### 309-541 Sick Man Wandering
A lone man can be seen following the river. If he is
pursued, he tries to hide in some bushes but can be spotted without a check. He
is Othol of Ewchipa F1, and he is dazed and sick. He is a merchant by trade and
was ambushed in 301-539 by a mob when he said his name. He doesn’t remember how
he escaped or got here. He is heading to 311-542 and can provide the codeword
for the gates there.
### 310-541 Palace of the Quell
An elaborate garden and palace blends hedges, earthworks and
stone walls into a tasteful defensive system surrounding the main house. In
here live the Quell family, 25 Were-Rats and who all have known the Third Lock
for generations. The family were among the oldest shaman families and they led
the charge into the Farlands when the Congress sort to dominate the river
networks.
Having achieved the first great conquest, they decamped to
their new estates and only return to the 315-548 when politics and social
functions demand.
Third Lock Salo is patriarch and heavily invested in
supressing the rebellions in the Farlands. Only then can they have the numbers
to conquer the March. Rivals accuse him of cowardice, noting the Quell rarely
serve.
The servants are from 311-542, 310-539 and 312-542, they
hate the stuck-up and dismissive landlords but they pay.
Their treasure exists mostly in land and the respect from
paying taxes promptly, but in their strongbox:
1,000sp
Gem worth: 10gp, 50gp, 100gp and 500gp
Shield + 2
Spell scroll (ventriloquism, web, floating disc, water
breathing, locate object)
### 314-541 Lair of the Walking Stones
From anywhere in the hex, five black dolmens can be seen
standing in a rough circle on a mound. Common knowledge to Congress people is
the stones fell from the sky one day after the time Before and were raised in
worship. Only a few people visit now though. It is said the stones come alive
at night or winter or at noon, whenever thematic to the story told. Approaching
within 100 yards of the stones makes Lawful magical items hum and sing if they
can.
Each dolmen is melted smooth, but with large seams running
up and around, marring the rock. The dolmens are warm to the touch and have
been decorated with gems and bear faint carvings in the centre. A shelter has a
portable wooden sundial with a painted bone gnomon.
Each stone is a chaotic Meteor Spirit (Stats as Balrog), who
has fallen from the heavens for trying to defy the space-age sciences. They
judge anyone who enters their circle and if they find them unworthy (wrong
alignment, attempts to steal treasure or uses magic on them) they attack.
Unfurling their low-orbit bodies from their casings with wings of electric fire.
They return to their grievance-filled slumber once all foes are slain.
Carved into the centre of three stones/chests in the
language of the higher spheres are the Spell Scrolls:
(Infravision)
(Water Breathing, Locate Object, Protection/Normal Missiles,
Reincarnation, Massmorph, Water Breathing, Reincarnation)
(Protection/Normal Missiles, Hold Person, Protection/Evil)
Adorning them are gems worth:
3 x 10gp, 2 x 50gp, 7 x 100gp, 4 x 500gp and 3 x 1000gp
each.
The two without Spell Scrolls are adorned with pieces of
jewellery worth: 2 x 2000gp and 7000gp.
### 308-542 Lair of the Glowing Ones
Where the river emerges from the porous rock of the spring
is near where the underground tunnels below the highlands breach the surface.
30 glowing Fire Bettles emerge once it is dark enough to
feed of the abundant surface.
### 311-542 Town of Maertsllih
600 live in cyclical boredom, as the day to day live of agriculture,
pastoralism and foothill hunting is interrupted by periodic recruitment by the
Quell family. Lately the demands of the March have fallen on the Guilds,
causing a dearth of apprentices, as those who didn’t have connections were
swept into the support columns. The ill-feeling is being managed with success
by First Lock Fra. He has a secret hospitality codeword for smugglers of the Secret
Guild to avoid paying Merchant Guild fees.
