recursal/Fanatic-Fandom huggingface dataset:
Who is Who in Symbaroum

Lady Suria Argona, Queen’s Legate, Zealot in her duties (Thistle Hold)

Count Alkantor Argona, father of Lady Suria Argona (Thistle Hold)

Asmerda, Secret Agent and informer, Law Commissioner (Thistle Hold)

Davidos Berakka, Duke Junio’s envoy in the Hold (Thistle Hold)

Iasogoi Brigo, Former treasure hunter with ambitions (Thistle Hold)

Cornelio, Chapter Master of Thistle Hold, loyal to the Grand Master

Dario, Tax Commissioner (Thistle Hold)

Dekamedo, Akman Kohinoor, son of the Queen’s cousin (Thistle Hold)

Deseba the Old, Living Lightbringer and secretly a reformist

Captain Dekamedos (Thistle Hold)

Commandant Heradio Duskwatcher, Commander of the Watch and brother of Mayor Lasifor Night pitch (Thistle Hold)

Father Elfeno, head of the Sun Temple.  Leader of the temple and a powerful theurg

Prior Emundi, Leader of the town’s monastery

Goncai, Master of the Order of Thistle Hold, romantically involved with Eufrynd. Tipsy Master, likes Eufrynda

Eufrynda, Master of the Order of Thistle Hold, romantically involved with Goncai. Ambitious Master, dislikes Cornelio

Lysindra Goldengrasp, Former fortune hunter, merciless fighter, Iron Pact

Baron Grafoldo Erebus of House Erebus. Charismatic leader. Blackmoor is on his lands.

Keroldo Erebus, A true lounger, Bailiff of Blackmoor

Kullinan Furia, Master of the Orcer of Thistle Hold, Powerful wizard with his own agenda

Ader Gorinder , The Mayor’s right-hand-man, runs the Town Seat. (Thistle Hold)

Ana Herengol, Alesaro Kohinoor’s agent in town (Thistle Hold)

Ilantro is the Medicus of the Town Watch, an elderly drunkard (Thistle Hold)

Kalio Galeia , Building Commissioner (Thistle Hold)

Agramai Kalfas, Sanitary Commissioner, secretly a cultist (Thistle Hold)

Mother Mehira, runs the licensing agency for Queen’s Legation, former treasure hunter. Maimed (Thistle Hold)

Mal-Rogan, Undead Robber Baron

Captain Marvello (Thistle Hold)

Mearoel, Autumn elf who hates humans, Iron Pact

Mayor Lasifor Nightpitch, Mayor of Thistle Hold, Prince of the Realm, and the uncrowned ruler of the Thistle Hold (Thistle Hold)

Father Sarvola, runs the Missionary Station of the Highborn Sun. Heretic and openly a reformist and uses his inheritance to tend to the poor in Thistle Hold, Blackmoor as well as the goblins of the Karabbaokks. (Thistle Hold)

Captain Tallios, (Thistle Hold)

Lesena Vearra, Acts adventurous but seeks alliances

Master Vernam, member of Ordo Magicia, tutor, scholar and alchemist

Yagaba, Witch and the Mayor’s loyal friend
Sarvola

**Father Sarvola**

A stern pacifist and humanist serving Prios, Father Sarvola is a convicted pacifist and humanist. Non-violence is his way and his mission in Thistle Hold is growing in popularity. He is a stern man, completely bald and dressed in brown worn robes.

According to the Curia, the governing body of the Sun Church, Father Sarvola is a heretic spreadingfalse doctrines and dragging the sublime name of Prios in the dung of the gutters. The problem is that very few others seem to worry about the doings of the apostate. On the contrary, many silently approve of his missionary activities among goblin scum and barbarians, as well as his appeals for generosity, love and brotherhood. In short: so long as the Queen, Lasifor Nightpitch, Grandmaster Seldonio and other influential individuals accept the activities of Sarvola, there is not much the Curia can do. At least not in the open. an audience inside the monastery. However, he who has reason to suspect himself to be even the slightest bit blight-touched is advised to avoid such a meeting.

**Quote** ”Always doubt, with love, in benevolence.”
**Manner** Concerned, laidback
**Race** Human (Ambrian)
**Resistance** Challenging
**Traits**  Privileged
Accurate 7 (+3), Cunning 10 (0), Discreet 10 (0), Persuasive 17 (−7), Quick 9 (+1), Resolute 13 (−3), Strong 11 (−1), Vigilant 5 (+5)
**Abilities**

* Dominate (master)
* Exceptio­nally Persuasive (adept)
* Leader (adept)
* Loremaster (adept)
* Steadfast (master)

Weapons **Staff 3 (long)**
**Armor**  None
**Defense** +1
**Toughness** 11
**Pain Threshold** 6
**Equipment** Sun symbol
**Shadow** Radiantly dark yellow, like liquid gold (corruption: 0)
**Tactics** Sarvola never resorts to violence, not even in self-defense. If the enemies are too many for him to Dominate them all, he puts down his staff or flees if possible.
The Penitentiary, Government Building, Thistle Hold

The Penitentiary

There is no great need for prison cells in Thistle Hold, since most criminals are either condemned into exile or directly to death. But none the less, there is a small and closely guarded building at the Garrison which is commonly called the Penitentiary. There the most serious offenders in town are held captive pending Law Enforcer

Asmerda’s verdict, and it is there troublemakers and drunkards from the dives around the Toad’s Square are dragged to sleep it off. Visiting the Penitentiary is far from pleasant, especially during the winter when the icy cold creeps along the floors of the unheated building. There are no bunks, the food consists of water and bark bread, and you are seldom told for how long you will have to stay. However, the biggest fear comes from somewhere else. The Warden is the weasel-like Pergalo, the son of the master torturer Katia who managed to make a captured Dark Lord reveal where Queen Korinthia was held prisoner, near the end of The Great War.

