We riddled for a while, and 
we got three right but they only got two, so we..."

If they collect enough stories, they will hear nearly every being they 
encountered mentioned. The exceptions are that nobody has ever met a red-headed 
woman or a wise bald man.

Halvar will proclaim the party full-fledged initiates, and as part of their 
education go through the different encounters with them, explaining the proper 
orlanthi behaviour in each case. Most of his points are obvious, but the 
following clarifications might be useful:

Refusing to accept a prize won from the hippogriffs through cheating is very 
honourable, just and generous. Killing a hippogriff as part of the contest is 
nominally orlanthi, but in a very rash and immature manner. Attacking on sight 
or refusing the contest is not on.

Saving the trickster's gifts for the whole clan's benefit is both generous and 
wise (it also results in other benefits, see below).

Refusing the shadow cats' invitation or contest shows lack of piety and courage, 
respectively.

Helping the trolls against the broos is extremely courageous. Avoiding the fight 
carries no stigma, the PCs are not expected to be foolhardy.

When Loran learns that this initiation was unusually strenuous, he feels sorry 
for the PCs and grants them 100 hours of free training. For each of the 
trickster's gifts they bring back, they get another 100 hours. A gold egg will 
also buy 100 hours training. Skills for which teachers are available include: 
Climb, Dodge, Jump, Speak Delelan, Speak Stormspeech, Orate, Animal Lore, Plant 
Lore, Mineral Lore, Scan, Hide, Sneak, Ceremony, Enchant, Summon, Battleaxe 
Attack/Parry, Broadsword Attack/Parry, Dagger Attack/Parry and Self Bow Attack.

If they give the clan both the nut and the cloudstone, they also get one spirit 
spell each, up to 4 points in strength, from either Orlanth or Ernalda. If they 
only deliver one of the items, they get a 1 point spell each.

The PCs' families will let them keep the equipment they were loaned for the 
initiation. Also, before the start of the next scenario, each PC will gain 1 
year of occupational experience, as a Barbarian Initiate and in their respective 
parents' occupation. They will also get a POW gain roll on Orlanth's high holy 
day.
Osentalka's Seventh Temple
During the First Age, the region now known as the East Wilds was part of 
Osentalka's Golden Empire. And quite pleased about it, too. The inhabitants 
reached heights of civilization undreamed of by their modern-day descendants. 
Until the Grim Demon of Darkness, Arkat, came... His name is even today a curse 
among East Wilders, who are wont to blame him (screaming "Arkaaat!") when things 
go wrong for them. He and his allies destroyed or hid all vestiges of the golden 
culture, and when Osentalka himself was slain even the memory of what had been 
faded rapidly, leaving only a feeling of nostalgia and a deep-rooted scepticism 
towards any future proselytisers.

Under the part of the river valley that reaches the greatest height above Otter 
clan lands, known as the Rock, lie the remains of a temple to Osentalka. When in 
use, it was of minor importance - and so was one of the last to be assaulted, by 
a relatively small force.

Agara Stonefoot, the troll general/priestess that finally conquered the temple, 
did not penetrate the innermost parts of it, but buried it under masses of earth 
in order to envelop it in darkness forever. When the Jrusteli fell and Seshnela 
sank beneath the waves, the rivers in the East Wilds changed their courses, 
including the stream around which the Otter clan has settled. It began cutting 
into the ground right beside the old temple. During the following centuries it 
has steadily dug deeper, until it is now below the level of the temple.

Alternative introductions
PCs who did not participate in the first scenario could be introduced as friends 
of those who did. If the GM has skipped the first scenario altogether, the PCs 
are probably outsiders, driven by dreams and omens to assist the Otter clan. The 
temple itself need not be changed much, the big difference will be in the clan's 
attitude towards the party: cautious at first, changing to ready acceptance if 
they show themselves to be honourable (and preferably orlanthi).

Adapting to party strengths
A party of medium experience should face one zombie for each PC. Runemasters 
(who have no business being here) should get at least three zombies each, a 
Sever Spirit of higher POW, and a few extra wraiths. Anything in between is up 
to the GM to judge, but when in doubt: go easy on the PCs, they are in for a 
good deal of trouble later.

The Sever Spirit is particularly dangerous for young PCs, and having someone die 
just because of an unlucky die roll is anti-climactic, to say the least. So if 
the suggested characters are being used, and the players show intelligent 
caution in handling this situation (letting the highest-POW character tackle the 
door, using Countermagic if it is available), we advise the GM to fudge the die 
roll on their behalf, describing the effect so as to make them believe the PC 
was a hairs-breadth from death. If more experienced PCs or less careful players 
are involved, run it by the book.

Prelude
The seasons pass as they have always done, and storm season lives up to its 
name. On Clayday of illusion week a particularly severe downpour starts 
drenching the area, and the rains continue for a full week. On the last night of 
this tempest, all the PCs have similar dreams, concerning the Wise One reciting 
his poem.

The following morning, news spreads that part of the Rock has slid into the 
stream, on account of the powerful raining, and that something strange has been 
discovered. Almost everyone in the clan wants to have a look, most certainly 
including the PCs. They find that a stone building has been uncovered. For the 
first time in over a thousand years, the seventh temple of Osentalka is visible.

Thinking hard on the poem that has been haunting them, the party will probably 
come to the conclusion that it is their mission to explore the interior of this 
building. However, Loran will be adamant that investigation is the thane's task. 
With three of his housecarls, he starts digging down into the temple. Soon they 
are lost from sight, going down their tunnel. Hours pass, most of the onlookers 
grow bored and go home. But finally, Loran and his men appear again. One of the 
housecarls, Garing Rockjaw, is being carried and looks lifeless. Without giving 
any explanations, the thane decrees that entrance into the building is 
forbidden.

In the night, the PCs have the same dream again, this time it is much clearer 
and the memory lingers longer. They now have the poem ringing in their ears and 
feel an almost irresistible yearning to enter the building. Doing so is not very 
difficult; no guards have been posted, and the rest of the clan stays well away 
from it.

Apart from gathering rope, torches and such, the only preparation they could 
make would be to find out some more about Garing Rockjaw's fate. His family 
refuses to discuss the matter, but when his wife Tekla is referred to as a 
widow, the natural conclusion is that he is dead. The only person willing to 
talk about it is Tekla's brother, Tandam. He can reveal that Garing just dropped 
dead with no signs of violence on him. If coaxed, Tandam will state as his 
opinion that there is an evil spirit down there.

Outside the Temple
From outside, you can see the eastern part of the building's roof and the tunnel 
dug by Loran. The roof is arched and appears to be made of perfectly fitted 
stones.

The tunnel slants downward until it comes up against a stone wall and then turns 
left, following the wall. After a few metres, a rectangular opening (a door) in 
the wall is found and the tunnel resumes its original direction. Five metres 
later, the tunnel emerges from a mound of earth and clay into the temple's 
entrance hall.

In the Temple Hall
In the poor light of the PCs torches, this room seems immense. Masses of earth 
and stone have welled in through the walls at regular intervals (via the doors 
and large windows). The floor is covered in 10 cm of mud, making careful 
movement necessary (half move, rounded down).

Unless the party is planning on digging their way out, there are only two exits 
from the hall. They are easy to find, as they are made of gleaming bronze and 
free of debris. One is a wide double door, the other a slightly smaller single 
door. Both are approximately 3 metres in height.

If a search of the hall is made (half an hour of sifting mud and a Search roll), 
an oblong lump of gold can be found. This was once a key to the smaller door, as 
metal it is worth 40 pennies.

The Doors
A black graphite Death rune covers the double doors, around the edges of it the 
metal seems to have been scorched. One of the doors is ajar. When Garing tried 
to force it open, the rune burst into flame and a stored Sever Spirit spell was 
activated. Since the spell was one-use, this entrance is now perfectly safe.

The other door also has a graphite cross on it, somewhat smaller. This one seems 
to shimmer slightly, there are no scorch marks and the door is locked. Trying to 
break it open (STR+SIZ vs a resistance of 30) or pick the lock (a Devise roll if 
some appropriate implement is used, otherwise impossible) will cause the rune to 
flare up, hitting the unfortunate soul with a Sever Spirit (POW 13). After this, 
the door will present no further danger.