30 light foot (LNC Mv12 6AC 1HD 1d6)
20 archers (LNC Mv12 7AC 1HD 1d6)
10 light cavalry (LNC Mv24 6AC 1HD 1d6)
#### Fra
M N F3 HP:8 AC:2
Scroll of Protection: Elementals
F L F1 HP:2 AC:3
M L F2 HP:10 AC:-1
Shield +2
F C F3 HP:8 AC:2
F L F2 HP:5 AC:2
F N F4 HP:14 AC:3
### 312-542 Town of Egedetserof
100 people live in pastoral decay. A decade ago, the
recruiters came through for campaigns in the Farlands but the conscription were extended
by another two years to the March. Few came back and many families left for Maertsllih.
Amid the abandoned farms and closed Guildhall, locals turn a blind eye to smuggling,
so long as they receive what their silence is worth. They have no member of the
First Lock, he went boldly forth and died in the March, he was missed. Greater
than local decisions are made by Secret Guildmember and last member of the
Forester Guild, Asol T4.
10 light foot (LNC Mv12 6AC 1HD 1d6)
### 314-542 Etismoorhsum
82 people work all day and into the night at their far-flung
purpose. The Guild of Spices has paid families to move to this riverside wood
to gather the Doom Mushroom, a vital ingredient in magic and cooking alike.
Every week a caravan of 30 rifle-tottering heavy foot and 10 medium cavalry arrive from 315-548 to transport the fungal gold for exclusive distribution based
on need and favour.
Guildsman Nxte of the Second Lock and her assistants Guildsmen
Tow and Tset of the First Lock administer and guard the community with
their lives. 5 militia can be raised to assist in defence and theft prevention.
5 archers (LNC Mv12 7AC 1HD 1d6)
#### Nxte
F N F7 S:7 I:12 W:10 C:14 D:14 X:9 HP:32 AC:1
Shieldcusher, Lawful Sword +1, Locating Objects Ability
#### Tow
M N F5 S:8 I:10 W:11 C:11 D:12 X:8 HP:23 AC:1
Armor +1
#### Tset
F L F3 S:9 I:13 W:4 C:16 D:14 X:10 HP:14 AC:0
Shield +1
### 316-542 City of Revirtilps
2000 live for the night. Here is the staging ground for
departures into the March. A steady trickle of new columns march in and the
wounded survivors march out. All these people need supplies, healing, repairs
and above all entertainment. The Music Guild virtually runs the civilian parts
of the city silently with the Secret Guild. Many forms of vice and entertainment
are available here, and justice only comes from petitions to and from Guild
members. The garrison turns a blind eye so long as violence does not seriously
injure their own.
A rotating and interchangeable set of Second Locks manage
the mundane city. Recalled every two years to stem corruption. Hree Libbies is
the commander and leads 10 Second Locks (all F4 and armed with Radium Pistols) and
20 First Locks (all F2). Raed the Many-fingered is head of the Secret Guild
here and lives openly in a fortified compound, he is also an unbound magic-user
and pays in assistance for the privilege.
Tihng manages the Music Guild and so controls every aspect
of the entertainment industry except the drugs. Which are brought in by Raed to
circumvent the Spice Guild.
20 light foot (Mv12 6AC 1HD 1d6) – Milita used as police in lieu
of taxation
40 heavy foot with Oiligan Battle Rifles (Mv12 4AC 1HD
1d10) see AAJ Appendices p.16
50 heavy foot (Mv12 4AC 1HD 1d6)
50 crossbowmen (Mv12 7AC 1HD 1d6)
20 light cavalry (Mv24 6AC 1HD 1d6)
20 medium cavalry (Mv18 4AC 1HD 1d6)
#### Hree Libbies
F L F7 HP:27 AC:1
Shield +1
#### Raed the Many-fingered
M L M5 HP:10 AC:9
Staff of Healing
spellbook: Charm Person, Light, Read Languages, Sleep
Continual Light, Phantasmal Forces
Hold Person
#### Tihng
M N T7 D:14 HP:16 AC:6
Ring of Water Walking
Hawkthorn, Neutral Sword +2, Charm Person Ability
Int: 11
Ego: 3, Speaks 1
Read
Magic
Detect
Magic
Detect
Sloping Passages
See Invisible Objects Shield +1
### 309-545 Old Meeting Grounds
Here is the raised clearing where the spirit society of the
Rat Totem made the first step towards becoming a political entity. They
conceptualised the three Locks to divide the thought process of accension when
previous spiritualists wandered the path of their teacher and themselves.