The stories told of what Pergalo does to knocked- out drunkards during the nights are enough to deter most people from drinking too much. And woe to the suspected conspirator, spy or dark-minded cultist who ends up in the murky cellar vaults of the Penitentiary!
Field Marshal Beremo Herengol

**Field Marshal Beremo Herengol**

Beremo stems from a long line of prominent commanders and is regarded by most as the crown jewel of his house, especially because he was highly responsible for the outcome of the Great War. He has been the realm’s Field Marshal for twenty-six years and is closing in on his seventies, which has accelerated the speculation about him stepping down. But so far nothing indicates that he or the Queen have any such plans – as late as during the New Year’s celebrations Year 21 he spearheaded the honor guard and looked to be in great shape; according to some, in an unnaturally great shape. The rumors surrounding the second most powerful commander in the kingdom are many. There are those who claim that he already is exhausted but that the Queen refrains from dismissing him because of his long and steadfast service. Other gossip states that Beremo is allied with dark forces that fill him with youthful vigor, or that the old one has some kind of hold over Korinthia which prevents her from relieving him.
Shadow of Davokor Wiki

## Welcome to the Shadow of Davokar Wiki

Adventures in Symbaroum. Life and death in the shadows of Davokar .

Church of Prios

Davokar

Elves

Iron Pact

Karvosti

Maps of Symbaroum

Ordo Magica

Symbaroum

Thistle Hold

Who is Who in Symbaroum

Who is Who in Thistle Hold

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The Duchy of New Berendoria

The Duchy of New Berendoria (c. Sevona )

The popular belief is that Alesaro Kohinoor has not forgiven his niece, even if it was not her, but a group of military commanders and prominent nobles who prevented him from succeeding his brother. The fact that Korinthia gave him the Duchy of New Berendoria is hardly a comfort, since she probably appointed him to that barren and windy outback in order to get rid of him. Be that as it may, current reports from his high seat Sevona state that Alesaro is making new friends among the western clans.

* Duke Alesaro Kohinoor
The Town Seat, Government Building , Thistle Hold

The Town Seat

By the Antique Plaza stands the building where the staff of Lasifor Nightpitch holds court. The one who handles the daily business is Ader Gorinder, the last survivor of a small noble house that otherwise perished during The Great War. There are also the relentless Tax Commissioner Dario, the Law Commissioner Asmerda and the Construction Commissioner Kalio Galeia – all of them recruited by the Mayor when the town was being built, and faithful to him ever since.

The most popular character in the staff is Sanitary Commissioner Agramai Kalfas, not because he keeps the streets tidy but primarily because he often can be seen partying, dancing and carousing with the populace at the establishments by the Toad’s Square. If master Agramai is among the guests you can be pretty sure that the evening and night will be a success – at least if you are interested in an all-nighter!

The administration building also houses the Hall of Knights, a meeting and resting place for nobles visiting the Hold. Officially Suria Argona, the Queen’s Legate, is in charge of the activities in the Knight’s Hall, but it is commonly known that her father has taken over that role. Count Alkantor Argona is a close friend of Lasifor Nightpitch and when parties are held in the Hall you can often see the roofed carriage of the Mayor parked outside the Town’s Seat.

There are, however, persistent rumors saying that some specific nobles rarely accompany Lasifor to such events. If it is because they do not feel welcome or if it has to do with them wanting to distance themselves from the smaller houses is debated, but the representatives of House Kohinoor are said to never make more than occasional courtesy visits to the Hall. One should not make too much of such a trifle, but of course it contributes to the speculations regarding schisms among the nobles of Ambria.
The Salons of Symbaroum, Tavern, Thistle Hold

In Thistle Hold there is a huge selection of dives, dens and finer taverns where the town’s folk can appease their various needs and wants. But among these establishments the Salons of Symbaroum has earned itself a special status. You may get the best tenderized deer steak at Afadir’s Triumph Tavern, the sweetest syrup beer at Brew or the best gaming odds at Benego’s, but only under the roof of Ordelia Wildjoice do all these pleasures join together.

The Salons of Symbaroum, or “the Salons” for short, offer three stories of pure delight and two of the dirtier kind – the visitors may eat, drink, gamble, enjoy exotic shows or pay for entrance to the top floor where he or she can appease various carnal desires. However, the latter is only an option during six out of seven days. What happens up there on the seventh is not commonly known but rumors make three main suggestions: meticulous cleaning, sessions with special guests or occult rites led by Ordelia herself.
Grand Master Seldonio of the Ordo Magica

**Grand Master Seldonio**

Many a mighty master fell victim to the Great War. Seldonio survived because he was the head of the order, and therefore was needed at the war council far from the front line. Exactly how old he is he probably does not know himself, but under the name Seldonio he appears in epics composed nearly two centuries ago. And even if some may blame him for having acted like a coward during the war, there are none who doubt that he counts among the mightiest mystics in Ambria.

