Nigrasaxa Book, Chapter Two: Maximianus' Final Twilight
In this story, the leader of the covenant goes into Final Twilight, and the characters have the chance to find out more about how their covenant functions. It should also introduce them to Final Twilight and the Redcap network, as well as giving them further opportunities to practice their magic. As in it “One Small Favor”, the following summary is intended purely to help you orient yourself. The players may well go off in a completely different direction.
Summary
Henry Winker finds all the magi in the library, and announces that Maximianus has exploded! After a while, they calm him down and find out what has really happened. They go to see the manifestation of Maximianus in the passage, and meet William on the way. He tries to take control, but obviously has no idea what he is doing. Eventually, the magi manage to assert their authority.
They investigate the manifestation and finally discover a way to get past it. This allows them to enter the private tower of the covenant, where they are chased by screaming bolts of flame. They find Eleanor Sworder, trapped and particularly harried, and get her free. As they search the rest of the tower, they find Frederick, who has barricaded himself in and will not move, and Aline, who thinks that the bolts are messengers from God, and keeps trying to catch them.
When they return to the public tower, they discover that Adrian has been preaching that this is the start of God's vengeance on the magi, and that the covenfolk should burn them to save their own souls. They finally manage to calm him down. When they go to investigate Maximianus's laboratory, they discover that it has a magical ward on it and they cannot enter.
Beginnings
Henry
Once more, all the player magi are gathered, by chance, in the library. Henry Winker, the same messenger as in the first story, comes rushing in, out of breath, and announces,
"Maximianus has exploded!"
Henry is panicked and a little out of breath, and will want the magi to come with him right away. They may do so, or they can try to calm him down. Magical means will be most effective here, but if the magi promise to come along as soon as he explains what is going on, he gives them a very fast account.
Unfortunately, he doesn't know much. He knows that the image of Maximianus has appeared in the lower corridor (see below), but he doesn't know why, nor does he know about the image in the upper corridor. He does know that no one can get past the image, and that about half the covenfolk are in the private tower. He also knows that William of Thanet is trying to organize things in the Great Hall.
The magi can go wherever they want, and Henry tags along, feeding them information about the covenant, unless they strongly urge him to go away. If the players look like they are thinking about doing this, remind them that he knows his way around the covenant better than they do, and knows all the inhabitants, while they only know William and Eleanor Sworder. If they follow him, he takes them to the Great Hall.
William
William of Thanet, the autocrat (that is, the individual who looks after the mundane day-to-day needs of the covenant), has gathered all those covenfolk who were in the public tower in the Great Hall. At first, everyone is shocked and slightly panicked, and William provides necessary support. If the magi go directly to the Hall, he is just finishing a roll call when they arrive, writing the names of those covenfolk in the private tower on a wax tablet.
William (who has no magical abilities) has been at the covenant ever since it was founded, and has run the daily operations very efficiently. He has very little respect for the player magi, feeling that they cannot properly organize themselves, let alone the covenant, and that he should be in charge in this hour of crisis. Unfortunately, he doesn't have the faintest idea of how to deal with the manifestations resulting from Maximianus's Twilight, and the player magi must overrule him if they are to get anything useful done.
The following account covers William's planned course of action. The characters will arrive at some point during it, most likely, and from that point on William is likely to find it harder to continue with his plans.
Once the roll-call is finished, he asks all the covenfolk to tell him what they have seen, and what they know. This is not very much, and Adrian, one of the guards, states his opinion that this is the beginning of God's vengeance on the magi. William rejects the suggestion out of hand, and nothing more comes of it at this point.
William then sends the women and children out of the covenant, to ensure their safety, and leads the men to the lower passage. He sends a couple of guards, but they cannot pass the image of Maximianus. If the magi are around, he tells them to go through, but not to risk doing anything that could provoke Maximianus further. If they are not present, he takes the men to start knocking a hole in the wall of the private tower.
This will take a long time, but if it is completed the screaming bolts of fire will be able to stream out and attack all the covenfolk. The magi are likely to want to divert the plan at some point, but William is strongly against it. He argues that he has successfully run this covenant since long before they arrived, and he knows best what should be done. The covenfolk also, on the whole, have more respect for William than for the magi, whom they regard as scary and aloof figures who know little about the real world.
The magi can just shout William down, or even use magic, but this will not do their reputation with the covenfolk any good. It is much better if they argue that the problems are magical, and thus need to be left to them, while William deals with the practical problems. However, since there are many ways the players could handle this situation, you will have to improvise.