Enfranchising themselves as a Guild as well as a spirit society. Allowing
chosen allies to develop their souls and connections.
As the first sitting of the Congress, outsiders are
forbidden here but no one comes to check.
### 312-545 Armed Wanderer
An armed woman makes a way along a trail. She demands
travellers identify themselves if small than 10 people, otherwise she hides.
Goldeneye (she has brown eyes) is a veteran from the March trying to get home
via Coldwater lands. But only to get a ship across the Inner Sea to her true
home. She made up the Sureshot Technique up to not have to pay Nevre Kangeru in
316-538 the crossing bribe. The Sureshot Technique is just spending a round
aiming to double the To Hit modifier.
#### Goldeneye
F C F5 S:17 I:12 W:10 C:9 D:14 X:15 HP:23 AC:1 Radium pistol
(2d6)
### 315-545 Village of Dnebrevir
37 people are happier than they can ever remember. The
village is too small to have soldiers be recruited from it, safely nestled in
Congressional lands and on a river trade route. But most importantly, the
sickness that had haunted the settlement for decades lifted years ago and
people still enjoy that. Villagers would slowly waste away from what sounds
like anaemia or tuberculosis. The problem moved north to Vichipa 297-536.
They decide things by council and can muster 2 light foot
(Mv12 6AC 1HD 1d6), a crossbowman (Mv12 7AC 1HD 1d6) and a boy to deal with
issues.
### 309-546 Stinking Woods
The first think that is noticed is the smell, of human
bodies and waste filtering through the oil of the trees. Then the signs, small
trees and bushes uprooted to build shelters, disused at first. Here lair 17
exiled members of the First and Second Lock, grown huge and halfway rodent by
ingesting foreign pills (Ogres).
It used to be common to send underperforming members of
Congress to 310-548 to keep them working but out of the way. Repalce decided to
make them shape up when he arrived and accidently prompted a wave of chemical
enhancement. They were told to get lost but not before they robbed the treasury
and a passing Congressional pay caravan (10,200gp). They would be open to
getting revenge.
### 314-547 Town of Dleifwen
400 people live in debt and hope.
An outer suburb of 315-548, the town switched from supplying familiar grains to
more far-flung Antarctic or extraterrestrial crops for the more refined palates
of Congress and sometimes just for hardiness and calorie-efficiency. Most of
the locals have run up debts to the Spice Guild for seeds and the education to
grow them. This requires the Spice Guild to maintain a property here, a tower
rising from the farmland to better conserve space around the surrounding fields
and observe for blight. All welcome but the administrator is not.
Moer Bylbi knows the Second Lock but is a stuffy addict who
trades on the reputation of his distant relations in Vichipa. His wife Ffie Lolkaa
is just as stuffy back in 315-548 according to rumour, which is why he took the
post. He is prone to gambling his allowances and bribes. Paying back his addictions
only when he wins big against the merchants, he sells the drugs to. He never
gambles with the farmers. As a last resort he will gamble with the debts the
locals owe him but only if he’s cleared out. On a bad reaction roll he’ll have
the gambler arrested rather than pay.
40 members of the militia defend
the fields under four First Locks; two local and Moer’s embarrassed two warrior
children. Lehlo and Erh.
20 light foot (Mv12 6AC 1HD
1d6)
20 crossbowmen (Mv12 7AC 1HD
1d6)
#### Erh
F C F4 S:8 I:10 W:7 C:9 D:16 X:18
HP:19 AC:-1
Shield +1
#### Lehlo
M L F4 S:6 I:12 W:12 C:14 D:11
X:12 HP:17 AC:2
#### M N F3 W:6 C:16 CHA:14 HP:16
AC:1
Shield +1
#### M L F2 HP:6 AC:2
Some 200 Bandits and their leaders reside here, fresh from
tax-collecting and raiding the Coldwater lands and around Tipsdnal 313-550. This is
because the normal process for Congress control has been failing for years from
lack of people to enforce it. They consist of 12 members of the Congress, 11 of
them of the Second Lock and one of the First, she is working up to it.