But most powerful he is not. Three other Masters of the Order made it through the war alive: the stormweaver Variol, Kullinan of the dead House of Furia and, probably mightiest of the all, the mindwarper Elionara Yellowcat. It is said that these three pushed through the relocation of the headquarters to Agrella against Seldonio’s will – they wish for peace and quiet and time for studies, and have no sympathy for the Grand Master’s care for Ambria’s men and beasts. This has resulted in a situation where Seldonio spends more time at the chapter in Yndaros, than he does in his chamber in Agrella. And if one is to believe what is whispered among adepts and novices, that may very well mean that Seldonio’s days as the head of the order are numbered.
The Slaughterhouse, Tavern, Thistle Hold

The Slaughterhouse

In two neighboring houses on a back street close to the Toad’s Square lays The Slaughterhouse. One is the actual slaughterhouse, the other a tavern that can take about a hundred guests at the long tables. The menu mainly consists of offal – heart, liver, stuffed lung and various pasty stews. It is cheap but not the least distasteful, and if you are prepared to pay more there is newly butchered fine meats to order, slow cooked or sautéed in sun-yellow butter.

Were it not for the vile rumors circulating, the owner of the Slaughterhouse, Master Morlam, would have even more guests at his tables. He mutters that it is his competitors who claim that some of the meat he is serving is waste from the Abomitorium – not only mare cats, jakaars and wild boars but also goblins, ogres and a few barbarians.

But as long as the proud Master Butcher refuses to comment on such claims the rumor mill will likely continue to grind, not least since they are based on a fair question: what happens to the remains of the creatures killed during fights in the arena?

* Mixed Stew 5 ortegs
* Hash Patties with turnips 2 shillings
* Stuffed Lung with Black Mash 4 shillings
* Slow-cooked Prime Rib with stewed carrot 5 shillings
* King’s Steak in gravy 8 shillings
* Tankard of stut (unspecified) 3 ortegs
* Glass of Blackbrew (unspecified) 1 orteg
Gorak

**Gorak, Blight-marked fortune-hunter**

Along with his friend Alahara, Gorak led an expedition to an ancient tomb deep in the forest of Davokar. The grave proved to be from Symbaroum’s early days, a remote resting place for a barbarian king, as well as a virtual gold mine of treasure. Gorak was especially fascinated by the mummy king himself, especially his crown. Unfortunately, the copper crown had merged with the skull wearing it, so the whole cranium had to be removed and brought along. Adorned and burdened by the tomb’s treasures the expedition returned to its point of departure, Thistle Hold. Back in town the members of the expedition lived like kings for a while. The boastful Gorak even showed mayor Nightpitch the king’s skull during a drunken evening at the Salons of Symbaroum. Rumors began to spread about elves being sighted within the town walls and soon thereafter the expedition members began to die in more or less spectacular ways. A couple of them managed to flee south but were later hunted down and killed by the elves (or by the characters who played the Promised Land). Gorak and Alahara went into hiding, taking the king’s skull with them.

Gorak, blight-born

“I can’t stand this any looonGEEEAAARRR !”

**Manner** Flailing, raging

**Race** Abomination

**Resistance** Challenging

**Traits** Armored (I), Natural weapon (I), Robust (I), Terrifying (I)

Accurate 13 (−3), Cunning 9 (+1), Discreet 7 (+3), Persuasive 5 (+5), Quick 10 (0), Resolute 11 (−1), Strong 15 (−5), Vigilant 10 (0)

**Abilities**

 Berserker (master),

Natural Warrior (master),

Man-at-arms (novice)

**Weapons** Claws 12/10 (short), two attacks on the same target

**Armor** Tough flesh 6

**Defense** +2

**Toughness** 15 **Pain Threshold** 8

**Equipment** None

**Shadow** A pulsating blackness, like boiling tar below a thin membrane that bursts as he transforms (thoroughly corrupt)

**Tactics** The abomination breaks his bonds and attacks a random person. Alahara is also at risk.
Yndaros

Yndaros is built on the well preserved ruins of the city-state Lindaros. Regarding the latter not much more is known than what has been told by the barbarians – the contact between Alberetor and Lindaros was never developed because of the great barrier called the Titans. The general belief is that the city-state was ruined about two centuries ago when a terrible epidemic wiped out its population. It is also said that the fate of the Lindarians was self-inflicted; that the scourge was sent from Higher Powers, as punishment for their arrogant and slothful ways.

The ruins of Lindaros were for a long time shunned and feared by the people still living in the area. But as the Ambrians arrived at the shores of Doudram they were greeted by a walled, barbarian village situated inside the ruined city. After a short siege and an even shorter parley, the chieftain of Kadizar agreed to surrender and to dissolve his clan. In return he was awarded the title Baron Manvar Grendel, and was given a piece of land to govern. The oldest daughter of the newly appointed baron refused to submit herself to the rule of the intruders and eloped to the mountains along with two hundred Kadizans. The rest of the clan folk stayed and were soon put to work by the new lords of the land.

Thanks to thousands of prisoners of war, Lindaros was rapidly transformed into the new high seat of Queen Korinthia. When she arrived with her court, seven years after the forerunners, a respectable palace was already waiting for her, and the basic structure of streets and city blocks was also in place. Now, the development gained momentum. The palace was remodeled and expanded; lots of buildings were demolished to leave room for bigger and more beautiful ones; parks and squares were established, most of them crowned with pompous monuments; grandiose constructions like the Cathedral of Martyrs, the Dome and the harbor basin were based on foundations of old Lindaros and could be finished in a matter of years.