The double doors lead to an antechamber with zombie guards in it. Through the 
single door, one reaches the priests' private chambers.

The Priests' Quarters
Along a corridor lie eight identical rooms. They are small cells, all nearly 
filled in with earth and rocks. At the corridor's end is a room for meetings and 
prayer. When this room is entered, eight illuminated skulls fly up and start 
buzzing around, gibbering madly. Some of them might get the idea of asking the 
PCs riddles like the following:

"Which bar is the best in Glorantha? : Gor!"

"Who never want the story to end? : Tel-mori!"

"Which goddess is never wet? : Al-drya!"

"What country sounds exhausted? : Pent, Pent, Pent!"

"What do sun-worshippers say when it rains on them? : Oouu, rania!"

"Who is the rodent god of comedy? : Rats-laff!"

"What is Uleria's favourite pet? : Cock-a-thrice!"

(The designers accept no responsibility for these 'riddles'. Wakboth made us do 
it.)

If the GM feels the scenario is too short, or that the PCs should get more for 
their pains than silly puns, this area can be developed further. Some examples 
of what might be found in the priests' cells:

A pair of intact books in High Dangan, describing Fronelan agricultural 
techniques.

A ghost that begs them to get the green bugs off his back. There are actually 
some green beetles crawling on him, but they are ghosts too.

A passion spirit that forces its victim to collect, preserve and systematize 
various plants.

A blood-red gargoyle, playing a strange board game with himself. He is relieved 
to be freed at last, gives the PCs the game and flies off westward. He possesses 
a great wealth of knowledge, but has no way of communicating it.

The Antechamber
Inside the double doors there is a smaller hall, with some debris to the left 
and lying straight ahead, a huge mound of soil that seems to have fallen in 
through the collapsed ceiling and also pushed through the floor. Between these 
two obstacles, it is possible to squirm further into the room. The floor here is 
covered with mud, just as in the hall.

Just inside the door stand two dark troll zombies. They activate two melee 
rounds after the chamber is first entered, attacking immediately. There is no 
way to reason with them, and they will follow the PCs wherever they go (even 
outside the temple) until they are destroyed.

Searching the antechamber reveals nothing of interest. At the far end there is 
an unlocked bronze door, leading to the library. Opening it poses neither a 
problem nor any danger.

The Library
A room that is free of rubble and mud, but is still very damp. Near the walls, 
the floor is littered with mouldy remnants of books and shelves. In the centre 
of the floor lie similar piles of decayed furniture, mingled with glass shards. 
Some of the glass is intact; small oblong bottles, a tube with a smaller tube 
inside, and so forth (i e laboratory equipment). To the right of the entrance is 
another bronze door, leading to a closet, and a bronze staircase, descending 
into the cellars. In the closet hang nine sets of vestments, eight red and one 
white, that crumble to dust when handled unless DEXx1 is rolled.

When the PCs have been in the library a while, a floating globe of light 
appears, illuminating the room clearly. It speaks in a soft and pleasant voice, 
not unlike the Wise One's.

"Greetings my friends, I have awaited your visit. I see that you have understood 
the meaning of: It awaits in Asrelia's care, the light which time has hid, gifts 
the earth will bear, to yield it now is bid."

The globe of light - a hellion - then disappears down the stairs.

A thorough search of this room will take an hour. Three items of interest might 
be found, given successful Search rolls.

1) A small, shimmering green, stone that gives a calming sensation when held in 
the left hand.

2) A small bottle of violet-stained glass, containing 30 dark pellets. Each 
pellet will, when eaten, negate the need for one night's sleep.

3) A circular glass tube, filled with a lustrous liquid. If activated with 10 
magic points the tube will glow for an hour, with the same strength as a Light 
spell. Also, if you place it above your head when it (the tube) is in an active 
state, it will remain floating there, following you around for the duration of 
the magic.

The Cellar
The lower level of the temple contains even more mud and water, reaching to the 
knees of a normal-sized man. There are three areas here: the stores with the 
transwheat, an earth pillar that is a continuation of the one above, and the 
tomb of Alchangir.

The Storeroom
From the earth-filled room a lot of mud has spilled into the former storeroom, 
that and water from the stream has seen to it that nothing left here remains, 
except for three small bronze barrels. These are about 30 cm high and 20 cm in 
diameter, weighing 6 kg each. There is a text inscribed on each barrel in High 
Dangan, a precursor of modern Delelan. A character gets half his Read Delelan 
skill when attempting to read High Dangan. It says:

nr 35364
transwheat
1/3 hectare
Property of Alchangir Great Saint of the Neverseen Light

The barrels are completely sealed, and thus the grain inside has been preserved 
from damp; it has a germinativeness of 67%, enough to sow a small field. This 
grain is in fact the focal point of the adventure's plot.

Alchangir's Tomb
A copper coffin is the last resting place of this temple's last high priest. The 
inscription (in High Dangan) reads:

Alchangir the Wise
may his gifts be blessed by the earth

To get into the coffin, the PCs would have to get the lid off, which presents a 
problem. The 300 kg casket is impossible to move, so they have to work on it 
here. Some form of prising tool and a combined STR of at least 31 is needed. The 
lid has a resistance of 40, so STR 31 gives a 5% chance, 32 a 10% chance etc. 
Once they have removed the lid, a wraith rises from the coffin and attacks them.

In the coffin lie the mummified bones of Alchangir and a mirror. The mirror is 
not magical, just very valuable (500 pennies, minimum) as it is nearly the only 
glass mirror in the East Wilds, normal mirrors being made of highly polished 
bronze or copper.

The wraith, the hellion and the Wise One are all manifestations of the same 
being, in his first life known as Alchangir.

Leaving the Temple
When the PCs exit the tunnel again, one of the housecarls happens to be nearby 
and spots them. He is furious, ordering them to come with him to the thane's 
stead at once. When Loran learns that they have broken his decree and entered 
the building, his fit of anger leaves him senseless, but upon being calmed by 
his wife he can at least discuss the matter. After questioning, he will probably 
conclude that their disobedience is pardonable - not very wise, but 
unquestionably extremely courageous. If someone has died during the expedition, 
the thane will be much harder to convince, but eventually he will feel that the 
deceased person has him/herself to blame.

Loran will demand to see what the party found in the building; he will mainly be 
interested in the smaller items, and decide that he should keep them for the 
good of the whole clan, and as punishment for the PCs. His interest in the 
barrels is marginal, and he will let the party keep them.

Opening the barrels reveals that they are filled with grains of wheat. These are 
somewhat larger than normal, but not otherwise notable. Elen will think they 
look suspicious, but consent to having them tested. The Ernalda shrine lends the 
PCs a patch of land, which they can sow with their 'transwheat' and tend to 
themselves.

Next Year
The PCs know perfectly well how to sow a field of wheat, and tending it is no 
problem at all since the next year is an excellent one for all crops. Transwheat 
turns out to grow somewhat shorter than conventional wheat, but has much larger 
ears and ripens as soon as the end of fire season. Thus, the PCs bring in their 
harvest before anyone else and for such a small field, the yield is enormous.

Rumours spread quickly, and shortly afterwards both Loran and Elen come to the 
PCs with a proposition. If they give up all their wheat, so the whole clan can 
use it for seed next year, they will be richly rewarded in the form of gifts, 
training and increased social status. I e they will be looked upon as local 
heroes, despite their tender age. Their elders will respect them, members of the 
opposite sex pay them a good deal of attention, everyone wants to be friends 
with them etc. Presumably, they accept.

Each PC will receive a full set of cuirboilli armour, and whatever arms they 
wish that can be produced locally (daggers, spears and bows, but no swords). 
They are granted 400 hours of free training, in the skills listed previously or 
in stats (STR, CON or DEX), as well as getting the normal occupational 
experience for Barbarian Farmer and Barbarian Initiate. In the way of magic, 
they get 2 points of spirit spells, the option of sacrificing for one-use divine 
spells (Worship Orlanth, Cloud Call) and a POW gain roll.