They are immensely prideful and greedy, as they have free
reign to do as they wish so long as they do not interfere with the business of
the Congress.
They will soon return and after that, their days of fun are
over. They and their troops will be sent into the March to do or die. The
bandits know this and many will make failed attempts at desertion until the
second round of executions.
The prisoners were taken from 303-548 and cannot promise
anything but the blessing of the spirits and the knowledge of which tent the
treasure is kept in (belongs to F9).
80 light foot (Mv12 6AC 1HD 1d6)
60 archers (Mv12 7AC 1HD 1d6)
40 light cavalry (Mv24 6AC 1HD 1d6)
20 medium cavalry (Mv18 4AC 1HD 1d6)
#### F N F4 HP:12 AC:2
Shield +1
#### F N F4 HP:12 AC:2
Glorycusher, Lawful Sword -2 (Cursed Sword)
Int: 10
Ego: 7, Speaks 5
Note
Shifting Walls & Rooms
Detect
Magic
Detect
Sloping Passages
#### M N F4 HP:6 AC:1
Shield +1
#### F N F4 HP:14 AC:1
Shield +1
#### F N F4 HP:13 AC:3
#### M N F4 HP:16 AC:2
Shield +2
#### M N F5 HP:10 AC:3
Starhammer, Lawful Sword +1, +3 vs. Dragons
Int: 9
Ego: 1, Empathy
See
Invisible Objects
Locate
Secret Doors
Note
Shifting Walls & Rooms
#### M N F5 HP:16 AC:2
Axehammer, Lawful Sword +1, +2 vs. Magic-Users and Enchanted
Monsters
Int: 7
Ego: 4, Empathy
Note
Shifting Walls & Rooms
#### M N F5 HP:18 AC:1
Armor +1
##### M N F6 HP:18 AC:0
Armor +2
Shield +1
Aelfcutter, Chaotic Sword -2 (Cursed Sword)
#### M N F9 HP:49 AC:-1
Armor +1
Shield +1
#### M N F8 HP:22 AC:2
Shield +1
Helmcutter, Lawful Sword +1
Int: 12
Ego: 12, Telepathy and speaks 3
Special
Purpose: Slay Fighting-Men, paralyzes Chaotic opponents
Read
Magic
Detect
Meal & What Kind
Note
Shifting Walls & Rooms
Detect
Traps
Telepathy
Gems worth: 6 x 10gp, 50gp, 8 x 100gp, 3 x 500gp and 7 x
1000gp
Pieces of jewelry worth: 900gp, 2 x 1000gp, 1200gp, 1300gp,
2 x 2000gp, 3000gp, 2 x 4000gp, 3 x 5000gp, 6000gp and 7000gp
10 prisoners
### 313-548 The Hollow House
Rising above the plains is an enormous series of yellow
brick domes and cylinders. Below it plunges to the now silent earthpower
crevasses. Clogged pipes lead into the river, and great wheels lie on their
side. By some quirk of the cosmos, this vast Before facility was spared the
reordering of the world by the Titians.
It did not survive the ravages of greed. The Congress have
stripped the complex down to the shell and traded every piece of technology and
item of interest to traders from the more developed parts of Antarctica. In
return they got luxuries for their leaders, medical supplies, those vital
pellets and firearms to control their domain.
Nothing uses it as a home.
### 315-548 City 6000 Capital of the
Congress
6000 people live in what they think is the greatest city in Antarctica.
Latipac overflows with extravagant villas, guildhalls and the Congressional Building.
The internal compounds of those who have progressed to the Third Lock as
were-rat are more subdued, but they are cozy even during the winter. Much of
this is made possible with foreign technology, imported at great expense and
trade. There is around 600 First Locks, 120 Second Locks and 30 Third Locks at
any one time.