Fourteen years have now passed since the arrival of the Queen and the city keeps growing in a way which many deem to be unsustainable. According to estimates about 100,000 people call the capital their home, but many of them live under harsh conditions within the walls of old Kadizar or in the refugee camp southeast of there. And the immigrants keep coming; lots of people arrive on a daily basis from the dying south. Some have been invited because of their special skills or thanks to siblings already there, other are hopefuls lured by the inflated rumors of Yndaros’ splendor. And even if many are referred to colonies in the west or to work at the edge of Davokar, one may wonder if, and for how long, the authorities will be able to maintain some kind of order.
The Duchy of New Beretor

The Duchy of New Beretor ( c. Ravenia )

New Beretor is ruled by Duke Ynedar, the son of Korinthia’s brother Korian who died while trying to free his imprisoned sister. Ynedar, named after his grandfather, is no older than the Ambrian kingdom and governs a region that can boast of great relations with the barbarians. The duchy also takespride in the ingenious methods developed to extract fire oils from the wetland called the Marshes.

* Duke Ynedar
Faction

* Illuminati. You can't always count on the Illuminati to be lying. New York
* Templars. Whether high-minded or petty, Templars' morals and goals are inseparable. London

* Dragon. Speak of a degree of control that is neither evident nor disproven. Seoul

## Faction Rank Missions

Rank 1:

* Dragon: The Butterfly Effect
* Illuminati: No Sleep till Brooklyn
* Templar: London Calling

Rank 3

* Into Darkness

Rank 7

* Dragon and Illuminati: Rogue Agent
* Templars : To Catch A Thief

Rank 10

* All: London Underground

## Non-playable factions

For more factions and information, see Legends

### Council of Venice

The Council of Venice is composed of members of all three main factions, as well as a fourth faction, the Phoenicians. The Council of Venice enforces the "gentleman's agreement" between the three primary factions. Their secret war is allowed to continue in the locations and by the rules that the Council and they, together, determine. to keep the Secret World secret from the public is a priority for them all.

The Orochi Group have influence with the Council of Venice, in that the pleasure and displeasure of the Orochi Group is a consideration for the Council. Closer ties are not evidenced.

### Fear Nothing Foundation

Organization with their own headquarters, an instance that is the setting for The Pachinko Model and a part of The Black Signal. Similar to Morninglight in that they promote a way of life or even state of mind. Might they be connected in some way?

### Magicians

"You have no authority over me, you know that, don't you? The Magicians only answer to the committee" Ronelle, to Kirsten Geary, during Mainframe.

### Morninglight

The Morninglight Group appear on Solomon Island and in Egypt in a single camp, but in greater numbers in Transylvania and their sprawling base comprises the entirety of the South Africa locations. They crowd-source power by promoting their agenda with grassroots (or Astro-Turf) campaigns.

Lilith claims to have sponsored them, when she is cornered in Orochi Tower.

### The Kingdom

Saïd and other mummies who succeeded in gaining eternal life and now seek power as well.

### The Mitsubachi

Japanese for "honeybee"; Legend entries in Orochi Tower

### The Sinking City

References to a sunken or sinking city, and to the Council of Venice (A sinking city. Also an old organization whose power has waned somewhat - sinking) and the Phoenicians. Also references to Casanova; the Council's envoy is said, by KG, to be descended from Casanova.

### Wabanaki

Category:Wabanaki; nemeses Wendigo and, in the distant past, Mayans

## Links

* Factions on CryGaia
* Characters on CryGaia
The Court and Harp, Inn, Thistle Hold

**The Court and Harp**

Do you want to know how Queen Korinthia has decorated her bedchamber? Or would you rather sleep like Grand Master Seldonio? Maybe you are keener on feeling like Grand Duchess Esmerelda? Irrespective of which, the Court and Harp is the inn for you – the inn that claims to have designed its rooms based on credible reports from the bedrooms of various celebrities.

Of course, this requires that you can afford it, and also that you are able to dress and behave like a fairly decent person. The innkeeper Aragina, who has taken over the business from her dead husband, will never accept dirt or bad manners, and she has no problem expressing her opinions publicly. She has given up on getting the Town Watch to help her with difficult guests; it is commonly known that she resorts to other methods for getting rid of them.

She orders members of staff not to clean the guest’s rooms, to bang at the door with irrelevant questions in the middle of the night and to “happen” to serve moldy bread and watered beverages at supper. In recent days, there have also been rumors saying that some of the more unkempt guests at the Court and Harp have been brutally beaten and robbed.

Can it be that the widow has taken to paying less scrupulous individuals to teach the louts a lesson in manners?
Nighthome , Mayor's Home , Thistle Hold

Nighthome

Aside from his companion Yagaba and a staff of servants, Mayor Lasifor Nightpitch lives alone in a wooden palace called Nighthome. The building, three stories high, stands atop a softly sloping, grass-clad hill encircled by a man-high fence. The only other building on the plot stands by the fencegate, and is occupied by the Mayor’s personal guard.