The Year After
Come late fire season, the clan reaps a gigantic harvest, and can even export 
wheat; a long rainy period in early earth season - the normal time to harvest 
wheat - spoils part of some other clans' crops. The Otter clan has never had 
such a profitable year before, and the adulation of the PCs reaches its peak.

Perks this year consist of 600 hours training, 4 points of spirit magic, a POW 
gain roll and Initiate experience. Between all the training and basking in the 
glow of admiration, there is no time for the PCs to pursue a real occupation.

Yet Another Year
The transwheat is sown in sea season, and everything seems to be going fine. At 
harvest-time, Elen and Rita complain that Ralia isn't responding to the rituals 
as she should, but the clan goes ahead with the harvesting anyway. A week later, 
when the first breads are baked, the problems begin. Many people who eat of the 
bread start behaving strangely: some go berserk, others start seeing spiders. 
One man jumps into the stream and drowns, screaming incoherently about little 
black men with sharp sticks.

Over the next few days, these effects increase in number and strength. Soon the 
conclusion is reached that the wheat is responsible, it must be cursed in some 
way. Whispers that it might even be tainted with Chaos are swiftly silenced, but 
panic begins to spread anyway; some neighbouring clans who have bought wheat 
accuse the Otter clan of trying to poison them. Loran orders all of the wheat 
and its by-products burnt, to prevent further calamity. The only large supply of 
food available is taskmoert, and after five weeks of heavy fishing the Otter 
People complain that this resource is also running low. The Ernalda shrine 
proclaims that Ralia has taken her hand from the land, so that no normal wheat 
can be grown. Thus the clan is on the brink of both starvation and war. Who can 
they blame?

By this time the clan's attitude towards the PCs has taken a turn for the worse. 
Apart from their immediate families and close friends, Viran Lawspeaker is about 
the only one on their side (they haven't really broken any laws, after all). 
Dirty looks and muttering behind their backs is only the first step; as the 
weeks go by, they will be blamed more and more openly for every misfortune that 
occurs. The situation grows more and more tense, with occasional outbursts of 
near-violence (someone gets drunk and shouts that he is going to bash in the 
heads of all the chaos-growers). It should become obvious that the PCs' position 
here is untenable. If they do not leave of their own accord, about 30 irate 
clan-brothers will decide to take the law into their own hands. The escape 
should be a harrowing one.

Before things turn sour on them, the party has time to pick up 200 hours of 
training.
The Goddess' Grain
So now the player characters are fugitives from their own clan. Where do they 
go? If all they are interested in is escape, and they don't mind being despised 
rootless vagrants, they could wander off in just about any direction. But we 
presume they will feel responsible enough to seek help for their clan, or at 
least embarrassed enough to want to clear their own names.

If they stop to think for a moment, the players should quickly realize the 
nature of their problem: Ralia bears them a grudge. How do you go about 
appeasing a goddess? The PCs certainly have no idea, so they need help. Where is 
such help to be found? One Hundred Ears, perhaps, but the San clan is one of 
those that have purchased cursed wheat, so they are not likely to feel helpful. 
Even if the chieftain is supposed to be impartial, he is under a lot of pressure 
to censure the Otter clan. The only other place the PCs know of as an important 
religious centre is Istakax, the fabled city of weirdness. Some of the older 
clansmen have told stories of this place that sceptical characters might find 
hard to swallow, but that will nevertheless turn out to be true (huge stone 
houses, trolls walking around in broad daylight and so forth). In Istakax, there 
must be someone who knows about these matters.

Alternative introductions
If this scenario is to be run on its own, it will have to be assumed that the 
events of the first scenario never took place, and that those of the second were 
accomplished by someone else, Loran and his hird for instance. In this case, the 
PC party is the hired help: experienced adventurers inspired by gold, glory or 
perhaps piety to help the Otter clan in its time of need.

Adapting to party strengths
The only encounter intended to be one of combat is that with Barbester Gor on 
the Way of the Warrior. Increasing the number of avatars quickly makes it much 
more dangerous. Real HeroQuesters could expect to face this guardian in single 
combat, i e one avatar for each character, but a solitary opponent is quite 
enough for the Otter clan party. In fact, the only real chance they have of 
getting past is to gang up on her. The GM might want to drop some hints that 
their honour does not require them to be suicidal.

Getting There
Normally, getting to Istakax only requires two days of hiking along 
well-travelled paths. However, this route passes through One Hundred Ears and 
several other places the PCs might not want to visit. Presumably, they will try 
to avoid attention. The GM will have to judge how much extra time this requires, 
depending on the degree of caution (or paranoia) shown.

Istakax
In the easternmost reaches of Delela, on the border of Corolaland, lies the town 
of Istakax. Ever since the dawn of Time there has been some kind of settlement 
here at the Istakahixa waterfall. The original name of the city is lost, and 
only ruins remain as mute testimony to its former greatness.

Istakax is inhabited by a thousand humans and a few trolls. The city covers a 
large area for such a small population, but one has to consider that crops are 
grown and livestock is allowed to roam free within the earthworks. Approximately 
two out of every three houses are restored ruins, built largely of stone. The 
rest are of traditional Orlanthi make: mainly of wood with reed roofing. Most of 
the inhabitants live by farming and animal husbandry, but a significant minority 
seek an income from the lake or in trade.

Politically, the city is a neutral zone between the three neighbouring tribes 
(Ajim, Talmon and Rolin). There is no formal government; most people mind their 
own business. There is a city guard though, and its captain (Eagin Dragonslayer) 
sometimes acts as if he owns the place. As a matter of fact, he almost does. His 
only real rival in terms of influence is Barnan Redhair (high priest of 
Orlanth). Some visitors are surprised that humans and trolls (and even tusk 
riders!) get along so well in Istakax - the two races have, historically 
speaking, always been enemies in this region. What is easily overlooked is the 
fact that the current inhabitants are unrelated to the previous ones, thus 
having no feud to carry on. Anyway, if you want to survive in a tough frontier 
environment like this one, you can't afford to be loaded down with a lot of 
preconceptions.

Places and People
The Arena: Owned by Eagin Dragonslayer, managed by Gerkor Bloodwolf (a de-pelted 
Telmori, or so they say). Fights are held here every Windsday evening.

The Baths: The worst inn in town, despite the name it provides neither baths nor 
other amenities. Torgen, the owner, is a tusk rider. The clientele usually 
follows suit.

The Bronze Bell: A more respectable inn (than the Baths). Owned by Eagin. Bolp, 
the innkeeper, has a bell of cast bronze hanging over the bar. There is usually 
some form of entertainment in the evenings, a good-natured atmosphere and plenty 
of customers. PCs staying here pay 1 penny per day and person. This is the best 
place to meet Norim, the local Trickster. He is noted for being bald, constantly 
intoxicated and relatively affable (for a Eurmal worshipper).

The Keep: Where Eagin and Gerkor stay when they're not at the Bronze Bell. A 
small, but solidly built stone fort. The cellars house prison cells and cages 
for those unfortunate beings destined to fight in the arena, to which an 
underground tunnel leads. Most of the twenty-odd guards/arena-keepers live in 
the barracks.

Temple of the Copper Lizard: A Major Temple to Ernalda, housing 5 priestesses. 
An equal number of acolytes serve there, but live with their families. Two 
Chalana Arroy Healers live in a small house on the temple grounds. The name 
derives from an ancient, verdigrised copper altar, covered with engravings of an 
eight-legged lizard.

Jorvin's Trading Post: Jorvin is often away on business, but the PCs are in luck 
this time. He is very busy preparing for his next journey, though.

James' Workshop: This is where James, Istakax' most famous smith, resides and 
works. He makes weapons and suits of armour, of more advanced types than any 
other smith in the Wilds. Unfortunately, he insists on covering them with 
spikes, studs and other non-functional details. James strikes most people as 
extraordinarily dense.

The Shaman's hut and garden: Guolo Twelvepointer, an ex-Damali who still wears 
dresses, cultivates all kinds of interesting plants. At first, he had some 
trouble with pilfering, but this stopped once word got around about the side 
effects of eating something from Guolo's patch. The PCs might find the described 
symptoms similar to those caused by transwheat.

