The following deck plans are for the t'skrang river boat Swiftwater. Though not essential to the running of the adventure, they do provide the Games Master with extra information which can make the adventure more enjoyable. It can also be used as the basis for other t'skrang river boats, as most of them are similar in shape and design (though please customise them to show the uniqueness and flair of the t'skrang). For more information, refer to BE, pages 42 - 44.
The first upper deck, or top deck as it is more commonly known, is the deck on which most of the action occurs, and the only one (other than the upper deck) open to the elements.

This allows the crew access to the outside of the boat, and the passengers the chance to gaze at the majestic countryside as they travel along the river. The edge of the top deck is railed, with access via a gangplank (when docked) or via stairs from the lower decks. The stairs on the side only allow access to the forecastle (see below).
This is the captain's room, and only the two officers on the ship are allowed in here unannounced. The captain both works and sleeps in the same room, with windows looking out in all four directions.
The first deck 'under' the boat is strictly for passengers, as it contains the guest rooms, kitchen and dining hall.

This is the most impressive of the guest rooms, and is usually reserved for only the most prominent of dignitaries. There are two doors leading onto the balcony (not shown) one either side of the room. The room can be used for one or two people, as there is a double bed.
These are where the guests stay, and are more modestly furnished than the first room. They are larger than the crew's rooms, and also have doors leading out onto the balcony (not shown). All rooms are single person.
The corridor allows access into the guests quarters, and the galley/kitchen.
This is a combination dining hall and kitchen, with the main table lying nearly in the centre of the room. The kitchen is located on the 'bottom' wall in the diagram and is a fairly Spartan kitchen. There are enough sets for the captain, his two officers, and all the guests.
There is also a set of stairs that lead up to the next level.
The second lowest deck is mainly for the crew, with the 'secret' engine room and loading bay also present.

These are the crew's quarters, and though none of the doors have locks, it is considered bad form to go in one without permission. Each of the rooms is furnished according to personal taste, though there may be two t'skrang sharing a room.
The corridor allows access into the crews quarters, the loading bay, and the engine room (it is locked!). There is also a set of stairs that lead up to the next level.
For security reasons, no details can be given about this room. Suffice to say this is where the engine that powers the boat is located, and the door is constantly guarded. No non-crew member is allowed here under any circumstances.
This is an alternative place for cargo to go, as most of the cargo is stored below. Only lighter items are stored here, but the primary function of the room is as a loading bay. The two side doors open outwards to form gangplanks. This provides easy access to the cargo hold below via the trap door. There is a winch located at the top of the room to let the t'skrang lower heavy items down.
The lower deck, or the bottom deck as it is more commonly known, is always under water (being the lowest deck of the boat). Thus it is mainly used to store cargo and supplies.

As the name suggests, any cargo the boat is carrying is stored here, in the lower deck. Access to the deck is normally granted through the deck above (upper deck - third level) through the loading bay. Smaller items can be carried in, but larger items must be taken through the side loading doors, into the loading bay, and through the hatch via the hoist.
Supplies for the voyage are also stored here, nearer to the paddle, and clearly sectioned off from the cargo. The cargo is normally not divided, as this large area allows cargo of almost any size to be stored. The six black circles shown on the diagram above indicate wooden pillars make sure the ceiling doesn't collapse.
This is where the captain controls proceedings, as the forecastle is the top most deck on the boat.