The rumors swirling about Nighthome and what can be found within are of course many. There is talk of vaults full of gold, walls draped in antique tapestries and facial masks, and not least of the miraculous herbs growing on the roof terrace – for example the moonlight-loving Nightrose and the Silverlily that emanates sweet sugar-sap. But aside from the witch and the servants only a few select people have been allowed to see more of the building than the Mayor’s ground floor office. Great caution is taken, since Nighthome must be considered every burglar’s most coveted target.
The Prios Domain

The Prios Domain (c. Templewall )

At the heart of Ambria lays Prios Domain, with First Father Jeseebegai functioning as the steward of the Sun God. Where Ambria’s largest highroads intersect – the one between Yndaros and Thistle Hold and the one between Kurun and Ravenia – rests Templewall, high seat of the Sun Church, surrounded by rolling plains where the crops sway in the wind and the cattle graze peacefully, assured that they are safe from harm.

* First Father Jeseebegai functioning as the steward of the Sun God.
The High Chieftain’s Envoy, Tribal Building, Thistle Hold

The High Chieftain’s Envoy

Vicona of clan Godinja is High Chieftain Tharaban’s official envoy in Ambria and she is seated in the Hold. With her is the witch Yoramon, who was part of the former Huldra Oryela’s inner circle, and six guardian warriors led by Yoramon’s son.

All of barbarian heritage are welcome to the modest residence of the envoy, where they can get help with anything from a monetary handout to contacts with suitable trade partners in the Ambrian realm. It has also been known to happen, that barbarians who commit crimes in the Hold are handed over to Vicona, for immediate punishment or for being deported back to their clan territory.

Suspicious Ambrians tend to claim that the envoy engages in espionage on account of the High Chieftain, or that she pays Ambrians in the Town’s Seat, the Merchants’ House and Ordo Magica for information and to spread false rumors about the dealings of the clans. Even more serious allegations identify her as the extended arm of the High Chieftain when it comes to hunting down exiled clan members who are trying to hide in Thistle Hold after having violated taboos or committed serious acts of violence. But the few who actually have talked to the mild and kind-hearted envoy assure that the woman behind the mask never would be capable of such heinous acts.

However, not many would put it past the dark-gazed Yoramon to lead those kinds of operations. In any case, the whole town knows about the bodies that now and again are found in the northern district of town – the remains of nameless barbarians that no one seems to recognize.
Deseba

**Deseba the Old**

***”The sun shines on all, also on those with darkness inside.”***

 A short old woman with a face aged by many challenges over the decades. She stills carry herself with impressive stature and her eyes are still keen and observant with loads of energy. The voice is crackling at times but the words are wise and weighted with great care.

Deseba has been the servant of Prios since long before the Dark Lords attacked and transformed her benevolent God into a cold, judging and ruthless giver of laws. She managed to convince herself that the transformation was necessary during the war, but is just as firm in her belief that it is high time for the Sun Church to remember its roots. Prios must be allowed to be who He is, a warm and compassionate God who cares even for the darkest of souls. Otherwise the Ambrians are at risk of awakening His wrath – bringing about an even greater catastrophe than The Great War.

However, the awakening must be allowed to happen slowly and it must be anchored in the halls of power, both within the Church and among other factions in the Ambrian realm. The people are still threatened by darkness and if she does not tread carefully the risk is great that all who agree with her will suffer the same fate as Sarvola. That she herself is still alive, is likely due to the First Father being grateful she saved his life, but also to him not knowing what Deseba and the Queen are plan­ning – an order where the Sun Church reverts to serving the people, in sharp contrast to Jeseebegai’s ambition to turn Ambria into a “theocracy of the sun”.

**Name** Deseba the Old **Manner** Rubs her aching fingers **Race** Human (Ambrian) **Resistance** Challenging **Traits** Contacts (the Sun Church)

Accurate 5 (+5), Cunning 18 (−8), Discreet 10 (0), Persuasive 11 (−1), Quick 9 (+1), Resolute 15 (−5), Strong 7 (+3), Vigilant 10 (0)

**Abilities**

* Alchemy (master)
* Exceptionally Cunning (master)
* Exceptionally Resolute (master)
* Inherit Wound (master)
* Loremaster (adept)
* Medicus (master)
* Ritualist (mas­ter, Command Confession, He­retic’s Trail, Holy Smoke, Patron Saint, Purging Fire, Sanctifying Rite)
* Steadfast (master)
* Tactici­an (adept)
* Theurgy (novice)

**Weapons** Staff 3 (long) **Armor** Blessed Robe 2 (flexible) **Defense** −8 **Toughness** 10 **Pain Threshold** 4

**Equipment** 5 Herbal Cures, 2 doses Elixir of Life, 2 doses antidote (strong), sun symbol.

**Shadow** Shimmering gold and gray, like cloth weaved from gold and black­ening silver threads (corruption: 2)

**Tactics** Deseba avoids combat, but if she cannot get away she trusts in the defensive and calls on her patron saint – a very powerful spirit who has been faithful to her for several decades.
Brew, Tavern, Thistle Hold

Brew

The beer salon Brew is run by an elderly couple, Kaglio and Sunna, who claim to have been successful as brewers already before the move north of the Titans. Their assortment spans from fermented malt beverages, like the commonly available Stut, to triple fermented and very strong specialties with names like Urtal and Adersel. Since three years past they also serve the beverage Veloum, stemming from clan Vajvod’s proud brewing tradition. It is not as strong as blackbrew but just as full-bodied and much more palatable.