The Tent Camp: Quite a few hsunchen families visit the city intermittently, and 
this is where they pitch their homes. The most common guests are Galanini and 
Lotari.

The Hill of the Wind: A Major Temple to Orlanth. Apart from Barnan and Tormod 
(the High Priest and his brother the Wind Lord), who have their quarters on the 
Hill, three priests and four acolytes are attached to the temple. 

The "Zorak Zoran Temple": Is really nothing more than a meeting-place for 
visiting trolls. A dozen dark trolls and twice as many trollkin live here more 
or less permanently. Most of these are Argan Argar worshippers, including the 
self-acclaimed High Priest Tuzzabuzz Bolgmonger.

Investigations
The player characters, being country bumpkins after all, will be out of their 
depth in this eclectic and exotic environment. Even if they feel inclined to 
take in the sights, they should remember that their quest is of some urgency. 
The logical course of action is to inquire with the various priesthoods. Who 
knows more about the gods than a priest? Orlanthi adventurers will most probably 
try their own temple or that of Ernalda first, but Jorvin the Trader Prince and 
Norim the Trickster can also provide suggestions.

The Orlanth temple
Barnan Redhair has already heard of the Otter clan's problems. He does not blame 
the PCs, understanding that their intentions were good even if their judgement 
was faulty. Besides, the rest of the clan (and especially its leaders) should 
accept some of the blame. Barnan is sympathetic to the PCs' plight and wants to 
help them.

He knows that there are several different ways to go about a quest such as the 
one facing the party. The one he can describe is the Way of the Warrior, the 
method a true Orlanthi would use, but it is very difficult and dangerous, so he 
is not sure it is the right one for the PCs. He tells the story of a young hero 
named Nikur of Blackburn, who entered the God Plane and with his own force and 
will made Ralia give him the wheat - before then his clan could only grow wild 
wheat in their fields, but after his return the harvests were much richer. Nikur 
was alone on his journey, but he had several magic items to aid him.

"Nikur let the whirlwind sweep him away and so he was carried to the Meadow of 
Spring, because both he and the gods wanted him to be there. He there saw and 
met the Flower Goddess, who was as beautiful as all of her realm. She said to 
him that the way to Ralia was across her meadow where her mother's guardians 
slept. Without fear he strode out onto the grass, but soon the ground beneath 
him began to shake. When it was about to swallow him up, he let the Helm of 
Allan lift him into the air and across the meadow. Landing on the other side, he 
continued his journey and came after a while to the mouth of a huge cave, sealed 
by an equally huge copper gate. Outside the gate stood a woman whose face was 
hid by her helm, she was dressed entirely in copper and her copper axe gleamed 
with sharpness and vibrated with strength. She declaimed that she was the 
guardian of the earth's riches, and that those who laid unrightful claim to them 
were those who would die. He answered that he did claim one of its riches, but 
his claim was not an unrightful one. The Copper Woman said that could only be 
judged by combat. The fight was a furious one, but when Nikur swung his Green 
Sword with skill and strength he was victorious. Through the copper gate and 
into the impenetrable darkness he went, when he heard a full-toned female voice 
cry out that her treasures where not to be seen by those who did not own them. 
Nikur answered that he did not wish to own, only to borrow. With this promise, 
and the gift of the Serpent's Circlet, he convinced the Goddess of Wealth, and 
she let him see the golden grain. Ralia was also unwilling to aid him at first, 
but when Nikur swore by Orlanth that he was worthy of receiving her bounty as a 
loan, she finally let him take a handful of wheat. The fastest way out of the 
cave was through the backdoor where The Patient Hag sat on her chair, bent over 
her stick. What Nikur said to her is their secret, the secret borne by all who 
must die."

The Ernalda temple
Erien Flatearth, the high priestess, is prejudiced by what she has heard of the 
PCs actions, and will turn them away without answering any questions. However, 
the youngest priestess, one Krisdel Glitterface, is willing to help and will 
seek them out later. She is not very experienced, but can relate an old story 
she heard as a child if they promise to honour the earth with sacrifices each 
year.

"I have forgotten her name, but the story is about a young woman whose husband 
has died in a war and whose family has disappeared. To find her family she must 
seek out Ralia's help. After wandering the paths that lead to nowhere she came 
to a meadow where Voria was dancing, free of all the cares others are burdened 
with. She called out, and Voria came closer, still dancing, to ask what she 
wanted. When the woman explained, the Goddess of Youth said that adults had too 
many worries, and this made everything much more difficult for them. If the 
woman would only learn to sing with the animals and to plant pretty flowers, 
Voria would help her over the meadow to Ralia's gate. Outside the copper gate, 
Barbester sat sleeping and only wakened when the woman shook her shoulder, 
asking to see Ralia. Barbester was so surprised by the whole thing that she 
opened the gate without stopping to think. Only when the woman had already 
passed through did she remember to demand tribute, but then it was too late. 
Perhaps it was the woman's sad eyes that made her forget. Inside, amongst the 
earth's hidden treasures, the woman called out for Ralia but was answered by 
Asrelia, who told her to state her business. She answered that she had come for 
help in finding her family. Asrelia wanted to know what she was willing to offer 
for such help. As the woman barely owned the clothes on her back, she said that 
all she had to offer was her devotion and gratitude. That is the greatest gift 
one can offer, said Asrelia, and Ralia agreed, letting her have a grain of 
wheat. On her way out the woman met Ty Kora Tek, who said she did not want any 
payment at all since they would meet again sooner or later, probably sooner. 
Back in the normal world, she met a squirrel who said he could show the way to 
her family in return for a grain of wheat, and so he did. So you see that even a 
spell that appears worthless can have its uses."

Krisdel does not want to pressure the party into taking this particular 
approach, saying that they must decide which path feels right for them.

The trading post
The itinerant Jorvin is in town for some rest and stock-taking. He does not 
trade in grain, so he shows very little interest in the Otter clan's 
difficulties. If the PCs pay him 30 pennies or work on his inventory for 4 days, 
he will tell them the story of how Webra bargained with Esrola (another Grain 
Goddess).

"Webra was very successful even at an early age; she had bought diamonds from 
the volcano people, she had sold iron to the elves of Whistling Wood, she 
thought she had done it all. One day a young earth priestess came to her and 
said she could wish for anything she wanted if she brought the priestess some of 
Esrola's oats. Lured by the challenge, not the reward, she accepted and the 
following day left on one of the forgotten and hidden roads. Sitting on her 
donkey she came to the goddess of innocence, standing by a beautiful meadow of 
flowers. Webra tried to offer her money, to make her reveal the road onwards, 
but she refused. Frustrated at not being able to bargain her way through, Webra 
told her to name her price, any price. Voria said she wanted the force of life. 
Not liking the idea of giving away part of her soul, Webra gave her a truestone 
instead. Voria led her safely across the meadow and pointed out the road that 
leads to the gate of underearth. She soon reached the copper gate, but Voria had 
not mentioned the warrior woman standing on guard. Thinking that even on the God 
Plane, everyone has their price, Webra asked the copper woman to name hers. 
Barbester replied that she could forego the combat, but she needed a trophy: 
five fingers off Webra's hands. After some haggling, Webra offered the little 
finger of her left hand, and Barbester accepted. Well into the darkness behind 
the gate, a voice spoke to her asking what business greed had coming here. Webra 
was insulted by Asrelia's accusation and answered that the goddess was the 
greedy one, not her; she only wanted to share her possessions. Yes, as long as 
they belong to someone else, Asrelia replied and went on to say that those who 
saw her riches could never see again. After arguing for a while, they agreed 
that Webra only had to lose her sight on one eye. With her one eye, she could 
now see Esrola, who looked flat. So you want my oats, she said. Not I, but one 
of your priestesses, Webra answered. Why did she not come herself then, Esrola 
asked. Because I have the tongue that can convince you, replied Webra. Well 
then, give me this tongue and I will give you my oats, were Esrola's final 
words. One-eyed and speechless and missing a finger, Webra made her downhearted 
way to the back door, where an old crone sat. Not being able to bargain, Webra 
had to pay the price Ty Kora Tek demanded for letting her out, and returned with 
the oats as an old woman. What she chose as her reward I do not know, but I 
wonder if anything can outweigh the toll trading with the Earth takes."