Defence is carried out by the Police Subcommittee of the War
and Peace Committee Chatoic Libbies. She and the Head of the overall War and
Peace Committee, Nevre Vombat command an officer corps of 5 x F6, 10 x F4, 5 x
F3, 5 x F2 and 5 x F1.
No less extravagant is the All Souls Temple. Worship of the
spirits is careful taught to those who have the old spontaneity. Unlike the
self-improvement of the Locks, the acolytes here become the only Clerics in the
Congress and so the only source of magical healing. There is one Head Acolyte, Elft
Posseem, 4 x C6 and 5 x C3, 5 x C2 and 5 x C1. Revealed foreign clerics are
driven out under guild laws.
Corruption runs deep and the Secret Guild has been suborned
by the Second Lock. Tow Tongbet rules directly over a mass of drug peddlers,
extortionists, racketeers and thugs. With control across the lands ruled by
Congress. Two deputies are Thief 7, 3 x T5, 6 x T4, 12 x T3, 24 x T2 and 42 x T1.
He also controls three magic-users which have escaped notice thanks to his generosity;
MU6, MU4 and MU2.
The Congress proper is comprised of all the Second and Third
Locks who turn up to vote, with Third Locks having two votes per member. The
big hourglass is for scheduled speakers, and spontaneous ones get the smaller
one. The only Third Lock who has a free schedule for meetings is Tihng Videl
because no one wants to listen to his crazy plans.
He’s willing to listen to anyone and champion any pacifist
cause, if the players undertake a quest for him afterwards. He is head of the Merchant
Guild Foreign Committee dreams of building a railway that links to the Trans-Tundra
Express. He's willing to pay 10,000gp now and 90,000gp more on completion out
of Congressional funds. The party would have to scout and map a viable route
from Latipac to the rail line. Avoiding as many turns, rivers and hills as
possible at a reasonable 1,000gp deduction from the remaining 90,000gp. Building
it will pay out in shares worth "millions" with work and business opportunities
in addition.
In the treasury vaults there is three lots of Type A Land treasure
at any one time and at least 3 magic items. The rest having been doled out to
various members as favour and need demands.
40 light foot (Mv12 6AC 1HD 1d6)
60 heavy foot with Oiligan Battle Rifles (Mv12 4AC 1HD 1d10)
see AAJ Appendices p.16
30 crossbowmen (Mv12 7AC 1HD 1d6)
20 medium cavalry (Mv18 4AC 1HD 1d6)
#### Head Acolyte Elft Posseem
M L C8 I:17 HP:16 AC:1
Armor +1
Staff of Healing
spellbook: Cure Light Wounds, Purify Food & Water
Find Traps, Speak with Animals
Cure Disease, Remove Curse
Create Water, Cure Serious Wounds
Create Food, Dispell Evil
#### Head of the War and Peace Committee Nevre Vombat
M C D:17 HP:51 AC:-1
Shield +1
#### Head of the Police Subcommittee Chatoic Libbies
F N F7 D:15 HP:19 AC:1
Shield +1
#### Head of the Secret Guild Tow Tongbet
M N T10 SHP:17 AC:4
Leather Armor +2
### 313-549 Lair of the Night Terrors
80 Giant Geckos rest among scattered stands of temperate
trees and rocky outcroppings carved by the sea wind and waves. They do not
leave their resting spots until nightfall to hunt anything that strays below,
sometimes literally to fall upon them. But it's always a tempting shortcut
between 315-548 and 313-550.
Locals try to avoid the place and even young warriors of the
Congress have perished here.
From such victims 10sp and 70gp can be gathered among the
leaf litter and grass in about an hour.
### 312-550 Village of Tsaochtron
52 people are polite yet standoffish, with many larger than
normal fishing boats in the harbour. They are all involved in piratical
activities, having discovered there is lucrative business in smuggling and
fencing cargo from the Outer Sea.