William of ThanetCharacteristics: Int +2, Per +1, Pre +2, Com +2, Str –1, Sta –1, Dex 0, Qik –1 Size: 0 Personality Traits: Bossy +3, Overconfident +3, Obsessed with Details +2 Reputations: Competent, with covenfolk 2 Attacks: Brawling Init -3, Atk -3, Dfn -4, Dam -1, Fat -4 Soak: –1 Fatigue levels: OK, 0, –1, –3, –5, Unc. Body levels: OK, 0, –1, –3, –5, Incap. Virtues and Flaws: Busybody +1, Educated +1, Knack with Leadership +2, Well Known +1, Dutybound –1, Overconfident –2, Oversensitive (disorganization)v–1, Uncommon Fear (the Sea) –1 Abilities: Artes Liberales 3, Awareness 3, Bargain 4, Concentration 3, Etiquette 3, Folk Ken 5, Intrigue 4, Leadership 5, Nigrasaxa Lore 5, Scribe Latin 3, Speak English 5, Speak Latin 5 Equipment: Normal clothes Encumbrance: 0 William is in his early fifties, and has been autocrat of the covenant since its foundation twenty years ago. He was born on Thanet, an island off the Kentish coast, but moved inland after he nearly drowned in a boating accident. He was intelligent and educated, and got a job as a clerk with a minor lordling. His master was neither wise nor competent, and about twenty years ago he fired William, putting the blame onto him. Maximianus was looking for an autocrat for his new covenant, and, since he could tell through magic that William was merely a scapegoat, he was happy to take the young clerk on. This proved to be a wise choice, as, without the burden of a foolish lord, William was a highly capable administrator. Over the years, Maximianus has left all the mundane aspects of running the covenant to his autocrat. William is a little overweight, as he takes advantage of his position to indulge his taste for game and wine (although never beyond the bounds of propriety). His hair is thinning and gray now, but his voice is still strong and he runs the covenant as well as ever. He has gained a somewhat exaggerated opinion of his abilities, since Maximianus helped the covenant through a couple of crises with magic, but forgot to tell William what he had done. As a result, William thinks that the covenant's survival is entirely due to his administrative brilliance. He is very good, so the delusion is not, usually, obvious. |
The Corridors
The two corridors between the towers are almost exactly the same. The upper one is used only by magi, the lower by the covenfolk, although the magi certainly may use the lower if they wish. At the moment, both corridors are blocked by images of Maximianus.
These images are identical. Whatever one does, the other also does, and anything that affects one also affects the other. They appear perfectly solid and opaque. Each image appears to be Maximianus, dressed as normal, surrounded by tongues of flame in all the colors of the rainbow. The image seems to be looking straight into the eyes of any character who looks at it, even if several do so at the same time.
The flames spread out from the body to fill the corridor, so that it is not possible to see what is happening on the other side. They also block all sound, and form a magical barrier to any attempt to use Intéllego magic on the space beyond. They do not radiate heat, however.
If anyone approaches the image more closely than three paces, the flames lash out towards him. Anyone who is not expecting this steps back by instinct. If a character is prepared, he may make an Int + Concentration roll of 9+ to keep going forward. In that case, the flames throw him back with a Rego Corpus effect. This effect has a penetration of 40, which means that Herrit could well resist it and continue moving forward. Other magi may also resist it if they roll well.
If Herrit does make it to the other side by himself, point out that he is isolated, and encourage the player to help work out a way to get the other characters through. If he insists on exploring, chase him back with bolts of flame (see below). He also notices that the image appears to be looking at him, even when he is on the other side.
Intéllego magic can be used on the image itself. It is highly magical, and it is an image (Imáginem) rather than a solid object. The only way to get past, without facing the Rego Corpus effect, is to manipulate the image. Perdo Imáginem 25 would destroy it altogether, but the characters are unlikely to manage that. Muto or Rego Imáginem 15, if used imaginatively, allows the characters to make a passage through, although this only lasts for as long as the caster concentrates (or for a duration of Diameter). Ignem and Corpus magic are completely ineffective, as the image is really neither a body nor a flame.
The images disappear by themselves at the next sunrise, but if the magi do nothing constructive in that length of time, they will lose most of the confidence of the covenfolk.
The Private Tower
The private tower of the covenant contains the sancta of all the magi and the quarters for the covenfolk. There are no doors to the outside, all entrance and egress being via the public tower. Each floor is divided into many rooms, with the magi getting a half a floor each towards the top. Maximianus took the whole of the top floor as his sanctum.