Jorvin has no opinion as to which path is best for the PCs.

Any bar
If the PCs can get a hold of Norim the Egg-headed One and sober him up a bit, he 
can tell a tale of how another Trickster stole Asrelia's Apron. The players will 
have to judge the truth of it for themselves.

"The Shadowmaster was the funniest, cleverest, nastiest and most irritating man 
in all of Mular, a city that lies somewhere where I, only I know where it is. He 
always had on a white apron that he took from Asrelia. Only I know how he took 
it, and know I'm going to tell you what happened. But I'm not going to tell you 
everything, because if it's going to be any fun for you when you go there 
yourselves you shouldn't know it all. Wait a minute, I think I'll just give you 
some hints and advice. First of all you'll meet the children's goddess, like all 
kids she's easy to fool, you know stealing candy and so on. So you trick Voria. 
The Shadowmaster said all the flowers would die if she didn't lead him over the 
meadow and she believed him. Haha. Then you'll meet Barbester Gor or one of her 
avatars, she isn't so tough so you can just cut her up. If you're not as brave 
as you probably think you are then you could try and get her drunk instead, some 
of your blood should do the trick, but the best thing is probably just to chop 
her down. Asrelia doesn't like prowlers, but if you dress as heaps of earth she 
won't notice you. The Shadowmaster disguised himself as a bag of gold, and she 
put him with her other treasures, that's when he took her apron. Going out, he 
met Ty Kora Tek and not even the master of shadows could hide from her gaze. And 
how he got past her I'm not going to tell you unless you treat me to a party at 
the Bronze Bell."

If the party decides to pay for Norim's partying, the tab will stop at 45 
pennies. The day after, he will reveal that the Shadowmaster turned around and 
returned the same way he came.

A Choice of Paths
The party is free to choose which way they will try to get the wheat back. They 
have to make a decision before the respective cults will divulge what aid they 
can give or any other details. PCs from the Otter clan will probably choose one 
of the first two paths, the others are described for the sake of non-orlanthi 
parties and also for the sake of comparison.

All the paths are examples of minor quests onto the God Plane, and as in the 
first scenario, there is an element of subjectivity present. The quest always 
presents essentially the same obstacles, but the particulars of how to overcome 
them differ, based on how they are approached. For instance, on the Way of the 
Warrior, Barbester Gor can be defeated in combat - on any of the other paths, 
attacking her is suicidal. So once you have committed yourself to a certain 
approach, you should stick to it. Trying to combine different paths will always 
lead to catastrophe unless you are a real HeroQuester.

The Way of the Warrior
Barnan is pleased that they have chosen to tackle this in true Orlanthi fashion, 
and will provide all the help he can. First, he convinces his brother Tormod to 
(reluctantly) lend them his steel bastard sword. Furthermore, he lets them 
sacrifice for one-use rune magic, which on the Hill of the Wind means they can 
choose from all common divine magic and all spells provided by Orlanth or the 
subcults of Lightning Spear and Sandals of Darkness. He does not recommend any 
particular spell, saying that they must be guided by their own instincts for 
what this quest requires. Finally, he lends them a Truestone containing Flight 3 
and Wind Words. It is one of the temple's holy treasures, and the PCs should be 
aware of the tremendous generosity this loan shows.

The day before the PCs' departure is spent with rituals and incantations; Barnan 
calls upon all the winds he knows of to bless their quest.

On the morning they are to leave, Barnan places little round stones in the 
middle of the temple yard, tracing the shape of an Air rune. He motions them to 
take their places in the centre of the rune. Once they are prepared, he strikes 
up a sing-song recitation in Stormspeech that goes on and on indefinitely; after 
a while, the PCs start feeling dazed and disoriented, losing track of time. At 
some point, the sand in the yard starts whirling up into the air, forming a 
vortex around the party that rapidly increases in speed. Finally, the swirling 
sands block their vision completely.

Voria
The sand rises up completely from the ground and disappears into the air as a 
dustcloud, leaving the PCs at the edge of an enormous meadow, covered with 
flowers in hundreds of colours, few of which they have ever seen before. A 
pretty girl, seemingly 10-12 years of age, sits on the grass a short distance 
away. Skipping about around her are a half dozen hares that have unusually large 
and floppy ears.

Since this is a warrior's quest, Voria will only inform the party that they have 
to cross the meadow to reach Asrelia's cave, letting them figure out how to 
avoid the gnomes sleeping beneath it on their own. To get safely across safely, 
they must do one of the following:

1) Run for dear life. Using this tactic, each character must succeed at five 
POWx5 rolls to avoid attracting elemental attention. Once such a roll is failed, 
that character has to dodge, rolling DEXx5 as many times as required to make a 
total of five rolls of either kind. If a DEX roll is failed, the character falls 
into a gnome that is likely to finish him/her off in no time flat.

2) Fly over the meadow. If they have enough Flight spells, this is the smoothest 
way to go. Expensive in POW, though: each point of Flight will lift 6 points of 
SIZ (disregard Encumbrance in this case). The spells will expire before the next 
encounter.

3) Think of some other plan that is brilliant enough to impress the GM.

Barbester Gor's Avatar
Well over on the other side of the meadow, a path can be found that first 
meanders through a lush forest, then takes them through a rich agricultural 
landscape, and finally leaves them in front of a gate that consists of two huge 
copper doors. In front of the gate stands a woman in full copper plate armour, 
with a target shield and battle axe likewise made of copper.

The only way to get past the copper warrioress is to defeat her in battle. This 
is no easy task, but when you come to claim the Earth's treasures by main force 
you must be prepared for a hard struggle.

In Asrelia's Darkness
Inside the gate there is no actual darkness, it is just impossible to see 
anything. All of Asrelia's treasures are protected by her special powers. After 
stumbling around for a while, the party hears a clear and full voice calling out 
to them.

"I am the protector of the Earth's wealth, and those who come to plunder it for 
their own gain must pay a dear price for their lack of respect." The players 
must now convince Asrelia (the GM) that they are not lacking in respect and that 
their request is not for their own sake but for that of their clan. Having some 
appropriate gift to present her with will soften Asrelia up a bit. If they fail 
to make a good impression, she will demand that they become initiates of Ernalda 
to prove their good intentions.

After Asrelia is convinced, she will lift part of the cave's enchantment for 
their benefit; they can now see a sack of grain in front of them, but be unable 
to reach it. Another voice, not quite as mature as that of Asrelia, speaks to 
them: Ralia wants to know why she should forgive the Otter clan's lack of 
reverence for her gifts. Arguments similar to those used on Asrelia must be 
employed again, with a slight shift of emphasis - Ralia is immune to material 
bribes, and is less impressed by displays of selflessness than by honest 
admissions of guilt. If the players do not appear to be properly humble, she 
will make the same demand as Asrelia. If they have already promised to worship 
the Earth, they will have pledge themselves to the lives of simple farmers for 
the next five years.

Finally, Ralia will let one PC reach out and take a fistful of wheat grains from 
the sack. Then they see the mouth of a tunnel in front of them.

Ty Kora Tek
The tunnel leads through solid rock, winding deeper and deeper below ground. 
Finally the party comes to an old wooden door, with a bent and shrunken figure 
beside it. The figure turns out to be a very old woman, with bony limbs and a 
deeply lined face. She casts a piercing glance at them and then speaks in a 
creaking voice.

"I was certainly not expecting to see you in this afterlife. What are you doing 
here?"

The only intelligent response is the truth: they are trying to leave. Her 
response to this will be that "This way is not for the living to walk. But I 
could make an exception in your case..." She takes out a cracked wooden mug and 
a copper needle. Each character who wishes to pass through the door must have 
his or her finger pricked and a drop of blood squeezed into the cup. This will 
age them 20 years in an instant.

If one of the PCs speaks out before Ty Kora Tek has administered this treatment 
to anyone, they can refuse to accept it. The way out is to invoke Orlanth's name 
and the fact that their souls belong to him, not her. She will accept this as 
long as there is no stain on their honour. If Ingolf is with the party, she will 
bring up the matter of his father's desecration; they must then swear that 
Torkel will stand trial and receive a just punishment for his crime. Similar 
reparations must be made for other misdeeds in the PCs' pasts.