Even though Brew is located outside Haloban’s Ring, it can become rough in there at times. The clientele primarily consists of successful fortune hunters resting in-between expeditions, and their boasting has an unfortunate tendency to translate into brawls. That is when Brute is needed – the huge and fearless ogre is hired to break brawlers apart and to hurl them out on the Eastern Square, if needs be. No one picks a fight with Brute, especially when it is said that the old crone he calls Mi-Mum is an aged and incredibly powerful barbarian witch.

* Hack Tray (cheese and meats) 3 shillings
* Tankard of The Duke’s Relief (simple stut) 1 shilling
* Tankard of Urtal (triple fermented red ale) 5 shillings
* Tankard of Adersel (triple fermented ale) 8 shillings
* Tankard of Veloum 2 shillings
Iron Pact

## The Iron Pact

The Elves speak of the **Iron Pact**, but exactly what that is and what function such an alliance would serve is highly debatable. According to legends told at the taverns in Yndaros, the elf wardens of Davokar claim that the human race has committed to leave the forest in the care of them and sworn never to set foot in the deep of Davokar. This promise is supposed to have been endorsed by a long list of human rulers, including Korinthia’s forefather Argalo and the ancestors of the current clan chiefs Rábaiamon and Razameaman. It is also said that the human rulers gave the elf lord Eneáno a gift to seal the treaty – six thousand rings of iron.

Among the barbarians there are some legends which could be interpreted as proof of the existence and legitimacy of the Iron Pact. On the other hand they could as well be based on lies told to the barbarians by devious pointy-ears. Evidently, the Ambrian nobility have opted to put their faith in the latter interpretation, even though the elves every day make good on the threat to seek vengeance on humans who violate the treaties.
The Mission House, Church of Prios, Thistle Hold

The Missionary Station

In close proximity to the Antique Plaza is a building which has acidified the relations between Mayor Nightpitch and the ruling body of the Sun Church, the Curia – namely the missionary station of the highborn sun priest Father Sarvola. The elderly liturg has long been notorious within the Church for calling its practices crude, heartless and condemning. He says that: “Just like the sun generously shines upon high and low, wretched and pious, so shall our Church treat all children of Prios with the same warmth and love.”

Since a couple of years ago he has an enormous inheritance at his disposal, which he uses to spread his message of love and compassion – a message that persuades a slowly increasing number of newly ordained priests to help him in the tasks of running the soup-kitchen in Blackmoor and proselytize both there and among the Karabbadokks.

The fact that Mayor Nightpitch allows Sarvola to run his heretic movement in town is highly disapproved of by literalist teurgs and Black Cloaks, especially by father Elfeno, the head of the local sun temple. But the Mayor argues that so long as you pay your dues and refrain from inciting riots anyone is welcome to stay. However, there are many indications that the agents of the Church will take matter into their own hands. New malicious rumors about Sarvola surface on a daily basis and his sermons are often disrupted by boos and seemingly spontaneous outbursts in the audience.
The Ruin, Inn, Thistle Hold

The Ruin

In Thistle Hold there are many guest houses and inns of varying quality. The representatives of the Queen and the noble houses gladly visit the Court and Harp at the Antique Square or the Winged Ladle near the eastern gate; explorers often stay at the Seamstress’ Rest close to the tower of Ordo Magica, while less wealthy visitors tend to be drawn to the establishments in the vicinity of the western gate – The Witch and Familiar, Arkerio’s Guest House or the cheap but flea-infested Rose Garden. But for treasure-hunters, there is no place like the Ruin.

The guest house is as old as the town itself and has had many distinguished patrons. For example it is said that Iasogoi Brigo guested at the Ruin before he went on the expedition which raised him to the skies, and the same has been said about Lysindra Goldengrasp. Should one put faith in the claims made by the owner, Master Pergalo, those two names are but the start of a long list of successful fortune-hunters who have blessed their expeditions by spending a night under his roof. In addition, many are tempted by the inn’s afternoon soup, cooked over an open fire in a giant cauldron recovered close to where the Toad’s Square’s skeleton was unearthed. No one has been able to decipher the archaic inscription covering it, but whatever they may say there is no doubt that the cauldron is perfect for cooking soup.
Queen Korinthia

Head held high and with unwavering confidence, Queen Korinthia carries the hope and sorrow of her people. She was not more than twelve years old when King Ynedar died on the battlefield, but she did not hesitate to pick up where he left off. She inherited his mount, the legendary Master; she had his broken lance restored; and she led the forces of light on a ten years long counteroffensive against the armies of the night.

Two years before the end of the war, Master died, gravely wounded by a poisoned spearhead, and Korinthia was taken captive. The enemy celebrated without understanding that he had engineered his own demise. The desire to rescue the captured Queen gave her knights such valor that not even death magic could make them falter. Korinthia was freed from her prison and commanded a decimated battalion of Templars in the decisive assault on the Dark Lords’ fortress.

The years in captivity and the death of her homeland have not broken Korinthia’s spirit. Sure, her lacerated face is nowadays covered by a mask of glazed porcelain, but she is still the same: a triumphant warrior queen given the honorary title Nightbane for her victory over the dark.

The rumors claiming her to be weak or even dying, or the ones declaring that she actually died in captivity and that the woman behind the mask is someone else, are never spoken except in wheezing whispers and in the company of very close friends.
Church of Prios

The Church of Prios

The Church of the sun god Prios governs a domain of their own in Ambria, a territory large as a duchy spanning around the city of Templewall. In the city the First Father of Prios resides, selected for life by the Curia – the ruling body of the Church, comprised by the leaders of its three subdivisions: the Priesthood, the Templars and the Twilight Friars. Jeseebegai who now sits on the Evening Throne at Templewall was elected from among the Twilight Friars six years ago.

