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Chronopia Elves

Konstruktör: Johan Sjöberg Översättning: Redigering: Les Edwards Chronopia: Bill King, Michael Stenmark, Nils Gulliksson, Henrik Strandberg Formgivning: Original: Marcus Thorell Omslag: Les Edwards Grafisk Form: Illustrationer: Adrian Smith Koncept: Stefan Ljungqvist, Johan Sjöberg Kartor: David Hanson Övriga Bidrag: David Hanson, Svante Rendahl, Hanners Kristoferson, Fredrik Malmberg, Henrik Strandberg, Nils Gulliksson, Sami Sinerva, Jonas Mases, Patric Backlund, Cees Kwadijk, Michael Mörsare Baksida: Paolo Parente Projektledning: Stefan Ljungqvist chapter 1

Elves are some of the most influential Chronopias inhabitants. It is said that together they have more power than the emperor, and that they might as fight the Devout forces if only they could cooperate. As an elf you take the role of a white apostle värjfäktande flamboyant, belisarisk hussar, venturiansk Fulmar or kothisk spider champion and head out to the chronopian night.

The races (Ethnicities)

These are not new rules for how to create an elf, but you can still use the basic rules to create your elf. Here are, however, proposed rules, new and improved special abilities, new Elf jobs and new breeds that will give you more opportunities than ever before when creating an elf. The following chapter is also supplemented the information given here with new professions, skills and special abilities that are unique to the big houses - all to your degas-, aramas- or lysander elf to be as unique as possible. The occupations described in the chapters are only available for the elves accompanying the current house (unless otherwise stated). Of course, all this is just a proposal. It is, of course, you determine which of the new rules you want to use.

In some places in the text referred to material that is published in the previous modules Weapons and armor in Chronopia, Magic in Chronopia, Dwarves, and darkness guardian. For space reasons, we can not publish that information here. Elves is of course great to use without any of the other modules, but the adventures in the city Chronopia become much more vibrant and exciting if you also have access to the other campaign material.

Background points

Background Points are used in the same way as in the basic rules, but not all have 125 BP. Instead, one can choose between three different levels: elf, veteran or raised. The Elf is just an elf among elves on Chronopias streets, which in and of itself is not bad. He has experienced a lot, but nothing out of the ordinary (at least not with the chronopian standards). He may be a regular dandy, a nobleman, guardsman in one of the large houses, garden, untested magician's apprentice, gentleman thief, or a mere slave traders.

The veteran has both seen and heard a lot during his time at the Big houses furstehov, the Street of a Thousand Delights, in the large park, in air ports, the arena and the city's numerous marketplaces. He has won duels against other nobles, stepped on the inferior people, served on a number of steel companies, defended the honor of housing the blow after blow, patrolled the tower walls and felt the smell of danger countless times. He can be guard sergeant, Elvish nobles, elite warriors, magus Regis or a child of the night, a cunning assassin.

The Exalted is one of the elect, one of those if not in body, then at least to the soul is the Ascended, all elves ancestors, the closest. He is destined to make more fuss than their cousins, to change the course of history to shake the chronopian life to its foundations. He can be a captain of the guard, fursteson, arch-magicians or simply .

Race

You decide what race you to be just like the basic rules, but this presents the Big houses elves as separate races although in fact they are all urban elves affected in different direction by the seething maelstrom Chronopias dark influence. Therefore they all, except for the possible advantages and disadvantages are listed below, also city elves benefits (see page 15 of the basic rules).

ARAMAS elf (30 BC)

Aramas elves something strange sight of the approaching eternity (that is the term elves in general use to emphasize the fact that they are immortal) has made them life-affirming, death- defying, playful savages with a slightly excessive bout of narcissistic coquetry. Giving and receiving compliments wholesale and retail is something a true aramas elf can never get enough of. Love they do not know much about, but their desire is eternal, even if the objects vary. They are extremely fast and agile, which makes them difficult opponents and they are happy to show to prospective lovers and mistresses. Aramas elves is slimmer than the other city elves, has brown, dark blond or blond hair, and the men there are often small well-groomed beard.

BELISARIUS elf (25 BC)

Belisarius elves is well-read, interested and inquisitive. They find a spiritual pleasure in polishing their intellect and measure it with others, in the same way as Ventura elves measures grinding their precious stones. They write dramas, comedies and tragedies, the poet's sonnets, canzoner and alexandrines, and skaldar of bygone days as well as about the coming times. They paint great works of art in oil and watercolor, sculpture stunningly beautiful portrait busts in marble, red sandstone or blackest balkit. Belisarius elves has flushed skin, standard covered with a thick layer of powder, and red, reddish brown or reddish hair, often in braid - also in men. • An optional artistic skill (Painting / Acting / Playing instruments) is regarded as a primary skill for a belisarius elf.

• Belisarius elves get +20 on their kind of social position and initial capital.

CERIAS elf (30 BC)

A cerias elf is loyal to two things, his sword and his prince, but live only for war. "To struggle is to live", as the princes Cerias should have said (someone objected that there are many kinds of struggles, but they cerias elves who heard his words made it clear to him to fight with sword in hand, was nobler and truer than any other form of struggle - before they killed him). Such is cerias elves. They live to fight, to kill, to see the beauty of the devastation war brings. They are the strongest, most durable, and by far the most highly trained of city elves.

• Cerias elves may choose any weapon skill or craftsmanship Forging primary skill. Bluff counted on the other as a secondary skill.

DEGAS elf (25 BC)

Degas elves is hopelessly decadent, live whirlwinds of destruction and decay, opulence, arrogance and ecstatic pleasures. They live a life of debauchery hideous nights, to the days when the sun's rays heat the chronopian copper ceilings, allowing their emaciated bodies rest in perfumed oil bath. Their obsession with physical beauty is immense; to be ugly in their eyes to be defective to be an abomination, and abominations can not be accepted in the house's walls. The degas elves whose bodies Tarts of pleasures veil his faults with masks, lotions, powders and oils in centimeter-thick layers. They color their hair - those who have something and not just use wigs, namely - according to the latest fashions on the alchemical way.

KOTH elf

The folly lies as a sticky nets over spider Tower and its inhabitants. Those who are born, live, and die as members of the House Koth thinking in other courses than elves from the big houses. The perverted thinking dark thoughts characterized by obscene, homicidal and dark magical overtones. Koth elves rarely socialize with people outside the community - and they do it, they always have an evil ulterior motive that usually lead to anguished throes of the most night black blow for the unfortunate. They are almost sickly pale complexion and long black, white or silver gray hair.

• Koth elves need not succeed with a mage stroke to learn the dark magic (see module Darkness guardian).

LYSANDER elf

The elves belonging to the Dragon House is regarded as very impulsive, wild and impatient of their elf brothers and sisters. In Chronopia while the lot of their time at the Arena or private casinos in the high towers more fashionable salons; the gambling excitement has enthralled them. Participating in an uncertain game in which an unfavorable outcome could mean financial ruin for them is the highest voltage can be achieved.

VENTURA elf

Ventura elves burning with curiosity, an appetite for discovery that is missing in the other genera (they think in general that has already seen everything worth seeing and if it should happen to be that there was something outside Chronopia that was worth seeing it would not be worth seeing), an appetite for discovery that has opened up many trade routes and markets in distant lands for the horse's house. They also love money, "to own and look, but do not spend," reads as wicked tongues Prince of Ventura's slogan. Ventura elves are darker skinned than other elves, which is said to be because they are descended from grey elves, the fabled elves sailing on the ten world's oceans with their floating islands. They are usually brown or dark brown hair.

Age

Age works just like the basic rules.

Sex

Sex work just like the basic rules. The Elvish women usually tend to be both more beautiful, more scheming and decadent than men, in short - they are more than equal.

Basic features

Basic features work just as in the basic rules.

Kroppspoang

Body Points are calculated as the basic rules.

Damage Bonus

Damage Bonus is calculated in the same way as in the basic rules.

Displacement

The movement is calculated as the basic rules.

Vision and hearing

An elf has hearing like a wild cat and eyes like a hawk. A chronopiskt proverb says that an elf can hear a goblin fall in the heat of battle and find a doubloon on the dusty arena.

Syn affect CL distance weapons, Finding hidden objects and detect danger. Hearing affect FV in Listening and detect danger. The modifications are cumulative, which means that a person with good hearing and good eyesight, their total +4 Detecting danger. Jobs

Occupation works almost the same way as the basic rules, with one exception. What is new, in addition to all the exciting new professions, Starting equipment. In every profession indicated a smaller number of objects that each practitioner of the profession automatically get (it costs then nothing extra for your personal role), for the simple reason that they could not do without them. The two new professions presented here further complemented by the more than dozen professions described chapters 3-9 and are unique to the elves from the big houses. Virtually all professions are extremely narrow and if you wish you can use the example Lysanders drakgardist to create a rosgardist, a kothisk avenger to create an assassin from the house Degas, or distributor to create a drug dealer from the house Aramas or Belisarius.

If you want it is of course quite possible to choose a profession from the ground rules for your Elf - even if you have chosen to create an elf from one of the big houses.

Hestare (Baiter, agitator, instigator, firebrand)

You are a hunter, a prisoner, a scout and savior, a wanderer of warriors caught in the midst of the most famous world's most decadent ratholes, plagued by the treacherous vagaries of captivity, of the stinging stench of the crowd. The city of Chronopia both confuses, adores, annoys and annoys you, but you do not let yourself be seduced as your cousins in the city elf, but have chosen to take your refuge to the Great Park, the closest nature to a compost heap for the creature's waste like Chronopia.

Even though the urban environment is as perplexed as it may ever be, so bored that it should explode at any time, you have found yourself in a position. You have created the pleasures in which you missed employment and nowadays you are roaring the city's population, tricking them into the Great Park, wrecking them, snoring them in neat slots. You also made it your call to turn your neck off and spread the belly on the unnecessarily large proportion of black blood that constitutes the city's population. Trolls, goblins and orcs are nuisances to be fired from the chronopian map. It's a time-consuming and dirty, but very entertaining job that you perform with almost childish delight.

But it's not just the black blood that's your enemies. In the Park there are other light elf clans, some reasonably peaceful, other extremely warlike, but all competitors. As a hotspot, you are your clever spearhead in all warlike actions, whether directed against a Somabar or against Belisarius himself. With the lessons you have from your life in the wilderness (to what extent you can now consider the Great Park as a wilderness) you are a deadly opponent and the flowing blood is rarely yours. The façades of the houses, the shattered bridges, the fragile ceilings and the lazy washing lines have more in common with the branches, stems, twigs and leaves of the trees than one can first imagine.

Only light elves can be hetsare.

PROFESSIONAL SKILLS

A hotter has an extremely refined balance of mind and can not lose the balance except if he is pushed or injured. He rushes over the roof, the deck and airships as vigorously as others move over the cobblestones of the streets. If he drops, he always lands on two feet or succeeds in getting a protruding statue, an awning or stuprend.

SKILLS

• Acrobatics • Wear weapons • Handle traps • Handicrafts (1) • Orientation • Weapons skills (3) • survival • An optional skill

STARTING EQUIPMENT

A hotter gets lighter leather equipment, five laces, two foxes, a elbow, an optional handweapon and colors for face and body painting.

• Some of the light elf clans' most extreme and most proficient hotspeakers cooperate in a brotherhood, which they themselves call Skarp Laws. They have taken on themselves the role of all clan protesters (despite the clan fighting among themselves), but devote their time to seeking and killing Devout black blood and city elf who behaved improperly. They the easiest again on red feathers as they wear swallowed in their hair.

• Hetsare would like to use different types of face paintings to put respect in their opponents. Which types of paintings are allowed to be regulated by experience, number of defeated opponents and customer affiliation.

Outcast

You are exhausted, excluded from the Elven community, driven by your brothers and sisters. Spotted by your bodies, you have become one of the wild elves, an independent, free-thinking individual without burdensome decree from princes, commander and other perennial sewer rats with inferiority complexes. Others speak of you as decadent, ineffective, mean, furiously insane; Simply a threat to the city of Chronopia and its inhabitants. They say you are crazy, wild and ruthless. You yourself regard yourself as a living artist who can not be hindered by rigid ethics and outdated norms to achieve what you always sat in the first place: personal enjoyment.

The days in Chronopia are boring, that idle wander around the endless streets of the city is disappointing, and not knowing what to do before the sun disappears behind Silvertopp and the night is coming is extremely frustrating. Therefore, during the gas-filled nights, you give out for all the dark energy that is immersed in you in an orgie, a bloodbath, an orgiastatic whirlwind, a hysterical pursuit of bodily pleasure, on a seductive ecstasy. You visit night open soma bars, black houses, casinos, noblessen lounges and the city's arenas. There you live all your lusts at the expense of others' enjoyment, wealth, happiness and life. Your exhilarations make the house of Degas alver to appear like daring dwarf boys - there is nothing that can prevent you from anything. The only way to stop yourself is with a sword, something that often affects the busy ones with a long and painful death. But it's not just antagonists who die for your hand - your whimsicalness will send anyone to the other side. It is enough that he is within reach.

Only one elf from one of the Great Houses can be an outcast.

PROFESSIONAL SKILLS

The outcast has a superior charm that works almost spellbound on the opposite sex. If an outcast actively tries to charm someone, it must succeed with an INT-stroke to avoid falling in love and becoming in love in the outcast. An outcast also has 1T6 contacts (of course, only from the opposite sex), which makes him / her virtually any services. The player receives only +10 of his kind for Start Capital. His social status represents his social status before he left the clan community.

SKILLS

• Dance or Painting • Wear weapons • Gambling • Heraldry • Muta • Play instrument • Weapons skills (3) • An optional skill

STARTING EQUIPMENT

As has been said, an outcast has not been as good now anymore since he left the Elven community. Nevertheless, he wears top-of-the-line clothes, has two good quality handcuffs and a well-stocked soma and black tobacco store.

• Even though the wild elves are single disturbances to their character, or at least do not appreciate freaking out with equals, it sometimes happens that some of them join forces to avenge what they call the 'establishment'. Lastly, the house of Degas's house was hit by a series of accidents staged by a group of wild elves led by the deserted Amaric.

White Apostle

You have heard the only true prophet Gemål's clear voice sound over Sanctum. You have received his message, his gospel delivered in words that can not be misunderstood. You are one of those chosen, one of those who, when the White Night comes and Chronopia is pouring into hellhead cascades of sulfur, magma and flaming fire, will be spared, because you are one of the white apostles, one of those who have finished An agreement with death.

Your tanned body, which has been plagued and dulled in years of self-esteem, is wrapped in dirt- lather, stained in yellow spots from your open wounds. Over your lips, you wear a flattering, shabby cap that shows you are one of the half-dead. In these clothes you walk over the streets of Chronopia to proclaim the prophet's message. From Sanctum, is the capital of which your white taboos vaze, you and your brothers walk through the city into long, lingering joints and match the gloomy monotonous songs. The White Night is close, and those who do not listen to your message are convicted, which you can not accept. Instead of letting them go a lot worse than death, just because they have not been able to understand their own best, give them a helping hand into the dark, in the eyes of others, an aggressive mission in your love affair. In order to protect the doctrine and save Chronopia, to defend yourself against all irrational viruses, you have been forced to become a weapon master - an invincible warrior. What makes you so dangerous is not to fear death. For you, it's just a sure ticket for salvation. The only thing you would miss from leaving earthlife is to leave so many ignorant creatures to a fate you could have saved them from. Therefore, you see it as your duty to kill them instead of killing them. On the other hand, you know they will thank you.

All the elves can become white apostles.

PROFESSIONAL SKILLS

A white apostle can whenever he wishes to immerse himself in a state, a deep sleep, which strongly reminds of death and during which the apostle does not need any kind of nutrition. Only a driven physician or a skilled magician can notice any difference. The dwellings last as long as the apostle himself wishes, but he must decide the time of his awakening before he falls asleep. An apostle in hibernation can only be awakened by another apostle. They also have the occupational skills of the war.

SKILLS

Dance Pull weapon Handicrafts (1) Knowledge of religion (1) Salvatori (battle art) Play instrument Weapons skills (3) An optional skill

STARTING EQUIPMENT

The apostle always wears his lids, his coat and his weapons (two optional). He also gets an instrument (usually some kind of drum).

• The Doomsday Elves, as the white apostles are called in common, are said to have concluded an agreement with Death. Since the dead will be spared when the sinful river comes and the chronopian reality breaks away, the white apostles spend a large part of their lives in the cold of death, in hibernation, in exchange for the fact that when the White Night will be counted into the deaths of the dead and Spared a stay in the holy limb worlds that surround reality. • Salvatori is an armed warfare developed by Doomsday prophet Gemål himself. It consists of the components of Distrahera, Goblinsvep, Drakhugg, Shock, Avoid and Molerisk evasive maneuvers. (You must have access to Arms and Armor in Chronopia to be able to use these rules).

Chapter 2

Good day to yourself? Do we know each other? Absolutely sure !? Yes, right now, I remember. Last we saw when I left you wind for the wave outside Stubb Town walls. It was a while ago, but now that you say that, I remember it clearly as in an Elven mirror, you could not remember it clearer. What do you want me to tell you this time then? About all ?! Oh, oh, oh ...

Gerdion

Gerdion is something of an unusual dark elf in Chronopia. His fascination with the chronopian inhabitants makes him no less unique; Dimalers usually avoid chronopians of all kinds like the plague and do not care to be interested in them. Gerdion has, from his lonely narrow tower of Meledith, for a couple of centuries in peace and quiet regarded the city and its inhabitants through a huge binoculars, and from time to time he has also decided to go out for walking on the streets of the city, mixing Settle (?) with the people and be bored by the atmosphere and the breath. What has come to fascinate him for the centuries is the city's impact on its inhabitants, how travellers from remote countries in just a few weeks turn from harmonious individuals to hard-hitting, unconscious rags. To get to the bottom of the problem, Gerdion, like any other dark elves, is a very driven magician and scientist, started collecting people of the most varied kind (ranging from elves and dwarfs to dragons, wongos and sabras) to Through autopsies and magic throughlifting, study them on a spell through an enormous magnification eye in their tower. If the emperor knew, he would probably be upset, not to mention how upset the relatives' relatives would be. Sooner or later, Gerdion will probably rob someone who had been dearest.

STY 13 SMI 13 KAR 14

STO 19 INT 20 KP 16

FYS 12 PSY 23 SB + 1T2

Age: 4,320 years Key skills: Knowledge Skills 21, Physiology 22, Mentalism 25. Speeches: All available queries to FV 25-SV + 1T10. Special equipment: Gerdion has everything he needs in his tower, which includes a magic laboratory saturation, a magic laboratory, a couple of study chambers, a library and an autopsy room with high quality tools (wound clamps, dull saws, peaches, sharp knives, drills, rusty forks, needle and thread).

The elves are one of Chronopia's strangest people, perhaps those who have changed most of life in the city, more than orcs, trolls, dwarfs and goblins put together. Why? Hard to say, but if you compare the city elf with the dark elves, the diversity is as striking as between a laundered goblin and a well-behaved bondage. Looking at them once they remind each other strongly, at other sight they see that they are not siblings and when they open their mouths, they wonder if they are from the same reality or if one of them has been taken from an ice cold limb dimension of a High evil, and terribly competent magician. And there are those who say that the difference has been greater than that, not even the dark elves are the true ones. It is told that the thousands thousands of years ago, long before the settlers arrived and together with the emperor, founded this very excellent cutoff for human waste, this stinking compost heap which is such a favorable ground for the wickedness and maturity of the Devout will Be the stench all the famous world has in a couple of years, be a proud and noble people. A people of high morality who appreciated the good and not measured success of life only in the number of imperial dublons were scraped together during their lifetime. A people with hunger for life, a happy people who lived in harmony with nature. If that's true? To me, such stories are as banal and unbelievable as children's chambermax, especially if you look at what it is like now. But maybe it's like someone said, "To be evil yourself, you must have lived a truly wonderful life." I do not know. Everyone may not have lived a wonderful life, but if the fairy tales are true, at least their ancestors did.

(cont.)

Amaric

Amaric is the wildest of the wild elves; banished from the house of Örn, excluded from the most decadent of decadent circles, too wild, daring, insane, hysterical, malicious, devilish and perverted even for the self-destructive festivities of the house Degas. Chronopia has obscured his mind (aroused his true I would say himself if asked him) and invented the worst possible pages an elf can have, and there are no bad bad pages! He lives alive and beyond human understanding, he sees it as a pleasure to daily derive and ruin as many helpless chronopian as possible. On the dirtiest soma bars, in the most dilapidated avenues, on the Street of a Thousand Delights, among the Grytan's human ruins and in the shining of the chariots' torches, he is. In foggy alleys, on the untidy whore houses and fashionable brothels, among the tombs of Sanctum, in the suburbs of the Arenas and on the changing streets of the Demon City, he runs like a stormy whirlwind of decadence and excesses in a hot hunt of pleasures and plagues, of course, the plagues of others. If you meet him, you should avoid irritating him by staring at him, but turning his back on the other hand, he sprains one from one to another, which is usually the fate he seduces. He usually defends himself by saying with a smile on his lips, "They are dying happy."

STY 15 SMI 16 KAR 23 (7) * STO 18 INT 13 KP 16 FYS 13 PSY 14 SB + 1T2

AGE: 834 years Key skills: Bluffa 17, Dagger 22, Arms 19, Cheetah 20, Köpsla 19, SMiNKA B5, Sword 23, Two weapons 18, Overtala 22.

SPECIAL EQUIPMENT: CLOTHING IN STRONG COLORS, ALWAYS LATEST MODE, KILOVIS WITH PUDD, CREAM AND OTHER TO SKY OVER YOUR BEAUTIFUL FLIGHTS, FIVE COOLS, ALWAYS Longevity. * THE VALUE IN PARENTS IS WHEN HUMAN IS OSMINKAD.

(resume)

How did they find themselves here if they were so wonderful now? Actually, I'm not the right person to answer it and I wonder if they really know, but I think evil, like I said before, exerts an incredibly strong influence on the good, especially if it comes like a wolf In sheep's clothes, or Temple Master in full-length clothes if you want. Chronopia is located in one of the places in the whole of the known world where cosmic energy flows the strongest, where other worlds, foreign dimensions penetrate the most, where barriers are thinner than the finest dwarf silver wire. Because elves are creatures here in Chronopia, closest to the other worlds, any other explanation, they can hardly exist forever, they are drawn to the energy like goblins to the sekuda tracks, chained to the one whom the Devout chained their slaves into Clipping blocks and in each other, unable to break the booths and planes.

(cont.)

The Great Park

Below the Temple Slopes, at the foot of Mount Silvertopp, in the shadow of the Eternal Palace, the vast, extensive, lush and lush forests of the Great Park spread out. The crowns of almost evergreen green trees aim toward the sky, grow vainly with the miles-high tower, which in the outskirts of the park cleaves the clouds with their toes, in a race that the trees are convicted of losing (despite the fact that the park has managed to grow over a part of it Old Chronopia and created a ruin city that tickles the imagination (13). The rumors of course tell about curses and riches, but even so are the elders from there). Someone has said that Stora Park is the only place in the whole of Chronopia where you can really be sure to stand on the ground and not in fact be in a big square a few hundred floors up in any of the sky's thorns and it's true Better than you think. The big park is the only piece of wilderness that has managed to get a foothold in Chronopia, although the rest of Chronopia is obviously much more wild, at least in the majority of the word's sense. Here we live strange animals, colorful birds, exotic plants, hungry insects and shady creatures that are never seen on the streets of Chronopia. In the days it is a real pleasure for the transboundary chronopians to quietly spat on the small forest paths, past the crystal clear springs, the purging miniature waterfalls, the vaulting grass of the green meadows, wandering over the exquisite bridges, enjoying the view from one of the picturesque gazebo's emperors Let's build and calmly watch the tracks and fly play in the sunshine. But it is important not to marry from the great headlines into the chronopian forest where the malicious light elfs have their beings.