The covenfolk on this side are, therefore, trapped by the images. This would be bad enough, but the tower is also filled with bolts of flame. These fly through the corridors and into the rooms, screaming loudly as they do so. They do not burn nonliving things, but do +5 damage every time they strike someone living.
The bolts appear in small groups. Roll a simple die every few minutes of game time. On a roll of one to five, that many bolts appear, heading for the characters. On a roll of 6+, there are none around at the moment. The bolts seem to have some awareness, although they are certainly not intelligent. They will change course to try to hit the characters, and then continue on their way through the covenant.
If the characters simply try to dodge the bolts, have them roll Qik + Brawling against a difficulty equal to twice the number of bolts. If they succeed, they are fine, but if they fail one of the bolts has hit them, for +5 damage. These bolts are real fire, and so they can be affected by Ignem magic. Perdo Ignem 10 destroys one bolt, while PeIg 15 destroys a whole group. Rego Ignem 5 deflects one bolt from one character, with no need for another die roll, and ReIg 10 deflects a whole group from one character, while ReIg 15 keeps all the characters safe from a whole group of bolts.
Even if the characters destroy lots of bolts, this has no obvious effect on their numbers, as they are continually being produced.
There are about a dozen covenfolk scattered around this tower. The magi can find them most easily by calling out. They are keen to leave, and the protection the magi can offer is very attractive. If they simply search, it will take them much longer. Roll for bolts five times between each discovery. If they call, you need only roll half a dozen times before most of the covenfolk come to them.
The covenfolk fall into two groups: the guards and the servants. All of them are rather in awe of the magi, but the guards are more confident. They know the magi rely on them for protection to a certain extent. If the magi talk to the covenfolk, it will be the guards who answer, unless one of the servants was specifically addressed. Note that the guards in this tower were off duty, and so are not wearing armor. They are, however, noticeably bigger and tougher-looking than the servants.
When they have led the first group out, it would be a good idea to check William's list to see who is still missing. If they didn't search the tower thoroughly, then Eleanor Sworder, Aline, and Frederick are still missing.
Eleanor
For some reason, the fires are picking on Eleanor. (This is probably due to Maximianus's attitude toward her, although it could indicate particular favor as much as particular dislike. Twilight effects rarely make good sense. It doesn't matter for this scenario, and you can choose whichever fits your purposes if you continue playing in Nigrasaxa.) She is in the main grog barracks on the third floor, dodging bolts and deflecting them with her shield. She has been hit a few times, and she cannot get past the bolts to leave.
Freeing her is relatively easy with the use of magic. ReIg 15 will suffice to get the bolts out of her way, although the caster will have to maintain this until the characters leave the private tower, as the bolts follow them.
Eleanor is grateful and impressed at being rescued, and if the magi are still having trouble dealing with William's plans to knock a hole in the wall she talks him out of it.
Eleanor SworderCharacteristics: Int +1, Per +1, Pre +2, Com +2, Str –1, Sta 0, Dex 0, Qik 0 Size: 0 Personality Traits: Chivalrous +3, Determined +2 Reputations: Fair, among the grogs 2 Attacks
Soak: 0 (+5*) Fatigue: –1 (–4*) Fatigue levels: OK, 0, –2, –4, Unc. Body levels: OK, 0, –2, –4, Incap. Virtues and Flaws: Enduring Constitution +1, Strong Willed +1, Knack (Leadership) +2, Common Fear (being touched) –2, Disfigured –1, Oversensitive (unchivalrous behavior) –1 Abilities: Athletics 3, Awareness 3, Brawling 3, Etiquette 2, Folk Ken 3, Leadership 5, Longshaft Weapon 3, Nigrasaxa Lore 2, Ride 3, Shield and Weapon 3, Speak English 5 Equipment: longsword, kite shield, spear/lance, steel scale hauberk (not worn) Encumbrance: –1.5 (–4*)
A few years later she heard about Nigrasaxa, and the rumors that one of their guards was a woman. She left home that night and arrived at the covenant a few days later. She was accepted into the grog turb and learned to fight. She was not particularly talented at this, but she was good at leading and organizing the grogs. Maximianus noticed this, and five years ago he promoted her to grog captain. Eleanor still wants to be a knight, and she has been developing the necessary skills. A few of the grogs resent the fact that a woman is in charge, and that she cannot fight as well as some of them. However, most of them recognize that she is a good leader and shout the dissidents down. Eleanor would be average looking, were it not for the nasty scar on her left cheek. There are a number of stories circulating round the covenant: that she got it from a dragon, a giant eagle, the sword of a Knight Templar, or that it was a training injury. Actually, it is a scar from a demon claw. She killed the demon, but she still has nightmares. The scar is her disfigurement, and it doesn't impede her in leading the grogs. If anything, it gives her a slight edge. |
Aline
Aline is one of the covenfolk. Rather simple-minded, she has decided that the bolts of fire are angels, and that if she can catch them, they will bestow a message from God upon her. Fortunately for her she has a high Stamina and is tough, so she has been able to handle the minor burns she has received so far. She hasn't received a message from God yet, though.