They have a -2 to all reaction rolls as they fear outsiders
who cannot prove they are from the Secret Guild with the subtle signs. The
answer to all the ships is that since the Congress expanded, they can fish
further and longer into the strait and Outer Sea.
Siblings Erh and Eh run the village, investing all the
ill-gotten gains into more ships and port infrastructure, wealth that is hidden
in plain sight to them. They have two retired pirate sub-captains to keep
order.
#### Erh
F L T8 S:17 I:15 HP:27 AC:8
Ring of Protection, 5' r.
Smokebeater, Lawful Sword +1
Int: 8
Ego: 3, Empathy
See
Invisible Objects
Detect
Gems (# and Size)
#### Eh
M C F6 HP:17 AC:0
Shield +1
#### F N F3 HP:13 AC:2
Armor +2
#### M C F3 W:16 HP:11 AC:1
Shield +1
### 313-550 City of Tipsdnal
2000 people live in a thriving city where death awaits on
every corner. Trade with the Coldwater lands and with Uldore have enriched
the city since before it became part of Congress. However, taxation was never a
strong suit of the city, as even the Third Locks tended towards relationship-based
collections. So, when the Young Bloods arrived with warrants to collect; half
the garrison defected to the band, the Third Locks were sent to 315-548 in
disgrace and a general shakedown insured.
To be in debt to someone is now to be paying their taxes. To
have a verbal agreement with someone is to kill them and have their property seized
and not yours. The guilds ave drained their coffers to pay their member’s
claims and now look to topple each to steal the debts of others. The new leader
is the unprepared Lehlo Vobmat, who knows the Second Lock. He’ll sign up anyone
he thinks is trustworthy enough to clamp down on the guilds and prominent families
at a 10% cut. He could go as high as 25%; the object is regaining control of
the panic.
Barely assisting him are two other Second Locks (T4 and F5) and
five First Locks from the garrison (F4 x 2, F3 x 2 F2).
5 light cavalry (Mv24 6AC 1HD 1d6)
10 light foot (Mv12 6AC 1HD 1d6)
10 archers (LNC Mv12 7AC 1HD 1d6)
#### Lehlo Vobmat
M N T6 HP:15 AC:6
Leather Armor +1
Mace +2
#### M L T4 I:15 D:14 HP:8 AC:6
#### M L F5 HP:19 AC:1
Shield +1
Redsplitter, Lawful Sword -2 (Cursed Sword)
Int: 9
Ego: 9, Empathy
Detect
Gems (# and Size)
Note
Shifting Walls & Rooms at 120'
#### F L F4 HP:20 AC:1
#### F C F4 HP:13 AC:2
#### M N F3 I:15 HP:13 AC:2
Crowsplitter, Neutral Sword +1, +2 vs. Magic-Users and
Enchanted Monsters
#### M L F3 SHP:9 AC:3
#### M L F2 C:14 HP:12 AC:3
### 313-551 Town of Pityab
The entrance to the Small Sea (bay) is guarded by the
lighthouse and the 400 people who tend to it amid the earth windbreaks and
driftwood fences.
The people are part of the Congress and view it favourably,
though they have not seen a member of the Third Lock for years, as they live in
Tipsdnal 313-550. However, the depredation of the Young Bloods encamped in 312-548
has raised anger among them. Their First Lock leader Elft was shoved to the
ground when he intervened in a shakedown and he is writing an angry letter of
appeal to Lehlo. Lehlo won't do anything because no one died, it was sanctioned
and the bandits will probably be dying in the March sooner than later.
Otherwise, they make their money from the land, sea and
resupplying merchants to 315-548 on the cheap. They are fond of their
lighthouse, an imported stone tower and keeper Asol, a rival First Lock.
20 light foot (Mv12 6AC 1HD 1d6)
20 crossbows (Mv12 7AC 1HD 1d6)
First Lock Elft M N T4 HP:20 AC:7
Ring of Delusion
M L F2 HP:5 AC:3
F L F1 HP:4 AC:1
F N F1 HP:3 AC:1
M C F1 HP:4 AC:0