The big park is inhabited by five elven clans, all equally desperate to endure from intruders, and rejoice in the confused and bored people's expense. With captivity and smashing music, or other devilish tricks, they do not deceive people, dwarfs, highlanders and wongos into the woods, leaving them at the bottom of a catch or dangling in their feet from the top of a tree. Elven clans work roughly in the same way as the streets gangs, feeding on stray troops, shelter in the districts closest to their own territory and stealing from the other clans. There is a constant war between clans, a war characterized by smaller arch mussels in the outskirts of Territories and fast lines against the neighbors' nests. The clans (Loadri (1, 2) Viandra (3, 4), Vargas (5, 6), Lothorio (7) and Derias (8, 9) (points show where the clan's nest - its city in the tops of the tree) Up the park between them and the result has become five territories with clear and well-known borders, (Viandra and Vargas areas are separated by a swamp (13) for example. The outermost borders are not clearly marked - perhaps not with more than a small painted Stone - but the closer the clan's nest comes, the clearer it will probably be wisest to stay away. Everywhere, the exposed skeletal parts of former intruders show that anyone who wants to leave the Stora Park in one piece safely turns his back and puts his legs.

In the Stora Park there is also the Lysanders magnificent wilderness park (14), a mixture between a zoo, a circus and a show of elf cruelty, where wild animals plagued by captivity are exposed in daily performances, where human freaks desperately shake grate in crowded cages Says that several of them were bought from the Koth house that used them for failed experiments), where the toes and thorn recalls that they did not leave Chronopia behind, where perversion and decadence are a virtue rather than a burden and where all kinds of patrons gather for Pointing finger to the custody of the masters cavalry. Here is also the Devout temple (16) and the sanctuary of the mother of the earth (15), in the swamp (11) lies the single watercolor (water eel?) Eccor's water cove (12) and on the outskirts of Derias' territory is the Stelna Forest (10).

Lothorio

On the vast plain (at least with chronopian measurements - it does not crystallize directly from the plains of the city) which forms the southern part of the Great Park and which is separated from the River Trimer from the wall of cloudy thorn that threatens to throw its shadow like countless bridges Over the river's water the clan Lothorio wanders, the barbaric wolf elves. Their name has been given from their craving for raw meat, their flutter teeth and their sharp fangs (read: well-grounded knuckles). The Wolf Elves dresses in the colors of the plain, preferably light brown, do not carry exaggerated ornaments and use no larger weapons than their battle knives: geria. The hair attaches in a high ponytail or razor. In Chronopia, they are feared by those who know them, but often, unfortunately, they are deceived by those who think that the Wolf Elves do not look much for the world, as they do. The occasional spider bird usually regrets when his own hot blood flows in a torrent stream down his back and chest. From time to time, a group of unsuspecting individuals try to cross the Trimer to explore the plain and its mysteries, which are unknown to the whole of Chronopia's population, but whose attraction is constantly increasing. They usually find everything that is usually found downstream a few days later in their own boat with their throats cut off and their hands run between the now sparse teeth.

(resume)

I've heard people say that the elves came to our world from another reality, just like the demons. That they would have been displaced or moved for their lives. No, I do not say that the elves are demons, not even they are related to them - even though they may resemble demons with their pointed ears and cat-shaped eyes. I would say that drakoniter, goblins, trolls and orcs remind much more of demons than the elves do. At least on the outside. The solid elves have both mind, heart and soul of demonic dignity. No, I would not be able to take black lotus that they are not demons. Here in Chronopia, they live, like most others in their own neighborhood, Melindh, they call it themselves, but we usually call mortals for Meledith. Why? The scholars in the science academy claim that it has something about the acoustics of our mouth cavities, but I think that most of them are barmy. Everything does not have to be meaningful explanations, least of all in a city like Chronopia.

That's right. They are called the only living creatures without heart. If that's true? No, that's a saying. I have a friend who is a very prominent physician and he definitely asserts that they have hearts and I can promise you that he has had more than one opportunity to take a proper intestinal blurred look at their interior. He says that it does not differ significantly from those of goblins. Of course, it would be a sense of sin to say something like people hear it. If an elf heard you, you would probably be in charge of your life. They are quite excited to form opinions about people and to cut people into small pieces once they have formed an opinion about them. There will be no more left of you than if you were to walk through the Black Guard's fencing halls, but you would make yourself great as a snack on one of the house Degas exaggerated masquerade balconies where the summer flows like water from the gilded carrots. Boring? Yes! But there are worse ways than ending in a city like Chronopia, believe me!

Here in the city there are of course more kinds of elves; Not only city elfs and dark elfs. Here there are bright elf and half elves as well. dark elves ... Not done ?! City elves? I was going to save them at last if it goes well. You understand, there is so much to tell about them ... Thank you! In all cases. By the very least, they are the least-favored ones. Only in exceptional cases, they search for Chronopia, the place does not seem to have the same attraction on them as in the city elf. If they come here they live in privacy and consider us, just as we consider ants in an ass, study us for the sake of the student, see if they can in the small find a way to the great, to the true knowledge. If they succeed? Most of them are disappointed and leave the city after a few thousand years, others after a hundred, tired of the decadence of the city deserves, the hatred of the people, the barbaric Devout, the unjustified pride of the Highlanders, the dwarfs sturdiness and the orcs, the stupidity and sorrows of the trolls and goblin. Then they have been phased over the unprecedented atmosphere, pursuing their ruthless magic experiments, where we chronopians happily ignorant continually participate, sacrificed in their search for eternal truths. They treat us like goblins. Probably the difference between us people and the goblin's fragrant fragrant feces is extremely marginal in their eyes. We are consumable extras who can undoubtedly dispel them for achieving higher goals.

Only a few dark elfs stay to live the rest of their eternal life inside the walls of the city. Why? Because they have no other place to go. They may be extorted, cursed or outlawed. Perhaps they have stood up against the counsel of the Risen or shared with hidden knowledge to the mortals.

What are half elves? They are the unfortunate results of the promiscuous excesses of their elf fathers or mothers, although the elven women who go down to feed one's child easily can count on the fingers of one hand - they drive out the fetus using heavy drugs rather than close A malevolent half-blood at her bosom. There is even a legend that tells us that the tissue of reality is to be broken by an elf born human child. Not because the elderly are generally superstitious, but unnecessarily contribute to fulfilling day-to-day profiles, yet they do not appeal to them. All the more common is that the female servants of the elves are born children whose fathers are anonymous elfs who are enticed by the inevitable decadence, the perversely forbidden to copy with as low standing creatures as humans. It is not all halves who know that they are half valued, although some of them start to suspect something as they approach the third century of their lives. Why do they understand? Do not be unnecessarily woody! How long do you expect you to live, huh ?! The half elves who know their origin speak quietly about it, because they see it as a strength to have a secret in a city like Chronopia, where you can not even be sure that your thoughts are really your own. Especially as half elves generally do not have an excessively good reputation here in the city. Rather the opposite. The question is whether any other people actually have a worse reputation. It might be the Devout, but it compensates the half elves to go their cases.

The light elves living here in Chronopia have almost all sought the Stora Park to get away from the bustle and the noise of the city streets. It is that part of the city that most resembles their ancient homes and therefore they have chosen to make it part of Chronopia. Not because they can be directly undisturbed there: The park, along with the airfields and the high bridges, is by far the most popular places for duels between crawlers, young unscrupulous nobles from the elf houses, assassinated guards and insulted rounded merchants. But it is rare that ordinary chronopians look into the more sophisticated parts of the park as they go out on their Sunday walks. Other than if the candlesticks themselves yours, want to say. However, there are places in the park that the elves themselves avoid: the swamp, the wooded forest and the overgrown city. Why? The tomb is said to be haunted by terrible spirits, it is said of strong brightness at night, and the overgrown city is protected by the imperial decree of 1875. Accordingly, the inhabitants of Chronopia forbade to stay less than a hundred meters from the ruins. Of course, the ban has been defended by countless sheepskins - here in Chronopia, the golden rule seems to be: "Rules, laws and regulations are for breaking and breaking." The happy (or unfortunate) few who have returned and returned, I need to say they are in a powerful minority, have all been completely mad, insane confused, balancing at the bottom of the fall. No magic experiments - and do not believe that the Incantation Masters, the Devout, the elfs, and the magicians and temples have tried - have managed to clarify what's going on in the minds of the confused stacks. In fact, several archaeologists have died, seemingly inexplicable, of snow blasts in connection with the experiments. Why? I do not know, but it is obvious that the overgrown city makes it far more healthy to stay away than to go in there. It is rumored that the White Angels, black guards specially trained to guard the emperor's tomb monument, have been seen inside the imperial lockouts, but I can not understand what they were going to do for my life. True, it's a real Robitus jump to enter there. Robitus' jump? Called for a crazy mystery who thought he was a Sekuda and threw himself out of the airfields. If he survived? Not much. Some of his teeth should be locked in a dwarf box bin at Bordoorden. The solidified forest is considered for some reason as sacred land and guarded by elite warriors from all clans. Yes, I was also surprised when I was told. Did not really think that something was holy for the elves.

Yes it is true. The light elf are also divided into clans, just like the city elf. You have a good ear guy, and you're not just dropped behind a sekuda either. The clans have divided the Park between themselves, or rather: The ones who have been strongest and ruthless have had the most important parts. Who they are? So, the clans? There are five clans, Lothorio, the plain elfs are the strongest, most feared and those who have the largest but also the most vulnerable territory. Those who live on the other side of the river Trimer are the ones. The house Lysander once tried to build a cable car across the Park by means of airships and hired dwarf engineers, but the whales stopped it. Do not ask me how they succeeded, but on the left they got the house Ventura and the Belisarius house to do a common thing against Lysanders untimely airplane. Rumors say they held both princes' favorite cousins and dear daughters who capture how they succeeded in that art piece. Klan Vargas and Klan Viandras territories are divided by the swamp. Vargas is recognized on their bubbly clothes and their worn hairs, which they wear in different colored braids. The violins always carry long puffs, small bird cloves and adorn their clothes with fringes. Klad Loadri was before, before the Mother of Earth came to Chronopia and before Lysander built its barbaric amusement park, a big clan. In addition, they now give way to the clan Derias who leads the extremely loose covenant, which is the end between all clans except Lothorio.

Was there anything more you wanted to know? Good. Then we have come to the city alps. It's best that you prepare to listen for quite some time. There is a lot to tell. One of the most interesting is that some say that the city elf are fallen dimmers with a bad character, the dime that fell for the famous chronopian temptation and since then has been drawn deeper and deeper into the abyss of decadence and decay. At the bottom the Devout stand and wait for them in the hope of making them their faithful allies. If they will succeed? I do not think so. The elfs are far too selfish to make themselves dizzy by that kind of sadness, although the Devout Sworn warriors and Temple Masters can certainly be very convincing sometimes, especially when they meet them alone in a narrow alley and the gas lights go out ...

House? So you know that, at least. Polled maybe? Not. Yes, in any case, the town elf are organized in houses, much like the dwarfs clans, but bigger, powerful, and more influential. The princes of the Elves, each one, are about as powerful as Budin III, the king of the dwarves. You may remember that I told him about you the last time we met? Good. As for the elf houses, there are houses, of the chronopians called the Great Houses, which exert a greater influence than the other houses, and if you want to learn anything about the city elf, I think it's most appropriate to listen to what I Have to tell me about the Seven Stora. For simplicity, we can start with the biggest ...

(End of fluff)

Sanctum

Deep below Chronopia, far from the streets of the city, myths and gutters, bumpy wagons, screaming merchants, yelling goblins and brassy wake-up priests, is Sanctum's largest and most haunted cemetery, an underground burial ground for thousands and thousands of wild souls. "All sewers lead to Sanctum," sounds a chronopian saying, which, of course, is not entirely true, yet not a particularly exaggerated statement. As you descend through one of the city's countless streets, starting to wander and constantly walking down, the risk of getting past one or more of Sanctum's hundred gates is much greater than before you end up somewhere else. Sanctum accommodates many strange individuals, both dead and alive, somewhere between life and death and others neither near the first, the second nor the third.

As you enter Sanctum, you look out over huge mountain halls, halls where the few flickering lights as helplessly fight the darkness of the darkness, are not able to expose the cold stentak's nest, which hides hundreds of feet above the heads of viewers. A desolate silence lies like a giant veil over the dead of the dead. Everywhere there are powerful grave monuments, ancient obelisks, giant, spotted crosses, amazing mausoleas over men whose name is no longer remembered. Legends of legendary armies stand shabby over the last rest of their former rulers, statues, portraits and relics testify of the death's deaths when it was still alive and inscriptions in ancient tongues reveal the glamorous story behind the grave's lord. From hall to hall leads huge staircases, narrow, winding corridors and confusing narrow bridges flanked by glaring statues.

Here, with the dead in the underworld, one can make a fortune if you are driven, fearless and equipped with sharp weapons and an unusual trip. Here lies the great Boridus Stålöga in a giant mausoleum (10), here remains the remains of the former Prince Lysander under a golden dragon (13), here lies the great sorceror Hanneitor buried by his undead servants (5) and here is the Elven Doomprophet Gemal chose to build his mausoleum (11). At the bottom, closest to the dimension barriers, lies the tomb of the last warrior (1), a lonely empty sarcophagus in a room behind thick steel doors. In the center of Sanctum, in the heart of the cemetery, lies the tomb of the emperor, built to his glory by the first princes of the Great Houses (7). It is guarded day and night by the White Guard's white angels. In the upper regions, the Emperor has built up a maze for the lost souls (3), here for the Bridge of Hope, over the abyss of the Lidandets (Lidia?) (6), here the Wuadite cult is dreaming in the crying worms' halls (9), here the streets hide the Dead Birds Away from their enemies in the demolished Bratt family's tomb monument (14), and Owedi's undead legions have their home in the wicked castle of the wicked, the foot of the black obelisk (8). In the darkness of the white halls, Vernuris's ivory pyramid (4) rises, in the outskirts of Sanctum, enormous riches are afforded to those who dare to defy Quri's curse (12) and in the wells of Ylande wolves (2) there are such plagues and such anxiety that it should Be able to paint the entire Chronopia black ten times over.

Gemals Mausoleum

In Sanctum's interior, Gemal's mausoleum, performed by his faithful companions, the white apostles - Doomsday Elves, is to accommodate him and the faithful when the White Night approaches. The mausoleum, which is also the temple of the cult, lies largely within the mighty urberget, and only two roofed pillar rows protrude from the vast, almost vertical mountain wall. The road up to the mausoleum is lined with ever-burning firefightings, which are also used as drums of the elves when the prophet so invites and always at the fairs. Next to them were long, narrow lords crowned with white pennants, made of lambs of sleepless brothers. On the rocks, hundreds of less worthy companions to the great prophet rest and hope to follow him when the White Night comes. The cave in which the mausoleum is located and the larger corridors leading up to. It is under constant watch by at least two apostles ready to fend off their opponents and themselves to defend their temple.

1. Pelarsal. Between the large gray and completely smooth pillars, wide stairs lead deeper into the interior of the mausoleum, which is slightly illuminated. At the foot of the stairs there are two apostles in each niche in easy sleep, a hibernation they wake up as soon as someone unauthorized passes the second staircase's third step.

2. The golden room. The space is dominated by five powerful gates overlaid with relieves and mythical motifs from what, according to Gemal's gospel, will be the future. On the side, two of the gates lead down to the lower floor. In the Niche are apostles who are awakened when someone enters the door to room 1.

3. Chamber of Commons. After just over five meters, the ceiling height increases by closer to ten meters, and it becomes like entering a church room. On a podium in the lower part of the room, Gemal rests in a huge marble cage in white marble (the lid weighs over 500 kilos). He is surrounded by six huge statues depicting himself in different stages of his life. In the six niches, apostles rest as soon as someone enters the room. Here Gemal holds sermons for his apostles.

4. Grave chamber. There are about fifty-six burial sites of faithful companions, used to go to bed when the time has come.

5-6. The rest of the house. Two rooms designed for spiritual training and attempting to achieve the infinitely light yet endless deep sleep.

7. Catch cells. Even if you do not intend to take any prisoners (you obviously prefer to save them, you have built prison cells except that.

8. House of self-plagiarism. There's everything that a goal-conscious self-timer needs: sooty needles, rusty saw blades, thumb screws, ropes, chains, thin metal wire, dwarf clamps and mastering nails.

9-10. Empty room. Anyway in the future, hope for the use of these chambers. The interior is supposed to be a burial chamber for his most faithful companions.

11. Grave chamber.

12. Library. The few of the holy scriptures available to the apostles are found here among dusty bookshelves spotted with adventurous stories from Chronopia.

13-14. Here Gemal keeps all imaginable and unthinkable writings, writings written by himself and other thinkers in the chronopian existence.

16. Sacrum. A holy place where the apostles preach for each other and discuss the teaching of the prophet, sometimes even in the presence of the Prophet.

17. Dining room / kitchen. The little apostles are allowed to eat according to regulations cooked and eaten here under strict supervision. Any freezing is claimed.

18. Grave chamber. The tombs are used in anticipation of the White Night as a training room for weapon technicians. Gemal himself or one of the higher apostles usually supervises the training.

19. Arms store.

20. Treasure.

Gemal At the age of five, Gemal got his first vision, a vision he understood was true. Since then, he has preached his teachings and on about twenty occasions predicted the exact date of the White Night and the downfall of the world, a prophecy which has failed every single time. Gemal has explained that the world has been saved so that he and his apostles can save even more from the devil's fall and his followers have become even more fanatic.

Gemal is over two meters tall and has long white hair striped down to the cow. His cheeks are sick, his muscles seem almost fortunate and his whole body, except the head, is hardly wound with bright-tinged, pale yellow linen rags. Even though his body looks weak, he gives incredible respect and his eyes are at a truth owner. To save Chronopia is his only goal.

----

House Belisarius

The Belisarius house is the oldest, largest, strongest and most influential of the Great Houses, and their understated praise is the symbol that adorns most of the city of Chronopia's establishments. Shops, black houses, butcheries, bakeries, bazaars and brothels; Everyone wears the Belisarius emblem.

You understand, all stories about the city elfs and their perverted, but at the same time insanely high-ranking, refined, sublime and, in their own eyes, noble culture begins with the house Belisarius, the first and largest of Chronopia's constantly fighting giants, the Great House of the City Conservatives. The house of Roses struck here in Chronopia while the Emperor and while his eternity palace began to build on the top of the Silvertopp mountain, the elves began to travel their Rostorn, one of the city's most impressive buildings, next to the Arena, the Dragon Tower, the Eternal Palace and the Faroese. It is a single giant artwork, a study of patience and will. Its facade is decorated with giant paintings, frescoes, reliefs and sculptures - all products of precious artistic crafts of absolute highest quality. The roses look so real that they almost smell, some usually playfully say that that smell is probably from the perfumed halls. The Belisarius house alone houses more masters of art than all the known world. Yes that's true. Nowhere else do you find an artist who can measure with their amazing skill. But, on the other hand, they have spent a few thousand years refining their techniques to the utmost, they would only think they did not get skilled. In the interior of the tower it is said that you can read the history of the entire Elvish race, from the rising of the earth to the present day. All of the belisarian writers made, heard, thought, sung and bald are preserved in the tower, on the walls, in rolls, sprawling handwritten scores, swollen dragons and on the verge of tragic pekoral. The latter all were written by Prince Belisarius himself. It has always amazed me how such an impromptu talented and enlightened, artistically almost perfect people have been able to get such an imbecill to the foremost. His drama is not worth the paper it's written on. He is unimaginably not a major author, dramatist or artist, a skinned goblin. Nevertheless, on his command, his plays play the days at the end of the house's numerous theaters and the salons are always full. But he does not go peacefully. The doll masters often attack him in his puppet theater, with bitter pieces as they themselves wrote where titerin, the king of the puppets called so, always has an extremely ridiculous appearance. Rumors say he likes to go into the perfumed halls and thank for the tens of millions of years - an unimaginable time in our eyes - he spent in this reality. Yes it is true. It was he who brought the city eagles here, who founded the house Belisarius, but it will not be him as for them from here. After unofficially declaring his thoughts, it is argued that that was exactly what he did in his act of "The Old Goat's Dreams", clicks, clusters, small secret logs and kittens within the House have begun to intrigue to bring their candidate to prince title. Intriguing is as you may know a game that often involves a big fallout. Just over the past two weeks, twenty or so significant taxpayers have been brought about life in more or less refined ways. Litol Belisarius was murdered on the Arenate Theater, Veritol Belisarius was found drowned in the rosewater in his own bath bell, Relia Belisarius flew and tucked up on the outside of the Rostorn, Iliana Belisarius was chopped off during a poetry session in the Green halls, Konnotior Belisarius was found stupid in his bed. It is enough? Okay. What main candidates are? The young Dervati Belisarius, a very talented diplomat and grandson's grandson to the old prince, leads the rumor one of the kittens. They call you righteous. Prince's oldest grandson, the old Geriolion, is performed by a group as the only possible leader. But it's probably just a matter of time until the group that has Red Snap in their ligament is getting rid of both of them. Who it is? I really do not know that. Not anyone else either as much as I know. I myself think that the one who will stand as a victor when the lady settled is Rosgard's commander Ulviltion Belisarius, the only one in the whole family of the family who is a true warrior.

What Rosgardet is? It is Belsarius's largest military force, consisting of very well-trained soldiers, most of them brought directly from the house's own joints. If it can be taken? Certainly, and it's going well, but competition is rocky and an untouched swirl that you would probably stand out against the resilient Ice Barbarians and the hungry Drakoniter. But if you were supposed to succeed you would wear their light shining metal helmets that have the symbol of the guard, a red rose on three white fields, left shoulder and a black face mask that conceals your identity; Sometimes it may be better to be anonymous, especially when the service is over. They train with the sword and tiles, throwing nails as they with unimaginable precision snuggle away against their opponents eyes. The officers all have a golden rose in relief on the breastplate.

In addition, the house has Chronopia's chief drug master, and therefore its soldiers often fight fiercely fighting drugs of various kinds in the blood, because, despite the good discipline, they can become very unpredictable and dangerous, both for themselves and others, even when they seem to calmly flutter Chronopias streets a warm summer evening. As a rogardist, one can count on serving as a guinea pig when drugmasters try out new combat drugs. If it's not dangerous? Joyful, but the loyalty to the house and the fact that they pay very well, always cash in chattering dublons and no dwarf debt bills, usually sweeps away any concerns.

The black roses are Belisarius's absolute premier warrior and act as bodyguards for the House's more prominent members. For the sake of mobility, they never use heavier armor than leather and wear light weapons: tiles, throwers and short-sleeved. Rumors say they train together with Red Snake, they feared the assassins *. Nobody knows if it's true, but their great love for poison and skill with the iron cans certainly does not matter.

Now back to the intrigue. As you understand, the intrigues struggle quite hard even on a Belisarian-sized house. One could say that it's cracking in the joints without exaggerating the smallest. Blowing snuggly does it too. All the fuss, the constant uncertainty and the countless discussions and artistic contributions in the debate take all the energy of the house, making them weaker than they might be. Certainly, they are still the strongest houses in the city, yet they are vulnerable, as vulnerable as a wild nobility in the claws of the sewers. They have difficulty controlling their vassal houses and others get the chance to bump into them in a situation where they are too busy to remember to defend themselves. Ikki has expelled large portions of their distribution network for tokjuice, tok gräs and black tobacco and they receive obsessive support from Degas and Aramas, as they also counteract themselves via well-camouflage bulwark houses. Lotus's flowers are left to whistle in Taragon's gigantic hanging gardens - those who managed the human pluckers have been murdered. It has happened that the temples on the temple backs can not get enough flowers to their extensive flower offerings, and from there it is said that the biggest catastrophe in man's memory is coming soon. Do not the poor and malicious gods receive their victims, they get angry and what angry gods do you know. They open time gates, dimension gates, send magic worms, time storms and extravagant clouds over us, let the city be drowned in its own waste, allowing everything as for centuries to be dumped by the sewers to rise to the surface. Skeletal after murdered rulers, remnants of rotten nightmare samples, stinky stools and ancient mumier weathered lindors.