The theurgs and liturgs of the Priesthood are responsible for interpreting Prios’ commandments and for managing all His temples, from the cathedrals in Yndaros and Templewall to the repaired shrine on Karvosti. Their current representative in the Curia is named Anabela Argona and is the sister of Count Alkantor Argona; a bond that the count is accused of exploiting in the ambition to expand his domain and influence.

The Knights of the Dying Sun, also called Sun Knights or Templars, make out the armed wing of the Church. Its well-equipped and highly skilled Templars, who all stem from noble families, played a crucial part at the end of the Great War – a fact which the Knight Commander, Iakobo Vearra, never lets anyone forget.

Finally, the Twilight Friars, also called Black Cloaks, is a monastic order with its main seat south of Yndaros, up in the Titans. Aside from a handful of convents around Ambria, the order also manages a convent school in Yndaros and is in charge of internal as well as external intelligence activities. The spokesperson of the order, Brother Eumenos, is often heard declaring that whilst the Templars aim their swords towards Ambria’s outer enemies, the knife points of the Black Cloaks are aimed at those within.
The Witch and Familiar (Inn, Thistle Hold)

**The Witch and Familiar**

In a town with so many guesthouses you have to stand out, especially if you are of an origin that otherwise would make potential customers go elsewhere. The huge, but also hugely kindhearted, Alomar stems from clan Zarek and was aware of this when he came to Thistle Hold to make a new life for himself and his mother, the witch Agdala. With the reluctant help of his mother, the Witch and Familiar has been turned into a barbarian camp site in three stories, framed by dark timber walls.

The rooms at the ground level as well as the whole of the second floor is dressed in lush emerald green vegetation, with moss covering the floors and climbing the walls. There is no furniture; the closest you get to any kind of furnishings are the beddings made up of pelts placed directly on the floor and stuffed hunting trophies of both well known and rare forest beasts. The food served is obviously inspired by the barbarian traditions – you often get porridge with fresh or dried berries for breakfast and slow-cooked or slow-roasted meat for the other meals.

The Witch and Familiar is especially popular among new arrivals to the borderland, who long for a first contact with the people and beasts of the forest. Alomar and his family have to endure hundreds of questions each day and it is common for the inn’s residents to be disturbed by newcomers who force themselves into their rooms for a chance to see the skin of a mare cat or the head of a hunger wolf. Even more problematic is that the inn is known for housing barbarians visiting the Hold for various reasons. Those of Thistle Hold’s inhabitants who claim to have reasons to really hate the forest people and who have fueled their anger with liquor often appear at Alomar’s threshold, ranting and looking for a target for their fury.
Kullinan Furia

**Kullinan Furia, Order Master**

   ***”I speak, you listen. Always.”***

 Kullinan may be the most single-minded of all mas­ters of Ordo Magica. He is hundreds of years old and did not take part in the war against the Dark Lords, with the argument that he had more important things to do – namely, to study the war prisoners captured and try to learn what kind of mystical powers controlled their will. Understanding the world is all that counts; affecting the world or its creatures are not his interests – “insight before intervention, knowledge before knowhow,” is a motto his adepts hear again and again.

However, sometimes it takes actions to provoke or gain access to knowledge. If he is around when the player characters meet the witch Bayela he will attack her, whatever the characters say or do, to test her capability and strength and also to gain mastery over the Crystal Isle.

**Manner** Nonchalant, avoids eye contact

**Race** Human (Ambrian)

**Resistance** Mighty

**Traits** Contacts (Ordo Magica)

Accurate 10 (0), Cunning 15 (−5), Discreet 10 (0), Persuasive 11 (−1), Quick 5 (+5), Resolute 18 (−8), Strong 7 (+3), Vigilant 9 (+1)

**Abilities**

* Anathema (master)
* Brimstone Cascade (master)
* Exceptionally Cunning (adept)
* Exceptionally Resolute (master)
* Flame Wall (master)
* Loremaster (master)
* Recovery (adept)
* Ritualist (master, Break Link, Clairvoy­ance, Magic Circle, Seven-le­ague Stride, Soul Stone, Tale of Ashes)
* Steadfast (adept)
* Wizardry (master)

**Weapons** None

**Armor** Order Cloak 2 (flexible) + 3 (protective amulet)

**Defense** +5

**Toughness** 10

**Pain Threshold** 4

**Equipment** A Soul Stone, a protective amulet (Armor +3, costs 1D6 corruption to activate, active for 1D6 turns), The Eye (a signet ring shaped like the eye of a cat, costs 1 corruption to activate, provides a photograp­hic memory from the specific situation).

**Shadow** Shimmering silver with a few dark spots, like the skin of a trout (corruption: 2)

**Tactics** Kullinan has not reached his vene­rable age by needlessly placing himself in harm’s way. If violence can be avoided it is for the best, but if he has to fight he often starts by shrouding himself in a flaming firewall and then blasts any oncoming enemies with brimstone cascades.
Elfeno

**Name** Father Elfeno

**Quote** "Prios is Light; without the One, the night is eternal.”

Father Elfeno was but a boy when The Great War reached his homelands. Both his parents were mystics in service of the Sun God and discovered his potential early on, so when the hordes of the Dark Lords came the whole family worked together to safeguard the villagers seeking refuge in their temple. That was how he got to witness the power of Prios first hand – the undead slaughtered and razed everything but avoided the holy temple as if it was a rock of light in a stream of darkness.