This is where the controls to the boat are, and where the captain will be most of the time. The forecastle can only be accessed by two sets of stairs located on the top deck.
The following essay is the result of the musings of the troll troubadour, Turdy. He was travelling through the Twilight Peaks, visiting tribes and clans, and found it interesting how honour varied among his people. He took as examples, two extremes - the Bloodlores and Stonehearts. Thus this essay has been presented.
Honour is a strange thing. Most people would suspect it is a trait which would be common among all races, a point of focus on which we could all share some common experience. So it was much surprise that I not only found this to be untrue, but it to be untrue within a race. And so I will attempt to demonstrate how honour has been interpreted so differently by two tribes of trolls, the Stonehearts and the Bloodlores.
The Bloodlores, quiet simply, are without honour. Yes, I know what you are thinking, how can you talk about honour when your subject is without honour. Isn't that a kind of honour? The lack of it? I believe it is, and this is what makes honour such a strange thing. You would think that if one troll had honour, they all would. Trolls all came from the same ancestors, and so they should hold the most basic of traits in common, and one would be the possession of honour. But this is not the case with the Bloodlores. They lack even the smallest form of respect for another creature let alone troll. They believe themselves to be superior to all other trolls and wage war simply for sport. Not for food, honour, but for the simple pleasure of killing. Some times they don't even loot the bodies they slay.
The Stonehearts on the other hand have a very rigorous system of honour, one would almost call it too rigorous. It governs even part of their life, from the way they act, the way they behave to the way they fight. It is the very essence of what they are, the core of their being. Without honour they are nothing. So the question must be asked, how did they receive this code of honour? Is it passed down from family member to family member, or is it ingrained in their very soul? It is a question with which I have wrestled with for a long time, but even after examining them for many months I have not come up with a satisfactory answer. Each member just knows what is appropriate and what is not.
So here we have two tribes with completely different ways of living, all centred around honour. One tribe has it and one doesn't. This simple fact has caused there to be such a difference in the behaviour of the trolls. They share common traits within their tribes, but seem to be completely different races when compared.
So I must conclude that honour is a fickle thing. It is not common among the name-giver races, and not within them. It is an elusive idea which I am yet to grasp.
Map 1 - North-Eastern Corner of Kaer Scol
Kaer Scol is typical of most Kaers in the region. It was built underground as it not only provided the physical protection of solid rock, but also the magical protection of elemental earth which has been woven into the walls of the Kaer. There is only one entrance into the Kaer, a four-seal door to the north of the Kaer which has become sealed in by rock and debris over the years.
The map provided above shows a section of the Kaer, and the rest is similar in layout. The houses have been laid out in a haphazard fashion with small dirt trails running between them. To the east of the council building there is a large clearing which serves as the Kaer's main square. When food is rationed out, tables are set up in the square, and guarded by the local militia.
Occasionally, when there has been a good harvest, market stalls are set up in the square for the Kaer folk to celebrate life. All of the people of the Kaer bring out the artistic things they have made to swap with others. Those whose artistic ability are more cerebral (poets and actors) perform instead.
The information contained below is for the Games Master's eyes only. It contains knowledge known only to the elders of the obsidimen. Under no circumstances should the characters have any knowledge of anything that is to follow, expect for that revealed in the adventure above.
Teran Drak was built by the obsidimen for their use in governing the other seven races as they matured. When it was originally constructed, the citadel was built upon the tallest mountain in Barsaive, to act as a symbolic 'head' of the country. However, the obsidimen who ruled became too engrossed in the power they felt they had over the other races, and eventually the obsidimen elders stepped in and hid it underground. All knowledge of it has been wiped from the knowledge of all Barsaivians.

Originally the main hall was bare, and was solely used as a gathering place for the races. However, as the ruling council became more greedy, they added the embellishments now in place, including intricate columns, a blue carpet and strange, magical symbols on the walls.
The landing is the focal point of this level, and allows access to the other levels of the citadel. The spiral staircase in the centre of the room leads to the next level down.
These rooms, which are now bare and empty, used to be used for sleeping chambers. If the council had to convene the next day, they would stay and rest in these rooms. Obsidimen need little in the way in comfort, and found these rooms more than adequate.
When they were used for the other races' sleeping quarters as well, pallets were moved in, but no special arrangements were made for them.
On the Original Layout of Teran Drak
Teran Drak was originally larger than currently shown. What lies before you shows only the current layout of Teran Drak, not what it looked like prior to its hiding. It started off as a small, practical, single level building which was enough for the needs of the council. However, it was extended as requirements demanded.
The level below was constructed as a meditation chamber for the obsidimen to commune with their life rock. The level below that was constructed to be a source of knowledge for all races in Barsaive, but soon became the providence of the rich and famous.
The levels above were ostentatious and not required at any stage. Thus the elders decided to have them removed when they hid Teran Drak. They kept the rest of the building to serve as a reminder to themselves of what power does, even to those believed to be immune to such things.

This room was originally constructed to allow the obsidimen to contact their life rock in peace, without constant interruption (for more information on life rocks and obsidimen in general, see DE 2). The room is and was bare, but because of its close proximity to the earth (having always been underground) it allowed the obsidimen to contact their life rock more easily.
Now, however, it is just an empty room which is used as an access point to the next level in Teran Drak. The spiral staircase in the centre of the room leads both up and down.
On Mediation and Life Rocks
The Obsidimen have a special connection to their life rocks (see DE 2 for more information on obsidimen and their ways), and must, every so often, become 'one' with their life rock. The obsidimen of old were no exception, but the council often had to spend long periods of time in Teran Drak. To help ease their loss of contact, a few measures were put in place to allow them to dream with the life rock.
The meditation chamber on the second level and the worship room on the next level are two measures taken to ensure the obsidimen were not too far from their life rock.