If that's serious? It probably sounds worse than it is. They have such unbelievable riches that they can figure out a storm of this battle if it lasted for three trolls. In fact, this is not much worse than a mean list page. As soon as the old has fallen asleep, somebody will take over and then I am convinced that the house will be on the right cold again in a few moments. In addition, the vassal houses Titus, Serinda and Velencia enter such huge amounts of doubles that the level of the house's treasury will not fall noticeably. Titus has indeed been brought into a costly conflict with the house Degas; Both possess a number of brothels on the street of Thousands of Delights, while subjected to some pressure from Ceria's under house Avalonia to sell their brothels in Tabari. Taragon and Belisarius have also joined Daffodil, one of Arama's second vassal houses, while at the same time via Serinda's allies, Oxen's trading house tries to prevent Tryad, a vassal house of Lysander, to enter into an agreement with the house Ovaro. Confused? Slow down? You do not hang in my pace? Yes, yes, we can talk a little about the glory of the house Lysander. Innkeeper! Give the boy a beer to cool his brain. It seems overheated!

* If Red snaps are available, read more in Swords and Sorcery.

Doll Master

You are a doll master, one of Belisarius's most remarkable men, the connoisseur of mystical magical traditions derived from the age of the first settlers in Chronopia. You have the ability to give lifeless dolls life that by twitching in threads twisted of your own beard, make them spank vividly, nod and shake your head, bend and bow. Your arts are highly appreciated in theaters throughout the Chronopia, both young and old and dwarves like goblins, overclassed as subclasses. Your livelihood is the income from your performances and the little part you get from the prince's aunt.

The arts your dolls can do to the audience is nothing against what they can do when nobody is watching when the curtain has gone down and the light in the lounge has been extinguished after the last visitor. Then they awake to life on real and their bodies of wood, fabric, clay and metal sprays of energy. Then you can make them run your cases, to help you in your endeavors, to steal for you, to trace your enemies and bring them to life with sincere killings. They are your faithful servants, your criminally loyal subjects and a completely invaluable source of income. When the young nobles end up in some kind of clumsy, when they need discreet and effective assistance and do not know where to turn, they come to you to ask for help. It is something that strives for you, but given how many beautifully blowing doubles the spools have in their pockets, it's more than worth the job and you're proud when your little armies of well-ripped puppets march away in march to make their champions proud .

Your home is in the workshop under the theater, where you spend most of the hours working twisting new threads and cutting, sewing, and sliding new arms, legs, heads and bodies to the dolls. One day you will be able to get what you want ...

PROFESSIONAL SKILLS

The dollmaster can check up to PSY / 4 dolls at the same time. A live, self-thinking doll or a doll that has extremely detailed instructions does not need to be checked without having to dodge on its own dwarfic steam engine. Control range is PSYx3, x5 or x7 depending on the level of experience you selected.

SKILLS

• BUKTALA • Handicrafts (3) • Knobs • PAINTING • Bill • Acting * • Weapons skills (1) • An optional skill

• For Acting, the doll master's skill in managing their puppets is also counted.

STARTING EQUIPMENT

The doll master gets 15/20/25 BP dolls depending on the level of experience he has chosen and a big bag to store them in. He also has all the tools he needs to maintain the dolls.

Magic Dolls

The doll master's dolls possess strange powers, but the fact that wood and fabric creatures can wander around the streets of the city, as if they were flesh and blood, are remarkable even in a city like Chronopia. At the beginning of the game, a roleplayer can ask the story master if their dollmaster can buy magic dolls with their background points. The different dolls can all be provided with a "life spark". The life expectancy is what makes them alive. The greater the life expectancy, the more live and independent puppets get the master of the doll. Without life sparks, the doll is nothing but a completely ordinary, must be skilled, puppetry. The following degrees of life sparks are available:

1 (1 BP) The puppet is still almost lifeless and lacks initiative, but is able to perform certain tasks with precision. The dollmaster must always control the puppetry. The special abilities and skills do not work.

2 - (3 BP) The puppet has had life, but it still can not act on its own. The special abilities and skills only work half and it speaks freaky chronos.

3 - (5 BP) The puppet can perform simpler tasks without being controlled by the master. The special abilities and skills work well and the puppet shows good chronos.

4 - (7 BP) The puppet is completely independent and does what falls in as long as it does not receive any other orders from its master. CL is raised by 3 in all skills, the special abilities work well and the puppet speaks chronos as a well-trained graduate.

Name Burratini Guignol Avenger Puppazzi Simulacra scouts Titeri

Burratini: Burratinin is a small handbag, not a puppet in the true sense of the word, used for smaller dolls, which can come in a variety of designs. It has a beating laughter and its rolling eyes an unusually powerful hypnotic ability.

Skills: Hypnotize 15.

Guignol: This puppet is based on the classic character Violoricon, the noisy, diligent and thieves merchant with the big black braided mustaches that are diligent in the chronopian folk songs. It is an extremely skilled negotiator, has a great persuasiveness, an inseparable sense of business and profitable long fingers.

SKILLS: BUYING LOW 13, LOCKING 10, MUTA, 15, RING 16, STEEL BEFORE MAL 13, VAPEN # 1 8, OVERVIEW 15.

Hämnäre: The masked revenge is a classic figure in chronopian fairy tales, as he sweeps like an ice-cold killing wind through the palace's pillars. The puppet is extremely difficult to destroy. It is considered to have a ten-point natural protection and can also immediately kill a sleeping victim with a successful skill of the weapon in question.

SKILLS: AKROBATIK 15, HOPE 12, KLÄTTRA 14, Smyga 14, Weapon # 1 13, Weapon # 2 8, Avoid 15.

Puppazzi: Puppazzin is a big that takes various forms in the fairy tales. Yet, it is similar to a dragon (Eldkvast, 1T10, FV 12), than a griffon (Fly FV 14), a mantikora (Spikprojectiles, 1T4, FV 9, STY 10 nervous system), a rocky mountain lion with poisoned claws and fangs (1T6 / 1T8 , FV 10, STY 10) or a skeleton cycle. SKILLS: VARIERS

Simulacra: Simulacra is the name of the theater connoisseurs on the bullet-dwarf dwarf, who often drops apple boxes in the salons with their dry joke. Simulacra is a connoisseur of precious metals, locks, traps and mines. With the help of his little hack, he can work through solid stones at a rate of one decimeter per battle round.

SKILLS: GEOLOGY 15, HANDLING SONGS 14, LESSON 14, VAPEN # 1 10, VALUE 13.

Spejare: The scout is a little fun, woody lurifax with green clothes and a freaky little sprout hat. He is extremely observant and between him and his doll master there is always a psychic link that allows the master to see through the eyes of the spectator all this looks. Used often by dog masters to check what their puppets are doing when they are on important assignments.

SKILLS: AKROBATIK 8, FLNNÄ DOLDA TING 13, HOPE 1U, CLOTH 12, List 12, Smuggle 12, Weapon # 1 7, Bow 10, Detect danger 13.

Titeri: Titeri is the king of the puppets, their elevated and enlightened leader, at least in the spectacle of the belisarius stars. He is a noble warrior, while he is an incurable charmor. In the company of a titeri, the puppets' CL increases on everything they do with +5.

Skills: Jump 12, Climb 13, Ride 14, Weapon # 1 13, Weapon # 2 10, Distance weapon # 1 10, Overtale 14.

Hussar

You belong to the Belarian wife groups Rosgard's main falang: the hussars, together with the Black Roses, the most skilled warriors the house Belisarius can bring, and the city of Chronopia's most well-ridden and well-organized soldiers. Not even the Black Guard surpasses meticulous planning and dwarf precision when you draw your strategies or when you perform your well- behaved tactics in the hot battles. You are well balanced, thoughtful, consistent and accurate, exactly in everything you do. Nothing is left by chance, nothing can go wrong and something would go wrong. Have at least two well-integrated ways to deal with the problem. There is nothing you can not do on a horseback, something that you are using maximally in combat. You'll stand up, hang under the horse's stomach, sit back in the saddle and hang out of the horse, always with your fire fork in a firm grip. What people are saying is that even demons, time storms and raging thorns are unable to cuddle your peace, very well. When the city collapses around you, when reality barks like a Sabransk gas bomb or a dwarven airship, you're colder than the Snow Witch's tower, calmer than a sleeping grandchild.

You and your fellow sisters are hand-picked out of the house's own minds, and grew up in one of the hardest schools of life, a school where you had to forsake emotions like humanity, regret, mercy and fear, which has never been your regret. When you see the horror in the eyes of your enemies, you are enjoying yourself never fearing death, you will always be able to starve it in the white eye without blinking that your firefork will never tremble in your hand for fear of your enemies there You are stuck in the saddle on the back of your ladder and found terror in the enemy's house.

Only female Belisarius elfs can become hussars.

PROFESSIONAL SKILLS

In addition to the warrior's professional ability, the hussars are also very skilled riders. They get +8 on their FV in Rida and can never be thrown by a horse. If you have access to Arms and Armor in Chronopia, the householders also have Tactics as professionalism at no additional cost.

SKILLS

Acrobatics animal Training Pull weapon Handicrafts (1) Warfare (1) Weapons skills (4) An optional skill

STARTING EQUIPMENT

The hussar receives a lightweight armor with belisarian rose, a belisarian fire fork, a choice of good quality handweapon and two light fighting horses.

• The hussars train a large part of their education together with Rosgardet, under Master Nan at Rosskolan in the house Belisarius Tower. If you have access to Arms and Armor in Chronopia, they learn the battle of Rosvägen. • At the start, all hussars shave their hair. The hair is then braided and stored in the Rostornet for later use by Belarian merchants and negotiators as gifts for confirming agreements. If you have signed an agreement with the Belisarius house and have a hair strap as a gift, you can be sure that the agreement will not be broken. If it really was the hair from a house ...

Belisar Eldgaffel

The weapon of the Belisar hussars, the double-tipped fireforce, have a long history. It is said that it was the weapon with which the first prince Belisarius fought on his side during the Ural War.

BELIEVE SPECIAL ABILITIES

The Belisarius special abilities differ slightly from the other houses. The numbers in front of the ability name show which of the abilities in the table on page 8 in the chapter How to create an age the ability replaces.

7-8 SKADE PLAYERS

You are an incredibly talented actor and have decided to devote your life to one of the great arts: the theater. You are aware that the best way to develop as an actor is not necessarily to do it within the Belisarius house, but you have to start somewhere. You'll get +5 at your FV in Acting, which is considered an additional professional skill for you.

19-20 KNOWLEDGE

You belong to the great crowd of the city of Chronopia's elf sculptors, writers, writers, painters, artists, poets and singers who have come to the attention of the big crowd. You are recognized by people on the city streets and in the finer lounges you are a popular guest. You get +5 in FV in an optional artistic skill (Dance, Crafts, Painting, Singing, Playing Instruments, Acting) which is also considered a professional skill for you.

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House Lysander

Once big and strong, then down to the knee, on the verge of bankruptcy. Now the house Lysander is once again on its way up from the financial swamp where they were so close to drowning. What they own? Is it enough if I say the Arenan?

A long time ago, in the years before the Arena was built, the house Lysander was the largest, richest and most influential of the Great Houses. It was told that the prince could swim in golden dublons, that there were as many jewels in the treacherous treasury as there were rats in the city's sewers and that every evening you dined on quays, wild boar, tiger, mastodont and innocent little birds covered with thinnest gold leaf at the court. As you probably know, there were other times when the construction of the Arena devoured all the assets of the house. Economic misconduct struck the house year after year, business after trade went on the run and financiers and allied merchants, clans and trade unrest left the house Lysander as horrified sailors fly from a sinking ship or clumsy hired sword leaving the place the enemy just stuck to fire for their commander. Contract torn, contracts broke, transactions stopped, caravans plundered and the mansions were murdered in the wage. So when the arena was ready, the house Lysander was down on his knees before his bloodthirsty opponents and could really do nothing but ask for mercy. If I do not remember the mistake, Belisarius even offered them to become a belisarius vassal house, a shameful but not equal. Like offering a dedicated king to harva like the livegen on a village. Most would rather choose the champion's blade or, in the fall of the Elven, a visit to the perfumed halls. Get up like a sun, down like a dashed airship as we say here in Chronopia. However, Lysander managed to cope with total humiliation by tapping a network of contacts through the most skilled dwarf lawyers through bullets, which could slowly bring them back to a position among the Great Houses. Rumors say that the trading houses that went Lysander's cases during the worst crisis were controlled by the emperor. Why no one else dared go in and help Lysander? Stupid question. The house was so weakened that it was not much to give its benefactors; the cash registers were as empty as mushrooms skinned with gluttony goblins. In Chronopia, one is regarded as a real idiot, as easy as a boy from the Sunset Islands, if someone does a job for that person to return the latter. Not least, at the same time, make sure you have a horn in the side of the city's most powerful trading house.

What interest the Emperor may have had in the whole? He does not want to see the city's balance of power erode too much. Had Belisarius been held, they would probably have become too strong, maybe even a threat to himself, and the man in the Eternal Palace is keen to not be exposed to threats, especially from their own subjects. With Lysanders on back on their feet, the scheme was restored and the danger averted. No, I do not think it was the Emperor's way of thanking Lysander because they built the Arena for his glory. The Emperor never gives thanks, as the chronopian word goes.

Today? Today Lysander is one of the larger houses and the young prince works diligently to restore it to its former glory. Some crash cops claim that he does not hold tight enough on the money points, that he spends thousands and thousands of dublons completely unnecessarily on the dumbfounded workmanship, and that he will drive Lysander in quake just as his grandmother's uncle did in his time that he will Become his own and his people's destiny. A new thank you to the Dragon Tower, golden armor and fierce sekuda to the Drakgard, the lavish restoration of the Arena's little dragon tower, gifts, gifts, banquets, balls and gladiator games in a seemingly endless battle of generosity towards the house's devils and allies is nothing but clean Waste in their eyes. Young Prince Lysander * himself naturally asserts the opposition and lays the blood of his antagonists coloring the Drak Tower's mirror-blended marble floor red. What opponents are? Mostly older, conservative elves, some of whom have certainly been in existence since the city was founded, it certainly means those who know. In any case, he is undoubtedly extremely popular with most of his subjects. They appreciate his attempt to propel the House of Dragons in its identity through propaganda and historical backlashes. At banquets, invitations, bales and gladiator games, he constantly recalls how important it is to remember who one is, not to be seduced by the beautiful words of the other Great House or the Devout, and never compromise, but constantly struggle to achieve it Total victory. He proclaims his message with primitive conviction and constantly reminds his proud elders of how their former allies once betrayed them for fear of the Belisarius house, which they once have to regret. Rumors tell us that Prince Lysander has initiated an action whose purpose is to eradicate all the trading houses, clans, free companies and other loose people involved in the now over the millennial conflict. One after another they will receive their punishment condemned by the Dragonprince and the punishment is death!

Draktornet? Yes, you've got enough of politically intriguing snapshots you say? Let go for a while then. The dragon tower is located just on the outskirts of Meledith, the Alvarian district, just a stone's throw from the Arenan. It was built a long time ago, at the time it was the largest of all the city's towers. Grand? Yes, I want to promise. The young prince has built a new roof, a giant dragon head with gripping jaws, designed by the great artist Oriol. It makes the tower look like a giant dragon tree that in its majesty swings up through the sky with the sky ready to extinguish all that comes in its path. In the jaws, the princess has poured into an exceedingly tasteful conservatory, and it is said that the head's interior is decorated as huge ballrooms, which are easily reached from the Golden Mirrors. Just under the dragon's neck are the giant secretaries in direct connection with the Drakgard fence halls and lodges. At the bottom of the tower are the servants' houses, stores, stables and the well-known treasures. It is told that the old prince Lysander once offered a creditor and drowned him in a thin gold as thanks for his insistence. Rodilio personally rescued some thirty of his worst insights (those who claimed it was the young prince himself who killed his uncle) in the same way, what was called the First Blood Bath and it was followed by more, believe me! If it was he who killed him? It would not surprise me, but most believe that Belisarius or Cerias lay behind it all. In fact, it does not matter to me. The kid, if you can call someone who is over a thousand years old, seems to be a good leader, and if it was one of the other elves that were behind the whole thing, I think they were doing a bad job. Old Lithar was much more easy-going, not as firm as the young prince. How I know all this? I've been there the boy, I've been there ... The decor is impressive, all details meticulously sculpted and if not cast in solid gold, in any case coated with gold leaf. The floors shine and shine as mirrors, which, by the way, are both walls and ceilings lulled down. They are set in neat angles in a way that makes the halls seem ten times bigger than they actually are, the arena feels almost fitting in comparison.

What the house Lysander does? I thought you knew. Lysander's specialty is exotic animals. Either in live form like watchdogs, ornaments in the palace of other Elven Princes: a black tiger from the East's steamy jungles, it's something to hang in a cage on the ceiling; Or as gladiators to any of the agencies: The Star Stones are by far the biggest customer. They also sell 'dead' animals, in the form of bearfalls, gold fox fur or silver mink, bushes or yellow water caps; Or trophies: mastodont beetles, tiger, lion and bear heads, stuffed winter hawks or unicorn horns; Or delicacies like meat - mastodontstek, mussel steak, stalk liver and cracking brain. In addition, they provide driven alchemists, charibisk deathmagicks or drug and poison masters with ingredients: powdered manticore teeth, gratings, dried dragon eyes, lake mormons and blood from the wild ice shark. If you only have enough money and time to wait, they can get everything you request, just from the animal kingdom. Their network of contacts is extensive, and they cooperate with Ventura's vassal house Anatol, when they are going to make longer voyages because they have no fleet to talk about. They are significantly stronger in the air than at sea, but the strongest they are on Chronopia's streets, where the dragon guards clear their way in their shining armor.

Conflicts? Intrigue? Conspiracies? Slanderous? Breach of contract? Pacts? I did not think you were interested in any more politics, but if you ask, why not? In order to understand what I'm saying, I have to tell you a little about Lysanders under house if you do not miss? Good. The house Lysander itself is very restrictive in its contacts with other houses than their own vassal houses, although the new prince is outrageous daring in comparison to his uncle. He has, among other things, been in contact with Ikki - the three-headed Wongoian dragon *, and with several dwarf clans, including Clan Bodrin and Clan Dord *, the latter because of their great interest in Lysanders excellent meat and the latter for purely economic reasons. You remember what I told you about the Dordic Unit Bank? Excellent. Then you also understand that even most of the other elderly homes use their services extensively.

Lysander's vassal house Terami, according to certain persistent rumors, has been involved in the demise of the Great Fourth Century Alliance last year when four of the largest human trading houses, including the Belisarian's most powerful human trading partner, struck out in just a few months. Perhaps the young prince's plans for retaliation have begun to take turns seriously. Terami has, together with the house of Arama's house Ovaro, plans to build a new common sword school in the eastern Arena City. Unfortunately, Ovaro's partner, the three-storey trading house at the moment, is in a litigation with Lysanders vassal house Blanket, which sold one in three-star eyes, just too badly ill insurance to the latter, as the former dwarf lawyers claim are three stars' own mistakes - they should Simply read the fine print better. Anything that complicates the whole thing is that Three Star's vassal house Whinter acted on bulges and under cover assured Three Star's insurance at Lysanders vassal house Moladé, something that gave house Touchlou a major headache because their task is to ensure that no internal conflict occurs at all costs between the under houses and as soon as they can do their best to strengthen the community of dragons. They also try to push through a trade agreement to the house Lysander with no less than the marajiputtic stormogulen itself. Something like Degas and Aramas tries to steer their wheels through their own vassal houses Jiand, Kalix, Ovaro and Kleyan, as it could weaken their status as black tobacco suppliers, especially as it is rumored that Blank plans to buy several of the Blacks houses in Rökstaden. Is this confusing? Worse than Belisarius? And worse it will be my friend ...

*You can read more about Rodilio Lysander in Weapons and Armor in Chronopia. The Ikki is described in detail in Sword and sorcery and if the dwarves clans are reading in just Dwarves.

LYSANDIRSKA SPECIAL ABILITIES

The Lysanders special abilities differ slightly from the other houses. The numbers in front of the abilities name show which of the abilities in the table in the chapter How to create an age the ability replaces.

17-18 WILD'S FRIEND

The proximity to animals in the Dragon Tower, where you grew up, has made you develop a special empathy for the wildlife. You can almost read their thoughts and they seem to understand what you are saying. You can not be attacked by any animal, be it wild or cheeky, unless it is provoked or under magic influence.

25 LORD'S BEST

You have a wild animal as one of your faithful companions. You are almost as siblings and the only thing that bothers you is that you will survive him with thousands of years. Choose an optional animal from Wilderness's bests below.

30 BESATT

The has hit his claws in you, more than in any other lysander elf, which does not matter a little. You regard everything as a game where you have to be a winner and where the efforts must be almost gigantic, your life appears almost too insignificant to replay in order for excitement to occur. All your time and all your beautiful doubles spend you without hesitation at casinos, betting agencies and betting in nobles.

34 DRAKBLOD

You are one of the mythical and dreaded dragon elves, descended directly from Prince Giovanna. Change your character into dragon elf at no extra charge in BP.

Dragon Elf

The dreaded and revered dragon elves are the result of unfortunate cooperation between the house Koth's spider master and the young princess Giovanna Lysander in her vanity hunting: to immortalize her memory. The spider masters lifted two roasts from their leaning stomachs, lowered them into polluted juices Filled with dragon blood, then locking them into an ass that was allowed to rest in the princess' nest. The princess died when the egg was hatched inside her (her entire abdomen and abdomen) but the two children could be rescued to later give birth to new dragon elves.

The dragon elves look like the usual elves except that their forehead is adorned by three little horns that run like a ridge from the nostrils up to the hairline and that their skin resembles thick pale fish scales. They rarely reach as prominent positions within the house as the lysander elves, but they are excellent warriors.

• Dragon elves get + 10 of their kind for Social Assistance and Starting Capital. • Dragon elves have dark vision and can not die by age. They also do not get sick and get +5 in resistance to magic and toxins. • All dragon elves have one point natural protection. • The powerful invertebrates have caused the dragon elves, their physical superiority, to suffer from suspected defects and abnormalities. Dial 1T20 on table page 33 to read the result.

Dragon Elf Defects

1T20 Results 1-8 None defective. 9 Hudspickor. Drakalven has to treat its skin with secretions or other ointments to prevent it from breaking up and inflating. 10 Steril. Drakalven can not reproduce. 11 Aggressive. Drakalven has difficulty controlling himself. He gets the berserk skills to FV 8, but is subject to the same rules as trolls (see the basic rules). 12 Headache. In stressed situations, the dragonfly is affected by a severe tension headache (25%). If the headache hits, he must succeed with a normal physical flag to be able to act at all. If he succeeds, he has -5 in CL on all he is doing. 13 impotent. Drakalven can not train sexual intercourse. 14 color blind. The world is completely for dragonflies, also in moral terms. 15 Hypersensitive. Drakalven is insensitive to 1: sunlight; 2: metal; 3: fur; 4: leather; 5: meat; 6: alcohol, which causes 1T6 in injury per hour (1-4) or per dose (5-6) 16 jerk. Drakalvens int is lowered to 5. 17 Truncated. Drakalven lacks an arm, a leg, a hand or a foot since birth. 18 Veiled. Drakalven has a completely perishable exterior. Kar is lowered to 3 and the dragon is ordained according to the laws of the house to always wear a golden mask to slip. 19 Turn the table twice, but ignore the results 1-8 and 19. 20 SL Special. Something sadly disadvantageous.

Beast Master

You are one of the beast masters, a contender of hell , a master of a dressing art, a domestication artist of rare measure. You can tame the anger of the black tigers from the eastern jungles, whip in the white Panthers from Tundran, get the Frazian Mountain Lion and wild bears to become like kittens in your arms, to be calm, falling in front of a crackling fire under your hands. You decide the terms and they follow you unconditionally.

You are grown up in the arena and in the Dragon Tower's monster cages, where you have watched from the morning to the evening, talked to and listened to the complaints of the captive animals. By your teachers, you've got the knowledge of how to make them obey, how to make them know hut, how to do wicked servants of the untouched kings of the wilderness, force them to humiliate abdicate to make them undoubtedly public favorites in the arena. In your ligaments, they become the ruler of the blood-colored sand, feared opponents of the most worn death dancers and guaranteed mortal opponents for younger inexperienced gladiators. For you, it's a victory every time an opponent's eyes are filled with horror and pain the moment before your adepts struggle to throat them in cascades of hot blood. Even though you are their ruler, a often hard and brutal gentleman, you know them, often much more than other elves do for their own offspring.