Eventually the party will be able to walk through the door, finding themselves 
on a hillside about a kilometre south of Istakax.

The Path of Humility
If the PCs decide to travel this path, Krisdel can provide no other help than 
getting them started. She does know of a possible short cut, but she says they 
should only try this if they feel themselves to be real hero material.

The ritual is the same, regardless of whether the short cut is taken or not. 
Krisdel and two acolytes take the characters into a tent filled with steam. 
After sitting there and sweating for several hours, listening to the three 
women's murmured prayers, they are barely aware of their surroundings. Krisdel 
leaves the tent but soon returns with a clay pitcher. She pours a liquid out of 
it onto the hot stones, and soon the tent is filled with aromatic fumes, 
mingling with the water vapours. The PCs rapidly feel much drowsier and lose 
consciousness.

The Short Cut
If this alternative was chosen, they wake up in a field where some unknown grain 
is growing. The field seems endless, and exactly the same in all directions. 
Then a dot appears on the horizon and quickly approaches, growing and taking 
shape until they can see it as a huge (SIZ 90) lizard, with green scales and 
eight long legs. It stops short right in front of them and asks if they want a 
ride. If they agree, it bends down so the entire party can climb onto its back. 
The lizard sets off again at a tremendous pace. Each PC must roll STRx5 to 
maintain a firm grip. A person who slips can regain her balance with a DEXx5 
roll, and then gets a second chance to roll against STRx5. Those who fall off 
are lost on the God Plane, and are at the very least out of this scenario; 
whether they ever find their way again is up to the GM. Those who hang on are 
carried straight past the next two encounters; when the lizard digs its way 
through the mountainside, the same roll (or rolls) as before must be made, those 
who fail are left behind (the tunnel is filled in behind the lizard) and must go 
back to face Barbester Gor, the rest can disembark inside Asrelia's chamber.

Voria
Parties who choose the long route wake up to the sight of a girl's face. The 
girl is Voria; they are lying in the middle of her meadow. She looks at them for 
a while and then says they shouldn't be lying on the flowers, they have to 
apologize to the flowers. The way to apologize is for each PC to sacrifice for 
two points of the Flowers spell (which will be strictly one-use). If they like, 
they can sacrifice for Speak With Small Animals as well. When they have done 
this, she will lead them across the meadow and all the way to the copper gate.

Barbester Gor
The goddess at the gate is clad from head to toe in copper and bears a huge 
double-bitted axe. After looking the party over carefully, through her eyeslits, 
she speaks.

"If you would enter the Inner Earth to repent, you must prove your lack of 
insolence by giving up your best means of offence."

Each PC will lose his or her best Attack skill, starting over with a base chance 
of 5%. There is no other way to get past this guardian.

In Asrelia's Chamber
No mortal may see the property of Asrelia, and that includes the PCs - they will 
effectively be blind. Asrelia will speak to them after a while.

"You who claim to feel remorse must succeed at the impossible, to see my 
treasures of your own will."

In order to see any of her treasures (e g Ralia's wheat), the PCs must first 
give up their warrior's way of life, becoming followers of Ernalda or Barntar 
instead. Then they must feel true remorse for their own and their clan's 
actions. To symbolize this in game terms, they get to make Search rolls. Those 
who succeed can see a copper pyramid.

Ralia herself has only one demand: the Otter clan must show its respect for her 
and repentance of their blasphemy, by giving up eating fish from the stream. 
When the party promises to arrange this, the pyramid transforms into a mound of 
wheat.

Those who can see will have to lead the rest until they reach the back of the 
cave, where Ty Kora Tek awaits beside her door.

Ty Kora Tek
Everyone can see the old woman, who radiates wisdom and authority. Her price for 
letting the PCs out is that they tend all of their clan's graves, seeing to them 
at least once a year: on Clayday of illusion week in dark season. If Ingolf is 
present, she will also demand the restoration of the grave his father looted.

Walking out the door, the party finds itself right outside the Temple of the 
Copper Lizard.

The Road of the Silver Tongue
Jorvin can show how to reach the God Plane for another three days' work or 20 
pennies. In return for an unspecified future favour, he can give them a stick 
that he thinks might be of some use on this road.

He will not engage in any ceremonies, he just tells the PCs to tag along behind 
him as he reveals the forgotten path. Jorvin rides on a donkey, the party 
walking a short distance behind him. As they travel, entering the wilderness 
east of town, they notice the landscape around them becoming hazier and the sun 
burning stronger. After a while Jorvin stops and says that they have to continue 
on their own, he must turn back here. His last piece of advice is to stay on the 
road, not making any deviations in deed or thought.

Voria
The road ends abruptly at a meadow. Beside them, the PCs suddenly notice three 
animals. Roll 1d6 for each:

1 Raccoon
2 Hare
3 Squirrel
4 Marmot
5 Skunk
6 Hedgehog

The little animals wonder what the big people want, they are very curious and 
completely fearless. After a while a young girl comes running across the meadow; 
she asks the PCs if they have a gift for her. If they give her the stick that 
Jorvin offered them she will be pleased, otherwise she will want part of their 
life force (3 points of POW from each). As thanks, she will lead them over the 
meadow, explaining that her mother's guardians sleep beneath it.

Barbester Gor
On this road, the PCs will have to barter with the axe-wielding, copper-clad 
goddess in order to pass through the gate. She is holding her axe with both 
hands and her expression is concealed by her full helm. Without waiting for them 
to speak, she calls out to the party.

"The price for women to pass through this gate is high, but for men it is even 
higher."

In more detail, the toll she exacts is five fingers from each woman and a whole 
hand from each man. The PCs each get five Bargain rolls to try and reduce this 
cost. Each success means one less finger lost, or a reduction from a hand to 
five fingers (i e even the smoothest-tongued male will lose at least one 
finger). After the haggling is over, the characters get to choose which fingers 
Barbester can take; she naturally uses her big axe, with precise aim. She then 
lets them through the gate.

Asrelia's Treasures
Asrelia is the goddess of wealth, and very tight-fisted, too. Her price for even 
letting you see her riches is steep. She will explain it before too long.

"To see my treasure, you must forego the sight of all other things. So give me 
your vision, and I will let you view the Earth's wealth."

Those who agree to this will be able to see as long as they are in this cave, 
but when they exit it they will become totally blind. Bargaining is of course 
possible, but Asrelia is a worthy opponent. Each PC gets four attempts to 
Bargain, each two successes entitles that person to keep one eye. It is 
perfectly all right for some of the PCs to avoid the whole deal - only one of 
them needs to see Ralia's wheat, and can lead the others through the cave.

Those who can now see are confronted with a mountain of grain. Ralia's voice 
rings in their heads, asking their business. Her price is, as expected, their 
tongues. She wants to be sure that they will never convince anyone else to give 
them something they do not deserve. Ralia is unused to haggling, but her price 
is very firm. Each PC gets one Bargain roll; if at least three of them make it, 
she will give them the wheat for free. If they instead give her the stick, one 
tongue is saved. Should they offer her everything they have, including the 
clothes they are wearing, she will relent and let them have a handful of grain 
for this price.

Ty Kora Tek
The old crone by the door is not about to let any traders leave without paying 
dearly. If they lack tongues, they can't argue the matter and have to pay 20 
years of their lives. No offers of material things affects Ty Kora Tek, she 
disdains such worldly concerns ("You can't take it with you when you go..."). If 
Ingolf agrees to compensate the damage his father has done, she will consider 
reducing the cost a bit. Offers of other good deeds might also sway her; the GM 
will have to judge the sincerity of the players' promises. The best deal they 
can hope to get is to age only 5 years.

The party exits into a ramshackle old shed, nestled among hills. After a day of 
wandering around, they will meet some war-painted Ajim tribesmen. The warriors 
are not hostile towards the PCs - they can point out the fastest way to Istakax, 
which lies south of their current position.

The Trickster's Trail
To a direct question, Norim would truthfully reply that this is a very dangerous 
way to go if you can't think like a trickster. But then again, where's the fun 
if there's no danger? The only help Norim feels up to providing is instructions 
on how to make the caps of raccoon skin they need to sneak along this trail.