This is the greatest collection of pre-Thera and pre-Throal knowledge anywhere in the world. The collection isn't as large as that in Throal, mainly due to the hiding of Teran Drak thousands of years ago. If Teran Drak had been used up to the present day, the library would have been expanded, and no library in the world would have been able to rival it. As it is, it is still a magnificent collection, containing many early works. Most of the works are mundane, but there are a few magical texts.
The name of this chamber is a bit of a misnomer, as the obsidimen don't worship things in the conventional sense. This chamber is similar to the chamber on the 'heart' level, and a life rock is actually situated in this chamber. Here obsidimen can become one with a life rock, without having the danger of doing so externally.
These rooms are solely points of access to other parts of the citadel.
One of the more ostentatious parts of the citadel, the meeting hall allowed the council to meet to discuss various points. Beginning as a simpler room with a long table, and surrounded by plain chairs, it was functional and practical. Now, however, the table has been replaced by more ornate one, and so have the chairs been replaced.
These are exactly the same as the sleeping chambers on level one. These, however, were for the exclusive use of the obsidimen. When the other races had to stay the night, the upper sleeping chambers were used for those races, and these chambers were reserved for the obsidimen.
This is where the obsidimen stored various items, most being magical in nature. Though some of the magical items were more 'mundane', there were in fact some quiet fantastic items located in the chamber at some stage.
The following discourse was written by Ferin of Throal Mountain, a scholar under Merrox, Master of the Hall of Records. It starts well but seems to contain more rumour, accusation and prejudice than anything else. Please keep an open mind when reading, for the scholar's views may be catching . . .
David Schibeci
The scourge brought many things, death, fear and pain. It is the last of these things which has dominated the very souls of the Blood Elves who used this as their salvation from the scourge. But at what price?
Their brethren, who I will term 'common elves', believe them to be perversions o nature and the sentiment is returned. The Blood Elves, however, despise what they have become too, though they are too haughty and proud to admit this fact to the rest of the world. They have continued with this farce so long that many now believe they are in fact the most beautiful creatures in all of Earthdawn.
The Blood Elves have one, much important trait, they are the elves who stayed loyal to their Queen to the bitter end causing them to call the common elves 'outcasts'. This intense loyalty is one of the few redeeming qualities of the Blood Elves, though they are a little misguided in giving it to their queen. Blood Elves are, on the whole, arrogant, stubborn, violent and quick to temper. They are completely sure of their superiority and will not accept anything challenging their way of life. Their love for their heritage and customs is the only other redeeming quality, though their pig headed refusal to accept change counter this.
The Elven Court is the centre of the Blood Elves' lives, and much of their life is spent plotting and scheming there, to raise themselves up the social ladder. Their unscrupulous behaviour extends even so far that they would sell out their kin if they thought it would gain them status. In the centre of this web of deceit and cunning is Queen Alachia herself. She symbolises the Blood Elves, representing all that is evil and corrupt in the court.
Queen Alachia is the most stubborn and defiant of them all. She refuses to accept any suggestions and most of her rule is based on whim and fancy rather than law. She doesn't see King Varulus as the ruler of Barsaive, but believes him to be some sort of stuffed up dwarf with delusions of grandeur. As if she could talk? Some say that Alachia was the most beautiful creature in all Barsaive, I suspect some exaggeration, but now her beauty is more a fascination with the perverse rather than true beauty.
Blood Wood seems to symbolise the Blood Elves' plight. It is a place of evil, filled with strange, twisted creatures. Some believe horrors still inhabit Blood Wood, and I believe these rumours to have more than a grain of truth in them. Perhaps the Blood Elves are in league with the horrors. Blood Wood is also full of angry, defiant plants which will block the passage of honest travellers. The worst inhabitant of this cursed place are the Blood Elves themselves.
The Blood Elves are a strange brooding lot, to be avoided at all costs.
Ever since the scourge wiped the slate clean for Barsaivians, there has been two major forces operating in the area: the benevolent Throal and the malevolent Thera (depending on whose propaganda you're listing to, of course). There have been a number of smaller, yet influential, powers operating as well: the elven court of Blood Wood; the city-states of Batertown, Haven, Iopos, Jerris, Kratas, Travar and Urupa; and the major T'skrang trading houses of the Serpent River. The balance is going to be shifted as a new player has entered the fray, a fray not content to be a minor or even major force. The Blood Circle wants to be the force in Barsaive.
Little is known about The Blood Circle, as their leader (Kesnok) believes that revealing the intentions of The Blood Circle too early could be disastrous for their plans. Rumour and speculation suggests that the Blood Circle is a splinter group of Theran Nobles who believe that the Therans conquest of Barsaive was proceeding too slowly. Others believe they are a group of magicians who played with Blood Magic too long, and are now horror touched and crazed. Whatever their origins may be, the Blood Circle has grown from a group of ambitious wizards into a political force to be reckoned with.
Their growth has not been astronomical, as Kesnok believes in patience and caution, not wanting rival groups the chance to inject spies or counter-agents within his organisation. To this end he divided the Blood Circle up into twenty sects of twelve members each, controlled by the Blood Sect consisting of the six most powerful members of the Blood Circle. The twenty sects know nothing of the other's existence other than the fact there are other Blood Circle members. Each sect operates as a separate entity, with commands and information being passed on by a very tight and mysterious information net originating from the Blood Sect. Only the Blood Sect knows of all the other Blood Circle members and their activities.
The Blood Circle received their name from the fact that the all members of the Blood Sect practice large amounts of Blood Magic, a trend which is spreading to the other sects. The Blood Sect all make Blood Oaths to each other to seal their loyalty, tie their destinies together and enhance their power. Their use of both Blood Magic and Raw Magic has led a lot of rumours to spread about their sanity as well as the possibility that they might be horror touched.
Whatever their origin, present state or future aspirations the Blood Circle is a new force in the political arena of post-Scourge Earthdawn.
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