But your task is not just to train them to perfection, to teach them to kill for pleasure, but you are also one of those who ever give up in Gordbergen, into the big forests, through the caravan roads towards Eastern and its dense, lush jungle and to the desert countries where the last sand dune has already been captured or with merchant ships over the ten oceans to search for new bests to the Gladiators' house on the other side of the green blue waves. You are one of those who, in the deepest chamber of the Dragon Tower, breed mysterious, devilish creatures, tries to recreate the monsters that ruled in the ancient ages throughout the world. In the dark, you assist the fanatic magicians with experiments on both humans and animals.

PROFESSIONAL SKILLS

A beastmaster has a powerful empathic ability. He can inevitably read an animal or a beast's emotional state. The animals seem to understand what he says and he can make easier conversations with them. He can not be attacked by animals, either wild or domestic, unless they are provoked or under the influence of magic.

SKILLS

DjURHELNING animal Training Handle traps Handicrafts (1) knots Weapons skills (3) Zoology An optional skill

STARTING EQUIPMENT

The beastmaster has a powerful set of fishing gear, something he does not carry with him except if he is going on expeditions. He also has whips, couples and seals of the most varied kind. There is also a 25% chance of having a 'pet'. • Not all wild animals dressed by the beastmasters end up in the arena. Many of them become pet to the elf princes and are used as murderous guard dogs at the courts. More than one careless elven has gone since he commanded the beastmaster to give command to him. Lastly, it was the present prince Rodilio Lysander's younger brother Julorio who had to make a living at a masking ball.

• It is said that the terrible bullmakers, the minotaurs, who ruthlessly dispense all the resistance they face at the Arenas, is a product of the ill-minded fighters of the beastmasters who, with the help of Lysandermagics, have become reality and not, as Prince Lysander himself claims, "the fruit of an extremely successful captivity in the southern ocean, to the rocky countries beyond the cannibal Islands.

Dragon Guards

Wherever you come and how you got where you are is uncertain. Either do you belong to the house of Lysanders young nobles who need to show what they are doing, need to put their manhood to trial by protecting the honor of the house with swords, or you are one of the dead dancers, the chief of gladiators who, after completing the acquisition of the bloodshed The arena took place as an officer in the Drakgard joint, occupied by eager agents with money-hungry purses. No matter what are you now part of one of Chronopia's most prominent military units - comparing to the dwarf's boar riders, Belisarius hussars, marajiputterns bahadures, sabranian despairers and drakoniter driven.

You may not be as proud as a highlander, not as feared as the Devout Templars, not as well- trained as the mythical Sabrina Shadow masters, not as lethal as a dose of the black lotus, but you're as goal-minded as an upright dwarf clan warrior, with as much brotherly loyalty as the Warrior of the Black Guard and you are not alone. By your side are your brothers of the guard always in your gilded armor, a long forgotten tradition from the days of the first princess resumed by the young prince, and together you can move mountains.

Day and night you patrol the Dragontower corridors, guard at the Golden Gate leading into the dragon tower's Arena, circulate around the dragons of sekuda guards or find yourself in a mission somewhere in the city of Chronopia. If someone needs to be protected or corrupted, helped or stealed, the pawing of your feet is heard against the pavement of the streets echoing between the sky-high tower walls and the pale light from the gas lights gives a warm reflection in your shoulder plates and your dragon-headed helmet.

All races can be dragon guards, but by far the most common is obviously Lysander Elves. The only exception are other elves which are notoriously denied access. It's not without understanding why.

PROFESSIONAL SKILLS

In addition to the occupation of the warrior or gladiator (the choice is free, but determines the way in which the role person has entered the guards), the dragon guards are also exceptional sequel victims and therefore do not receive any deduction in the event of a battle in the air. However, they still have to succeed with their kind for riding a car.

In addition, if you have access to the Chronopia Weapons and Armor module, they will learn the dragon dragon dragon as an additional professional skill.

SKILLS

Disarm Pull weapon Handicrafts (1) Ride flying animals Two weapons Weapons skills (4) An optional skill

STARTING EQUIPMENT

All dragon guards wear the classic golden armor with accompanying dragon helmets and are also equipped with high quality weapons as well as a personal sekuda. All equipment must be returned after termination of service.

• All newly recruited dragon guards with less than three years' habits from fighting at the stadium or serving in free companies are under the leadership of Lord Vialias in training at the Dragon School where they are trained in the battle of dragonflying *. Most of the school's seats are reserved for young spouses from their own members, but third parties can with a little luck and great skill pass the admissions and participate in training for reimbursement that they will work at the Drakgard after completion of training.

* Described in Weapons and Armor in Chronopia.

Wild Beasts

From the famous world's most inaccessible wilderness retrieves house Lysanders driven hunters under the guidance of their best men home terribly beautiful and scary angry beast that they should be trained for a career in the Arena or as guard dogs to the young prince and his mark calves.

Firebear Firebears are huge fire-red beasts with paws as big as a large mercenary and jaws large enough to swallow a troll's head or a careless wongos. They are terrible opponents, both in the wilderness on the arena, and they have a fearful reputation. Rumor has it that the now deceased Prince Lysander the Elder unsuccessfully tried to create a bear cavalry company.

Skills: Bite 8 (1T10, semi-SB), Paws 9 (1D8. If both attacks hit, the target will automatically get grappled by the bear for 1D6 damage per SR [round of combat]), Sneaking 8, Discovering danger 8 Frakiskt mountain lion The frakiska mountain lion is one of the most far the most popular game trophies among the chronopian upper class. Its head and fold adorn many a saloon. Mountain lions have a dark brown fur and a strong black mane to frame its majestic countenance. Females have lighter markings and lack manes.

Skills: Bite 10 (1T10, semi-SB), Finding hidden objects 11 Jump 10 Grasp 12 (2, 1T6), Climb 8, Sneak 13, Detecting Danger 15 pair Ostrich Pair Ostriches are large, powerful poultry from Crystal Islands with a black feathers, except for the tail feathers that are bright red. Their beaks are as sharp as sharp and pecking through the thickest troll skull. They are sold in large quantities to Cerias whom train them in combat use and use them in their so-called "feather gard".

Skills: Finding hidden objects 8, Jump 10 Bill 10 (1T8), Sneak 11, Detecting Danger 10

Black tiger The black tiger dwells in the East steamy jungles where it lurking among the overgrown temples of bygone civilizations. It is undisputed rulers of their country, cold and calculating in a completely different way than other predators (humans and elves excluded).

Skills: Bite 11 (1T10, semi-SB), Finding hidden 13 Jump 12 Grasp 13 (2, 1T6), Listening 12, Sneak 13, Track 11, Detecting Danger 15

Gray Wolf The gray wolf is the animal from which the Devout forward conceived their terrible wolves, running side by side with the Sworn warriors for battle trumpets apply sound. It is big, strong and fierce, but not nearly as intensely barbaric as their magical bred cousin.

Skills: Bite 10 (1T10, semi-SB), Finding hidden objects 8, Jump 12 Grasp 13 (2, 1T6), Sneak 13, Track 8, Detecting Danger 12

White ice panther On the icy tundra plains wanders the white ice panthers, also called plain and simple white panther or ice panther. It is a fine-bonned, purposeful, smooth and extremely fast animals that easily catches up with even the fastest prey. In the animal world is more skilled warriors and hunters hardly to be found.

Skills: Bite 14 (1T18, semi-SB), Finding hidden objects 13 Jump 16 Grasp 15 (2, 1T6), Climb 14, Listening 12, Sneak 13, Track 13, Avoiding 16, Detecting Danger 15

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House Degas

Degas? Do not even say that. Not somewhere in the known world you will find such perennial creatures as here in Chronopia, and the house Degas elves are the most decadent, barbaric, unprofessional creature-minded individuals who have ever trampled chronopian soil.

You may remember that I told you about the wild elves. The barbaric, crude, brutal, perverted, inferior, unclean minds sobered and distorted by the dark influence of the chronopian witch chapel that they were shifted by their own clans and forced to live outside the clan community. Always prepared to sacrifice a fellow man for a laugh, pushing an innocent pedestrian from one of the tall bridges just to hear his tormented scream during the journey down to the streets of the street that will eventually take his life. Dangerous, irreversible, devilish demons in clothing that at least reminds us of the people we use. No, maybe not me, but it must be.

All the elves from the house Degas are of the same scrap and grains as the wild elves. They are decadent to curse, insulting arrogant and infertile, completely irrefutable in their wild and brutally desperate pursuit of fearsome and overwhelming pleasures. Nothing is too bad, too unfortunate, too unpleasant to pay tribute to insanely feasts, orgiastic body and soul dislocations, giant orgies with thousands of participants. They even have their own brothel chain on the street of Thousands of Delights: the Red Lantern, Lustan's Bean, Vidriga Veras, The Tied Slave, The Blessed Refuge and the Avgrunden are just some of the brothels. What they do there do not want to know. It has no name, but it has a price. I can disclose that a visit is far from risk-free. You may have the night of your life but use at least double guards and be on your guard, otherwise you can pay with your life, an unnecessarily high prize for a night's unrestrained enjoyment, sodomistic barbarism. The city's mean tongues say it's not for profit, but just because they are going to live their lusts. Or as the old chronopian saying goes, "Every elf from the house of Eagles is also an elf from a joy house." What it means? Briefly: all degas elves, women as men, live their lives as if they and everyone in their vicinity were luxury-prostitutes, which countless temple and magic orders moralize to curse. The Brotherhood of the White Cloud has delivered several bannbulls to the Prince, the Grandmaster of Tertullianus has condemned them in several numbers and writings, and the Brotherhood of Blood have even threatened to name the Eagle's thorn evenly to the Incantation Masters, or the "chronopian original sin bloody nest" as they call it, with the ground to end it all. What Degas does? It takes it all with ease. For them, chronopian existence is a single big hypocrisy. Everything is dazzling, illusions. Nothing is right - not even death. By living out their darkest lusts until they consume them, they believe they can shake off the anxiety that their insights gave them. It's their way of salvation, and why would they give it up when the rest of the city's inhabitants are so damn spooky. If they are right? I'm not saying they're wrong, but let's hope so. Otherwise, the darkness drops more densely over the city of Chronopia. It seems as if someone put it in a dwarf coffer, hit the lid and locked with sevenfold strokes. Eternal darkness without hope of salvation. Fortunately, people do not take care of all the craziness of this city. Accusations, convictions, orders, declamations, announcements, salvation declarations flow like water on a well-oiled goblin. The eternal screaming and crying has taught people to kill the deaf.

If I have been to a guesthouse in Eagle's Tower? If you have you been to Eagle's Tower, you have been to a banquet in the eagle tower, the chronopian saying goes. Degas elves, the fallen, party from morning to evening and from dusk to dawn. Yes, I've been there, I want to promise and it was significantly worse than I expected. Why? Firstly, the luxury was much more uncomfortable, the decorations much more prone and the pompan and the post were much livelier than I had expected. Where the house Lysander turns on and calls for a guest boast to strengthen its citizens in body and soul, the house Degas hits the gong-gong for the sake of luxury, because in their eyes the sublime is in excesses and freezing, which makes the luxury go without Odd, without finesse and so much more precious and that the decadence becomes unpleasantly noticeable. It almost eats into the bone marrow with its big smelly and slowly rotten fangs. Every corner of their palace, every hall, every little niche and prang is devoted to the total expiration. As you enter the palaces, you leave Chronopia behind and enter a whole new world. It is recognized that the house of Degas, Agave, has as little respect for other living creatures as we have for the fool under our boots' soles. They look at us people as we look at insects, short- lived daylight. For them we are something we are striving for. Sure, I had heard it before, but never understood the breadth of it until I participated in the horror night's masquerade ball. The human servants were reduced from individuals to furnishings, tied to walls, ceilings and floors, they became live candlesticks, chandeliers and clothe hangers in humiliating spicy clothes. Standing on all four were chairs and table legs, over their sore backs were thick slabs of mirrored marble. The food and the wine and the summer flowed. It was grilled birch steak with honey shovel, goblin-spotted city guards with guard weapons, truffle-sword arms, sauces made of indomitable body fluids and secretions, and at the storm-boiling cots, volumptuous Elvish women stood clothed in apparel that showed more than they concealed and dipped live rats in cheese and oil. You may have heard of Degas princess. She was, of course, also there with her whispering and criminal loyal grandchildren with whom she dared to love a podium. Yes it's true. Those who fail to live up to her demands, meet her superfluous needs, throw her to the chefs to let them be prepared slowly over open fire. As the evening joints, the excesses became coarser and coarser, the walls bloody and bloody, and the hysterical laughs higher and higher, although sometimes they waved alone in the palaces that were empty and lifeless, as most of the guests were either bursting about life, panicking, Collapsed by the physical exertion and drugs, or sat down to sleep in something badly hidden love nest.

The only thing Degas value higher than luxury, and the fierce dislocations are the beauty that they themselves live in artificially. Certainly, it's true that Degas women are the most beautiful creatures that ever set foot on Chronopia's streets, but their beauty lies on the surface, in their thick layers of makeup, lotus powder, rouges, ointments and secretion-based oils. Under them, their fondness for indecentness and unwillingness to beauty has gotten their ancestors to gain. The alchemical preparations have dug deep pits in their cheeks, relieve the red shine of their lips and make their smiles lifeless. It is Degas curse. That their pursuit of beauty makes them fuller and more repulsive for every day that goes. Every morning, a little more make-up to keep their eyes on themselves, their eagle brothers and the rest of the city's inhabitants. How is it that I know? Why do you believe in everything like a cheeky, scary little goblin-like freak, as I say? Do not be young man. It may cost you ... The Nose!!! Drop? I? Why? You apologize so badly? On your bare knees? If you do not act, you will soon have no knees left to pray, but let go for this time. Then I have saved your life again. You do not really understand? Want me to explain? Because I did not kill you I've saved your life, which means you owe me a great repentance. It may seem strange to a wicked lipstick like you, but things work here in the city of Chronopia. Where was I now? Right! Never mind? You want to hear about the house business? Well, that's possible and they're not full as scandalous as their deliveries.

The house Degas has four large vassal houses, which are an invaluable help for them in the fight against Aramas who is their main enemy. An open war is blowing up between both, and boy, neither of them will win. What are they fighting for? I thought that everybody knew - they fight for soma. In a downturn town, the weight of depression and lost opportunities in Chronopia makes everyone need a place of refuge, somewhere to find the meaning of life. Some choose the temples, but the more they take to the bottle or drugs, soma, black tobacco, tokjuice and tok grass, for a few too short moments to fly the gray everyday and then compassionately forced to crash land in the chronopian reality. Then the anxiety becomes even bigger and the need for escape as well, and once again you take the bottle around your neck and empty it as quickly as you can. It goes without saying that there is terribly much money to earn from selling something that, at least temporarily, eases the anxiety. In order to control the trade, you have a under house, Kalix, which manages the collection and distribution and addresses those who refuse to pay. I need to say that Kalix often ends up in klinch with other houses, most recently with Belisarius's under houses Titus and Serinda. The opinions of who owed who money went a little apart. The house of Fejas is also excellent collector, and they also run a few smaller inns in Meledith with the immediate surroundings, inns like those of Brundusisk trade prince Imbar and the dwarf clan Fodrun are trying to buy. Fejas responded to attacking Imbars rat farms, which rendered them a motive from the Elf house Avalonia, a vassal house to Cerias, which has a very intimate cooperation with Imbar. It is rumored that Degas is now trying to persuade Aramas to act jointly against Lysanders vassal house Blanket, as it invades their territory in Rökstaden, where the vassal house Jiand also has a far-reaching dark magic cooperation with the storm cloud master mystic, which threatens to break the agreement with Blank rivs , Of course, the secret financiers of the storm cloud obviously do not want to happen. Who they are? No clue, but some say that it is the Roteri trading house, which in turn is owned by the Devout Moltas commander Joseph Kränks. Then we have the house Aladri *, located in the Ormtornet, right by the Battle Academy where the Blades' Alliance is based out of, which is even more decadent than the true degas elves, but it is another story ...

*The house Aladri is described in detail in the Hired Sword handbook in the SL screen. The house Ventura is not at all the same scrap and grains as the other elves.

Degas special abilities

The house's special abilities differ slightly from the other houses. The numbers in front of the ability name show which of the abilities in the table in the chapter on page 8 of the chapter How to create an age the ability replaces.

3-4 TERRIBLE BACKGROUND

You have spent your first year of life in a not too advantageous way, and the rumors of your escapades in the corridors of the tower are daring. You have difficulty gaining respect, which makes you a little unsure of yourself in all situations where you are confronted with other elves from the House (-3 in CL at all). Perhaps you have walked on the Street of Thousands of Delights for purposes other than pleasure, worked as a servant, cleaned the privies of the Blades' Alliance, or lived a humiliating life as a prisoner of goblins in the depths of the sewers.

26 HIRED SWORD CONTACTS

You belong to one of the most powerful links in the chain between the house Degas and the city of Chronopia's free companies built by the intimate collaboration with the Blade's Alliance. You know 1T4 companions and 1T10 sergeants personally very well and twice as many superficially.

30 REPULSIVE APPEARANCE

Under your well-groomed makeup you are a true nasty creature, one of the richest ever- wandering on Chronopia's streets. If your secret were revealed you would no longer be part of the decadent community. Your KAR is permanently lowered to 3, which can be flushed with still hand and a sufficiently thick layer of makeup.

34 SECT MEMBER

You belong to one of the underground sects that live and thrive in the house of Degas upper circles. You are devoted to hopeless droolomantics, barbaric victims, sexual promiscuities and hysterical cannibalisms, so terrible that they would not even be accepted in the capital of the excesses: the Eagle Tower.

Masks

At the prince's request, the house Degas magician has created a number of magic masks for the house's laughing assassin , Degas enemy's ever-annoying scourge, the irreversible death threat that constantly rests on those who crossed the roads of the house. At the beginning of the game, the masks can be purchased for BP (the cost is stated in brackets after the name of the mask), while after the game started, only if the earned them through hard, long, faithful and, above all, bloody service. (In some cases they may be assigned the pierrot if necessary because of the nature of the assignment). Multiple mask properties can be combined in a mask, but it costs 2 BP extra per mask (a mask with both the face of the Beagle and the Knight would cost 6 + 5 + 2 = 13 BP)

THE DECEIVER (5 BP)

The mask can assume the shape of any person whom the pierrot laid eyes on when he wore the mask. It also adjusts the user's body, voice and body language, but neither it nor the pierrot has any knowledge of what is inisde the head of the original. Used frequently when a discreet murder took place at a masked ball. To overcome the murder, the pierrot is accompanied by his peers, his mate or his guests home as the deceased, then disappearing in mysterious circumstances one day, one week or a month later. The mask drains 1 PSY score per hour.

BEAST FACE (6 BP) The mask gives the wearer a giant hairy werewolf grin, long sharp fangs and claws sharp like ceramic blades. The claws make 1T6 injuries, bet 1T8 (half SB). Both the natural weapons are used with the skill of Fight. The mask can be activated at a cost of three PSY points up to four times a day.

DEATH MASK (5 BP)

The mask is placed over the victim's face. At the same moment as it touches the skin of the face, it sucks out all the victim's livelihood and conforms to the shape of the face. Two battle rounds later the victim dies and the mask that burned all the skin and large parts of the flesh of the face contains the dead memories that can be transferred to the pierrot, a process that takes a battle round and you cost five PSY points.

SEDUCER (5 BP)

The bearer appears in the eyes of all observers as an understatement, a god gift to the opposite sex, a casanova unprecedented in the history of the known world. The carrier's KAR will be raised to 25 when wearing the mask, which costs 1 PSY points per hour.

JESTER (8 BP)

When the mask is activated (5 PSY points, three times a day), the wearer under 1T8 battle rounds becomes a veritable ball of energy, faster than a rampant troll and smoother than the sharpest Aramas elf. Pierrot's SMI, displacement and SMI-based skills increase by 10 (!!!) during the duration. He may also perform an extra action in each round of battle (if you use the advanced combat weapon in Arms and Armor in Chronopia, his actions increase by 2 no matter how many he had before).

ARMOUR (5 BP)

The mask gives the Pierrot gains 4 points of natural protection, in addition to any armor, during 1T10 fighting rounds. The mask can be activated up to four times a day at a cost of two PSY points.

NEW TROLL (7 BP)

The mask, which, moreover, does not resemble a troll the least, gives the bearer supernatural strength. STY, FYS and STO are raised by 6 during 2T6 battle rounds. The mask can be activated up to three times a day at a cost of four PSY points per time.

Pusher

You are one of the most important cogs in house Degas' enormous machinery, the crafty, smooth, tactile, superior, raw barked and cold pusher. You who supply the city of Chronopia with a never-ending stream of soma, yellow and red lotus and black tobacco. Days like nights you will find yourself on the streets of Chronopia, constantly looking for new customers, agreements to be concluded, lots to be delivered, goods to be tested, and small shadow yellows that crossed the borders, believed to be more than they are and must labeled. How many bales of black tobacco and tok gräs, how many kaggar soma and tokjuice that passed your hands you have no idea. But it would probably suffice to fill the eternal palace. You are responsible for the fat sabraneske mystics, marajiputterns moguls, brothel madams and the city's smoke and crystal shells are pleased with what they get.

Everywhere you appear, your attendance is as welcome in the finer salons where nobless people try to imitate your people's decadent survivors like in Rok Town, the port and the Street of a Thousand Delights. Your network of contacts extends from the shady bars of the airfields, through the ballrooms of the elven houses, and the palaces of the merchants to the street's dirty beggars and addicts, to defeated renters, and former heroes who lost all their shine. Simply everyone who chose to dream away his life with a bottle of soma in his hand, constantly prepared to bring that mouth to chase away the reality of screaming.

As you travel through all the city, you are exposed, people know who you are and what your case is and with your precious cargo, you are a tempting byte for many of the city's cloudy elements, but after their first try they usually have learned a lesson, a lesson that makes them never return in the same matter. Probably they will never return ...

PROFESSIONAL SKILLS

The pusher has an extremely well-developed network of contacts. He knows everyone and hears all of the interest that occurs in those parts of the city where he works (1T6 contacts that at least seem reliable, but in Chronopia one should never trust anyone!). His business has also made him rich, so he gets an additional +5 of his kind for Start Capital. He can also distinguish the drugs that bloom on the streets of Chronopia from each other by smelling them.

SKILLS

• Administration • Wear weapons • Gambling • Knowledge of drugs • Muta • Bill • Lower world • Weapons skills (2) • An optional skill

STARTING EQUIPMENT

The pusher always carries a small bag containing samples of goods. He also receives a handweapon and one, two or four big bodyguards depending on the level of experience he has chosen.

• Although the house of Degas's nobility is their flagrant decadence, their excesses in excesses, the pushers are relatively cold-minded to drugs. They have seen what they do with the people in the streets as well as in the tallest chamber of the thorns and therefore refrain from burying their bodies with such. They are able to profit from the accident of others, but themselves keep their heads over the water, which is seen as cold and calculated even by their eagle brothers.

Pierrot

You're a pierrot, a mascot bearer, a veiled murderer, a masked revenge, a laughing killer, a devoted extinguisher of life light, an entertainer of rare skill, a great event for those who appreciate the beautiful theater art and undoubtedly the lavishly untouched king of the masquerade balls. Shame in front of you bizarre, breakaway pantomimes under the House's deliberately exaggerated orgies, where the roaring soman and the excitement of tokjuice flowing out of the eagle and the crags like water from the Gordberg waterfalls, where the hungry slaves, the horrified and subservient servants and the perplexing joy girls are reduced to consumable supplies , While vigilantly looking for your next victim. Accompanied by encouraging inclinations, you fling yourself through the air, swing into the chandeliers, juggle with the halved mastodon tails, striking volumes from one side to the other. Once you've found what you're looking for, you'll end your performance with powerful applause shoes and present yourself with a brutal, ice-cold and hysterical laugh before you turn the poor thing about life into a new innovative way.

You are the Eagle house's Angel of death, its famous long arm as the enemies of the house fear so much that they barely dare mention your name. An entertainer, but at the same time a very skilled assassin, with magic masks to help. The masks are created by the house Degas' perverted magician and they make you an almost invincible opponent, turning you into a roaring monster, giving you enchanting powers or quenching your victims. Dressed in the comedian's colorful clothes, you disappear in the Chronopian night to purposefully search your victim and end his life, make sure he never wakes up to see the sun rise behind the mountain Silvertopp and the Eternal Palace. Your greatest power lies in the fact that nobody knows your real appearance, nobody has ever seen your real face. Behind the mask are you completely different from the scary death bird ...