But he was also convinced that the aid of the Sun God comes at a cost, to be paid in obedience and self-sacrifice. He will never doubt that the price is worth paying, no more than his mother showed doubt as she left the safety of the temple and sacrificed her life in order to help the villagers who had put their faith in other, false and evidently powerless idols.

**Manner** Cold, judgmental, dogmatic

**Race** Human (Ambrian)

**Resistance** Strong

**Traits** Contacts (the Sun Church)

Accurate 7 (+3), Cunning 11 (−1), Discreet 5 (+5), Persuasive 17 (−7), Quick 9 (+1), Resolute 15 (−5), Strong 10 (0), Vigilant 10 (0)

Abilities

* Blessed Shield (master)
* Ex­ceptionally Persuasive (adept)
* Exceptionally Resolute (adept)
* Leader (master)
* Loremaster (novice)
* Prios’ Burning Glass (adept)
* Ritualist (adept, Com­mand Confession, Exorcism, San­ctifying Rite)
* Theurgy (master)

**Weapons** None

**Armor** Blessed Robe 2 (flexible) +4 (Blessed Shield)

**Defense** +1

**Toughness** 10

**Pain Threshold** 5

**Equipment** Flask with 1D4 drops Water of the Dusk, Sun symbol, the book The Lightbringer

**Shadow** Fiery yellow like sun soaked gold (corruption: 0)

**Tactics** Father Elfeno is first and foremost a warrior in Prios’ army, even if he at the moment has opted to serve the sun god by tending to the herd of wicked fools in the Hold. But when given a chance to test his powers in dire situations he holds nothing back – he surrounds himself with a Blessed Shield and then attacks the enemy with rays of holy light.
Ordo Magica

Ordo Magica Roughly a year ago Ambria’s most prominent order for learned studies and mystical schooling, Ordo Magica, relocated from Yndaros to Agrella on the shores of Lake Ebel. Grand Master Seldonio
governs an organization with chapters in all larger settlements as well as a handful of outposts in Davokar. Each chapter is run by a Master of the Chapter, under which the Masters of the Order are sorted. The latter are experts in their respective areas – for instance Botany, Elf Studies, Beast Lore and Wizardry – and all have a number of novices and adepts working for them. The primary ambition of Ordo Magica is of an explorative nature: its members seek knowledge for knowledge’s sake. They arrange expeditions to both forests and mountains, from which they bring curious artifacts to be studied in search for their properties and applications. Instead of spirituality the members argue that philosophy must be the primary tool for expanding the understanding of the world, and in the end they rely on experience and evidence rather than on faith – something which often causes its members to clash with theurgs and Black Cloaks. But the single-minded search for knowledge does not mean that the order is totally cut off from the rest of civilization. Seldonio appears to be fully
aware that he is in need of others – for instance he needs the Queen’s blessing to explore Davokar, the silver thalers of the nobles to finance expeditions, and he needs the Rangers to take members of the order along on their patrols. It should also be noted that the order strives to capitalize on knowledge gained and discoveries made, as for instance shown by the Vivisectory in Yndaros where ordinary people can pay entrance to bear witness as the masters
carve into everything from farm animals to rage
trolls and actual abominations.

• Grand Master Seldonio of the Ordo Magica

• Master Variol, the Stormweaver

• Kullinan Furia, Master of the Order of Thistle Hold

• Master Elionara Yellowcat, the Mindwarper

• Master Vernam, Alchemist and Scholar
The Queen’s Legation, Royal Office, Thistle Hold

The Queen’s Legation

The eldest daughter of House Argona, a meticulous and educated widow named Suria, acts as the official legate of the Queen in Thistle Hold. The newly constructed legation is placed close to the fence of Nighthome and houses a staff of seven, entrusted to speak for Korinthia’s administration and to send daily reports on large and small matters back to Yndaros.

Suria’s father, the imposing Count Alkantor Argona, has come to spend more and more time on the upper floor of the building, a floor which he disposes of as if he owned it. Persistent rumors claim that he governs his daughter with an iron fist, and that she for her part is fully occupied by trying to cover up her father’s taste for all forms of lowly pleasures. Such gossip aside, there is no doubt that the Count often meets with the Mayor and thereason for that is commonly known: both have a lot to lose by the continued growth of Blackmoor, especially since the situation plays in favor of the unruly House Erebus and its charismatic leader, Baron Grafoldo Erebus.

The Legation as a source of information

The Queen’s Legation must also be mentioned among the credible sources of information in town, at least in some areas. Suria Argona has two notaries employed, with the express task of recording everything that has to do with Queen Korinthia’s grandiose endeavor. Hence, the shelves of the cellar vault are jam-packed with books and scrolls, describing huge as well as small events in the history and development of the region. Searching the archives for information costs one thaler per hour, but an alternative is to trade for the time – that is, you agree to tell the notaries of some more or less significant event that they are interested in preserving for posterity.

The latter can also be a way to add to the travel funds or save up for a couple of extra nights at one of Thistle Hold’s guesthouses. Provided you are deemed credible, a witness statement from an expedition into Davokar or from some notable incident inside the palisade can pay between one and five thaler. But liars and showoffs should not bother to try, since the notaries Karasto and Perela are said to possess mystical means of revealing untruths – something which may result in a ban from the building.