The magi could drag her out kicking and screaming, but it is much better if they can persuade her to come. They could try to persuade her that the bolts of fire are not messengers from God. The best way to do this is to explain their real origin, or at least some other origin. Since she has caught a few and has learned nothing, she will be willing to listen to alternative explanations.
Frederick
Frederick has barricaded himself into a room. The door is shut, and has furniture piled against it. He will not open it. The bolts of fire cannot get through, so he is safe as long as he stays inside. The magi will probably need to use Intéllego Corpus to find him, although a simple inference from the fact that the door is barred in some way would do.
The magi will have to convince Frederick that they can protect him from the bolts of fire. This will not be easy, as he is new to the covenant and not terribly familiar with the power of magic. The easiest way, therefore, is to demonstrate magic to him. ReHe 15 will open the door despite his barricade, and other showy magic could then convince him of the power of the magi.
Maximianus' Sanctum
The characters will probably want to investigate Maximianus's sanctum. This is the source of the bolts of fire; they are constantly passing in and out of the door (this is the only door in the tower that they can pass through). Because of the profusion of fire here, all characters at the sanctum entrance must make Qik + Brawling rolls of 10+ every round (there are five bolts each round), unless they magically ward themselves against the bolts.
The door is closed, and protected by a Rego Corpus ward with penetration 60, which will not go away at sunrise. The characters will not be able to enter Maximianus's lab at this point.
Wrapping Up
The magi will probably return to the public tower to assure the covenfolk that everything is resolved. There, they face one last problem.
Adrian
Adrian, one of the covenant's general staff, has long harbored doubts about the magi and their relationship to God. The burning apparition of Maximianus decided him. They are corrupt, and the image is a sign from God. The magi must all be burned, or the covenfolk will be held responsible.
While the magi have been in the other tower he has been talking to the other covenfolk, trying to bring them around to his point of view. William is having none of it, but his authority has been diminished by the crisis. He manages to stop an immediate lynch mob from forming, and, if the magi return during their exploration of the tower, he keeps the covenfolk under control, although the magi should get a sense that all is not well.
As a result, when the magi do finally return, they have the opportunity to talk to the covenfolk, rather than having to fight. Adrian is fully convinced and will leave the covenant unless he is killed. Other members of staff can be won back to the magi by persuasive argument. The behavior of the magi while dealing with the crisis will strongly influence the reactions here.
You should avoid a mass attack on the magi. Enough covenfolk know that they would die if they tried. Adrian may throw himself at them if things go particularly badly, but they will not face serious physical danger. However, if the magi deal badly with the covenfolk (who are, after all, scared), large numbers of them might walk out, refusing to serve the evil wizards any longer. If they do, make the next couple of seasons difficult, pointing out the growing problems, but don't let anything get to crisis point, unless you want to run an adventure where the magi search for more grogs.
If the magi rescued any of the characters who were particularly trapped, those characters speak in favor of the magi. Aline will assert that she thought the bolts were from God, but they weren't, and Eleanor and Frederick will vouch for the magi. This should be enough to retain nearly all the staff.
Aftermath
The characters will probably succeed in rescuing the covenfolk, and the manifestations go away at sunrise. They will have to deal with the loss of Maximianus, which means deciding how the covenant should now be run, and talking to William and Eleanor about the practical arrangements. Let the players roleplay this out, improvising details as needed, for as long as it is fun. Of course, if large numbers of the covenfolk left, this will be more difficult. In this case, William and Eleanor complain constantly about staff shortages.
The characters will now have some sort of reputation with the covenfolk. Try to play this up in their interactions with them. If they handled things well and tactfully, they probably have good reputations. Efficient but ruthless work gains them respect mingled with fear. Complete no-hopers will be viewed with pity by William and Eleanor, who probably help them out of respect for Maximianus's memory, unless they were insulted during the events.
Attribution
Content originally published in Nigrasaxa, ©1998, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 ("CC-BY-SA 4.0")