PROFESSIONAL SKILLS

Pierrot's professional ability is that he, in addition to his professional skills, also has two optional professional skills from another profession to FV 5 and the starting equipment of the profession free of charge. This to represent his other identity.

SKILLS

Acrobatics Pull weapon fun Events Handle traps Lockpick acting Weapons skills (3) An optional skill

STARTING EQUIPMENT

A pierrot has a suit and magic masks worth 5, 10 or 15 BP depending on the level of experience he chose. He also gets burglary tools of superior Elvish quality and two optional lighter weapons.

• The pierrots usually, when they take a victim's life and want to show that once again it was the house Degas who punished their enemies, they leave two miniature theater masks - one with a smile on the lips (the pierrot itself) and one with tears in the eyes ( The unfortunate victim).

• It is said that all pierrots live a very ordinary life in addition to their murderous depravations behind the mask, being respected pushers, brothel leaders, diplomats or driven duelists, guards and officers.

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House Ventura

Not as superior, not as great as glory of splendor, not as wild in their debates and not as unmistakably decadent. In my eyes they are the only elves who know how to behave reasonably - but if you talk about elves, do not say that much.

A house that differs quite significantly from the other houses is the house Ventura. They do not exhibit the same decadence, the same anxiety, the same frustration over an eternal existence in such a blessed place as the holy Chronopia, like the other city Elf. They do not fade into uncontrolled freezing in bodily pleasures or hysterical pursuit of excessive excesses. They do not aspire to the exaggerated luxury, they do not spread shining dublons around themselves as if they were cast out of goblins or sewers, they do not enjoy engaging in promiscuousities or dressing up peacock-like creations in screaming colors. Instead, they live a life on the golden middle without wearing more than they need, dress in, with alcove measurements, simple clothes without unnecessary pricks, gold embroideries, gems, Sabransks by their side and sequins of windowed mother of pearl, renounce the Elvish cuisine Most exclusive ingredients, take a glass of water instead of fifty years of moleric wine, soma or tokjuice to the food, instead collecting the dublons on high, in the hills, hills, mountains and seas to achieve ecstasy when the dublons flow between their fingers and the sounding coins Gives rise to sweet music. Then the cold water flows like in a hungry spell that drips over a newly built housing oxx. In the case of the venturans, the other elves usually say that "there is a little rubbish dwarf in each of them". You think it seems to be correct? I'm inclined to agree with you.

It is said that Prince Ventura could afford to buy the Eternal Palace if he just loosened a lump of money. His stubbornness is, at least, legendary, although he himself calls himself sparingly. I remember that Belistarius should have asked him how it was possible for his wealth to propagate like freaky goblins when the treasury was wearing a dwarf-crafted chastity belt in the strongest lirium. What did he answer? Nothing. He just smiled. You understand, the venturans are Chronopia's chief diplomats and the prince themselves the prime of all of them. He has managed to keep Ventura's house out of all the conflicts between the Great Houses in the last millennium. Not even once they have been taken into battle with powerful enemies, even though it has been close a few times.

The house has its own school in eloquence, a rhetoric of the rhetoric, where you learn its adept to formulate, put words in the mouths of others, convince, discuss and argue, avoid circular arguments, truisms and tautologies other than when they serve their purpose. The whole of the Venturian administration, the sparsely populated life is an intense diplomatic connoisseur, a nursery for future commissioners, consulates, negotiators and ambassadors. Ventura is the only big house, trading house, magic order, academy, school or power factor here in the city of Chronopia, which has embassies or consulates in virtually all important places throughout Chronopia. They are so serious about diplomacy that an entire vassal house with bureaucrats and academics, the Heliot house, devotes all its activities to it. In Stubb Town, in the Brundus neighborhoods, here and in Meledith, at the Temple Hills, in Wongostan, in the neighborhood of the Drakoniter, in the Highlanders, in the Sabransk Quarter - even in Rokstaden, they have managed to build a tower with space for representations . Why? To promote the relationships between the houses and further enhance the impression of what they call peaceful coexistence, a term that sounds like pure gallimatias for an odd appeals to chronopian like me, but it works, so something good it must be. In addition, it is their under house Sarasol, which builds the houses, and it is always customary to build some extra floors, a couple of extra towers and an extra small nook here and there that can be rented to any rich trading fellow or gnide Wongoian merchant who is tired of Their lace-clad neighbors.

On the other hand, Ventura knows how to suck the marrow, loot, ruin and formally crush smaller houses, human trading houses, gladiator agencies, sword schools, magic orders and temple orders without more powerful financiers behind them. Therefore, he is called for the single, weak and sick nemesis, but such comments do not concern him. He knows it's stupid to take risks, especially in a city like Chronopia. When the other princes curse him to be a bigger throat than the most wicked goblin, he laughs silently and points out that in the same moment as they stand there and blaming themselves on him, only his treasure chests are filled. Why not the other houses simply attack Ventura? It may sound strange, but they really have nothing to gain from it. Starting an open war is extremely costly, just as it is costly to try to beat Ventura's under house, because they are all very strong and in many cases have hard ties with Merchant's guild. In addition, they do not intrude into any of the big houses' affairs. They simply stay on their edge and as long as they do not do any of the other houses badly, it's likely they will let the house Ventura be pampered. Unless anyone tried to break the trend? Well, Degas has actually tried to start a war between Ventura and Lysander by letting some of Lysanders short-haul ships go out and trying to look as if Ventura's notorious pirates were responsible, but it's all through both times, through the Venturas house always So successful quiet diplomacy led Lysander to self- administer the retaliation. If you can talk to Rodilio Lysander, you can talk with a frakist mountain lion with an earthed spit attached to the tail.

What they are dealing with? Purely business sense do you mean? Did not I tell you? Are you very sure? Well. The house Ventura mostly engages in trade. Which houses do not trade? Keep quiet and let me explain. They for goods and passengers by ships, airships and caravans across the ten seas of the World to the islands of the Sunset and Cannibal Islands, to the Great Desert, the East's steamy jungles and the ravaged highlands. Their fleet is by far the largest of the Great Houses, perhaps the largest in the whole of the known world, and their ships are extremely fast, even faster than the cavalry hunters. Most of the transports are managed by the Anatol vassal houses, but they always sail together with a couple of Ventura's frigates. The house of Ventura and its prince is also interested in daring exploratory voyages beyond the great deserts, beyond the eastern jungles of the East, beyond the Highlands and the Night Countries, to mythical places outside the known world's borders, beyond the areas set by Chronopia's cartographers. It's actually the only luxury he's doing. Of course, of course, it is obviously an investment. Some argue that the house Ventura should have founded a new city on the other side of the Dark Atlantic, but it is probably only jealous chat. Certainly, you have been trading a lot in the towns on the Bordos coast, but I do not know. On the other hand, it would be a very excellent way to explain why the house is so terribly rich, turning every unseen, small edge-backed silver coin, refraining from making any major investments in Chronopia, and has knocked the pinhole with a real Boridus knot. Yes, it is said that Boridus Stålöga managed to tame a mad demon in the arena by tying a knot that the demon could not solve.

Grey Elves? What do you mean by that? Yes, it is said that they and the house Ventura have very good relations, something diplomatically obviously is completely risk free for the house. The gray Elf spend most of their lives seglandes with their vast floats and floating islands over the top ten. The few times they stay in Chronopia are usually to greet their cousins (they are actually related to the venturans, and there are those who say that they are from then on), or in rare cases to do business with the dwarfs. It is from the gray Elf that the Venturans have had their incredible stamina and their penchant for wild wild life. It is also said that it is of the gray Elf that Ventura's magicians must have learned their arts. They can challenge the powers of the weather, make the storms moan, cyclones to blow up, healthy winds to fill the sail, smashing rain to shine down, the waves to rise as high as Chronopia's tower and fall like cars over the ship deck, splitting them as they were thin paper. They can embarrass gigantic jelly currents that extinguish the enemy fleet ship as a hungry journey eats rats, make cyclones to suck them out of the ocean and carry the ships to distant beaches and conjure up wildly but loyal elemental beings, water spirits, undines, sylphs, genies or tame the multitude of capitals of the world's harbor And make them follow in the wake of the ship, as obediently as the Lysanders watchdogs. That is why they are so easy to rest at sea. No other magic master the cryptic magic of the grey elves to the same perfection as Ventura's weavers and wavemasters - except the grey elves themselves of course.

Was there anything more you would necessarily know? Well, I'll just take a little bit to eat before I continue to tell about the house of Arama and their fashions. I hope you have a delicious mashed potatoes in mussel sauce and a big mug of their best dwarf beer ...?

The airport

In the very highest towers, closest to the sky, where the tines cleave the clouds as the highlands split the Devout in the wilderness, here you built the air lanes, landings for the wealthy long-haul travelers who reach the city of Chronopia by airship. But the air lanes are not just a place where the superfluous luxury's representatives travel, they are also a place of corruption, smuggling and other uneasiness. It is said that the only place that surpasses the avenues of crime is the Frying Pan.

A typical air port is designed as a ring of tall tower with an additional tower in the middle, like a hub, from which bridges extend to the other towers, the anchorage sites and the secunda roosts. The port of heaven, as the air port described here, is owned by most of the house Ventura and the mysterious Vandrande Flamen trading house, according to rumors, a decoy for the Sabranske trade fair El Betu. It is located in Meledith's outskirts, on the other side of the river, just on the border with the Great Park. On top of the middle tower, the city guard has broken up his barracks (11) to monitor the exchange of goods and services that happen here and make sure that all the time is at ease. In customs office (12) all goods subject to duty are tolled but, although virtually all goods are dutiable (Saber, Red Salt, White Salt, Blue Salt, Cannibal Sandalwood, Spices from the Islands of the Sun, Furs, etc.) People rarely visit the customs house. Instead, you bribe the ruined city guard. Nowhere is the corruption within the city guard as widespread as in the airfields, and therefore the customs house is usually "closed until further notice". Three of the five remaining towers are owned by the Ventura house. The Storm Tower serves as the headquarters of the house's famous storm birds, where they have a mechanical repair shop (5), a dock for loading and unloading of larger airships (3) and the Storm tower (4). The second tower (1) is reserved for sekudas and different landings and stables are rented to other houses. Worse people can also rent a sekuda at a cost of 100 silver coins per hour. The third tower, the Tower of Lusts, is a decadence fortress created by the Ventura House for purely profit purposes, to extract the last doubloons from all the rocky, decayed mercenaries who want to enjoy the perverse chronopian atmosphere. Here, the worst and dirtiest patrons, the brutal bastards, the stubborn smugglers, the black-headed air pirates and the barbaric captains with pampered bored Elvish princeling children and lust-hungry starving women from Chronopia's upper layer, imagining that the connection with the wild mob will bring them To get outlet for its inherent embarrassed anxiety. Here they add with their airship, gas balloons and sekuadas to enjoy the decadent fruits the air port has to offer. They blend at Skelande hunden (9), an extremely slim chopper driven by Berboro, the Basque bull hunter, Solskivans soma bar (10), and the Winter Night Lover (8), one of Chronopia's largest gaming facilities, double and bloody duels (Arenan, of course, exceptions ). Here you challenge each other in battle and death over a stop of black tobacco or a glass of Soma or Tokjuice. The Venturians themselves relinquish themselves from the obligation to spread money or commit themselves to bizarre losses. El Betu owns the Cloud Bazaar (2), a giant market where all sorts of suspicious goods change owners under the protection of his Sabrasnk warriors for a small fee that goes directly to the proud desert knight's treasury in Tabari, and the tower in which the dwarf clan Vändor has hired themselves and started a mechanical workshop (6-7) for repairs and maintenance of airships.

VENTURA'S SPECIAL ABILITIES

Ventura's special abilities differ slightly from the other houses. The numbers in front of the fake name show which of the abilities in the table on page 8 in the chapter How to create an age the ability replaces.

5-6 Boatsmanship

You have followed on countless heroic journeys across the ten world sea and have a natural fallout for staying at sea. You can never get sick or suffer from similar problems at sea.

9-10 Persistant SWIMMER

You are an incredibly persistent swimmer and can swim out hour after hour without ever being tired. Probably you would be able to swim all the way to the Sunset islands , with a little luck and provided you found a way to get along.

17-18 RICH

You belong to one of the house's richer families, which may not be strange because you rarely spend the money you deserve. You get +10 of your kind for starting capital. 27 RESIST ELEMENTS

You are extremely hostile to the elements, a trait inherited from your ancestors. You have +10 on all resistance strokes against the elements.

Minion

You are one of the most important warriors of the Venturian Navy, a horrific predator, a crazy sabotager, a merciless avenger, unobtrusive drops and wildly-blooded hunters. Your correct element is the water. When you are surrounded by the green breezes, the cold dirty water, all other impressions are lost and you are loosely lost in the swirling streams and swallowing waves, swim down to the bottom of the harbors to look for long forgotten shipwrecks and sparsely taxed taxes, for To feel the immense freedom that the wet element gives you. In the water you are invincible, no one can overdo, challenge or surprise you. You are a quieter, faster and lethal hunter than the borders of battle and the sea lakes. You can swim with the Cannibal warriors and the smells of the Elvish galeons, travel quietly under the bushes of the merchant ship all the way to the Great Reefs.

In the service of the house, when you do not lose yourself in your giant basins or get rid of discoveries in the lakes of the chronopian underground, you become a cold-minded warrior, a goal-conscious assassin, defender of Ventura's honor, a fighter on the outermost walls. You board enemy ships, fire Bruindisk battles on fire, board aboard night time on ships lined for anchor outside the city's ports, sabotages, drills and gangs, and lower proud skiers to the bottom of the ocean while watching a murderer of a deep sea make no survival that everyone Follows their ship in the depths where they have no one to tell their story that the panic attacks die drowning deaths when mermaid takes them, or chases after the breath with a big goat on the front of the throat and letting the blood color the foam's foam red. Unmatched, you swing in the rig, go down the sailcloth, climb the stables, into the cabins, the quay and the galleys with your dagger shining between your teeth. When you leave the ship after the completion of the occupation, and your defeated enemy's lifeless leakam is waving in the robbery, when the cold water closes around your body, you feel you are alive.

PROFESSIONAL SKILLS

The venturian minions have an incredible stamina and move at an astonishing speed under the water. They can hold your breath for up to five minutes without any hassles (every minute in addition, it requires a successful FYS stroke, CL decreases by one per minute) and moves with the dual speed as they swim. They also get free FV 10 in Swimming.

SKILLS

Pull weapon knots Navigation Swim Expertise Underwater Orientation Weapons skills (3) An optional skill

STARTING EQUIPMENT

The minion has a very sparse startup device. They get a pair of light handweapons, a lighter armor and a good deal of oil to dab their weapons and clothes and protect them from the wet and sifted water.

• Some rumors say that the minions are the result of one of the Grey Elf prince copulating with a sea . The offspring became so egregious that the somewhat delicate gray elves themselves did not want to deal with the kids but gave them to the house Ventura who raised them. Rumors also tell you that, if you look really carefully, you can see remnants of gills behind the hugs' ears.

• As the minions are hugely skilled swimmers, they have learned a feared attack technique. They take a little more than twenty meters underwater and work frenetically at a very high speed before they leap out of the water, shooting from a dwarf bombard and landing on the deck of the ships. (SL: To make the attack, the minions use the Swim skills according to the same rules as the flying Jump, see the basic rules.)

Storm Bird

You're a storm bird, a Venturas flying avenger, a risk-taking suicide pilot, a awesome storm of wicked death and destruction. In popular terms you are called the danger from above, death from beyond the clouds and the winged devil. From your airship in miniature, the Steel Bird, designed by the house's greatest scientists, with some reluctant help from the great dwarfs, you'll see everything, hear everything and can take you wherever you want. In your little steel cage surrounded by wings dressed with little balloons filled with alatium, you chase between Chronopia's thunder and thorns, across streets and squares, under bridges and aqueducts, over rivers and walls. You fight freaking airbreaks against Lysander's Sekuda-riders, the weightless, the Devout griffons, the Dwarf airship and the insane dragonflyers hundreds of feet above the nearest street or square. Should you overshoot you know that you would not be anything but a big wet spot on the street's pavement, but you do not worry, you only see it as an even bigger challenge as if you take the forces of nature by the horns and abolish the laws dictated Of the gods at the creation of the world.

Your home is in the air port and in the air force, among the clouds, the birds and the whimsical windwinds, which with some bad luck can crush you and your craft against the walls of a nearby tower. When the winds blow up and the unobtrusive hunt begins when you and your comrades are going to land Venturas guardsmen on the enemy's courtyards when you leave exhausted sekudas and their frustrated riders behind you just to face a drizzle from a tower of Cerias house, then seething blood in your veins, then you live for the excitement and for the house Ventura.

PROFESSIONAL SKILLS

The resilience of the storm birds is their harshness to the elements, their ability to enthusiastically, at risk for their own lives, cling to the steel birds' leather parts and throw themselves into the chronopian airspace. They have +5 on all resistance strokes against the elements. They also get +5 on the initiative team at the air strike.

SKILLS

* Dance el. Painting electricity. Play instr. * Wear arms * Fly airship * * Crafts * Mechanics * * • Orientation • Expertise *** • Weapons skills (2) • An optional skill

* The skill applies only to steel birds, not larger airships.

** The skill is described in the Dwarves module in Chronopia. If you do not have access to it, you can replace it with an additional weapon capability.

* * * Skills skills have in this case nothing to do with the blues to do but include the same type of knowledge but for the airspace.

STARTING EQUIPMENT

The Storm Bird receives a pair of powerful protective goggles, a powerful leather gear and a well-refurbished steel bird.

• It is told that the Prince of Ventura, in order to complete the research on the steel birds, captured some of Klan Vendor's chief engineers and after intense persuasiveness (including obscure drugs purchased via Degas) succeeded in getting them ready and complete the invention. When the steel birds were ready and the prototypes had been explored in the wasteland far from the city, the dwarves were freed from their cares and were killed.

• The steel bird has no longer reach (it must be tanked every mile, because the engine extinguishes a lot of black gas, and in addition has an unusually small tank), but in return it is much faster than the big dwarf airships. It can make up to 100 km / h and can accommodate a person as well as additional loads of up to 100 kilos. On the steel bird there are usually at least two large machine arms.

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House Aramas

The peacock's house really makes grounds for its name. They are the most fashion-conscious lounge lizards that can be found in the chronopian flora of aristocrats and nobles dressed up to the nines. And they also know how to beat one! Their flamboyants have no similarities when it comes to regular duels.

Thank you for the food! It tasted really delicious, although the roasted potato flakes were a little super nice. The sekuda sweat they had poured over them would have been enough to put the whole of the house of Arama soldiers for at least one year, every morning. Then they can not have many things? It was a funny exaggeration, not a try for a scientific comparison similar to that of the Academy of Sciences. Here in Chronopia you should avoid taking what people say too literally. The majority of the glutteral sounds of the city's bare mind, are capable of accomplishing is worthlessly strangely or bluntly praised. The house Aramas has extraordinarily many swords. Most of them well polished and sharpened, ready to chop into potential opponents and to taste their spotty blood well. Their warriors, the flamboyants, as they are called for their ingenious style, are known to be the most insidious dangers of the whole of Chronopia. No acrobatic art piece is in their opinion too difficult to be tested in the midst of a furious battleground. They fling each other through the air, fight from each other's shoulders, swap swords with each other and fly through the battle as healthy but deadly fans. They do them with a grace that also makes the most seasoned jester or bard think about retreat for good. Sometimes they go to such extremes that they really wonder if they want to survive and strangely I think they want it.

Why? In my eyes, the Aramas elves are the only city Elf who seem to experience a genuine joy in life. Okay, they season their life a little bit more, constantly balancing the blade's egde, the utmost edge of the tower and the flutter of the airship when the storms blow up, but that they are still enjoying life is somehow obvious. They do not depend on extremes, never go to exaggeration just to drive the existential anxiety, the painful sadness, the stifling reminder that they live forever, in flight, but they experience genuine joy at the time of danger when they face Eye with death and afford to spend a wide smile or a bad chronopian joke.

All Aramas Elves are notorious fashion men, especially the men, and their women's unimaginable primadonnas who, with their unmatched creations, will always steal the eyes of ordinary people on the streets of the city. As they walk down to the boulevards, it's like solar eclipse, with the exception of a single little sunbeam that manages to look past the moon's protective discs and hit the peacock son so that she shines like a light globe in the darkest darkness like a brilliant star against a deep blue background. You can not avoid noticing them. Their clothes are reminiscent of the magnificent, colorful spring feathers of the peacocks. Though it's very rare that they are so tasteful, most often the opposite applies, but who has said fashion should be beautiful, not me anyway. The way they mix and match is utterly uninhibited. No combination is too long-sighted, just it's "right". Long Sabransk silk slips, big Brundusiska puffs in cheerful colors, impractrible tight skirts, punk trousers of Wongoist designs, and dresses that stand like dwarf airships around their bodies are mixed with tall Cannibal top hats, sprawling crowns with wavy pennants, stylized heels - more suitable for Spider birds, frayed caps and huge coiffures. Once upon a time I saw an Aramas woman who had built a miniature city in her hair. It had everything: bridges, sprawling rocks and thorns, a city wall, a small river that served as a moat, with miniatures made of finest Elvish porcelain. It certainly would have taken several days to build, but as you know, they have all the time in the world. By the way, it is said that there are more tailors in the Peacock Tower than in the rest of Chronopia. If that's true? No clue, but it would not surprise me. For us people who do not understand us on beauty, luxury, glamor and splendor, at least not according to them, it's hard to see the point with it all. Sometimes, the roads of the elves are as incomprehensible as those wandered by the man in the Eternal Palace. However, I must say that it sticks to my eyes when I consider them, even at the correct distance.

If they were not in war with Degas? Yes, verging around anyway. It is not an open war in the sense that their armies daily collide on Chronopia's streets and squares, but they make their rows against each other's more exposed posts. A few weeks ago, some forty flamboyants appeared in the Red Lantern, one of Degas countless brothels, turning the place upside down, then disappearing by ropes from a waiting airship before Degas guards gathered properly. The attack had obviously been cryptically advertised in some divine love poems from a secret admirer to the brothel, it is their style. Love poems of course. A couple of days later, they had the nerve to swing in through the Great Window of the Eagle Tower during the ongoing orgy, and fought with shiny blades between the copulating pairs. It is even said that some of the proud musketeers took some liberties, according to rumors they were not exposed to. Why did not they just slit out their bellies? Which? Degas elves? It's not empty talk when the Aramas elves sit on their peacock feathers, calling themself one of Chronopia's premier lovers and mistresses, nor is it not the so-called promiscuous kings and queens, and given that a Degas elf's embrace is as cold as a dead scorpion, it may sometimes be advisable with a small amount of variety. If not, at least for pleasure. In addition, probably the flamboyant would have been before and even the most unsatisfied would prefer the little death in front of the great death. Not true? You do not understand? Then there is nothing for your ears.