Trapping the required amount of raccoons will take (2 x no of PCs) days, and 
entails a 2% per day cumulative chance of angering a Raccoon People shaman. If 
this happens he will lay a curse on them: they must always wash their hands 
before eating, or gain no sustenance from the food. Once they have the skins, it 
takes one day to make each cap.

On the day they are scheduled to leave, the egg-headed one is too drunk to 
stand, so the party must walk the trail without a guide. Norim tells them to put 
on the caps and rub their bodies with a foul-smelling cream that he provides. 
The stench makes the PCs feel faint, their heads begin to swim, the world 
becomes a blur...

Voria
When things come into focus again they are not the same things: the party is 
standing at the edge of a meadow where two children are playing. One is a very 
pretty girl, the other an ugly boy. The boy shouts at them to go away, they 
stink so much the flowers are wilting. He then makes a series of faces at them 
before running off into the distance. The girl comes up to the PCs and asks why 
they smell so bad; she simply can't understand why they would want to behave the 
way they have. She is very talkative, but not very informative, and if asked how 
to cross the meadow she clams up. Then the boy comes running and claims that his 
fox knows a safe way across. If the PCs follow the fox, they almost immediately 
fall into a gnome. The boy laughs loudly at this, but pulls them up again and 
says his fox just made a mistake. If they continue to follow the fox, they keep 
on falling into gnomes, and the boy keeps on hauling them out amidst great 
displays of mirth. By the time they are on the other side, they will have 
encountered six gnomes and taken a total of 1d6+4 hits each (evenly distributed 
in the form of bruises). Should they try to cross on their own, they are 
swallowed by gnomes just as fast, but in this case they will not receive any 
help.

Barbester Gor
Following the trail away from the meadow, the PCs finally reach the gates of the 
earth's vault. Outside it Barbester Gor lies sleeping, but awakens and jumps to 
her feet when they come closer. She advances threateningly. The only way to calm 
her down is to give her something to drink. Ordinary beer or wine she drains in 
huge gulps, without seeming affected. The PCs have to offer her their own blood 
to drink; three litres of this will slake her thirst and send her into a 
contented sleep. The characters will lose a total of 10 STR points (regainable 
only through training) this way, which they can divide up as they like. Anyone 
drained to 0 STR is dead.

Asrelia's Chamber
Unlike the other paths, there is no obstacle to vision here; the master of 
Illusion is not fooled by such paltry glamours as Asrelia's. The hard part is 
instead to avoid being seen by her. The party has to look like something other 
than ordinary humans, or the Collectress will spot them. How this is 
accomplished is up to the players' imagination, the characters' Disguise skills 
and the GM's approval. If Asrelia catches them, she turns them over to Ty Kora 
Tek, who sends them to the land of the dead. If they through some masterly 
subterfuge get the Old Bag to release them, they will still have to return home 
without any wheat.

Once past Asrelia, they have to be quiet as mice to get some of Ralia's grain 
without her stirring. The wheat is stored in barrels, and each PC must make a 
Sneak roll to avoid notice. Then one of them must roll against Sleight to 
actually snatch some grain from one of the barrels. Discovery has the same 
consequences as above.

Ty Kora Tek
When the PCs head for the rear exit, where Ty Kora Tek is sitting, with their 
stolen wheat, they notice that she is staring directly at them. No one can hide 
from death. She will not let any thieves through her door - unless they can come 
up with a plan that absolutely stuns the GM. Normally, they will have to go back 
the way they came and overcome the same obstacles, only in reverse order.

Returning to Norim's shack, they find him still hung over and smelling just as 
bad as they do. The wheat they have laid their hands on is not blessed by Ralia, 
so the Otter clan will never again get the 10% bonus most Ralians take for 
granted, but it's better than nothing.

The End
If the PCs have accomplished their quest, they can now return home to their 
clan. At first, they are met with mistrust; some of the clan members are still 
inclined to stage a summary trial, but Loran has begun to gain control of the 
situation again. Through diplomacy and promises of future aid he has scraped 
together enough food, from some clans to the northwest, to abolish the immediate 
risk of famine.

When the party gets a chance to explain what they have done, Elen performs a 
Divination and confirms that it is true. The rumour of the PCs return and of how 
they have reinstated the Otter clan in Ralia's good graces spreads like 
wildfire. All the clanspeople are jubilant and wish to praise the heroes. They 
become even more popular than during the time of the transwheat. The whole clan, 
filled with renewed self-confidence, pulls together for a great victory 
celebration, despite the sparse resources. The reasoning is that if such young 
warriors can accomplish such an incredible feat, the rest of the clan should at 
the very least be able to put up with a little hardship until next year's 
harvest.

If the party reveals that Torkel Laxon is a grave robber and want to arrange a 
trial, Viran will say that the case should be tried in Istakax, where the crime 
was committed. What the final verdict will be depends on whether or not the PCs 
try to help Torkel, who their friends in Istakax are and so forth. A number of 
years' outlawry is the most probable sentence - an alternative is lifelong 
indenture to the Ernalda temple (as a grave digger...).

The Otter clan survives through the coming seasons. When the sowing is done in 
sea season, the handful of grain is miraculously enough for all the fields in 
use. The harvest is one of the best ever - not as large as those gained from 
transwheat, but almost (if the wheat was stolen the harvest is not as 
impressive, but quite sufficient). After the harvesting is done, a new feast is 
staged in the PCs' honour, and the thane asks them to join his hird.

At the end of storm season, some Kott clansmen stage a raid for sheep, but when 
they see the PCs coming at them they panic and run away. The reputation of these 
young warriors has now spread far and wide.

In the long run, the PCs will become role models for young people of the Otter 
clan, and so the manner in which they regained the wheat will influence the 
whole clan's development. That is, whether it will be known for its brave 
warriors, humble farmers, shrewd traders or sneaky thieves. As for the player 
characters themselves: after a few years of occupational experience, they will 
probably feel ready for some more excitement. In our next supplement we will 
provide numerous opportunities for them to adventure all over the East Wilds. 
Stats
Hippogriffs
No 1
STR 31
CON 16
SIZ 26
INT 15
POW 20
DEX 19
APP (18)

Move: 6/12

Fatigue: 47

Hit Points: 21

Magic Points: 20

DEX SR: 2

Weapon SR Attk% Damage

Bite 5 63 1d10
Left Claw 5 47 1d6+3d6
Right Claw 5 41 1d6+3d6

Spirit Magic (120%): Detect Gold, Heal 6, Light.

Divine Magic: Sunspear.

Skills: Ceremony 87, Dance 61, Fly 93, Orate 74, Poetry 41, Play Harp 56, Scan 
74, Sing 71.

Combat Notes: Attacks with bite and both claws in each round.

HIT POINT LOCATIONS

Head AP 3 HP 7
Left Front Leg AP 3 HP 6
Right Front Leg AP 3 HP 6
Left Wing AP 3 HP 6
Right Wing AP 3 HP 6
Fore Quarters AP 3 HP 9
Hind Quarters AP 3 HP 9
Left Hind Leg AP 3 HP 6
Right Hind Leg AP 3 HP 6

Nos 2-5
STR 28
CON 13
SIZ 22
INT 13
POW 13
DEX 16
APP (16)

Move: 6/12

Fatigue: 41

Hit Points: 18

Magic Points: 13

DEX SR: 2

Weapon SR Attk% Damage

Bite 5 40 1d10
Left Claw 5 35 1d6+2d6
Right Claw 5 35 1d6+2d6

Spirit Magic (74%): Heal 3, Light.

Skills: Fly 72, others as stated in the scenario.

Combat Notes: Attacks with bite and both claws in each round.

HIT POINT LOCATIONS

Head AP 3 HP 6
Left Front Leg AP 3 HP 5
Right Front Leg AP 3 HP 5
Left Wing AP 3 HP 5
Right Wing AP 3 HP 5
Fore Quarters AP 3 HP 8
Hind Quarters AP 3 HP 8
Left Hind Leg AP 3 HP 5
Right Hind Leg AP 3 HP 5
Wind Children
No 1
STR 7
CON 12
SIZ 7
INT 14
POW 18
DEX 19
APP 15

Move: 3/10

Fatigue: 19

Hit Points: 10

Magic Points:18 

DEX SR: 2

Weapon SR Attk/Par% Damage AP

Rapier 7 41/44 1d6+1 8
Sling 2 37/- 1d8

Spirit Magic (107%): Disruption, Farsee 1, Heal 2, Shimmer 3.