Just like Degas, Aramas has a great help from its strong under-house in the Soma war. The upstart Aramas is accused, as you may know, of the house Degas for stealing the secret recipe of them, and Arama does not deny. In Chronopia, it's not criminal to steal the ideas of others and self-cash on them, it's rather a duty. Dublons control. The house Kleyan stands for the production of tokjuice, tokgrass and black grass, Aramas itself manages soma handling. It is said that they do everything in their capacity to buy the Moseri vineyards, famous for their excellent grapes, but so far, he is rebuffing these advances. They have an agreement with the marajiputtic grand mogul, which is threatened to be torn up by a standing union between house Blank and the great mogul. At the same time, they attempted to run down firmly with junk in the throats of Highlanders, wongos and drakoniters, these refuse to deal with the drugs of others than their own, despite the fact that Aramas' tokjuice is much better, much purer than the Wongosian dream grass. The Wongos' three-headed dragon - Ikki - has also benefited from the conflict between Aramas and Degas and made major procurement of Soma, Black Tobacco and Tokjuice, and tries to bump into both the Great House's distribution organizations to become the sole supplier of the popular drugs. In addition, they have recently encountered pressure from El Betu who finds that they are invading his area in Tabari, a human neighborhood bordering Meledith. It is also there that the fat Brundusiern Imbar has his throne. You may remember that I told him about him? Influential type that has the predicted worse. Water palace in the southern port and flowering rat farms. Do you remember that I told you that the house Ovaro was going to start a sword school in collaboration with the house Lysander? In addition to it, if it ever happens, they own and run several of the top schools. You may know Meriel? No? Female, former flamboyant who runs her own school for the fine arts on Sword Road, just a few steps away from the Peacock Tower. In addition, they have some of the larger gladiator agencies. Those who know say that Ovaro and Aramas owns the Bloodtrolls, White Flame, Tjutarna and Dwerts, are the secret patrons of the Death Riders, and they try to buy the Iron Dogs - Degas biggest and only gladiator agency, with a poster name like Sheebar, the insane drakoniter. Stupidly, their vassal house Daffodil competes with Belisarius. Both of them sell flowers for some reason, and it is rumored that Belisarius plans to put Roseguard against Daffodil's largest customer, the Sabranak grand sultan, but I hardly think they dare. And even if they dare, the decision will probably not be taken until the next decade.

Celebrations? Well, like Arama's parties, do not like the same kind of style of decadent events like the house Degas. They are so fond of parties that they have a whole under house, Morats, who is exclusively involved in organizing parties, masquerade bells, fiestas, carnivals and weddings, parties of the kind from which one can escape with life in their hands. By the way, they really never get married. Yet they spend all their free time skipping outside the scales. Security? You mean they want someone they can always come back to after their amusing adventures and wasting temporary caring, pathetic love poems and tasteless courtships. It is said that sneezing affects an Aramas more than one kiss and there may be something in it, they are about the same monogamas in their love hunt as bees are hunting for pollen. No, now it's getting late and when it's getting late, an old skew of filth will go out on the streets. Let me go!!! Woe no! Cerias and Koth !!? It may not matter to you, though. So. Hope you have dublons so that it's enough for more foaming stuff than this, otherwise I'll let you pay with blood ...

The Aramas Fencing Hall

Nearly in the middle of the stately Peacock Tower, the famous Aramas fencing halls, where the warriors, the proud and daring flamboyants, brought the house of Aramas to a place among the Great Houses, through crying raids and complete death-ravaging assaults, attacks and abuses of the enemies of the house, Is true. Particularly vulnerable, the house of Degas and their allies has been. It is rumored that wool and the decadent men's skinny (who prostrate to?) to the prince who reside in the Eagle Tower have occasionally worn their hair in frustration over the flamboyants' immense frankness to rolland the most condemned mission, to succeed with the impossible. Up to the magnificent gates that distinguish the fencing halls from the outside world leads a powerful bridge. The facade is adorned by statues representing the house's many fencing masters who died a hero's death for the house and its own glory.

1. Light yard. Here comes the light from a large five-fold glass roof in all the colors of the peacock shield. The light yard is used as a ballroom at least three times a week, so that students are not irked by the harsh exercise.

2. Fencing halls. Here they train younger adepts. A wide staircase leads up to the ballroom hall (24).

3. Storage. In the stores there are wooden hooks, swords, scoreboards, training weapons and lighter armor, all of which are used in training.

4-6. Masters' House. Here the masters spend the night in the week.

7-8. Grandmaster Quirnes Chamber. On the few occasions that Grandmaster Quirnes is at the school to supervise the training, which usually happens only in connection with examinations, he stays here. 9. Dining room. For teachers and masters.

1.0. Dining room. Student din.

11 Kitchens.

12. Food store. Neither the kitchen nor the storeroom is particularly big for the reason that students' meals are often delivered to the lamb directly from one of the house's medium restaurants. The teachers and masters, on the other hand, lubricate the crowd with delicious food cooked by master chef Berilius.

13. The teachers' chamber.

14. The House of the Assistants.

15. The campers of the students.

16. Living room. A room for entertainment on those days when the party is not invited to the ball in the light garden (1). Have you relaxed, sip some light on a glass of wine or play soccer or gambling.

17. Training halls. These halls are used for acrobatic exercises rather than fencing art.

18. Restroom. The grandmaster's auditorium spanked with trophies, shining bumps and plaques.

19. Office.

20. Storage. In the stores closest to the office, all old binders, luggage, cashbooks, student lists and certificate of examination are kept. In the other stores, training staff are kept clean and other student equipment.

21. Weapons. Here is a certain amount of shiny weapons of various kinds. Short swords, rapiers, ceramic blades and long sleeved are included in the assortment.

22. Fencing halls.

23. Armory storage. Here, proper armor is kept to a lesser extent. The flamboyants rarely use heavy armor as they limit their vital freedom of movement.

24. The battle hall. Here, the students occasionally interact with each other in a big exercise session to train the often insufficient discipline. When no major battles are in progress, the hall of skilled students is used. It is also used for the breakthrough examinations that are always conducted in killing competition.

Aramas Special Abilities

The Aramas special abilities differ slightly from the other houses. The numbers in front of the ability name show which of the abilities in the table on page 8 in the chapter How to create an age the ability replaces.

21 HELP TIME (great timing?)

You simply have an indescribable trip and succeed in just about everything you do, even the most insanely chasing goes home. You can swing in shredded ropes that break at exactly the right moment, jump on tables so that the edge hits your opponent on the heel, survive a fall from an airship, go down endlessly long handrails and throw yourself under the trap at the very last second.

26 Bastard

You have one or more illegitimate sons and daughters who are interested in finding who is their father is and has decided to search you. Who knows what they are up to?

32

You're not a true Aramas Elf, but a sneaky fellow-colonist, a loyal traitor from within, supplies the house Degas with information that will benefit them in their attempt to eradicate the house of Aramas in the Peacock Dance. If they discover what you're up to, even the gods can not help you, how much they would like.

Peacock Dance

The house of Aramas' prominent flamboyant fighter master has developed an extremely daring, extremely crying, yet spectacular and entertaining battle that they named the Peacock Dance for the house of honor. It contains a number of advanced weapon techniques, which together make them one of the leading duelists in the entire city of Chronopia. At the fence halls, no uniform variant of the Peacock dance is learned, but the students learn the goodies they want, choose and wreck, pick their eyes from the puddle and compose their own unique Variant of battle art. The following general components are taught at the fencing halls.

Unarmed Battle Conflict (described in detail on Page 68-70 of the Basic Rules): Disarmament, Blind Combat, Fall Techniques / Scrolls, Fine, Initiative Bonus, Landscape / Knee Fighting, Locking / Demolition, Unarmed Parental Control, Raising, Wide Angle.

Weapon techniques (described in detail on page 15-16 in Chronopia Weapons and Armor): Ceramic fast-drag, Distrahera, Drakhugg, Improvised battle, Wreck with weapons, Molerian overcrowding, Armor attack, Shock, Avoid, Vladimir parring.

In addition, the following unique components are taught to their students.

Technique Basic Cost

DOUBLE IMPACT 2 FLYING FAILURE 1.5 MARK 0.5 DEATHBLOW 1.5 QUIRNE'S BLIND SHOCK 1 DIRTY TRICK 1 TROLL WALK 0.5 TWO WEAPONS 1.5

Description of the Techniques Double Impact: The Flamboyant makes two outcomes in the same round of battle (in the same action if you use the advanced combat rules). The outcome can be directed towards different goals. The ability can not be used more once per battle round.

Flying attack: The Flamboyant makes a strong jump, looks for a while almost flying, and at the same time attacks his opponent in order to land behind his victim after the attack. The attack has -5 on CL, automatically hits the head and is difficult (-5 in CL) to pair.

Mark: Marking is a precise cut, which is not meant to be harmful, but is used to humiliating opponents as much as possible. It can be used to wipe out buttons in his absence, tie up claims, wipe off hats or tear up his life tree without as much as scratching his skin. It can also be used to win a fast and painless victory in a duel that goes to the first blood game.

Deathblow: Deathblow is an extremely precise attack (-6 in CL) directed to any body part. If successful, the body part's KP immediately drops and it becomes unusable. If the head to the head, chest or stomach is directed, the victim becomes unable to act.

Quirne's Blind Shock: The shock, developed by the grandmaster himself, is used to attack opponents behind or alongside the flamboyant, as it does not see, but since its well-developed sixth-minded ana is there. The shocks cause normal damage, but have -4 on CL.

Dirty Trick: The attack (-3 in CL) is aimed at an extremely sensitive place on the human body. If it hits, it does not really hurt, but the unfortunate loses its next two actions.

Troll walk: No weapon technique, but a measure of the flamboyant's skill in rolling chairs, tables, street stands, doors, drapes, tapestries and innocent askers between themselves and their opponents.

Two weapons: Two weapons are simply two weapons, which is considered a component of the Peacock Dance. The only way in which the two weapons weapon differs from the skill with the same names that it applies to all possible combinations of two weapons, two chairs, a stool and a rapier, an orc harvester and a tabrisk blade, etc.

Flamboyant (Dandy?)

You're a daring crazy man, a passionate fighter, one of Chronopia's most skilled and deadly duelists, a drunk musketeer, a wildly ferocious but fashionably dressed warrior of noble blood with style and class from the house of Arama's team: a flamboyant. Since childbirth you have been drilled at the house's sword schools, trained the days in the fencing halls together with the other elves. Exercise rapid results, stylish actions, deadly ripostes and flashy parades. You have learned to utilize your surroundings as much as possible in a combat situation, to rush over tables and chairs, swing in chandeliers, take rapiers to shields, make candelabra into deadly weapons, fly on silver plates down steep stairs and throw over bar counters, down behind benches and in behind the doors and folding gates that are just closing. In your hands, a silver plate becomes more than a household dish, a cup becomes an effective murder tool. For you, the battle is as much a game as a combat of life and death. Fencing stylishly is as important as winning, using all your skill to shine like the Dragon Tower's pinched roof in the . You beat your enemies with weapons in hand, you make rounds between them and dance around them in circles. You bombard them with tasteful blows and counter-thrusts, while at the same time, your beautiful, colorful outfit, your peacock robes become covered in blood or dirty.

There are those who call you and your cousins out for your lack of disciplined, talking about you as if you were the battlefield's confused hens, claiming that you are unable to hold together formations and implement strategies. To them, you have only one thing to say. "Meet me at dawn at Great Park's hiking trail." After the duel, the criticism will be silenced.

When you fight for the glory of the house, you take more risks than anyone else, and in a strange way you always seem to be in control. Some are talking about guarding spirits, but you know what it's all about. When you swing down from the airship and in through the high-tower panoramas, as you jump from roof to roof, landing unscathed on both feet in the haystacks of the courtyards, as you escape by cutting the elevator chains and let the elevator fall free, just to jump off two floors before it is crushed against the bottom of the , you know it's because you dare as you win ...

PROFESSIONAL SKILLS

The Flamboyant has a very powerful professional ability. He succeeds in the most insanely things he undertakes. Swords thrown through the air, carpets pulled out under the feet of people, swiveling tables, windows that are on the verge and sekudas who are led astray (cf. the special ability Hjältetur). In addition, he has +7 on the initiative team at dueller against one, in other situations +4, and if not enough, he may compose his own combat art consisting of components taught at the Aramas fences (see below) and may have A total basic cost of no more than 8 points (each additional score costs 2 BP).

SKILLS

• Acrobatics • Dance • Wear weapons • Crafts • Peacock dance (weapon technique) • Play instrument • Weapons skills (3) • An optional skill

STARTING EQUIPMENT A flamboyant, like any other Aramas Elf, gets a proper wardrobe, filled with the most notable clothes. He also gets a pair of swords or other lightweight weapons (it is extremely rare that they use such heavy weapons such as Elvish longsword) and a human attendant who follows him wherever he wishes and of course willing to die in his place if ever current.

• For many of the people living in the house of Aramas, growing up in the Peacock Tower's deepest chamber of service, one of the greatest dreams is to attend to a flamboyant to follow him to duels, to carry his trailer and his cape. Most of them are not very persistent, but they often become the flamboyant's frivolous hobby for a while before they perish under fascinating circumstances.

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House Cerias

The elves of house Cerias are called War Elf and it is not without reason. They are more warlike, more inbound fanatical fighters than angry trolls, than the Devout Sworn fighters fight, than the fearsome warriors of the Highlanders. But they are also more honorable than any other elves, which may not say so much about their honesty, but they are at all in the bar.

Of all the Elvish houses there is nothing more dedicated to the beauty of the war than house Cerias. Their entire existence is occupied by the idea of war. The planning of the next battle, the next outcome, the next treacherous ambush, the next plundering raid, the next great pitched battle is what makes them keep the steam up, even though they occasionally season the time between the big battles with smaller skirmishes. It is said that at least one battle, a fight, a armed conflict somewhere is taking place in Chronopia where war elves from house Cerias are involved. That the elves or their enemies are constantly bleeding. They never rest on their laurels. They are almost as impetuous as house Lysander, says some. The other elves call them undefeated barbarians. Why? They do not think that Ceria appreciates the classic arts enough. That they neglect painting, sculpture, lyricism, song, dance and music for something as banal and low as war, especially as they fight without finesse simply for entertainment and winning. Belisarius has its hussars, Aramas its flamboyants, Lysander their dragon guards. Certainly they are also warriors, but in their own eyes they are warriors with style, finesse, class and character. They see the Cerias Swordsmen as mindless war machines, with as little heart and brain as a dwarf steam turbine. Where the flamboyants beat an extra volt, make an extra parry or an exquisite outcome, there the Cerias elves simply strike at the right place. Always in the bullseye, always a killing blow. What do the Cerias say? They do not accept the criticism. I remember that Prince Cerias once answered a very insulting letter from Prince Koth, saying, "We dance around our opponents as easily as any whimsical, paint with the blood of our enemies on the streets of Chronopia, compose a powerful epic with our resolute actions, sculpting every time our blades eat into our enemies' flesh and make music when the steel sings, when the fallen enemies falls down the abyss of pain. " It is said that it was that letter that inspired her to compose the symphony of pain.

The Cerias forces are organized in several guards units. The Cerias wolves are certainly known to you, the battlesmiths and the Fire Lords as well. They are all known for their incredible skill in war. The wolves for their skill with two blades and armchairs (armlungs?), the Battle Smiths for their excellent weapons and their recklessness and Fire Lords for their terrible magic. Then you've probably also heard of their insane Strutsguard. Yes it's true. They have riders who ride battle-trained parastruts from the Crystal Islands as they buy directly from Lysander - no bullies here. The struts are faster than runnaway horses, have sharper beaks than the black-headed bloodeagles, and are as well-disciplined as their masters, never flinching an inch, regardless of the nature of the danger. Some claim that Cerias draws the ostriches before the battles, but I do not believe it. They would never try to win a battle of unfair practices. There are none who hire dwarf war lawyers as diligently as Cerias. I'm surprised that the dwarfs still accept the money of Cerias after all they have done. What? We'll take it later, I'll first tell you about the "Legion of Forgotten Warriors", the house of Cerias' outer wall of meat and steel. The Legion, called by me and other chronopian, consists of the ugliest fleas you can find in the whole city, maniacs so nasty, bloodthirsty and wild, they were thrown out of their free companies, thrown out of the other houses guards and excluded from the Blades' alliance. Yes it is true. Rather like wild elves, wild hired swords, head hunter, barbarians and bodyguards. Those who want to start over again turn to Cerias where they sign a five-year contract for the Legion, a contract they can only leave if they go up in the smoke on a funeral pyre. In the Legion, they are then drilled under infernal efforts, superhuman plagues for the hardest iron discipline by the legendary weapon master, Orio, who shares a past with the Blood Brothers, the Wolfs, the Bolt black axes, the Drakgard and the Iron Dogs Gladiators Agency. It is the Legion that deals with tasks which are below the worth oflords of Cerias, fighting battles, which it may now be, which the Wolves, the Battlesmiths or the Feather Guards do not care to win. They stand as a buffer, a living wall between Cerias and its enemies. After? For most, it rarely happens, but those who manage are free men, ready to restore their honor, some service at the Legion prepared them.

Dark Elves? Yes, it is said that Cerias is related to the Dark Elves, but beyond that, the city of Chronopia has effectively erased any relations, if ever there were any. After a few millennia in a perverted melting pot like this one, you never stay the same, nor the Cerias elves, even though their dumbfounded honesty can be a kind of reaction to their surroundings, a change of their nature in a certainly positive but extremely dangerous direction. Sincerity means nothing to survive in a city like Chronopia. Should you say what you thought, avoid leaving behind the backs of people, refrain from tying secret alliances, bribe city guards, gang warriors, merchants and shady bar keeps, forging intriges and hiring assassins to access their enemies, one would not be persistent. It would not be more than a couple of days before you'll be floating with the head down in the harbor, crushed against the streets of the streets after a fall from a high bridge or crushed on a barbecue grille in the Cannibal neighborhood. The fact that Prince Cerias has not turned up like that is just because he has his whole house behind him, for on Chronopia's streets he would not survive the night. But that's how it works here in Chronopia. If you are powerful, you can take virtually any freedoms, even so stupid freedoms as honesty. Should Prince Cerias throw himself into the usual chronopian intrigue with the same frenzy as the other elf princes, drill diplomats with the same sharp and well-groomed tongues as the blades of the battle smiths, learn to use the same skill to play different power groups against each other, use decoys, henchmen and fraudsters to trick the other houses into a futile harrow, put out red herrings and then sweep again properly afterwards he could become emperor in one day. The princes of the other houses would be at a loss to his greatness, unable to prevent him from putting Chronopia under his heel. Fortunately, it will never happen. You understand, Cerias' affairs are not directly flourishing, although their vassal houses are not quite as stupid as the war elves themselves. Something that has been a powerful backlash for Cerias is their war with the dwarfs. Their persistent attempt to break into the underworld, get into the empire and force the clan Durban lirumet secret has cost more than it is worth. Stupid if you ask me. Even if they were able to force clan Durban's master smiths to reveal their secret, they will never be able to hit such a strong bridgehead that they will be able to extract the metal. The dwarf clans would crush them like poorly armored beetles. This is because their vassal house Beliati has retained its contract with Stubb Town for the purchase of black gas. Rumors say that it is only because the dwarves in a moment of confusion were stupid enough to allow a lawyer of their own people to negotiate a breach clause in conflict with Cerias against a promise of part of Tinunis' profit from their trade with Brundusisk and Sabransk fabrics, a trade that they put on ice in order not to share the profits. The house Felice sells Chronopia's safest insurance, guaranteed by a nearly identical commercial urgency honesty like the house of Cerias itself and the house Tenato engages in mortgages without even charging occupation rates, as their honorary code forbids them to engage in "rittling" as they call it . As you understand, the other houses hardly intrigue against house Cerias' under houses, not throwing sticks in their wheels, because their low profitability is not the least threat to the chronopian order. The only cat among the canines is the house Avalonia, located on the border between Tabari and Meledith, not far from the magnificent tower of the house of Cerias, which with its tip almost seems to be able to bore holes in the sky drapery. Avalonia has a few smaller brothels and a few smaller gladiator agencies, including Avali star, which has the orcish swordsman Vele Bråknäsa as their biggest poster child.

In addition to the fact that cerias elves are honest, light-headed and vulnerable in business, politics and diplomacy, they are also extremely superstitious, something one can benefit from if you feel well. In their eyes, almost everything can be interpreted as the ear and interpreted. That an orc is jumping across the street, an staggering sekuda, an exploding airship, a drunken dwarf's tales, everything becomes clear signs. They surround their everyday lives with little rituals, nothing must be done in the wrong way, the sword should never be put on the table; the first cup should always be emptied with the left hand; armor should be rubbed on the right and left shoulder before a battles and then it goes on endlessly. Their Fire Lords are outstanding oracles, although they can of course not measure with the Emperor's divinators. They can read what the future has in the store in the stars, the eyes of rats and the goblin's intestinal contents. If they get a look at what you have on your plate they would be able to tell if the times are favorable to battles or if you should sharpen their blades while waiting for better times. If it really works? I'm hard pressed to believe it, but on the other hand, I've experienced significantly stranger things like this in Chronopia and because they themselves seem so convinced that it's hard to doubt. In addition, a cerias elf I knew during my time at the Alliance taught me a thing or two, thanking me for saving him a whole boozed up troll gang. If you stick two fingers in my throat, I'll tell you ...

Battle Magic

In the deepest chambers of the blade, the house of Ceria's most skilful Fire Lords has been researching for the innermost secrets of magic, experimented with the potential of magic power flow. The result has become a number of powerful spells that make them awesome opponents on the dusty battlefield. The spells below are not available to anyone other than the house of Ceria's warriors, of whom the Fire Lords are the first.

8 Give Courage

Elemental Magic FVx1 boxes FVx1 battle rounds

The bewitched will be under the duration + 10 in CL on all morals and resistance strokes against terror. During the duration of the spell, all kindly-minded individuals are affected within the reach.

10 CERIA'S Annex (motor? broad-axe?)

Mentalism Personal FVx1 battle rounds

For each power rating, the bewitched's injury bonus increases by "one step" (add the fire lord to a WAR'S LORD E2 and the bewitched already has 1T4 in SB, he gets under the duration 1T10 in SB). A terribly effective spell for those who want to clear their way through the enemy army.

12 AIR Blast (F)

Elemental Magic FVx10 boxes Immediate

The spell creates a powerful air blast of up to 20 STO per E ten meters in any direction. Some well-intentioned AIR BLAST creates an unimaginable confusion in the enemy's ranks when their soldiers are blown away as if they were paper dolls made by a diligent elf child.

15 THE LORD OF WAR

Mentalism Touch / Personal FVx1 battle rounds

The bewitched receives the gift of war Prince Cerias' blessing and becomes a formidable fighter, an invincible born of Chronopia's thirsty puppies. His stroke automatically inflicts maximum damage, including damage bonus every time they hit. His CL increases by 2 per E and his natural protection with 1 per E.

16 Sea of Fire (F)

Elemental Magic FVx10 boxes FVx1 battle rounds

The fire lord creates a sea of fire (10x10 meters) that sets within range up in flames. Any additional power rating can increase the area by 5 meters in any direction. During the spell's duration, the fire also burns even on non-combustible materials (for example, the chronopian paving stones). When the duration has elapsed, the fire continues to rage in the places where it got stuck.

Battle Smith

You, like any other Cerias Elf, are a awesome warrior, a born soldier, a fierce fighter of many eyes who only lives to fight and only struggles to win. Is not the battle on life and death is not worth the trouble. A victory without the sweetness of victory, without brutally making all opposition and without mercy shamelessly humiliate the defeated enemies, force them down on their knees, begging for grace in the smelly chronopian dirt, to finally destroy them, in your eyes is not a victory without a defeat as terrible as death. Or as a lord of Cerias once said, "Half victory is no victory, it's a crushing loss." These are words that constantly ring in your ears when you are on the battlefield under your blood-red stand and with untouched frenzy methodically defeat opponents after opponent. Who they are is not important. They are all just meat and blood for you.

There is only one art you hold as high as the art of war: the art of smithing. Your amazing skill with hammer and pliers in the smithy has made you and your blacksmiths legendary. Almost as famous as the notorious Cerias wolves and their leader Lord Lialin. With your magic gas- powered scarves, you're caring for your weapons, in the sweat of your ancestors you throw the sparkles flying to make the weapons a bit better, give them a stronger bite, a stronger shine and a sharper, deadly egg, to the next enemy who gets taste Cerias steel should crumble like a hefty troll hit by a lift. It is said that even the dwarves do not surpass your artwork, but you know that they know the true nature of lirium, a well-deserved professionalism that you are prepared to walk over mutilated bodies, burn houses, kick in doors and dare into the dark dwarf underworld to obtain. You should lock the little bearded larvae in shackles, torture their children and mothers in the deepest and darkest chamber of the blade, slowly broilling their pale fleshy bodies over the fire of the fire if it could force them to tell the truth.

You are a devoted Doombringer soldier in the house of Cerias. The house is your family, the sword is your law.

PROFESSIONAL SKILLS

The battlesmiths get free FV 10 in the Smithy skill. They can also after each end of the adventure, if they spend a week in the house smithies improve their weapons and armor. Weapons can get their BV increased by 1 or weight less 10%, armor can lose weight by 10%. For example, stabbing weapons can be increased by 1 (+ 3 = + lT4, + 4 = + lT6, + 6 = + lT10). A weapon's damage can never increase by more than 50% in this way. More than a week of forging gives no increased effect. The improvements are otherwise cumulative. They can also repair damage to weapons and armor. SKILLS

• Wear weapons • Crafts • Heraldry • Forge • Warfare * • Weapons skills (3) • Two weapons • An optional skill

* If you have access to weapons and armor in Chronopia, the Battle Smiths have the coaches trained at the Wolf School, along with the Cerias wolves. Otherwise, they must develop their own combat art.

STARTING EQUIPMENT

A battlegroup gets two well-made swords (cerian blades or similar, +4 in BV, +1 injuries), a well-equipped armor (weighs 25% less than normal) and a smith hammer that they like to pull out when the battle is hot.

• On the battlefield, the battlesmiths are easily recognized by their huge blood-red stands, their colorful, yellow-red-orange clothes and their frenetic hacking with their always well-sharpened, extremely sharp blades.

• The master of the battlesmiths Beritus once again said to his fighters in a fire: "You shall not lay your rest, do not stop hamming at your cleaning, do not stop fighting for the house of Cerias until your blades cut through stone as easily as through Water and all the enemies of the house have been shut down. " Given how many enemies the house of Cerias has, roughly counted, it will be the whole Chronopia's other population, it will suffice before the battle smiths can rest.

Cerias Special Abilities

Cerias' special abilities differ slightly from the other houses. The numbers in front of the ability name show which of the abilities in the table on page 8 in the chapter How to create an age the ability replaces.

23 Weaponmaster

You are born with the sword in hand and murder, violence, blood and battle of mind, born a true cerias, a war elf since you were conceived. You have an incredible talent to fight, fact, throw, spin, shoot and chop. No weapon seems new to you when it's in your hand. You have double base chances on all weapon skills.

28 Master Smith

You are one of the house's greatest smiths, an honor for your clan. You are like a magician at the place, under your hammer, in your hands the steel bends willingly as you wish. You can ignore the best you want. You get +10 on your FV in Forge.

30 Quick

You are extremely fast, so fast that your opponents rarely find out what you have in mind before their lifeless companions hit the street's cobblestones. This makes your opponents always have -5 in CL to pair your attacks and you get an extra attack at the end of each battle round. (If you use the advanced Chronopia Weapon and Armored Combat System, you get an extra action that ends in the usual place during the battle round.)

38 Dark Elf

You are in straight descending joints descendants to the Dark Elves, maybe even raised by one. You are right prouder than other elves and highly respected by your cousins. Increase STY with 1, SMI with 1, INT with 2 and PSY with 2. You also get the opportunity to learn an optional magic school as an additional professional skill.

Firefighter (Fire Masters? Fire Rulers? Fire Lords?)

You are a Fire Lord, a Cerias battlemage, a warrior fanatic, a fanatic wizard, a living fire and sulfur-sprouting war machine that unleashes all sorts of curses over the house's worthless, inferior, pathetic enemies. Not even when they crash in the dust and give up praying for grace, you end your deadly fireworks, but then you call down all the fires of the sky, the pulsating magma of the earth, to let their hungry flames devour the enemies' helpless bodies.

You are brought up in the house's own magic schools where under the strictest possible iron discipline, you penetrated deep into the dark mysteries of mentalism and elementary magics. You have learned to master yourself and your body, learned to subdue the elements and learned to fight for your house.

When Prince Cerias, Lord Lialin and Lord Beritus strike the battle drums, you are at the forefront of your brothers, and when you storm to attack, the enemy's ranks are scattered and the horror shines like beacons from their eyes. The air is pulsating by the madness you disperse. Where you walk, the sky is in flames and the fields, the streets, bridges, thorns, war machines, chariots, innocent bystanders, wrecked guards and fanatic warriors sticks on fire. The world shall kneel before the house of Cerias, the war shall be won at all costs. As Prince Cerias once said, "It's not about fighting and winning single battles." The whole existence is a war and that war can only win a winner: the house of Cerias! "

PROFESSIONAL SKILLS

The Fire Lords do not have to master any magic to learn magic schools. They get the skills Knowledge of Magic, Feeling Magic and Minimagi to the same FV as their highest magic school, and are alone in Chronopia to learn the powerful spells that have been researched in the deepest chamber of the Blade. SKILLS

Astrology Pull weapon Elemental Magic Learning skills (1) Magic Channel magic Studies Mentalism Weapon skills (2) An optional skill

STARTING EQUIPMENT

The Fire Lords wear colorful clothes in the same style as the battle smiths. They also get a good handweapon (+ 1 injuries, +2 in BV), a lightweight armor and a formula (cantrip?) collection.

• The Fire Lords are not just awesome warriors, insane hell demons fighting for the house on the battlefield. It is also those who make up the house of Cerias' Foresight, a council who advises by reading the stars, the flight of sekundas, the number of rats and the appearance of their inmates to determine when time is favorable for action.

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House Koth

Koth? Do not talk of it. No roads tell what they are doing or who they are and safest is probably. The horrors they deal with are best unsaved. The ears would also curl on the most evil devoted temple master if he knew what was happening in the deepest chamber of the Spider Tower.

House Koth? Silence! Stop whining and follow here. Here we can probably be undisturbed. It's just hope that the walls do not have ears, even if it's too common in this god-forsaken city. Why? I have said that I prefer not to talk about them and if I'm stupid enough to do that, there's every reason to take a certain measure of caution. They have longer arms than the Emperor, and more than happy cheers the jaw unnecessarily, seals the hole with a well-made dagger throw or murderous weapon spiders that walk down through your throat and then slowly gnaws outward, quenching your bloody meat from the inside. They come to you, your children, your grandchildren and your grandson children wherever you go. If you're stupid to ever bump into them, you'll never be able to sleep peacefully, even if you fly to the Sabransk Desert countries or go beyond the Cannibal Islands. They allow you to propagate, multiply, live, enjoy life and get yourself a family just because their revenge will be so much happier when it comes. "He who never lived a life does not know what he is losing," as Prince Koth should have said. Because they live forever, ten, twenty or thirty years of waiting are nothing for them, not if they get the pleasure of seeing you die in infernal plagues, while your children are terribly forced to watch the spectacle so they will learn the homework their father never learned. Never stand in the way of the house Koth! When they grow up and their children get the same fate, they will hit them. The thoroughness of their ports knows no limits. I have heard how to tell how trade prince Edon, former owner of the Oxen trading house, was tormented for over a month in the Spider Towers by Koth's insanely skilled torture master, the best in Chronopia say. At first they flattered him. Slowly and carefully removed every patch of skin he had on his tourtured body. Each time they uncovered an area, they poured a pinch of red salt over the vibrant bloody meat. Then they began to disembowel him, opened his belly and attached hooks and chains in his intestines. Slowly, they slowly wound the intestines out of his body, while preparing him for the next step. Methodically and sytematically crushed the peaceful and chanting vocal cords first of all joints in his body and then every leg until he was no more than a vaguely humanoid pulsating bag of flesh. And all the time he lay with his head fixed in a vice so that he had to see everything happening in a mirror. That he did not? Well, of course, he did, but Koth is so lucky that their victims should experience such pain so distressed that a visit to one of Multiverse's unpleasant limbo dimensions should be perceived as a visit to the Klydiska terms. Therefore, they give them life-sustaining drugs and their spider masters, terrible magicians, force them into consciousness, preventing their soul from flying the body with the help of unrighteous rituals. Was there anything I forgot? Right! His four children, none of them over ten years old, were locked up in small cages hanging in the roof, above the British where their father was plagued. When Edon was dead, the children were released, but they will never dare to get some children. The fear of Koth's revenge will be far too big.

How are they capable of performing such terrible evil? Good question. They actually almost make the Devout to appear as understanding and thoughtful, and that my friend does not want to say much. Do you know the saying "you have to be crazy to live in Chronopia, and even more crazy to survive"? This applies to most spider elves. You are talking about the Kothian madness, of course not that they hear it, and the spider's mark, five black circles that all the Koth Elves have on their neck as a sign that they were born in the walls of the spider tower. Why just have they become so evil? The stories tell us that when they first came to the city, the Koth Elves were the cleanest, most noble and sweetest creatures who ever trampled chronopian soil. But the stinky chronopian atmosphere poisoned them, sucked their souls dry, confounded, shattered and perverted their senses beyond recognition. They were more attracted to the dark than some others, perhaps just because they were so pristine, and might not be meaner - but more evil, more subtly hideous than the other city Elf. They became Chronopia's vibrant spider boil, ready to explode and spread their perversions across the world and the city as wildfire. Degas? Well, they are very bad in a sense, but not at all in the same way as Koth. Degas' evil is of the desperate nature, an attempt to tear away from the curse of eternity, Koth's only an expression of their unspeakable hunger thirst, their unconstrained desire to get to know the perversions of the dark depths. At the head of their train leading to the bottomless depths of the abyss, the spider masters wander, their insane magician. They are obsessed with the thought of finding the dark truth, and the glimpse they believe to see it in their sick, wretched, unbearable abominable experiments, spur their distorted minds to gain insights, to see solutions, to perform rituals that no wise chronopian would even dream of performing. The obscenities they engage in get even the most hardened Degas Elf to frown on their nose, they get the Devout Templemasters to tighten their fingers and cause the emperor to anxiously squirm on his throne in the Eternal Palace. They invoke demons, hell spirits, transdimensional dark substances and the creatures of the cosmic night. They bind, enchant, distort and subject the dark powers and allow their powers to flow out of Chronopia like heartbeat. They have even learned to master the power of life, the subject of creation. In the darkest and humidest chamber of the Spider's Tower live the hairy giant spiders, spiders who become surrogate mothers to the foster spawn of the warrior prince to feed true spider Elf, perennial creatures that are half elf half spider. Why? To test the limits of their blasphemy, see how far they can go before the gods punish them. In addition, the true spider Elf are awesome warriors, who act as the veiled Prince Prince Koth's life guard. If that's true? No, all of course, only rumors, but I have actually seen elves with dark hair and spider-like arms and eyes, but they have not had eight legs or anything like that.

Some say that the house Koth is allies with the demon princes and should help them to bring Chronopia to their feet, but I do not think that Lady Koth is pleased to attend other matters. She is her own ruler.

Their armies are unusual. Around the spider tower, no one lives other than the house Koth's loyal slaves. They are bred and raised into the house's service and are born to be faithful servants. Some say they are turned deaf, others that they have been exposed to magic brainwashing. I myself do not know what to believe, but a friend of mine, one of the few who saw the Spider Tower from the inside and survived, told them they had giant breeding chambers where the women were kept locked in small cages, your 'stallions', yes the men were called , were taken twice daily to bring new slaves to the house Koth. The women who became pregnant took them to the Mothers' halls. From giant, shriveled juveniles with buckles long as the city guard's spears, they get their only nutrition, the spider's milk. What it is? A whitish fluid that marks the child from its first day in the mother's care and when the child is born then it will forever be the house Koth faithful. In any event, as long as it may return to the slaves' halls and drink the spider's milk. Where does it come from? My friend told me that the whole spider's interior is a single giant spider's body, a living organism, and all the exterior, walls, spikes, tins and gargoyles are built on top of the spider. I do not know if it's true, but it would all be a sight to see the Spider Tower pave its way through Chronopia. It would be more necessary than the Black Guard and the Incantation Masters to stop such a monster. Allies? Intrigue? Koth does not deal with that. They have no known vassal houses. Not what I know anyway. Bullshit? No. Nonsense? You have to understand that I do not know if they have any under houses, and although if I knew, I would not tell you that. Why? Revenge, of course, revenge. The house of Koth's secrets is nothing to tout unpunished and I have already talked more than I should have. It must be all this meat that made me so stupid and unwise. It will not matter today. If you want to know more about the Koth house, ask someone else, but believe me when I say it's wisest to let you stay. Both you and I have enough problems as it is. Maybe we're going to get us out of town instead of sitting on this shady jelly and pushing. Good idea? You bend and bug, the puck despite. Come and we went!

Ritual Magic

The spider masters use a powerful ritual magic, where some of the rituals are so circumstantial that they can take days, weeks, and even years to implement. They invoke demon lords, rip up tears in time, seal dimensional gates, let permanent wounds open in the sky, storms rage over Chronopia and thousands and again thousands of giant spiders roll out of the sewers. Here are a small number of not so powerful rituals described, although some of them tick what you thought was possible. The Kothic ritual magic is considered a dark-magic school (see Dark Guard for a more detailed explanation of this term). The risk of spell failure is twice as high in ritual magic as in other spells. 8 MARK OF THE COMMUNITY

Ritual Magic

Personal

Permanent

The ritual, which takes a short hour to complete, is done on all koth elves and allies who want to to the House against or voluntarily. The one to be worshiped is put on a cold stone brick inlaid with only a thin white fabric that flares in the wind from the open-air damping of the glowing furnaces. The victim is forced to drink spider milk mixed with his own blood and distilled sewage while at the same time presenting (at least ten true koth elves required for the ritual to be carried out) low-melted fairies of dark hymns, and the spider masturbates over the worsened breasts representing a big spider. When the ritual is finished, the blessed is busy in the Caribbean community and can be checked by PSY against PSY by a scapegoat at any time.

14 Spider carrier

RlTUÅLMAGI

Touch

Permanent

The spider master takes one of Koth's slaughtered slaves, carries up his belly, fills it with hairy gift spiders and sews it again with wire made of twisted dwarf beard. At the end of the two-hour ritual, where the slave has previously been placed in the middle of a burning circle and rinsed with purifying elf blood, the spider master opposes the slave and gives him his mission. He is dressed in a hood and sent away to fulfill his duties. When he reaches his goal, he explodes as a Sabransk gas bomb (6T6 damage, decreases with 1T6 per 3 meters from the target) and the spiders spread like rocky projectiles and attack all nearer (married STY 13).

15 PORTAL ritual Magic FV / 4 KILOMETER FV x1 MINUTES

PORTAL is a powerful ritual that creates a portal through the Gray halls, through Multiverse's powerful energy flow, to another place within reach. To open the PORTAL, a living creature must be sacrificed by drinking liquid lead on the other side of the PORTAL. On the side where the spider master is located, he has painted a portal in gold and ashes (gold and lead exercises that all know a so-called sympathetic influence on each other) and lit a symbolic lick. Once opened, PORTAL will remain open for duration and then end. The journey through the PORTAL on the other side takes three battle rounds, closing the PORTAL when someone is on a "transit" will be caught in the Gray halls. 15 ADVENTURES DAY

RlTUÄLMAGl

FV / 4 KILOMETER

FV x 1 HOURS

The ritual begins with the spider master lighting a black light, encountered in human waste trials, in the middle of an octagonal star, an octagram consisting of two perfect squares: one of powdered and one of red sand. Each one of the eight tips of the octagram shall be a victim, a victim who grows bigger and bigger until a dagger is plunged into the slave's breast, the final victim. When the ritual is completed, the streets of the city begin to fill up with hairy spiders (see above) as soon as the duration expired as quickly as they left without leaving any other traces other than their dead friends.

17 WARTHA - THE HEARED FIRST ritual Magic

Personal

FV / 4 Days

The ritual aims to make the spider master himself an invincible fighter, to the innocent prince of an eight-fighter. During the ritual, which requires considerable amounts of braided human hair, the legs of a giant spider drenched in the sea gale and two fresh goblins infected with green maran, the spider master turns from an evil and powerful, but otherwise ordinary, koth elf to a true monster. The four giant spiderbones are stuck to the body and grow for one hour gradually into the body which hangs like a hanging tongue between the four legs. The spider master gets two extra attacks (1T10), STY in the legs is raised to 25 (+2 per E) and the human hair turns into a lightweight armor (ABS 2 per E) that covers most of the body. When the duration expires, the legs fall off.

Koth's SPECIAL ABILITIES

House Koth's special abilities differ slightly from the other houses. The numbers in front of the ability name show which of the abilities in the table on page 8 in the chapter How to create an age the ability replaces.

13-14 GIFT MANAGER

You are grown up among tall shelves filled with bread, pills, powders, crushed flattering ears, goats, mackerels and other substances that could as well have been ingredients in any new exciting Elvish dish. You get free FV 10 in Gift knowledge which is considered a primary skill for you. 23 NIGHTLIFE

You are a nightmare to a greater extent than your grandfather, you never go out for the day because the sunlight is hurting you (1T6 per hour) if you do not wear thick clothes. In return, you have since given birth the eyes that make you see in the blackest darkness, even magical.

26 SLAVER

You are one of the slavers, a persistently whipping and laughing tormentor who can do whatever you want with your faithful, sleep-worn, -like servants. You command alone over a hundred slaves who follow you like unbearably loyal knee dogs.

29 BLOOD THRIST

You're hungry for blood. The only thing you can eat or drink without suffering from severe stomach ulcers is fresh blood in any of its forms. Pigs and horse blood are almost as good as human blood and blood, but only almost.

35 SPIDER ELF

You've got the spiders' gift, your entire body is covered with thick, rigid black hair and your eyes are red. Your canines are sharp and in the oral cavity you have nasty poisons (STY = FYS, produces FYS doses per day). You get +3 in STY, +2 in FYS and +2 in STO at no extra cost. Within the walls of the Spider Tower you enjoy extreme privileges, but in the city's Chronopia you stand out from the crowd. People go away when you and your slaves come walking.

Assassin

You are a Kothian assassin, a just death killer, great riot master and merciless assassin. You are as famous and feared as the Sabransk Shadowmasters, the Wongo Dragonmakers, and the Imperial Carnifexes, trained to be your House and your Prince's extended arm, a guarantee that the one who injures the house will never harm anyone, other than possibly himself. Your purpose is the retribution, your purpose of statutory examples, to show that Koth's revenge is safer than the sun is dragging over the Silvertop and the Eternal Palace, to cast such fear into people that they do not even dare to think of the touch of what carries the fingerprint of the house, and it makes you and your shadow brothers by looking up the sinner's family, his relatives and friends, and exposing them to a treatment that makes an emprisonment in the Eternal Palace or Incantation masters' towers to appear as a walk in the park.

You are a hiker in the shadows, a nightlife, one of those who sneak in the alleys, silently climbing walls, walls and tall bridges and entering through windows, roof gates and sewers to complete your quests. You do not have codes of honor and scruples, and that's what makes you so dangerous, so erratic. To you, the death of some innocent perpetrators is not a result of your vengeance and the house, but by your victim's curse he brought upon them. It is he who made the decision, decided that he should die, not you or the house. You just do what matters to you, figure examples by example, hang sins high without ever staying up, forcing yourself to reflection, self-examination. Should you do that, you would endanger the whole house and your loyalty to the spider's house is greater than your loyalty to yourself.

PROFESSIONAL SKILLS

In addition to the professional skills of the assassin, the assassin has a very good skill with lesser insects, spiders, reptiles and the like. He can overcome their PSY with their own on the resistance table to calm them, even if they are upset or influenced by magic. His countless meetings with the poisonous creatures have made him extremely resistant (+7 to the resistance team) against toxins.

SKILLS

• Acrobatics Animal Training * Pull weapon Handle traps lock picking Martial arts Two weapons Weapon skills (2) An optional skill

* Only applies to minor, unpleasant maple murderous animals.

STARTING EQUIPMENT

A Kothian assassin always wears black clothes with big white embroidered spiders on his shoulders and backs to show that he is the house of Koth's envoy of execution. He has worshipers and the weapons he needs. He also has a number of poisonous snakes (red rose sankes, waiter), spiders (black wolf spiders, white devil tarantula) and scorpions (hairy tag tails, armored skulls) in cages and glass containers.

• The Kothian assassins never use poisons. Instead, they train spiders, scorpions, snakes and other small unpleasant animals to become killer and use them to bring their victims of life. The really well-behaved may bring home, but some of them are left at the scene of crime, with a white spider painted over the backboard.

• It is told that the Kothian assassins already have extremely small doses of spider, scorpion and snake food with their food so that they can normally take deadly doses without affecting more than one dwarf is touched by a stop foaming mildew.

Spider Master

You are one of Koth's premier magicians, a magician with a dark mind distorted by the perversions beyond the barriers, a wanderer on banned roads, a scientist with dirty, stained hands and a slowly rotten soul, which is extinguished by the poisoned atmosphere of Chronopia's poison. You have taken care of an applicant in the borderland between the various realities to find the terrible secrets of the dark magic, gaining knowledge that would make you like the like of the temple masters, the necromancers, the cranes (scarecrows?), the witch barons and the demonologists.

In your sulphurous laboratories, in the pale, lifeless shine of the dwarf gaslight, you perform perplexing obscenities, unruly rituals, and invoke words so powerful, so unpleasant and terrible that they get the undead legions, the long-wrecked necromantics, to make the dead turn in their tombs. Using fresh blood, you draw powerful pentagrams, the naked bodies of skinned dwarves extract life-mixes, of the elf and human beings, you build advanced constructions that act as magic focus. You call down curses of the enemy of the house, found in the house of warriors, make your insane slaves into even more lifeless, unthinking, drooling monsters, making the living wall stronger, thicker and more impenetrable.

But you are not just a vet-minded scientist, but also a ruler and warrior; One of those who, when the Spiders' day has come, will lead your infinite slave legions to victory over Chronopia.

PROFESSIONAL SKILLS

The spider master does not have to master a magic school to learn magic. He also regains PSY twice as fast as usual and, like all other magicians, has the skills Knowledge of Magic, Feeling Magic and Minimagi to the same FV as his best magic school. (If you have access to Magic in Chronopia, he will also receive a free hit of +10 on the Special Skills Table).

SKILLS

• Elementary or Mentalism or any optional dark-school * • Toxicity • Handicrafts (1) • Learning skills (1) • Magic Channel • Master's studies • Ritual magic • Weapons skills (2) • An optional skill

*Only those described in Magic in Chronopia and Dark Guard. Living tattoos and shadow art, described in Dwarves and Swords and Sorcery, are still well-preserved secrets.

STARTING EQUIPMENT

A spider master wears a tall black hood with a white cloak. Over the back of the hood is a spider embroidered with silver wire and on the cap's hood an embroidered black spider clings to the master's head. He also gets a magician's staff with a rectangular magic container (stores up to 8 PSY). Of course, he also has access to a large, constantly smoky laboratory in the spider tower's damp basement. • The spider masters are some of Chronopia's most dreaded magicians, and their appearance on the streets of the city is usually seen as a sign that someone will soon be affected by Koth's revenge. With the endless slavery of slaves, they walk up and street down to probe the terrain and throw the necessary magic seal before the gates are opened to let the blood flow in the name of the house.

----

Chapter 10

Lost among the clouds

The smoke lay tight in the shady room and you could hardly see your belts before you. It stank in the throat, in the eyes and it felt like the sticky smoke tried to penetrate your clothes and choke you. They showed up, creeping out of the corners. The white teeth of the Marajiputters and curved sabres shone against you in the dark.)

Lost among the clouds is an exciting, fast-paced and sometimes least dangerous adventure for 3-6 rollers. During their hunt for a lost friend, they travel from the Street of a Thousand Delights, following mysterious clues, shady soma bars, luxurious brothels, eloquent cadres and distributors, snobbish and arrogant flamboyants, and cruel bushes in the airports uneasy quarter to the dissolution of the adventure among the chronopian clouds. As the SL, read the adventure carefully at least twice before you start playing. For the sake of convenience, the number of maps is extremely limited; some of the environments are taken from the campaign sections of this module, but most of them, such as the brothels and the wretched chin in the Heaven's Gate, you can make yourself. If you have access to other Chronopia ™ modules, you can use, for example, the Joyful Room of the Hired Swords handbook in the SL Screen, Casino Lovalie or Black Lotus in Arms and Armor in Chronopia.

Intrigue

The abominable Dark Elf Gerdion (see Elves in Chronopia) has intensified his small research project in recent months and increased the number of abductions significantly. Of course, he did not involve himself with the dirty delivery work, but handed it over to a particularly unreliable, but greedy and murderous half-elf named Verion. Verion manages the abductions from his base in the sky, a large but not overly modern, Elven airship usually well hidden among the clouds or on shorter excursions with that Gerdion purchased from the Ventura house via front men. On the airship they are detained until Gerdion needs them in his experiments.