Skills: Dodge 40, Fly 95, Hide 37, Orate 19, Scan 41.

HIT POINT LOCATIONS

Head AP 0 HP 4
Left Arm AP 0 HP 3
Right Arm AP 0 HP 3
Left Wing AP 0 HP 3
Right Wing AP 0 HP 3
Chest AP 0 HP 5
Abdomen AP 0 HP 4
Left Leg AP 0 HP 4
Right Leg AP 0 HP 4

No 2
STR 8
CON 13
SIZ 7
INT 12
POW 17
DEX 18
APP 17

Move: 3/10

Fatigue: 21

Hit Points: 10

Magic Points: 17

DEX SR: 2

Weapon SR Attk/Par% Damage AP

Rapier 7 40/47 1d6+1 8
Sling 2 41/- 1d8

Spirit Magic (98%): Bladesharp 1, Heal 2, Speedart.

Skills: Dodge 39, Fly 97, Hide 36, Orate 19, Scan 47.

HIT POINT LOCATIONS

Head AP 0 HP 4
Left Arm AP 0 HP 3
Right Arm AP 0 HP 3
Left Wing AP 0 HP 3
Right Wing AP 0 HP 3
Chest AP 0 HP 5
Abdomen AP 0 HP 4
Left Leg AP 0 HP 4
Right Leg AP 0 HP 4
Shadow Cats
Fremurr
STR 12
CON 16
SIZ 6
INT 17
POW 27
DEX 28
APP (13)

Move: 8

Fatigue: 28

Hit Points: 11

Magic Points: 27

DEX SR: 1

Weapon SR Attk% Damage

Claw 7 93 1d6
Bite 10 99 1d10
Rip 7 89 2d6

Spirit Magic (166%): Disruption, Heal 2, Ironhand 4, Mobility 4, Shimmer 6.

Divine Magic: Identify Scent x 4, Wind Words.

Skills: Climb 124, Dodge 130, Hide 100, Jump 172, Listen 121, Orate 101, Scan 
141, Search 115, Sneak 102.

Combat Notes: First strikes with both claws simultaneously, following up with a 
bite 3 SR later. If both claws hit, the cat hangs on and rips instead in the 
next round, while continuing to bite.

HIT POINT LOCATIONS

Head AP 0 HP 4
Left Front Leg AP 0 HP 3
Right Front Leg AP 0 HP 3
Fore Quarters AP 0 HP 5
Hind Quarters AP 0 HP 5
Left Hind Leg AP 0 HP 3
Right Hind Leg AP 0 HP 3

Clan Cats
STR 8
CON 14
SIZ 3
INT 10
POW 21
DEX 24
APP (10)

Move: 8

Fatigue: 22

Hit Points: 9

Magic Points: 21

DEX SR: 1

Weapon SR Attk% Damage

Claw 7 56 1d6-1d4
Bite 10 41 1d10-1d4
Rip 7 65 2d6-1d4

Spirit Magic (123%): Mobility 2, Shimmer 3.

Skills: Dodge 70, others as stated in the scenario.

HIT POINT LOCATIONS

Head AP 0 HP 3
Left Front Leg AP 0 HP 2
Right Front Leg AP 0 HP 2
Fore Quarters AP 0 HP 4
Hind Quarters AP 0 HP 4
Left Hind Leg AP 0 HP 2
Right Hind Leg AP 0 HP 2
Dark Trolls
STR 16
CON 10
SIZ 18
INT 13
POW 10
DEX 10
APP 10

Move: 3

Fatigue: 26

Hit Points: 14

Magic Points: 10

DEX SR: 3

Weapon SR Attk/Par% Damage AP

Mace 6 35/25 1d10+1d4 10
Sling 3 35/- 1d8

Spirit Magic (53%): Bludgeon 1, Darkwall, Heal 1, Protection 1.

Skills: Darksense/Scan 35, Darksense/Search 35, Listen 40.

HIT POINT LOCATIONS

Head AP 1 HP 5
Left Arm AP 1 HP 4
Chest AP 1 HP 6
Right Arm AP 1 HP 4
Left Leg AP 2 HP 5
Abdomen AP 2 HP 5
Right Leg AP 2 HP 5
Broos
STR 13
CON 16
SIZ 16
INT 13
POW 10
DEX 10
APP 4

Move: 4

Fatigue: 29

Hit Points: 16

Magic Points: 10

DEX SR: 3

Weapon SR Attk/Par% Damage AP

Head Butt 9 50/- 1d6+1d4
1H Spear 6 35/25 1d8+1+1d4 10

Spirit Magic (53%): Disruption.

Skills: Dodge 10.

Combat Notes: May use its head butt 3 SR after any other attack, as well as 
parry or dodge.

HIT POINT LOCATIONS

Head AP 3 HP 6
Left Arm AP 2 HP 5
Chest AP 2 HP 8
Right Arm AP 2 HP 5
Left Leg AP 2 HP 6
Abdomen AP 2 HP 6
Right Leg AP 2 HP 6
Illuminated Skulls
SIZ 1
INT 5
POW 18

Move: 0/6

Hit Points: 1

Skills: Dodge 81, Riddle 16.
Dark Troll Zombies
STR 30
CON 21
SIZ 20
INT 6
DEX 7
APP 1

Move: 2

Fatigue: 51

Hit Points: 21

Magic Points: 8

DEX SR: 4

Weapon SR Attk/Par% Damage ENC/AP

Troll Maul 5 35/18 2d8+2d6 5.5/16

HIT POINT LOCATIONS

Head AP 4 HP 7
Left Arm AP 4 HP 6
Chest AP 4 HP 9
Right Arm AP 4 HP 6
Left Leg AP 4 HP 7
Abdomen AP 4 HP 7
Right Leg AP 4 HP 7
Hellion
SIZ 1
INT 18

Move: 20

Hit Points: 19

Armour Points: 19

Magic Points: 19

Special Ability: Drains 1d10 Fatigue per MP spent. Attack hits automatically, at 
SR 1. Each MP spent reduces HP and AP by an equal amount.
Wraith
CON 27
INT 18

Move: 19

Hit Points: 27

Magic Points: 19

Armour: None, but may only be struck by magic.

Special Ability: Attacks with MP vs INT on SR 1, doing 1d6 damage to a missile 
hit location if successful. Armour or magical protection does not help.
Gnomes
STR 28

SIZ 3 cubic metres

POW 12

Move: 1

Hit Points: 39

Damage: 3d6
Avatar of Barbester Gor
STR 18
CON 18
SIZ 18
INT 13
POW 15
DEX 14
APP 8

Move: 3

Fatigue: 36

Hit Points: 18(22)

Magic Points: 15(11)(6)

DEX SR: 3

Weapon SR Attk/Par% Damage AP

Axe 7 100(150)/- 1d8+2+1d6(+4d6)
Shield - -/100 - 12(infinite)

Spirit Magic (%): Demoralize, Detect Enemies, Heal 6, Vigor 4

Divine Magic: Axe Trance, Great Parry, Slash 4.

Combat Notes: She will cast her Vigor spell as soon as she sees the PCs coming. 
When it becomes obvious that combat will ensue, she casts Great Parry (which 
delays her attack until SR 10), following up in the next rounds with Axe Trance 
(backed by 5 MP, no time for any attack) and Slash 4 (again striking at SR 10). 
The only way to interrupt this series of spells is to wound her so badly she has 
to do some Healing (or kill her, of course).

HIT POINT LOCATIONS

Head AP 9 HP 6(8)
Left Arm AP 9 HP 5(6)
Chest AP 9 HP 8(10)
Right Arm AP 9 HP 5(6)
Left Leg AP 9 HP 6(8)
Abdomen AP 9 HP 6(8)
Right Leg AP 9 HP 6(8) 