Verion himself is a former flamboyant, who absconded from House Aramas' path and now wandering out of the way on Chronopia's streets as a hired sword, charmer and full-fledged assassin. In order to carry out the abductions, Verion uses his contacts among the Soma bars and brothels on the Street of a Thousand Delights, including his old squire from the time of the house of Aramas, Levianol, in charge of one of the house's soma bars - the Crystal. In addition, he has succeeded in persuading Rutorio, the leader of the three Degas-owned bordellos, The Tied Slave, Red Lantern and the Pit, to get his hands on some of his more anonymous customers, in exchange for Verion providing information to Rutorio so that he can plan a devastating attack against the Aramas fencers.

When the role-players start off, one of their close friends has disappeared after a violently intense night on the Street of a Thousand Delights, and they can not understand for their lives where he has gone. Whoever has disappeared does not really matter. It may be a good friend (SLP/NPC) that they met during previous adventures, or, even better, a character that belongs to a player who can not attend the game meeting. The search becomes much more important then. The lost friend of the roleplayers, whom of course was kidnapped by Verion and his henchmen, will be called NN in the text.

A friend disappears

The italicized text below can be read directly to the players if you prefer not to play the role, which is actually preferable.

After an incredibly hard night on the untouched city of Chronopia, you all wake up with a terrible headache - either in a disreputable inn, of the kind that also accommodates cockroaches big like sewer rats, or the home of any of the players. When you shake off the worst experiences of yesterday's life in the hustle and bustle on the Street of a Thousand Delights, and the visits to the mysterious bars, the bricks on the brothels, the noise of the cobblestones, the fierce wreck outbreaks of boozed mercenaries, and the way you remember them begins to appear clearer, the fog of your hangover slowly begins to disperse and it no longer feels like someone is holding a dwarf dagger trying to push through your forehead you decide to take you out of the beds and make sure you have something to eat. You have not eaten since early last night and now the hourglass has long been turned twelve times. Most of the inhabitants of the city are probably sitting down eating lunch of some kind at the moment. Over breakfast - which you manage to get served to you via a threat of violence, even though they have not really stopped serving you for a while - you discuss your memories from the previous evening under a soft laugh, sweeping a few goblets of mead to restore the balance and fend off loud protests from dark mood swings. After breakfast, you drop by the nearest bathhouse to soothe your worn out body for a few hours - nothing is better than a little deserved relaxation before heading out to taverns and brothels again as soon as the sun begins to disappear behind the Silvertopp and the Eternal Palace - you suddenly realize that there is someone missing. Where in the whole name of the peace is NN?

How the characters react when they discover that NN is missing depends, of course, to a great extent on who NN is, but there is obviously a high risk that they do not pay attention to it all until after a couple of days, or at least not until the evening goes down city. If they should try to remember when they last saw NN, in order to figure out where he disappeared somewhere, the possibilities are of course endless, but they all limit themselves to establishments on the Street of a Thousand Delights. After an intense discussion, they figure that he must have disappeared somewhere between their visits to the Black Cat and the Crystal, probably when they looked into the Red Lantern. Some of them also recall how NN had wished to stay, while the others advocated walking on, leaving them on the Red Lantern and continuing themselves down to the Crystal.

The Street of a Thousand Delights The Street of a Thousands Delights is no place for the faint-hearted or inexperienced bumpkins from the country. Here anything can happen, and it makes it more frequent than you can imagine. In the brothels, the soma bars, the black houses, the taverns, the shabby hooks and the gambling facilities meet the most suspicious characters that ever set foot on Chronopia's streets in a hot hunt of enjoyment, experiences and orgiastic experience of inherent lusts. The Street of a Thousand Delights is an extremely long street, filled with interesting establishments, all openly signalling their obnoxious services. Below are brief descriptions of what role players can know by asking the right people on the right brothel and soma bar. Keep in mind that the owners and managers are often short-tempered, harsh types that do everything in their power to protect their investments. Outsiders that come and ask in-depth questions must of course be monitored in one way or another. If the role players are careless, it is possible that they attract the attention of Degas, Aramas, Belisarius and the Ikki. Something that is anything but healthy.

Lotusland

Lotusland is a giant establishment owned by the Belisarius house, which deals with the sale and consumption of all types of drugs - except for soma. The leader is a stingy-type named Arvario (Elven noble, see the basic rules page 158), who does not like to tell anything, but because Lotusland is opposite the Aramas-owned Crystal, his employees, if asked discreetly and bribed a lot, or have good persuasiveness (swords, scowls), will tell the players that they have seen Verion on a number of occasions recently (they obviously do not know his name, but can describe his looks superficially) made a visit. He always arrives in the wagon, uses the door in the alley, makes short visits and always carries a big bundle when he leaves.

Waterfall

The Waterfall is a Ikki-run (obviously by bulvaner) establishment of the same type as Lotusland, but after the acquisition it has specialized in wongoish dream grass, which has largely replaced the black tobacco. The Waterfall is preserved by the angry and unusually clumsy orc Borgas Vargkäft (Orc bodyguard, Veteran, see the basic rules page 154), known to mark unfortunate employees, or guests, by biting straight through their right hand with his only remaining fang. The Waterfall is a bit further up on the Street of a Thousand Delights than Lotusland and would not be of the least interest if it were not that Verion tried to negotiate with Borgas to provide customers.

However, he never was clear about his intentions before Borgas drove him to the gate, something he is more than happy to tell if someone could give a sufficiently accurate description of Verion. Verion plans to carry out a reprisal action against the Waterfall for humiliation, probably by robbing Vargkäft himself.

The Pit/Abyss/Avgrunden

The Pit, like the Red Lantern and the Tied Slave, run by Rutorio, there is of course a lot of information to be collected from the staff. But, as they are well aware of how Rutorio is looking at people who speak too much, they will probably be very silent. However, one of the younger girls Julia (she's not an elf) can tell that, on a couple of occasions, Rutorio has sneaked in while she served one of her customers, knocked the customer unconscious, rolled him into a sackcloth and then pulled him from there. Here, Rutorio also has his office, which is always locked. Behind a panel is a smaller cash box in which all the details about the Peacocks guestbook are recorded, along with an attack plan for insane Degas warriors.

Kristallenn

At Kristallen, where Verion's old squire Levianol is a manager, there have been more of the occurances than in the other places, but here you are kept silent to a different extent than in other places. No one dares so much to speak up about the abductions that have occurred at night, but the players should not too dumb to understand that some things are not that appropriate to bring up. Of course, it is possible to push someone out of the staff with a threats of death, but if Levianol finds out, he will undoubtedly set a number of flamboyants after the characters, something they can sure do without. If the role-players out of pure curiosity were able to search through Levianol's workroom, they could (until a few days before the banquet) find a number of invitations to a banquet in the Aramas halls, one of them bearing the name of Verion. If they take one (valid for a person as well as his company consisting of an unclear number of people), they can easily enter the banquet, thus getting close to Verion. Of course, Verion has not told anyone that he is also working with the house Degas. If such rumors reach Levianol, for example via the role-players, he will conduct investigations, whose results can be extremely unpleasant for Verion.

Black Cat

The Black Cat is an extraordinarily unusual black house run by the marajiputtisk mogul Romba, in an attempt to expand his empire, an attempt that has not been entirely successful so far. The Black Cat is just a stone's throw from the Red Lantern and the Pit, and even though most of the staff and regulars tend to be upset and difficult to communicate with, they can tell that they saw bundles, big as people, loaded into wagons (although it has always been the same wagon ) and taken away. They can not describe Verion other than a "dressed man over medium length" and that he was actually visiting that night when the characters of the characters disappeared.

RED LANTERN

It was at the Red Lantern that NN disappeared, something that the role players can find out by talking out properly with the staff, or looking through the house thoroughly. Up in one of the girls' rooms, one will find an object (SL's choice) that was his. Finally, a discussion with the girl in question leads to her confessing, and she then asks the characters to hide her from Rutorio, because she is now dead meat after talking to them.

The Tied Slave

At the Tied Slave one can achieve the same results as interrogation at the Pit (see above), with the exception that one of the girls, as well as the manager, can describe Verion in detail and even mention him by the name: "Veriol, Variel, Veiron or Something like that. At least I'm sure it started with V..." If the role players mention anything about the banquet, the girl can tell that she heard them talk about it too, but that she did not hear what the details. Reconnaissance

The players will probably choose to search for Verion, they have made too thorough requests for those Crystals or any of Degas brothels, he will not return for a while, but instead send a number of custodians after the characters (Hired Swords, see page 150 of the basic rules). On the other hand, if they have been discreet, it is very possible that they may be able to pursue Verion's wagon as he sets off from the Street of a Thousand Delights. During the voyage to Heaven's Gate, he changes the carriage twice, once in the harbor and once near the big park. The second time he goes on to a carriage, which goes back to the Crystal, while the first, with the cargo, goes to Heaven's Gate, to the Tower of Destruction where it is loaded in the Squinting Dog's back yard (see below). After drinking a small amount of soma at the Crystal, Verion hires a sekuda- drawn hot air balloon and flies to Heaven's Gate, where he adds to the Cloud Bazaar and leaves it on the rental.

Peacocks banquet

The peacocks banquet is actually a parenthesis, at least for the the role-players' sake, in the flow of the actual story, but it can be a very lively parenthesis. The house Degas has, through Verion's providence, found out when the banquet will take place and how it will be carried out. Verion himself, as well as five of his extremely unpleasant and murderous half-elf brothers (Elven assassin, see the basic rules page 144), will attend the banquet, held in the Aramas fencing halls, and ensure that the guards deployed will be killed at the time of the attack and the summer and the other wines are spotted a bit of black lotus to raise the narcotic effect. Degas then arrives, at the moment of the day, to attack a few hundred elite soldiers landed from sekudas and gas balloons, and then, after the best of their ability, make the slurry of the late night crazy drunk flamboyants.

If the roleplayers conducted thorough investigations on the street of Thousand Delights, it may well be that they are in their power to prevent the bloodbath, which will cause the house of Aramas to blame for them, in itself it is a blame Of course, you should not be too sure that you will be able to collect. Otherwise, it is quite possible that you happen to get in the middle of the batter without being prepared for what would happen because they do not need to know the planned assault (the only way they know it is actually having searched Rutory's workroom at the Pit).

Heaven's Gate

There are a lot of information to be found in Heaven's Gate if you visit the right places and ask the right questions to the right people. On the other hand, if you ask wrong questions to the wrong person, it's easy to find yourself on a terminal flight with the chronopian street cobbles.

Squinting Dog

At the Squinting Dog you are wisely asked not to ask any questions. If you do, you'll get Berboro (Hired Sword, Captain, see the rules of principle page 150) and his comrades (Hired Sword) afterwards. He does not like when someone sneaks in his business, especially when they are as lucrative as he has with Verion. On the other hand, you can visit the Squinting Dog's backyard. There is a cave in which the unfortunate siege of the Verion kidnapped is detained while waiting for the airship to appear for loading, as it does about once a week. The shed is always guarded by two of Berboro's haystacks. When Verion is not on the airship, he sleeps on the Skelande hund upstairs, constantly guarded by his assassin mates.

CLOUD BAZAAR

The Cloud Bazaar is not much more than that Verion is a frequent customer of Jester's secret car rental, one of Chronopia's largest chains for that type of business, and with the excellent offer that you can return the secrets and balloons to any of the big ones Forty-four hiring outlets spread in the towers, theaters, the streets and the squares.

VANDOR'S MECHANICAL Workshop

Dwarves are quite quiet people and it also applies to those working at Vändor's mechanical workshop. But they are also greedy and they can tell you that Verion usually fill their airship with lifting gas approximately once every two weeks. In addition, they have done quite continuous rebuilding on the airship, including reinforcing the walls and doors of some of the galleys to the slightest extent that even an angry troll with a main clover could not get out. One of the brothers also works as a carpenter on the airship, but more than so, they dare not tell the fear of Verion, who has threatened with the emperor's house, Degas, and the house of Aramas.

CITY GUARD

A visit to the city guard is more than meaningless. They are so muted that they would not even look at the Tower of Destruction even if the Devout armies crossed the bridge. Even less, they are prepared to help the role-players, if it would not happen that the role-players have more money to offer than Verion, which seems extremely unlikely, because Verion gets its doubles from anything but defiant Gerdion.

Living among the clouds

In order to be able to rescue NN, the role players must somehow get on board the airship and in order to do that, they must first come to the conclusion that he is on the airship, which they can figure out if they stake out the Squinting Dog and see how Verion's and Berboro's horsemen carry out the bundles to the airship (there are people, dwarfs, orcs, elves and goblins in the bundles they have hopefully realized long ago). The easiest way to board the ship is probably to climb from below when it is docked by the Tower of Lost. Otherwise, of course, they can try to reach the airship using sekudas or other flying animals, which is significantly risky because the risk of detection is much greater. Onboard the airship there are thirty-one prisoners, Verion himself, thirty-one handpicked henchmen (Hired Swords, see basic rules page 150), which acts as crew and a maximum of five Elvish assassins (who are actually half-elves, see basic rules page 144).

The airship The airship itself, which is a slightly modified commercial airship, is usually driven by sails, although it usually lies among the clouds above Chronopia, but it still has a smaller machine (6) that can drive it if there's no wind. It has a bow (1), a hospital (5), a mess (7) where the officers used to enjoy themselves, and where Verion and his companions occasionally bring up some cheap courtisans which they then throw out through the rear windows. In case of combat, two battery decks (4) have been built, with ballistas to which ammunition and spare parts are stored in the ammunition. The crew and officers are sleeping in the underground floor of the bridge (2).

1. Bridge. From here the ship's speed is controlled through the airspace. 2. Lookout. 3. Main Center. Through a reinforced glass dome in the floor you can also look downwards. 4. Battery. Here is the airship's only gas cannons. They are managed by the dwarf Undar from Vändor's mechanical workshop. 5-6 Stock. 7. Gas storage. An excessive spark can do wonders here ... 8. Sailors' kisses. 9. Storage. 10. Galleys. Here the five half elves sleep. 11. Mess hall. 12. Kitchen and food storage. 13. Gerdion's House. This room is always locked from the inside. When Gerdion himself finishes raw materials for his experiments, he arrives here through a special variant of the TELEPORTATION spell and takes him back to his tower. 14. Cells. These galleys have been transformed into the highest grade cells by the dwarf at Vändor's mechanical workshop. There are a number of prisoners in prison, including NN. 15-17. Captain suite. Here Verion lives in the midst of the prisoners. 18. Guardroom. There are always at least two hammocks on duty.

End

Although the roleplayers succeed in rescuing NN, killing Verion and miraculously escaping alive, it's not certain that the adventure is over. For example, unless Gerdion is on the airship at the arrival of the characters, it is very likely that he decides to do everything in his power (and that's not a little) to make the characters the subjects of future experiments. Berboro may be very angry with the players for more than one reason, and both the house of Aramas, the house Degas and the Belisarius house may have unfinished business with the characters. In particular, the house Degas is concerned, if it emerges that it was the role-players who destroyed their attack on the Aramas fences. (Remember that unless the characters intervene, the attack will succeed, and will be hot news).

Only wishing the characters will succeed when they return to the cold chronopian night!

Verion

Verion has a least interesting background. He was born by an elvish mother, as the son of an unknown human father, but still got a place at the house of Arama's premier fencing school, the Aramas fencing hall, where he became an excellent fighter. Later he left the house for the Blade's Alliance, and at the same time, through the alliance, contacted the house Degas and became a double agent, something that he has utilized to the best of his ability in cooperation with Gerdion.

STY 14 SMI 19 KAR 13 STO 14 INT 15 KP 16 FYS 12 PSY 18 SB + 1T2

Age: 120 years

Key skills: Värja 21, Parerdolk 17, peacock dance * 19, otherwise as Elven assassin, see page 144 of the basic rules.

Special equipment: Verion wears a masterpiece, which he bought through Vändor's mechanical workshop, and an easier armor (abs 3).

* Verion's variant of peacock dance consists of Blind Combat, Double Bounce, Flying Attack, Initiative Bonus, Grace, Quirne's Blind Shot and Two Weapons.

----

Chapter 11

Iron Dogs

Behind the scenes of a gladiator agency in the city of Chronopia

Welcome to the gladiator agency of the Iron Dogs. We have one of Chronopia's by far the largest selection of barbarian warriors, exotic carnivores, froth-chewing berzerkers and rampaging wild dogs, black wolves and howling wolves. What can I do with? Hire bodyguards maybe, a fighter to a trial by duel or a pair of extra wild, well trained and merciless hired swords to the men's gladiator team? Not that. Then you may only wish for a temporary escort, some skilled swordsmen for showcases at tonight's grand ball or a rude expensive and dangerous, yet undoubted status-enhancing weapon trainer? Not that. Yes, then, of course, we can be of service to both one and the other ...

Employment? Are you really sure about that? Right? Absolutely? You have never been safer in anything in your whole life? I understand, but I hope you too, Mr... Dormicus, understand that we usually do not write contracts with people who completely simply wanders in here at the agency. It may be that we are very close to the Arenas here in Gladiator Town and that many good warriors roam the streets in these neighborhoods, but the safest way for us to get skilled blades is to turn to one of the city's countless gladiator schools. We have even signed contracts with several of them, in which we guarantee that we will not hire or buy - as is practically what we do - gladiators, other than gladiator schools authorized by the imperial authorities. But you may have participated in teaching at any such school and there are no formal obstacles, other than your skill and mortality with weapons in hand ... No? Unfortunately, you have never had the pleasure of attending the class of gladiator schools in one of the beautiful city of Chronopia. My deepest condolences, but obstacles are for bridging, not true Mr. Dormicus, and would you study the precious art of death at another of the city's sword schools, had employment at one of the free companies at Blades' Alliance or as an independent gladiator winning several rounds in the stadium, it is of course almost as good. No? But you do not see it as a problem? I understand, but that's a problem ... I do not understand !? You're as good a fighter as any of the black-haired bandits that go in our ligaments (organisation?), whether you've been fighting for the arena or not? You have seen the childish, loving-like games of the chronopian gladiators, and would like to show you courage and your knowledge in fighting one with our best fighter? Mincemeat? !! Unfortunately, this is not this occasion, but I'm convinced that ... None but!?! Pardon my rudeness, Dormicus, but you must either be extremely naive, self-absorbed and suffer from a hybrid of rarely seen measurements or be one of the most terrible struggles of the city of Chronopia - as you have become without studying the beauty of the swordsman's beautiful art here in the city without fighting in the arena without acting as a hired sword, bodyguard, legionaire, city guards or even rough-and-tumble bouncer at one of the city's worse taverns. Of course, I suspect the former, but because the latter has not been ruled out, it would be my fault of not showing you around here at the agency - and I'm not the one who makes a mistake.

A tour of the agency

Certainly, I do not know what motivation you have been looking for here to our agency, but I still feel that the warning is - even though my real task is to act as a con man, to pull the wool over the eyes of people and make them write slave contracts that do not give them freedom again than if they meet Death on the sand of Arenas, and then we still have the right to use their ashes to what we wish. Of course, there is the possibility of shorter and better contracts, but if you are in a desperate need for money, you are not always in a position where you can negotiate.

Life as a gladiator is by no means as glamorous as it may seem. In fact, it is the most stubborn plague, uniform, but of course wonderful for those who love to get into yummy details, who enjoy giving opponents respite beyond the Great Barrier, who only feels he lives when the stench of death, the unnatural The odor of preloaded life and the smell of fresh blood is so strong that even smoking new witches in both nostrils can prevent it.

First, I thought to show you our happy gladiators' places. As a newly-styled gladiator, recently graduated from one of Chronopia's gladiator schools, one can not count on getting a particularly favorable contract, but you usually end up in the Barracks, where you can share housing with other hopeful hired swords from far and away, all fully convinced that they will one day be celebrated as Chronopia's premier gladiator. The sad truth is that not even half of them survive their first battle on the stadium. The slightly more privileged gladiators, those who were recognized fighters before they came to us or won several victories at the Arenas during their time here, get their own rooms, some even suites. Many also choose to rent a small room somewhere else in the city, but of course it goes on to the checkout. With us, you live, if not in any big luxury, at least, for free.

In the basement, like all other institutions of similar dignity, we have damp, dirty and unpleasant prisons, and a torture chamber where disobedient and unruly gladiators can be said to be corrected. Or as the wise manager Hudrox Hierta said, "Even a goblin may seem convincing if he has clamped you in a stretch of chronopian quality." However, do not think we are in any way looking to make life difficult for our gladiators. We only want what is best for them and if they themselves understand their best they see that we are not forced to throw them to Brides Baxne, our award-winning and tortured torture master. In his hands, even the most stubborn Highlanders appear as a helpless shadow frog. I'll spare you a peek. If I do not remember wrong, there is some poor cub that is being asked for his conduct at one of Arenan's countless taverns. He had probably drunk too much dwarfish mead and had the misfortune of being caught by some of the agency's observers. If we spy on our gladiators? Of course. What could be more natural than watching an investment?

Behind this door are the hidden archive. Here, about ten officials work day and night to compile all the information available about our fighters and those of our competitors. If you want to know how many battles Joraw the Great handed out in his forty-fifth match, or how many enemies the gluttonous troll Gullviva swallowed during his bloody career, you can find it in the scrolls - just looking closely. The archive is used to set up strategies, find dirty tricks, find the weaknesses of the enemies and learn who to avoid sending to the clinic. The forward-thinking gladiator spends as much time in the archive as he does in the training halls. Speaking to the exercise rooms, I have a very firm feeling that we should make a visit there to finish our little round trip.

Excellent! A workout in full swing. Why do we have training rooms? What is the point of gladiator schools but to train the gladiators? Of course, but when we buy a gladiator he will no longer be able to work out at his old gladiator school, but we must give them the opportunity to develop here at the agency. Even the best needs training to maintain his shape. Without training, the gloss soon falls. Just like a sword must be sharpened in order not to rust, a gladiator must constantly train so as not to lose his reactions, his sixth sense and his unfailing precision. To be too slow is to be dead.

Have I scared you? No? You want to fight? Prove your worth? Do you suffer from a death wish, or are you just perfect? Neither ?! Then only one thing remains. Heeri, Jonus, Yuti and Frederi! Change to blunt weapons and show this gentleman what you are doing. Do not hold back. He seems to be worn out on the back.

By the emperor!?! What in the name of the whole peace? Are you a monster? Four of the agency's champions felled by a blow. A single blow! You can not be serious!!! Talk about major destruction. Do you know how many imperial doubloons we had invested in them? They were the agency's golden geese and you've killed them! Calm down?! The only thing that could calm me down right now is that you are writing a slave contract that binds you to the Iron Dogs on a lifetime. No problem? Are you kidding me? No?!? Follow here and we will fix the details.

Iron Dogs

The Iron Dogs Gladiator agency specialize in exotic warriors, wild-eyed cannibals, Ice Barbarians, tall highlands, mysterious sabransk, round-laid brundusisk, gaunt marajiputs and hungry, big-headed dog animals - wolves, great wolves, wild dogs and ragebeasts. The agency is owned by house Degas and is run by the death dancer Nuctor who, together with the agency's big poster name Sheebar, conducts the training for the most skillful of the Agency's gladiators. The more anonymous adepts may be content with taught by mediocre weaponmasters. You have a very lucrative agreement with, among other groups, the Dormats and Dungars gladiator schools that give the agency a pre-emptive right to promising talents from the Deadwood nursery schools, which makes it possible to choose and wreck more than other Chronopia's gladiator agencies. In return, schools are guaranteed good prices, an agreement that both parties earn.

Sheebar

Sheebar is the big dog name of the Iron Dogs, and also a diva of huge proportions, even with chronopian metrics. Dragon-lord, as he is also called because he is a resilient drakoniter, has a floating palace in Ship City in the southern port where he lives in an abundance of luxuries and comforts and thrives with light-footed ladies from all the corners of the famous world. He is as popular as a permanent guest at most of Chronopia's court. In battle he is known for fighting without mercy, but rarely participates in the fighting at the Arenan. His performances he reserves for the Hero Battles, where he is given the opportunity to fight against her peers.